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Feedback comments for LD42
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| Timestamp | Since previous | Game | CliffracerX's comment | |
|---|---|---|---|---|
| Aug 14 19:34:49 | Little Planet | ♥ 1 | The graphics and music were quite good, and the idea was interesting enough, but it kinda falls short on execution and explanation. Why am I flying rockets into the sun - do they even do anything? How can I stop the asteroids when the rockets phase right through them? Is there even a win condition? With some more explanation (and polish, especially in rocket controls), I think this'd be a solid little game. | |
| Aug 18 01:25:21 | 77h 50m | Firewood Manor | ♥ 1 | Solid little game! Graphics were decent, and the mood worked well enough (especially the oncoming...*thing* in the fire), though I feel like the viewbob might've been a bit excessive, especially at lower framerates. I have to say, I dig the theme usage. Made the maze-going feel a lot more hectic, and with some polish, I think it could get quite unnerving (in a good way!) - say, having the fires grow louder as they approach? Only major weak point is probably the music - for a main menu track and/or credits track, it works, but the actual in-game music would benefit from being more hectic. It's been a while since I hit up Jukedeck, but I reckon it could spit out a pretty decent track for that purpose. Overall, solid for a 72h Jam entry! |
| Aug 18 01:45:26 | 20m 05s | VoidStalkers | ♥ 1 | Wow, this is tough! I couldn't make it a full level before I ran out of space, and the game crashed when the room completely closed in. ``` Error: script/Game.lua:146: attempt to index field 'currentmusic' (a nil value) stack traceback: script/Game.lua:146: in function <script/Game.lua:145> levity/scripting.lua:254: in function 'broadcast' script/Player.lua:271: in function 'func' levity/scripting.lua:219: in function 'Scripts_send' levity/object.lua:365: in function 'Object_updateAnimation' levity/layer.lua:79: in function 'update' levity/map.lua:429: in function 'update' levity/init.lua:441: in function 'update' [string "boot.lua"]:464: in function <[string "boot.lua"]:436> [C]: in function 'xpcall' ``` It's possible I'm missing some library - there's an error about missing "libgme.so" in my terminal that appears to have been thrown on launch. I also only heard game SFX - there was no music. Outside of that, it's decent enough! Graphics aren't my cuppa, particularly, but that comes down to personal taste, for the most part - although, the characters being antialiased was a bit...not great. Blown-up fuzzy pixels aren't the best pixels. 🙁 I see you made the sound-effects using Chip-Tone, and feel the need to say - unless you used premade/royalty-free music? You should be able to accept Audio ratings. Generative audio tools like SFXR (and its many variants), Chip-Tone, etc, are all clear for Ludum Dare use. |
| Aug 18 01:57:08 | 11m 42s | Closing In | ♥ 1 | Solid little platformer! Movement felt a little clunky at times (especially around pickups & enemies - do they possibly have non-Trigger colliders on them?), but enjoyable nevertheless. Theme use isn't quite what I was expecting, but it works. The functioning menu system is a nice touch, too - it's often all too easy to ship without one in LD's time constraints. All in all, it's just all-around *decent*, which is a good way to be for Ludum Dare. (Also, hello fellow Linux user! 😄) |
| Aug 18 02:30:15 | 33m 07s | Screen Space Defender | ♥ 1 | Solid little game! Had a bit of trouble early on with some stickiness, and running out of time, but it only took me a few minutes to get the hang of the puzzle system (and memorize them all 😛), and by my third try I was able to make it to a high score of 160 before opting to quit of my own accord. Music is decently catchy and suits the mood, the graphics are solid enough, the actual sound-effects work well, and...Honestly, overall? I don't really have anything to complain about. If you opt to expand it post-LD, some more variation would be cool (like more puzzle content, and types of puzzles *to* solve), but that's really about all it needs. |
| Aug 18 02:51:47 | 21m 32s | Return to Garbage World | ♥ 1 | Vector graphics Kerbal Space Program! Shut up and take my money! 💵 I'm an avid KSP pilot, and as such had a decent idea of what was going on, but...had a bit of trouble with the lander. In a nutshell: it really probably shouldn't be the same mass as the main stage. I've done quite a few landings in KSP (in fact, that's basically what I'm best at by now), and typically, my landers are always packed with a lot of thrust, and not much fuel. I get up to (possibly dangerous) velocity dropping towards the planet on a radial-in trajectory, then point radial out and burn the landing thrusters a kilometer or two above the surface. But...that's not how it works here. The lander seems to have the same mass as the booster, and its thrusters are equally powerful, there's just less fuel. I didn't have too much trouble de-orbiting, but the lander portion got me. Only managed a safe one once, all the others were either a crash with the lander, or a crash with the main stage trying to slow TO landing speeds. I think that's pilot's error, though - everything else is really solid. Graphics = 💚 |
