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Feedback comments for LD42
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| Timestamp | Since previous | Game | anikki's comment | |
|---|---|---|---|---|
| Aug 13 09:43:34 | Colony | ♥ 3 | I love weird stuff. 👍 | |
| Aug 13 09:52:30 | 8m 56s | Grid Locked | ♥ 0 | The idea has a lot of potential. More variation could be introduced like more complicated floor patterns, powerups, different enemies, temporary rule-changes etc. Actually this makes me think of Missile Command. Its a bit too slow paced for my taste and while i like simple graphics, I think this game could use some more juice. 👍 |
| Aug 13 09:59:38 | 7m 08s | Never run out of SPACE: a ZIP folders journey | ♥ 1 | I like the story setup. Builds much expectation on what funny things are to come. A virus chasing a file. Nice... Lots of potential: Maybe the file has to find bits of itself in each level to unlock the next. The characterization of the virus could be great storytelling... 👍 |
| Aug 13 10:05:57 | 6m 19s | Zero Grace Megadrive | ♥ 1 | Good old snake, always works and fits the theme perfectly, very solidly made. Graphics are perfect in creating that 8bit mood. And PICO-8 ❤️ . |
| Aug 15 11:49:17 | 49h 43m | Defragmentare: Bring Order to Chaos | ♥ 0 | While there is positively some fun in the idea of defragmentation and there is a game hidden in it somewhere, this didn't capture it for me. Sorry. |
| Aug 15 11:56:33 | 7m 16s | Grave Heart | ♥ 3 | Your figured out how to put fun into gravedigging. Great achievement. 👍 |
| Aug 15 12:08:47 | 12m 14s | SpaceOut | ♥ 1 | A proper character controller (instead of a direct mouse mapping) would offer some more feel and "connection" to the game. The insta-death, in its presentation, feels harsh, although its probably fair or neccessary that way. Graphics are effective. Overal it has a 70s vibe with its superficial limitation to "one moving sprite (bullet)"... i think that limits the enjoyment of the brick-breaking where maybe a more "loose" firing could have been more fun. The systems (hitpoints and shots doing damage) are in place from what i figure. Overall a respectable effort! 👍 |
| Aug 15 12:29:54 | 21m 07s | Crystalmancer | ♥ 0 | The enemy movement feels unfair in many rooms (maybe its punishing nature needs some motivation on the story-side). The design of the crystal mechanic seems pointless. It adds no obvious fun or meaning to the game. Maybe I didn't understand them before getting frustrated by them. Aside from the gameplay design decisions, solid work! |
| Aug 15 12:38:55 | 9m 01s | Crumble | ♥ 1 | The character controller is too sluggish for a game like that. Fine control creates fun here, not random chance. Also there seems to be no level progression, just a bunch of platforms and effects. Didn't get a positive 'yes, I made it/got it' event in any of my retries. Seems any success immediately turns into a failure because of too much inertia or twitchy mouse controls. Overall it kinda misses some balance between pacing, control, difficulty and reward. |
| Aug 15 12:51:18 | 12m 23s | Pre Alpha Build | ♥ 1 | The idea has potential. As you said: better interface, a bit more feedback and this is a great little diversion. You should polish this up, add progression, more buildings, a tech tree and what-not and release it! 👍 |
| Aug 15 12:58:58 | 7m 40s | GRAVEDIGGER - A final stand | ♥ 1 | I didn't expect much, but this was actually fun (thats the important thing). The shrinking play area didn't really add much to the game or made sense story-wise but it also didn't hurt. Maybe that needs some weird storytelling to make the connection ;-). Multiple weapons and enemies and zones... all very nicely done. Solid work. Add some juice and nice sprites and this is a winner! 👍 |