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Feedback comments for LD42
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| Timestamp | Since previous | Game | CraneStyle's comment | |
|---|---|---|---|---|
| Aug 13 19:19:26 | Slime Sumo | ♥ 2 | Yes, no button shooting is nice. I would say, focusing on movement, translating hit responses could have used some focus. Good seperation and clear color scheme, but clear messages of when I hit and where I hit from, and then someitmes i feel like im dragging in my movement response. Otherwise nice! | |
| Aug 13 19:21:42 | 2m 16s | Full of Thoughts | ♥ 1 | Yea, the hit box stuff really grated on me, but it is solid! |
| Aug 13 19:24:08 | 2m 26s | GRANDMA KNIGHT | ♥ 1 | I seem to run into some basic interaction bugs pretty frequently, I get the concept like the general feel, but think a more focus on ensuring the kinds of things I am doing a lot of feel and work tightly. |
| Aug 13 19:27:42 | 3m 34s | Space Adyssey | ♥ 0 | I am struggling to really get the "running out of space" core feel of it. It's like a simplier version of "Space team" which is not bad, but outside of whack a mole response interaction. It feels less centered on the core mechanic and removing the windows themsleves does not "feel awesome." As a quick clicker sure, I like that part. But maybe removing controls from the ship and putting them on the windows and having multiple windows pop up and figuring out whcih you need may have made it more compelling. Instead of ( get rid of the annoying ) type of mechanic. Otherwise well put together, and solid implementation. |
| Aug 13 19:30:16 | 2m 34s | Memory | ♥ 1 | Haha, I am split on my feels, one part horrified, one part having a fun time. The only thing I would recommend that would be a huge improvement is making the text even larger, and maybe slightly modified colors of the text blocks. To make it more easily parcable it starts to all kind of be a blob at some points and harder for me to intuitivily seperate the information. |
| Aug 13 19:32:49 | 2m 33s | Breathing Room | ♥ 4 | Very well done for the time, =) and a solid concept. I think working on some of the base interactions a bit more and really getting movement and shooting feeling more impactful. But the information translation is good. |
| Aug 13 19:36:46 | 3m 57s | CENTIFEED 2042 | ♥ 1 | Ok, so i think the concept is solid, and it's good to reference an old game an expand on the concept. My biggest beef here is that moving around does not feel good. It's very counter intuitive, and not in that fun way. Instead my intent seems to not be reflected in how I am trying to achive my objective. I understand what the movement was going for, BUT I feel like the challenge should not have been focused on the movement controls. But instead focused on mushroom placement and managing your size as you got bigger. |
| Aug 13 19:42:41 | 5m 55s | AEKI Wares | ♥ 0 | struggling to see how this links with the running out of space core theme. I like what's going on, and I like a all the general mechanics in place. I think a bit more focus on repetative interactions feeling impactful and more feedback could use a touch. I am impressed with the overall implementation though. My biggest advice, and it's something you may hear from me a lot is. Make sure that the interaction the user is doing 90% feels amazing. It can be littlee things like how they run around and giving them like momentum or something so that moving around itself like a minigame of optimization while your moving stuff. |
| Aug 13 20:12:34 | 29m 53s | Space Billiards | ♥ 1 | It's a good concept, perhaps maybe scaling hte player from easy interactions to more complex ones. I don't really get the "running out of space" vibe from it. But it is in space at least. |
| Aug 13 20:17:33 | 4m 59s | Cryptographer | ♥ 1 | Solid entery, i feel there may could be some better feedback in a few interactions but the core is good. Sharing is caring. Apparently adding a link is bad form on my part. Sorry everyone this is a new experience to me. |
| Aug 13 20:24:09 | 6m 36s | Out of Graves | ♥ 3 | I see a lot of good things here and some small stuff that would improve them game big time. 1. Make movement fun, I know this is a strange concept but adding some acceleration while moving without impeeded when I am not pulling a body makes menuvering interesting. The character should be inharently faster also. You can counter balance that by having the implication and showing of being slower when dragging a body. 2. Show a key, even small when i approach a body so that I know what to interact with. If possible, when you have contextual interactions always show this. If you want to get fancy, do it until the player has performed the actions X number of times that game session as you can assume they know what they are doing at that point. Also when you get close enough to interact with it, highting it in some way helps me know exactly what I will interact with. 3. Just for funny, I think how you get them into the grave should be shove smacking them into it, but that's just personal prefernce. You may get a lot by needing to throw them or something wwhere you need to move wind up. I feel like there are a lot of mechanics here, which are deployed solidly, and the standard feedback you need for them in place. But I suggest trying to think how to take the most common and minimal actions and making htem as fun and interesting as possible. Everything else builds on that foundation. |
