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Feedback comments for LD42
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| Timestamp | Since previous | Game | F1Krazy's comment | |
|---|---|---|---|---|
| Aug 13 05:36:35 | Grid Weaver | ♥ 1 | Very fun! The logo graphics seem kinda rushed but the actual in-game graphics are excellent, which is the important bit. The gameplay is clever, and fits the theme quite well. I feel like the difficulty curve needs smoothing out a little, it's extremely easy until you reach 5 points and then it immediately ramps right up, but that's the only real criticism I can think of. Good work! | |
| Aug 13 05:50:33 | 13m 58s | Jelly Thoughts | ♥ 0 | A good start. I was looking forward to playing this, and it's kinda disappointing that it's only a half-finished tutorial. I think the collision detection needs a little work too, as the jellies keep getting impaled on walls and sometimes they'll fly out of the brain within about a second of spawning (which is fine if they're a distraction but not so fine if they aren't...) I encourage you to keep working on this after the jam is over. I'd love to see your original vision come to fruition. |
| Aug 14 06:13:29 | 24h 22m | Overflow | ♥ 1 | I probably shouldn't play games like this at 7am when I'm half-awake, I couldn't even beat Level 3. I couldn't get the hang of the wall-jumping mechanic, it feels like it takes you slightly too long to stick to the wall so you can make the jump. The difficulty is probably my only complaint with this, though. Overall, it's extremely well-polished. The graphics are excellent, the sound design is excellent, and there are even little touches like remappable controls and secondary objectives. A very good game! Just wish I was better at it so I could see more of it :P |
| Aug 15 05:59:19 | 23h 45m | Wingman | ♥ 2 | This is great! Very good graphics and sound design, a very clever interpretation of the theme, and fun gameplay. The progress bar and minimap are good touches. I found I could beat the early levels just by sitting in one place and aiming according to the minimap, But I'm sure the difficulty ramps up in the later levels (which I sadly don't have time to play right now, I have work soon). Good work, just like last jam! |
| Aug 17 05:56:02 | 47h 56m | Space Escape | ♥ 1 | I got the same glitch as @sarah, any time I made a wrong move the piece would stay highlighted and sometimes it would refuse to let me do a correct move afterwards. It's possible this is a feature - you're running out of selection space on the game board - but it needs to be better telegraphed. Other than that, this looks like a solid game. Just needs some bug-fixing. |
| Aug 29 16:53:35 | 298h 57m | Crates | ♥ 1 | Another LD game that's a lot more than what it appears to be on the surface. The mood was so eerie that it set me on edge. I'm still not entirely sure what the story was meant to convey, but it wouldn't have been half as effective if everything was spelled out for you. The physics were solid, the sound effects were great... all in all, a very well-executed little game. Well done! |
| Aug 29 17:20:12 | 26m 37s | WearOut | ♥ 0 | The intro is great. I loved the humour, and the graphics weren't too bad either. Sadly, it's the actual gameplay that's the problem. After a little initial confusion, during which I lost three of my five hearts somehow, I realised that I could just stand near the right-hand side of the screen and just hammer the W key until I got bored. There's not much of a game here at the moment, to be honest. I can see what you were going for: a beat-em-up game where you're frantically knocking enemies off a platform to keep it from overcrowding and collapsing. But at the moment, it's too basic and a little unintuitive - I believe I saw you mention in a response that you could click the left or right mouse buttons to increase your attack range, which isn't listed in the controls. From reading the reviews, though, it looks like you're aware of the gameplay issues and you're planning to update it at some point to improve the experience. Don't let the negative feedback get you down: this game has good potential, it just needs more work than you were able to get done in 72 hours. No shame in that! Keep working on it, take people's feedback into consideration, and I hope to see you back next game jam with an even better (and equally-funny) entry! |
