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Feedback comments for LD42
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| Timestamp | Since previous | Game | bloodyaugust's comment | |
|---|---|---|---|---|
| Aug 12 23:20:50 | Closing In | ♥ 1 | Again, the music is my favorite part here! With some minor fixes/tweaks to the way the boost circles work, this is a worthy subject of post-jam time. 😄 | |
| Aug 13 04:45:32 | 5h 24m | Zero Grace Megadrive | ♥ 1 | I agree with much of the feedback here: the addition of jumping to the light cycle mechanics is a great gameplay diversifier! The sounds were also pleasing, and the art style was clean and consistent. Great entry. 😄 |
| Aug 13 18:42:32 | 13h 57m | Typer | ♥ 0 | Karaoke meets auto-platformer, I like it more than I know the lyrics to that intro... 😆 |
| Aug 13 18:47:00 | 4m 28s | Slime Exterminators : running out of space to walk | ♥ 0 | Scored just over 3k! I can definitely agree with the other feedback here: this is fun and quick, with good visual design(but please add a line indicating where you're shooting). Also fun to see another slime-based game. 😄 |
| Aug 13 19:02:27 | 15m 27s | Super Crate Hoarder | ♥ 1 | A well-executed clone! The controls are tight, I felt like it was my own suck at platformers that was the issue in not being able to get past level ten, as opposed to the mechanics of the game. Good entry! 😄 |
| Aug 13 19:09:32 | 7m 05s | Overload | ♥ 1 | Like others have mentioned, the UI was a real sticking point for me. It was confusing, and generally had responsiveness issues. For a strategy oriented game, this is a real killer. With some work to give the player a better understanding of what they should be doing and why, and also to better give an overview of the current status (along with some bugfixing), I could see this being fun to play. I did enjoy the art and music, though! 😄 |
| Aug 13 19:16:31 | 6m 59s | Power Plant | ♥ 1 | Biodiversity: The Game! Very interesting and enjoyable concept. A well-executed strategy game in the compo is hard to come by, but you did it well. The tight scope of options, the simple but beautiful screen representation, time as your only resource: this has potential as a post-jam game for sure. |
| Aug 13 19:21:21 | 4m 50s | Into Asteroid Belt | ♥ 2 | Well, you really meta-themed here! 😆 But seriously, while I understand the desire to stay true to the gameboy resolution, _please_ allow users to change the screen size. Especially on my HDPI screen, this window is sooooo ridiculously small. I could hardly see what I was doing! Otherwise, a nice take on a classic formula. Would have loved to see more in gameplay diversifiers, and perhaps some audio. Nice entry. 😄 |
| Aug 13 20:26:23 | 1h 05m | The Pit | ♥ 1 | Some clearer instructions would go a long way, I think. The movement and actions also felt a bit sluggish. 🤷 But hey, very nice idea! Also, pleeeease don't make us use an installer for an LD game. Just package the built game in a zip file. 😄 |
| Aug 13 20:34:28 | 8m 05s | Compressor | ♥ 1 | Interesting take on tetrominos for sure, I could see playing this on mobile. The music was quite good as well! I'd love to have an option to fast-shrink the walls, and while the configurability was nice, perhaps some difficulty presets would be better. Overall, great entry! 😄 |
| Aug 13 20:50:00 | 15m 32s | ZombieEnclosure | ♥ 1 | I appreciate the work that went into the art, music, and fun menu in this game! I would have loved to see a bit more gameplay involved, though. A few notes: When dealing with actor movement, you generally want to set a `moveSpeed`, and use actor input to control the identity of a vector. This way, you avoid having different move speeds when the actor moves diagonally. In pseudocode, this looks something like: ``` moveSpeed = 5; moveVector = Vector2(Player.HorizontalAxisInput, Player.VerticalAxisInput).identity * moveSpeed; ``` Additionally, please don't package into an installer for LudumDare, it's enough to just package your game into a zip file (this avoids unnecessary system bloat for the hundreds of LD games 3 times a year). Overall, nice entry! I hope you come back this Winter for more. 😄 |
| Aug 14 03:00:43 | 6h 10m | Inventorium | ♥ 0 | Thank you for the volume warning. 😆 I did enjoy the concept, regardless of how bad I was at it. 😄 |
| Aug 14 23:39:44 | 20h 39m | Outrunning Space! | ♥ 1 | Very fun idea! Definitely the most innovative entry I've seen in a long time. I really enjoyed seeing this! As a fellow web dev, perhaps check out [replaceState](https://developer.mozilla.org/en-US/docs/Web/API/History_API#The_replaceState(%29_method) as an alternative method of changing the URL, to do so in such a way that doesn't kill my browser history. Perhaps in the mean time, you could add a warning to run in Incognito mode? Also, did anyone else's eyes get severely fucked from playing this for a while? 😆 Looking away from the URL bar induced a weird double blue patch and tiny Guitar-Hero effect for me. |
| Aug 15 08:54:52 | 9h 15m | Magic Cam | ♥ 1 | Great interpretation of the theme here! I wish that I could control my picture slot with keys, though, as I tended to always over-scroll in the middle of being mobbed by enemies. I also ran into a bug a few times where I couldn't capture the crystal with my last slot. Seriously though, generally good execution on a fun concept made this a very nice entry. |
| Aug 15 09:09:14 | 14m 22s | Zombie Invasion | ♥ 1 | 1112 was my high score! Good entry overall, having to juggle the ghost enemies and the ever-encroaching zombie horde played really well. The sound was also nice, as was the high-contrast nature to the art. That said, it was held back by a few bugs I noted. - The first hit on a zombie meant that successive bullets didn't actually fire, but hit-scanned. - I sometimes got stuck on green edge tiles and had to move sideways inward while strafing away from ghosts, which was frustrating. - The UI for HP and special attack was not visible in a "restart" game, so I had to quit and re-load. - While not a bug, I didn't notice the question mark button until my 3rd run, so I had no idea that the blue bar was a special attack. Maybe including this as a normal menu item under "How to Play" would be more obvious. Again, nicely done on a fun entry! 😄 |