| Aug 13 20:47:30 | 23m 21s | Petri Panic! | ♥ 2 | This is a solid concept, and decently executed. There are 2 main points to address. 1. Because of the linearity of the movement it becomes very clear that there is not a lot of "decision" making with grabbing slime. There are a few ways you could fix this. Have objects appearing and disappearing that you need to avoid. Having boosters that you can grab along the way to help you. Have different areas to drop off the goo btu they fill up so you have to figure out where to go that is best. ATm my agency feels very minimal, and it's so close to feeling great. I would increase the movement speed a tad so that when you have no slime your faster and as your bucket fills up you get a tad slower. 2. When you are full it should flash to you, and better clearer indication of the drop off point. other than that, this has a good solid start. |
| Aug 14 01:55:23 | 5h 07m | No More Spacers | ♥ 2 | Some suggestions: - I have no idea what I should be doing in this game, there is nothing to indicate exactly what my goal is. - Need good feedback on when I am taking damage for a game that is all about combat this is VITAL - You shoe horned the theme, and nothing in your game really meets it, and I am just gonna be honest I DID TRY I REALLY DID, but I just can't say that it fit. - Enemies health needs to be lower - Move the health and stamina bar behind the character or add something opaque behind it, can get lost in all the bloom and red behind especially when im swinging my sword like a.... ummm something I am not allowed to say in public. - You may as well remove dash, since basically it's the kill yourself off the ledge button - Otherwise you do have a neat mechanic that i think you should trim down onto which was the spheres and being about to hit those away. I think if you trimmed your mechanics down and focused on that, you could make something really good! Ending note: Srsly man, theme alright have a good one, i know i may sound harsh but in reality, I am just trying to help you. And I am not trying to be overtly toxic, I think it is great that you did ludum dare, now learn from your mistakes. |
| Aug 14 02:25:57 | 30m 34s | Bat-Chan! | ♥ 2 | I am the guy who stream went over your game. Key points: - I need to feel like I can do something about the projectiles the enemies throw at me, i feel powerless to stop them other than just waiting. A better indication of winding up before a projectile for timing. - I think the key interaction of dropping the bombs is pretty good, but I think that could be focused on making it more interdating and skillful to do to be more fun. - You followed the theme pretty well, I think that was clever, I think your art is cute and fits which is nice and a step above. I think if you had paired down your enemies, and really focused on your bomb killing interaction and feedback of dmg, as well as considered what might be things the player WANTS to do that it would have made it a lot more entertaining. - Adjust the health bar or use some sort of method on the enemies to indicate health, looks to much like something that would block in the environment |
| Aug 14 02:55:32 | 29m 35s | Overflow | ♥ 1 | - Great theme - Great compisition - I need to feel like i have more choices, I don't feel like I have alot of impact or say on my decisions and I don't feel like my personal skill and awareness is being applied. - There are issues with spatial awareness and objectives - Inconsistent teach methods that should be applied - The biggest weakness is that I don't feel that there is like skillful choice. I get that this is more of puzzle, but if you are going the puzzle rout then you may want to change the water rising in real time. Idea, is have water rise when you move. - Clean up learn by failing, I believe you can be the better designer, win by failing is for newbs. |
| Aug 14 03:31:54 | 36m 22s | Count your Steps (or you will run out of space) | ♥ 1 | - Strong concept - Make walking entertaining more interactive, some ideas are like if I am going to be slow, make me lumbering guy armor. - Fail by design, I know you can do better. Easy way to fix, Do an early light jump between all the points in order you want me to do them. So I can then be tactical in my planning. |
| Aug 14 04:00:18 | 28m 24s | Skipping Cats | ♥ 2 | - Follow the puzzle Therum (Introduction, application, application, challenge, intro) Whenever a new mechanic in introduced, it remains. - Some more feedback and visual focus on moving squares - Move instructonal information to be in the local space of where I am interacting - Anticipation of block drop( shakes then drops ) - BIG almost over the top feedback for when I successful get a cat in. - Challenge yourself to think about how to make me feel skillful at the choices I made. Once I do an application of a concept, need to create a condition where I can apply it in a way that makes me feel awesome and does not feel super obvious |
| Aug 14 05:19:57 | 1h 19m | Monkey Beat | ♥ 4 | - Need to follow the theme ( I know but still NO EXCUSES!!!! JUST DO IT, IT WILL MAKE YOU BETTER) - Increase feedback of when i am successful - Consider removing the need to be on beat in order to HEAR the words, intead the user needs to hit the valid area passing in order to get points, increase points the more accurate it is to beat. - If you wanted to fix something to be more to theme, have the valid zone to hit be larger and over time or as levels get harder decrease their size. -- Maybe the area on the field shrinks as I fail hits, and remove your health bar. |
