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Feedback comments for LD42
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| Timestamp | Since previous | Game | Alfie275's comment | |
|---|---|---|---|---|
| Aug 14 18:19:00 | Blacking out of Whiteness | ♥ 0 | Interesting game, particularly the asthetic. Not really sure if I was just being dumb or there was no way to combat the black holes? In any case an interesting experience and something I can see being expanded. | |
| Aug 14 18:32:00 | 13m 00s | Backpack Quest | ♥ 1 | A fun little game, reminds me of a text based version of the EYEZMAZE "GROW" series of flash games. If you added branching paths as well as varying responses to the objects used it you could fit a lot of writing in here and it'd be quite engaging (maybe add a tree showing the possible paths you can take, with untaken paths greyed out?). |
| Aug 14 19:29:41 | 57m 41s | Warehouse Simulator 2018 | ♥ 1 | A fun game, simple but very challenging, it took me a few tries to get past the first round (it could maybe do with rounds being more generous for a tutorial or something at the beginning). I feel like this would make a fun multiplayer game in the same vein as Viscera Cleanup Detail (and you could multiple roles, so one person perhaps in control room and can see which color needs to be shipped etc). It might also make a quite amusing VR game (or even both, a multiplayer VR game about throwing around boxes and coordinating with teammates). |
| Aug 14 22:26:19 | 2h 56m | ENCRYPT3D | ♥ 1 | A good basis for a game but could do with making the movement puzzle bit the focus, or introduce different file types such that there is a reason for the player to be interacting with the files rather than it just automatically selecting the files. |
| Aug 14 22:35:46 | 9m 27s | Bloody Hooligans | ♥ 3 | A fun game, very satisfying feel to the car when it turns and the back of the car swings out and hits the enemies. Could maybe do with the fuel tanks being a bit more visible and a few more types of weapon/powerup would improve replayability. On the whole though a very polished and fun game :) |
| Aug 14 23:37:53 | 1h 02m | Last Days on Mars | ♥ 0 | Heh, tried my best but could never get past 11 turns. Feel like I came close a few times, and there were a few things I didn't realise at first - Like how oxygen is proportional to housing capacity but food is only proportional to number of habs. |
| Aug 15 19:25:11 | 19h 47m | The Compactor | ♥ 1 | A fun homage to a certain scene from Star Wars, though perhaps a little hectic and overwhelming to start with. Perhaps if you cut or simplified the inventory system? |
| Aug 15 19:38:12 | 13m 01s | Random Access Memory | ♥ 1 | An interesting idea, but certainly too hectic atleast at the start. The controls were also quite annoying considering it didn't seem to work with the numpad 0 and 1. Next time perhaps use Input.GetAxis rather than Input.GetKeyDown, it does require tracking state yourself to detect rising edges, but it allows users to rebind controls in the launcher. Alternatively have a key rebind screen and use Input.anyKeyDown and Input.inputString (which you can then cast to a KeyCode enum) to allow users to rebind keys. |
| Aug 19 18:29:26 | 94h 51m | Stuck! | ♥ 1 | Great use of the theme. Certainly evokes the same kind of feeling as trying to get through a crowd IRL, but perhaps you could add a few more mechanics, such as perhaps an "excuse me" button (which depletes some kind of politeness meter maybe?), or more kinds of passenger (eg drunks who will jostle you and potentially push you back). The physics could do with tweaking to be a bit "squishier" - Maybe instead of just relying on the glitchniness of the rigidbody physics, have each passenger repel others within some very small radius, with the strength decreasing based on distance (like springs, or magnets). |
| Aug 20 17:46:25 | 23h 16m | The National Library of Geometric Impossibilities | ♥ 0 | Fun little game, though could do with taking the existing puzzles and turning them into sequences of puzzles with increasing difficulty/complexity. My only real complaint would be the performance issues, it ran quite slowly unless I looked in certain directions, so I'm assuming it's drawing everything infront of me even if it's not visible. Perhaps look into remaking this in a different engine (Unity, unreal etc), which would also let you have stuff like antialiasing (which would be useful as sometimes the signs were unreadable from a distance). |