| Aug 18 03:07:51 | 16m 04s | Follow The Light | ♥ 1 | Tricky, but fun! I love a good parkour challenge from time to time, and this definitely scratches that itch. The graphics are minimalist, though very functional, the audio is good (especially the music!), and the gameplay is solid and polished. Also, *wow*. I'm not much of one for claustrophobia (in fact, I usually *like* small spaces), but the walls closing in here are genuinely claustrophobic. Ace use of the theme. Excellent entry! 👍 |
| Aug 20 17:48:56 | 62h 41m | Dying Planet | ♥ 1 | Decent little entry! The graphics were solid (especially the planetshake with every impact 👍), but the gameplay loop was a little confusing. Took me a bit too long to realize mining was tapping E, not holding it, and the long delay between interactions got me killed the first time 'round when I couldn't build the ship fast enough. Still, with a little polish, this could be a right fun little time-attack game! |
| Aug 20 18:47:23 | 58m 27s | Prog-Jet vs Guardians | ♥ 1 | Excellent lightcycle game! With some sound effects, and maybe some extra abilities for the power-ups, I think this'd be one of the best out there. It really captures the feeling from the original TRON, both in terms of the lightcycle maneuvering itself, and in how utterly *disturbing* Recognizers are. Having them destroy the play area is both a neat new gimmick, *and* a great use of the theme. Great work! 👍 |
| Aug 20 19:03:39 | 16m 16s | Aperature XP | ♥ 1 | Oh man, this reminds me of the days I used to spend making faux "operating systems" in GameMaker. Ahh, what fun~ This is a really solid entry, though. Funny (it's a parody of old-school Windows, of *course* it's funny), decently fun, and with some genuine stress to boot as you struggle to avoid deleting the antivirus files. Only played on Easy difficulty, but found it a decent enough challenge (albiet, without knowing about the delete hotkey - that probably would've sped things up) - first time around, the virus lasted ~121 seconds, and I deleted 87 of its files to 3 AV ones. Second time was 119 seconds, with 84 virus files and no antivirus ones - spending a bit of extra time to order the antivirus files into rows at the top made life a good bit easier. Very nice work! |
| Aug 20 19:51:47 | 48m 08s | Roham! | ♥ 0 | Really well-done all-around, both in the original Ludum Dare version, and in the post-jam one! The graphics are good, the music is excellent, the dashing movement feels great, and the in-world menu system is BRILLIANT. It definitely feels more natural with mouselook to aim, but works well enough without. My only real complaint is that the yellow guys feel a bit...cheaty, maybe? Especially when the circle is big enough that you could dash attack 'em. Having to break combo with a dash out of the way just to survive is...not super great, too. Outside of that one nitpick - excellent work! |
| Aug 23 17:22:10 | 69h 30m | Demonic Digestion | ♥ 1 | Graphics and audio-wise, this feels a lot like Okami, and that's *awesome*. Five stars in both categories. Gameplay-wise, this is pretty solid. I'm notoriously bad at bullet hells (or anything even remotely resembling them), so I wasn't able to get super far (highest score was...thirty, I think?), but what I saw felt decent enough. Took me a bit to get used to the movement, and the screenwrap definitely threw me off at times, but I got the hang of it eventually. Definitely felt appropriately floaty, given the theme! Speaking of themes - I'm not entirely sure how this relates to the Ludum Dare theme? Running out of space without skulls flying through, maybe? I have only one nitpick with the gameplay itself, and that is that I'm...not really clear on what katanas are for, aside from looking rad as hell. Overall, though? Really awesome entry! |
| Aug 23 17:37:50 | 15m 40s | Blow the Hen Down | ♥ 1 | Decently fun little entry! Graphics are pretty solid, audio is good, the idea works, and it fits in well enough with the theme. No major nitpicks - my only complaint is that on the highest graphics quality (Yarrrr, I believe) in Linux, the shaders seem to have a general freak-out. BtHD-ShaderFreakout.png |