| Aug 14 05:58:04 | 38m 07s | ItsRainingVirus | ♥ 0 | -> Need to add a skill check that allows me to make decisions that make me feel successful when I perform them right -> Add dust bellowing out and create more impact on hitting the ground -> Have impact effects and or sounds when pushing stuff. -> Add force to your pushes and wind up to help general movement feel good -> Not alot of feedback -> feel completely out of control on if I can be successful I don't feel like I actually have an impact on my success -> Maybe have other family members represent lives and switch to them so it's not an instant loss condition |
| Aug 14 06:30:38 | 32m 34s | Bomber Brigade | ♥ 1 | -> Work on making movement fun, trick to this NARROW YOUR FOCUS BLOT OUT ALL OTHER MECHANICS AND JUST IMAGINE THEY ARE WALKING AROUND, and how you can that feel good. -> Change bomb effect to a material effect and animate material -> Add some sort decision that is very clear that I can make, that will impact my success or failure beyond just the i rub on it and nock it out. ( juggernaught momentum i talked about it) -> Make the blocks like SUPER shoot down once they are falling not slow -> controls, make them FEEL GOOD just as important and linked into making movement fun |
| Aug 14 07:18:14 | 47m 36s | Dogs on the Bed | ♥ 1 | -> work on feedback focus ( Key is like fixing making it more clear about dog ice stuff) -> think about how to make moving the dogs be more fun -> Pace the early game more through just large dogs aka ( just laying them down ) and then increase the difficulty. |
| Aug 14 08:13:01 | 54m 47s | Inventory Wars | ♥ 1 | -> Feedback work on translating what you want the player to do -> Need to figure out the "skill check" how to convey that to the player, as well as make me feel clever and awesome for doing it right -> Have a bunch more effects and responses for picking up and drpping items to make that action fun by itself. -> Total Value of the bag needs to be shown and update dynamically somewhere -> Either add a locking icon once you place items, or make it to where you can move items after they have been put in the inventory. |
| Aug 15 00:31:05 | 16h 18m | Super Responsible Parent | ♥ 1 | - Need to work on level pacing here is the golden rule ( Introduce -> application -> Challenge -> Application) Then as feel have more applications in between challenges. Only introduce 1 mechanic at a time. -Need to make that dash mechanic feel good - game challenged to much too quickly - Mind your time requirements too early -> Solid concept, has a lot of potential, Goals were clear, feedback was clear -> you did kind of shit the bed on that whole like thing that deflaits being hte same color as the level, cmon CMON!!!!!! not to mention me never seeing it before and it looking like part of the level. Honorable mentions: I liked the voice acting. |
| Aug 15 01:06:05 | 35m 00s | Claustrochlophoby | ♥ 1 | -> Punching felt amazing -> Movement..... yea this was BAD did not feel good. Need to fix that. It needs to not feel like I am walking through rock, soft rock -> Get rid of shift, just make one movement feel good or you make pinky hurt -> Need to make stress more compelling of a mechanic, atm punching people, and avoiding cops is really the central mechanic which is fine! But the stress mechanic feels tacted on and irrelevent. So either remove it, and focus on being economical with my punches so i dont get caught, or figure out a way to make that stress balance factor impact my decisions. -> I need a clearer goal that is then supported by all other mechanics. AKA finding trash did not feel good, and my other actions really did not impact my ability to get trash. I suggest perhaps trying to get as far down in the street with the mob, or just an area that continues to build up over time and becomes harder and harder to keep people off of you. -> good things, again punching felt amazing, ( mixed bag, you had a lot of mechanics, but they were disjointed and not necessarily paired together very strongly) |
| Aug 15 01:33:42 | 27m 37s | Space Invasion | ♥ 1 | -> adding the "mario jump" ( by which when i give the up command if i release it i can short stop my jump and if i hold it I get like a frame or 2 more jump out of it) -> Be careful about teaching through death -> Momentum in movement -> Feedback for when I am in a state that allows me to wall jump -> In a training zone, do not remove text that is teaching me until, if you decide to remove it, I have performed the act properly. -> Watch your difficulty level, I would tone it back already by about 30% remember that any time you add a time limit or create pressure on the player, it increases the difficaulty of any task 10 fold |
| Aug 15 02:01:52 | 28m 10s | Beyond Space | ♥ 0 | -> Close the loop and motivation for the player, link fuel directly with killing -> Work on adding a "skill driven mechanic" -> I just think the game lacks innovative application and is not really compelling, I think a few small changes could make that better. -> The theme was not really connected to the game in a meaningful way -> Solid implementation of a standard space shooter in a short time, is impressive. |