| Aug 29 18:24:17 | 1h 04m | Honest Dan's Clutteral Damage | ♥ 1 | I thought I'd played the Jam version, but I think I must have somehow played the Post-Jam version by accident. Not sure how I managed that. The game does get a little repetitive, but it's still very entertaining. The first couple of days are pretty hectic, but your partner's comments are so funny that I didn't even mind not doing very well. In fact, the game as a whole is very amusing - why does your partner want you to show her your Book of Lust just as she's about to head off to work? One can only imagine... I love the character customisation (especially the ability to be in a same-sex relationship), and the ability to purchase more space to deal with the "running out of space" aspect. The graphics are good, and the music is a nice little background loop that doesn't get annoying. Good job! |
| Aug 30 20:00:25 | 25h 36m | Senbir | ♥ 0 | Well, first of all, I have to commend you for the sheer audacity of this game. I know you had some planning down on paper already, but to build an entire virtual computer in 48 hours, complete with such an in-depth tutorial... wow. That's impressive. (And a lot more original than my game was!) Could have done with being a little more in-depth in explaining the controls, but I saw you acknowledged that in your post-mortem, so hopefully something for you to work on in the future. The UI could also use a lot of polishing, but considering the amount of work it must have taken just to get the actual game working, I can forgive you for not spending too much time on it. As for the actual game, I'm not very good at it. I have no experience with assembly writing and can't wrap my head around the documentation, which is probably it. The lack of feedback doesn't really help either - I couldn't tell whether the computer was on or not because the indicator light doesn't seem to work (64-bit Windows build), and I didn't know whether or not I'd passed the first tutorial level until I went back and saw I'd unlocked the second tutorial level. So I assume I passed it. Not the most "game" game here, but a fascinating piece of work nonetheless. Well done! |
| Sep 1 16:40:33 | 44h 40m | Bityville | ♥ 2 | A nice, relaxing city-builder with a simple retro aesthetic. I like it. It's not particularly deep or challenging, though - once you start placing Offices you earn money so fast that the limited building space stops being a problem because you can just upgrade everything. I'd like to see a bit more variety, in terms of both buildings and scenarios, and perhaps slow down the rate at which time passes so you're not earning money so quickly. Still pretty good for 48 hours' work, though. |
| Sep 1 22:11:43 | 5h 31m | Potion Seller | ♥ 2 | This is great fun! I like the voxel graphics, and the characters are hilarious, especially with the voice lines. Some of the recipes are quire funny as well, like the one where you just crush a rat with a hammer. The complexity of the recipes gradually cranks up as you unlock more ingredients, and while I only played in Chill Mode, I imagine in Timed Mode things will quickly get very hectic as you frantically flick through your recipe book trying to remember how the hell you make a Potion of Sleeping so you can use it to make some other thing. There are other, smaller things I liked about this, like the running total at the bottom of how many recipes you've discovered, or the ability to fling the title graphics and tutorial pages around. Annoyed at a customer's complex order? Fling a Knife at their head. It's okay, it won't hurt them. A couple of people have already mentioned that coins will sometimes get stuck between or behind the bowls. In Chill Mode I can eventually fish them out, but I imagine in Timed Mode they're as good as gone. More often, though, I found coins would slip off the edge nearest to me, and then they really were irretrievable. So the coin physics perhaps need a little work. All in all, this is a very fun, very well-polished game. Good job! |
| Sep 1 22:23:26 | 11m 43s | Shrinking Panes | ♥ 1 | This is a nice little game! I always like seeing story-based games, even if they're usually quite short. The graphics and audio are obviously quite basic, but it's your first time making a Unity game so I can't really fault you for that. One question, though: why were they trying to unlock your "latent powers" if they were just going to crush you with the shrinking walls anyway? |
| Sep 2 09:58:39 | 11h 35m | Arnold, the dazed Grasshopper | ♥ 1 | This is an interesting take on the theme. The graphics and sound effects are good, and the central mechanic is well-implemented, but I agree with the other reviewers: the jumping and mid-air controls just feel off somehow, and caused me to die on multiple occasions. That really needs fixing. The shrooms and cacti also need to stand out more: I ran into the cactus at the end of Level 1 without even realising it was there and was very confused about why I'd died all of a sudden. At the very least, there should be an in-game controls screen with pictures of the shrooms and cacti and brief descriptions, so you know what to look out for. |