| Aug 20 18:00:19 | 13m 54s | Overflow | ♥ 1 | Amazing entry, my only real complaint is that it isn't longer! Love the clean visuals especially (with touches like that wake effect), and the triage puzzle gameplay is great. I think this could make a really interesting puzzle game, but would also work well as a local multiplayer game in the vein of overcooked (you could have different vehicles for each player, or different roles piloting the vehicles/attending to rescued people/whatever). |
| Aug 21 19:43:24 | 25h 43m | Zombies Hate Fire... | ♥ 0 | The building of barricades did not really feel (ironically) that constructive, as if you think in terms of zombies spawning per second vs zombies dying per second, barricades do not make any difference and really just waste time you can be spending killing zombies. Perhaps a better mechanic would be if you could place spikes on doors to damage any zombie that attacks it, or if zombies can be crushed by other zombies if they are trapped by a barricade (which would be a good application of the "running out of space" theme). Aside from that it is a very satisfying shooter, especially being able to down zombies via a headshot with the bow. Maybe multiple arrow types would be cool? Like a fire arrow that sets zombie on fire (with potential to spread to other zombies). |
| Aug 22 17:26:18 | 21h 42m | Get Comfortable | ♥ 0 | I found this a really funny concept. Kinda vague on the exact rules but I had fun anyway. |
| Aug 22 18:08:06 | 41m 48s | WeAreTheAntidote | ♥ 1 | The interface is a bit messy and it felt way too fast. I'd slow it down and maybe make it turn based? Theres the premise of a really engaging game though definitely :) |
| Aug 22 19:10:15 | 1h 02m | Personal Space | ♥ 1 | Great game, love the asthetic. It kindof reminds me of Blendo games (gravity bone, thirty flights of loving). Simultaneously funny and disturbing, and the feeling of having your personal space invaded/anxiety was conveyed very well through the gameplay. |
| Aug 24 18:25:27 | 47h 15m | modbot | ♥ 0 | Love the artstyle, and the stacking modules idea is interesting (reminds me of this old game called "Tanktics"). My only realy gripe would be the lack of checkpoints on the last level (especially with the spike hitboxes as is), though I managed to beat it eventually! |
| Aug 24 18:29:36 | 4m 09s | Quantum Customs | ♥ 1 | A unique twist on Tetris, though would've been more interesting with different levels perhaps (and a ramp-up in difficulty). |
| Aug 24 18:41:08 | 11m 32s | Overflow Control | ♥ 0 | Good use of sokoban mechanic. Would have liked to have seen difficulty increase by puzzle complexity rather than speed though, like maybe tiles existing on the board that you cannot move, or tiles that stick to each other or something. |
| Aug 24 18:53:26 | 12m 18s | Requiem for the Postman | ♥ 1 | Really funny, I agree with others it'd make a great VR game, reminds me of a more postal version of Papers Please (Parcels Please? :P). |
| Aug 24 19:17:43 | 24m 17s | Classic Snake (Made by 12 yr old) | ♥ 1 | Very much just snake, but I can appreciate putting in the time to actually enter something. I too started programming from a young age, though I made the interesting choice to start in C++... Anyway, I would recommend not spending too much time doing low level/boiler platery stuff. Definitely try writing your own engine/framework atleast once (I did and it was valuable, especially to understand what goes on under the hood of modern engines like Unity or Unreal) but don't make the mistake of continually writing engines if what you want to write are games. |
| Aug 24 19:25:12 | 7m 29s | TOROID | ♥ 1 | Very interesting concept. Might be cool to have the 2D sections render to texture, and then have that texture on the rings (so you can see the actual level and enemies etc wrapped around the rings). |
| Aug 27 11:42:32 | 64h 17m | Space Escape Runner | ♥ 2 | Liked the audio, and the implentation of gameplay was good though I'd like to have seen some variation. Another thing to consider, is that as the black things are meant to be "holes" in the road, you could maybe look into using some stencil buffer effect or something to have the stars show behind the road. |