| Aug 16 18:29:31 | 40h 27m | Youber Driver | ♥ 1 | -> Need to work on the driving mechanic a lot more. It's almost there but it's just lacking enough to be hyper frusterating. There is not a break that I could figure out, it felt drifty in the wrong ways, and just did not feel fun to drive. --- Would have been interesting to take the approach of as you add passengers you make the response go down on turning and break response could have been interesting. -> HUGE FOUL, red is the dot on my minimap but GREEN is the objective indication in world ( Don't mess with the user) -> Suggestion, cut the minimap there is to much functionally crammed into it and in a way forces the user to stare at the map more than drive the car. Focus on driving feeling good and then look at how you could use maybe even just a general direction indication. On a good note: You did have all the pieces together, sadly there is no "skill check" so I don't feel pressure or an overall goal. I would suggest have a GLOBAL time like 2 minutes and a minimum money you need to make. And then progressively increase time but increase money exponentially to push driving skills and decision making skills. |
| Aug 21 00:55:45 | 102h 26m | The Last Guardian | ♥ 2 | - The movement needs cleaning up by a LARGE margin. It's too slow in comparison to your enemies. While having faster enemies later is fine in a game like this. With the frequency of their shooting and appearance, they move WAY to fast in conjuction to the player. - The player's avatar should face where the projectile shoots. It is a HUGE feedback mechnisim to make sure that they see that. Otherwise it is huge disorienting. - The health bar needed to be like 5x the size or moved to be more easily viewable and some minimal feedback for when I take damage. Right now there is no feedback of which I don't even know when I took damage. - The balance mechanic between the light beams and the fire balls, you should allow a LOT more shooting of fire balls and if you are worried about balance you could always increase the health of enemies, but the see saw flow you want for using fire balls and light and such is falling flat. Overall the concept is sound, the game premis is sound, but the executation failed on the main point of the gameplay itself. While you have a fair amount of pieces together, it's not entertaining to experience at all at present. Even just making the movement feel less constrained would improve it by a LARGE margin. |
| Aug 21 01:16:11 | 20m 26s | Phase Shift | ♥ 1 | - Movement feels ok, but need to fix that jitter with the fighting of idle and directional firing input. - This game would be about x10 better if you removed the shooting mechanic and just focused on the phase mechanic, it's solid, translates well, and you did a fair job of visually communicating it. - The shooting on the other hand, the math for shooting is off, you don't shoot where your mouse is, and you use the 9 lock positions for firing but you can fire at another angle ontop of that, instead of freeze controling it. So it makes it feel really bad. - Better communication about wall sticking or wall jumping, feels strange that is not communicated - The jump feels pretty good, the land, if you had access to an animator, a bit more impact and follow through with the top body on land would give it more umf - I think if you guys had just refined this into 1 mechanic, you could have really made something awesome. It was so close - Also projectiles, of phase and the other one felt flat no impact to them. |
| Aug 21 01:29:05 | 12m 54s | Bloody Hooligans | ♥ 3 | - The core movement of the car feels really good - The game does not tell me or indicate to me kind of the ways I should move the car around in order to maximize my carnage - You take damage in situations that do not clearly indicate what I have done to get that damage, in some cases it's like I think I hit people hard enough but I really didn't. So that's confusing. - ( personal opinion) the flame should have given the car a bit of a boost would have been a nice extra resource to manage in that regard - Probably should have moved your health and fuel bar to bottom middle instead of upper right. As that is really far away from the action, and takes a considerable amount of eye/ mental power to check. In a high "octain" game you want to make sure to minimize that kind of information gathering - Again I want to reiterate, that the base movement was solid, I think that by figuring out ways to get the player to do fun things with the car, that would execute better kills and reinforcing that in the game would have been better than the flame thrower |
| Aug 24 02:42:10 | 73h 13m | KARAS - Pushit VR | ♥ 1 | -> So the concept is strong, so I want to say that before I say anything else. -> Need feedback for when I am gripping the wire, need a better way to infer to the user how you want them to interact with the world -> haptic feedback for when i am gripping -> (bonus points) would have been neat to have sparks if my hands in in the beams while im going -> Need to orrent the sphere to the center of the play space as you pass them or move otherwise you can get in hard situations at the edge of your playspace. |
| Aug 24 03:31:14 | 49m 04s | The 3 Idols | ♥ 0 | -> STrong concept here are some basic game play design elements to follow -> REMEMBER that when you train the player to use the pedistal you should continue to use the pedistal as a way to communicate to the player to move the idols too. This way they do n ot have to fail to learn that they need to get the idle out or are somehow needed in the next area or hallway. -> Because once you train me for that, I am looking for that. -> Puzzles that are things like the weight and such, should technically be solveable IF I hold it htere, there is no indication of where you want the weight to be to solve it. Even a image on the wall of the trap going up if it was even would be a good response. |