| Sep 2 10:07:36 | 8m 57s | Blockie | ♥ 1 | Simple, but well-polished. I particularly like the music. As some of the other reviews have noted, it'd be cool if it had a few more mechanics, like a way to get rid of some of the blocks and survive longer, but for 8 hours' work, this is extremely good. Well done! |
| Sep 2 10:26:59 | 19m 23s | Paradise Inc | ♥ 0 | It's always good to see story-based games in Ludum Dare, and this one in particular has a very engaging (if slightly predictable) storyline. There's also not much in the way of gameplay, but I'm not sure what gameplay there could have been here that wouldn't have detracted from the story. I'd definitely like to see more of this. |
| Sep 2 15:14:08 | 4h 47m | Human Tangram | ♥ 2 | Not a bad puzzle game. I feel like there's some kind of twisted social commentary going on here, especially with the snarky comments at the end of each level. My main concern is I'm not sure how well this fits the theme. Maybe that's just me, though. |
| Sep 2 19:24:59 | 4h 10m | Brick by Brick | ♥ 0 | I like this! It has a very nice retro aesthetic, especially with the music (which is very good IMO). Looking at the screenshots, I thought pink-on-black might have been a bit difficult on the eyes, but I don't think it was that bad in the end. The sheer number of enemies means you quickly get overwhelmed if you're not careful, but it gives the game a frantic pace that I also really enjoyed. I'd like to see this expanded into a full-blown game. More enemies, more weapons... maybe different level layouts? I feel like it has a lot of potential. |
| Sep 4 18:18:29 | 46h 53m | Memory.exe | ♥ 1 | This is good! Very well-polished. I'm a fan of minimalist graphics and sound effects, and they really worked wonders for this game. I'm not very good at games like this, so before long I had absolutely no idea what I was supposed to do, but I still very much enjoyed it. I'll have to have another crack at it after voting ends. |
| Sep 4 18:34:40 | 16m 11s | Running Out in Space! | ♥ 1 | Overall, this is pretty good. I like the graphics (except for the extremely obvious seam in the background texture), as well as the central mechanic and the clever gameplay that extends from it. Level 8 had me stumped for a good long while. I have a couple of other issues, though. You can't move straight away when you start a level, which takes some getting used to, especially when some of the levels don't display the level number at the start. My frame rate seemed to drop quite a lot in Level 8, and I don't know why that would have been because it only had one moving wall (the other levels were fine). The collision detection also feels a little off: you start out standing precisely on top of the floor, but can easily end up sunk halfway into it for some reason, and you can end the level just by running into the pedestal the orb is on without actually touching it. I reckon that with some more polishing, and a bunch more levels, this could definitely be an excellent platformer. Nice job with what you've done so far! |
| Sep 4 18:48:14 | 13m 34s | Space Shack | ♥ 1 | This is a brilliant and highly-amusing game. When you're laughing before you've even started the game, that's a good sign. I like the pixelated graphics, and your friend's humorous statements. I have two issues with this game. Firstly, you need to be able to pick up the objects that come out of packages. I ended up dying because the fuel incinerator thingy was blocked by a shield generator and a lamp, and I couldn't get them out of the way properly. Secondly, the description says that you're trying to survive long enough to reach Victory station, but there doesn't seem to be any indication of how close or far away you are. If there is an indicator, it needs to be made more obvious. This is great fun, though! Would like to play a more polished version of it. |
| Sep 4 19:29:11 | 40m 57s | Leaving Room | ♥ 1 | This was so sad, but so beautiful. I love it. Possibly the best story-based game I've played this Ludum Dare. I'm not very good at these kinds of slider puzzles, but I was absolutely determined to see this one through, and I did. For her. There's not really anything I can suggest. It's short, obviously, but it doesn't need to be any longer. It's already a good enough game by itself. |