| Aug 23 19:08:27 | 1h 30m | Housebreaker | ♥ 0 | Graphics are good (of course they are, Unreal always looks good), and the houses feel nice, but I wasn't able to test beyond the "Relaxing Heist" level (in the HTML5 build, at least) as none of the shop upgrades seemed to work. Couldn't duct-tape the camera, perform lockpicking, or use a keycard. With some more time to improve it, I have a feeling this'd be quite solid! |
| Aug 30 18:57:02 | 167h 48m | Big Crunch | ♥ 0 | Neat idea, and quite pretty, but seriously hampered by the balance of the procedural generation. I didn't win any of the times I tried, and it was often because the wormholes were obscured by planets, or so close to the edge that by the time I got there, they were already gone. Maybe the WebGL version just has bad luck or something, but...that was my experience. I know the Windows version is recommended, but I'm a Linux user, so WebGL was my only option. The graphics are quite pretty, though! The ship actually having RCS thrusters for turning, and obeying some semblance of physics was definitely a nice touch. The music's pretty decent too. |
| Aug 30 19:18:12 | 21m 10s | WearOut | ♥ 0 | Graphics were solid, and the humour was alright, but the gameplay is a bit lacking. I'm not sure if it's a webGL-specific thing or not, but the enemies basically just came in a solid stream, were incredibly easy to dispatch, and didn't seem to weigh down the platform any unless they reached the left side of the screen, which only appeared to be possible once I was dead. The winning technique was to sit in one place and mash W the entire time, which was...rather boring. Still, neat idea and take on the theme! |
| Aug 30 19:48:48 | 30m 36s | Personal Space | ♥ 1 | Hooooo, this is accurate. Not often I see things like social anxiety articulated and games, and this does a great job of it. Normally, I'd say uncanny characters are bad news, but...they add to the mood here. The walk sound is a nice addition too - it adds a sense of urgency, especially if you're fleeing from an anxiety trigger. Overall, the mood is fantastic, the sense of anxiety is real, and I'm going to hazard a guess it's relatable for a lot of Ludum Dare-goers - can't say as that I've been to a party, myself, and I plan to keep it that way. In any case, very nice work! 👍 |
| Aug 31 01:05:59 | 5h 17m | Overflow | ♥ 0 | Neat concept, solid graphics, fairly solid execution, but one of the **VERY** few games that inspires genuine frustration in me while playing, especially in Level 10. I'm a veteran of the N series (N/N+/N++) and went in expecting to be able to use most of that knowledge, and sorta got to. The wall cling is a bit too delayed and sticky (especially for the ridiculously fast pace you're supposed to go at), and the little lizard/dragon/whatever looking like they're dying/drowning so often definitely got to me on a psychological level. (I'm a huge sucker for "cute furry things", and little dragons are close enough.) Frankly would've liked a more slow, puzzle-based ending that'd let you fight (and overcome) whoever runs the labs, but was glad when the end came nevertheless. Not going back in for the collectibles. Most of these criticisms are probably on me - it *is* well-done and fairly polished, the pixel art is solid, the audio works, it has a nice enough set of levels, and so on. |
| Sep 1 00:21:23 | 23h 15m | Headspace | ♥ 1 | Made it to a high score of 52 (?) before eventually just opting to let the game end. Simplistic, but mildly polished, and definitely pretty good for a game made in 12 (?) hours! My most major complaint is the hitboxes feel a bit...floaty, maybe? It was really easy to take a hit while clearly just grazing the Stress at worst. It made maneuvering more stressful (no pun intended) than it should've been, which I think detracted from the experience a bit. I also concur with the general complaints about difficulty - it is a bit easy, outside of wonkiness with the hitboxes. It doesn't seem to get any harder as the game goes on, either, meaning it just gets kinda boring after a while. |
| Sep 1 02:23:47 | 2h 02m | Brick It! | ♥ 0 | Got a high-score of 214 in the WebGL version. Just...all-around "ok", by my standards, at least. Bullet hells aren't my thing (like, at all), so I did admittedly enjoy it less than others might've, but I can't see any glaring problems with it, aside from the lag towards late-game. Didn't stop me from enjoying the graphics & music, though - those are quite solid! |
| Sep 1 02:47:26 | 23m 39s | Dark Forest | ♥ 0 | Very pretty, even without VR, but I'm not sure what the actual gameplay is. Seems like a good basis for some sort of survival game, though - it reminds me of old-school Rust, back before there was a procedural map. Has the same sort of vaguely spooky nature feel, what with the trees and all. |