Foon → Ludum Dare Explorer → LD42 → Feedback comment stats → Doc ill
Feedback comments for LD42
Doc ill's games and stats for all events →
| Timestamp | Since previous | Game | Doc ill's comment | |
|---|---|---|---|---|
| Aug 16 06:04:43 | AdSpace | ♥ 0 | This is a really cool idea! I have a few thoughts on ways to improve this experience: - I think the advertisements filling up the screen fit the theme well enough, so the deadly explosion staying on the battlefield felt unnecessary. - One upgrade stat that I would have liked to have seen is fire rate. - The subscribe toggle in the shop felt like it should have been a "buy to remove current ads" option (it essentially was that because the ads went away as soon as you paid 5 bucks). - When I died and restarted, I got to keep all my money. I was unsure if this was a bug or not. I very much enjoyed my time with this. Great job! | |
| Aug 29 03:35:29 | 309h 30m | Delivery! | ♥ 1 | This game has a ton of potential. However, I feel like there are a couple of problems that hold this gem back. Somehow, there are too many boxes, yet not enough boxes (don't worry I'll explain). Each delivery lasts a little too long without being broken up by the other objectives (too many boxes), but it also took forever for the game to feel like I was running out of space (not enough boxes). I think there are a couple of things that could fix these issues: 1. Multiple objectives at a time - If the objectives came up on an timed interval, then the box delivery gameplay would be broken up more and the game would feel more hectic, forcing the player to manage their time. Of course, this would mean increasing the timer for some objectives. 2. Smaller play space - The play area (house) should probably be a one room studio apartment (maybe with a water closet bathroom). This would make the play space smaller, causing the player to run out of space faster. Furthermore, you could design it so the player NEEDS to navigate to each corner of the apartment (there was a lot of unused space in the house that the player never needed to go to). Finally, just a couple of nit picks: 1. I feel like the grab distance of the box should be increased a little bit. This might just be a "me" issue, but I kept clicking the air, thinking I picked up a box, only to turn and find out I wasn't close enough to the box. 2. The mouse cursor should probably be hidden during the game. This can be done pretty easily. Great job though! I loved the way the game felt on day 5, as it got really hectic navigating the house. I just hope others were able to get that far. |