| Aug 15 09:21:45 | 12m 31s | WASH UR BALLZ | ♥ 0 | I enjoyed this entry, but I feel like your finessing of the camera worked against the playability. I found it very hard to predict where I was going to land, leading to a lot of time unexpectedly stunned. Being that this is the primary draw of the game (it makes the player feel more powerful than just rolling around), I'd suggest toying with the follow and controls, and perhaps adding an indicator that shows where you are above the ground. Overall, a great concept tho! 😄 Additionally, for the sake of us other jammers, please use a free host (like itch.io) that supports faster downloads than Drive. It took a solid ~5 minutes to download your entry due to the size and slow speed. This could also be helped by shipping a smaller size zip, which could be immediately improved by not building in Unreal's "debug" mode. |
| Aug 15 09:32:57 | 11m 12s | Snake Mango | ♥ 1 | Very pleasant music, simple and coherent visuals, and a lot of minor juicing of various gameplay and UI elements make for a very good entry here. I'm also impressed that you managed to get a high-score board up and running as well! I'm curious to know if you wrote and hosted this implementation yourself as part of the compo (not that it matters in terms of the rules, just curiosity). The only thing I didn't like was that the game didn't include support for my aspect ratio(21:9 @ 3440x1440), so I missed out on some UI when fullscreen. Overall, an extremely solid entry, especially considering you did it in 12 hours! 😄 As an aside, please don't enable the donation request on itch for LD games. It feels cheap to ask for money for participating in LD, and keeps me from that sweet sweet download button for just a bit longer. PPS: Your itch page URL itself makes this game worthy of the humor category. 😆 Kappa, bitch! |
| Aug 18 01:14:36 | 63h 41m | We Need Space! | ♥ 1 | GameJolt seems to be down right now. I'll come back and play this later, but I'm excited to see it! |
| Aug 18 01:15:01 | 25s | Collapsing Mines of LUMDOOM | ♥ 0 | GameJolt seems to be down right now. I’ll come back and play this later, but I’m excited to see it! |
| Aug 18 01:17:31 | 2m 30s | S.O.B.A.D. | ♥ 1 | Other than a fair few issues with the controls (especially clicking on enemies seeming to work on 25% of the time), this is an impressive compo entry! I like the idea of a single player MOBA, get to avoid the toxicity of the LoL scene. 😆 Another note, I'm not entirely sure how this relates to the theme... |
| Aug 18 01:27:50 | 10m 19s | Block Smash - Ludum Dare 42 Entry | ♥ 0 | Congratulations on a complete game as your first entry! 😄 The one thing that stood out to me was that the pieces placement needed a little more rules to the randomness. I ran into a few situations where I could not pass the pieces being spawned, and the difficulty ramp seemed to consist of "place larger pieces". But again, nicely done on a working game your first go! Please continue participating. 😄 |
| Aug 18 01:39:10 | 11m 20s | Meager | ♥ 1 | I think you have the basis for a good game here, but the between the absolutely brutal difficulty and how frequently I spawned only to immediately die, I had a hard time finding it to be a fun experience. It's absolutely an impressive entry: the graphics are simple but cohesive, the music is nice, and jamming that many modes(and multiplayer) into such a short timeframe is really quite an achievement. I feel though that if you had instead spent that time on making the core game experience feel more fair, and given the player more time to react plus any sort of non-visual feedback about what was occurring, this could have been fun to play. Really though, nicely done on executing on so many things in the time you did! 😄 |
| Aug 18 01:49:10 | 10m 00s | backSpace-X | ♥ 1 | Nicely done, a complete experience on your first entry is a great place to start! 😄 I really enjoyed the music and sfx, and the artwork was also pleasant and properly space-y. Some feedback to consider: - I'm not particularly fond of how much text is taking up space at the top, I would've liked less and larger/reactive text, especially for my scrap and HP. It was difficult to know where I was at in terms of either at a glance, and if I could upgrade. - The difficulty seemed to operate on more of a cliff than a curve: too many enemies/asteroids too quickly, with too slow of a shot interval at too low damage, with movespeed much slower than enemy projectiles make the first few minutes very difficult, and the following few very easy after some upgrades. - Some enemies on the edges of the screen (particularly the top) were impossible to hit, due to a too-large hitbox for the player. I'd recommend sizing it down to just _inside_ the player sprite in the future. Overall, I think this is a very solid entry, and I'm glad that you're going to participate going forward! 😄 |
| Aug 18 02:06:53 | 17m 43s | Arc | ♥ 1 | Wow, this is a seriously impressive entry. Short of some UI bugs in the ship building mode (editing while en route seemed to break regularly, fixable by exiting the edit screen and executing a turn), everything here is _very_ solid. The gameplay was both unique and fun, the story short but interesting and at least engaging enough for a compo game, the music was really quite good (I'm totally using that tracker in the future), and the mechanics were solid and well implemented. Really, I just wanted more! 👏 😄 |