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Feedback comments for LD42
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| Timestamp | Since previous | Game | garris's comment | |
|---|---|---|---|---|
| Aug 13 04:53:01 | Floorspace Deprecation | ♥ 1 | I think some kind of indicator of where an enemy is about to spawn could add some depth. Mechanically it handles pretty well. The player's momentum was a bit tricky to get used to, but it never really felt like the controls were fighting me. I easily lived long enough for the missing floor tiles to become a threat so there's good emphasis on the thematic element. Nicely done! | |
| Aug 13 05:07:10 | 14m 09s | Bullet Farmer | ♥ 1 | Your pixel work is beautiful and the music creates just the right level of goofiness to offset the intensity. I do agree that it would be nice to have something more active to do when out of ammo, and I had a little trouble keeping track of which mode my gun was in at times (maybe change the gun graphic to make it easier to see the difference). Neither of those things really hurt the game too much though. Good job! |
| Aug 13 16:46:10 | 11h 39m | Red Square | ♥ 1 | A lot of puzzle games I play in Ludum Dare have the mechanics in place for great puzzles but sometimes don't follow through with actual puzzles in the level design. Not the case here. Mechanically everything works great, but the biggest plus to me was that you made even the tutorial levels interesting and puzzling. Nicely done! |
| Aug 14 02:36:48 | 9h 50m | Beyond Space | ♥ 0 | Fun shooter! I would like to have seen a bit less friction or a bit more speed on the player ship to really get that momentum going for strafe shooting, but I had a good time playing. |
| Aug 14 02:46:27 | 9m 39s | Running out of Space | ♥ 1 | Presentation is very nice. While I do think that part of the challenge comes from having to manually rotate your ship, I feel like the rotation speed is still a bit too slow. If you keep working on this, maybe make rotation speed a powerup or a stat you can increase. I had a blast playing though. Good game! |
| Aug 14 02:55:57 | 9m 30s | The Eternal Fight (for space in bed) | ♥ 1 | I love it. This made me actually lol and I enjoyed every second of it. I agree that a bit better feedback would help, but winning wasn't really the point to me here. Just getting to experience a multi-layered joke in gameplay form was enough for me. Nicely done! |
| Aug 14 03:37:19 | 41m 22s | Comfort Zone | ♥ 3 | Awesome work. Thank you for all the little details in here to portray anxiety. I'm not sure if this was intentional or just a trick of the ear, but when you're coming down from high stress, as the sound comes back, all the voices sound extra loud at first. If that was an intentional detail, bravo. If not, please don't fix it haha. Game played great and the atmosphere it creates in presentation is very accurate for an anxiety inducing situation. Even better though I think was using the theme as meaning running out of personal space. Fitting and very effective. |
| Aug 14 04:08:19 | 31m 00s | Overflow | ♥ 1 | Kickstarter for lab creature plushies please! |
| Aug 14 04:13:20 | 5m 01s | There are too many of them | ♥ 0 | There are TOO many of them. Way too many! Actually it did start to get laggy on me after a few stages in. Personally I think this improved the experience. Good job, fun game! |
| Aug 14 04:25:26 | 12m 06s | Keys, Please! | ♥ 1 | This is the kind of game that makes me proud to be a part of Ludum Dare. |
| Aug 14 15:40:03 | 11h 14m | Bardolf's Curse | ♥ 1 | I always struggle with trying to guess the verbage in text games ("descend stairs" does nothing, but "down" describes me walking down the stairs), but once I got the hang of how the game wanted me to input and interact, this was an interesting adventure. Didn't get to finish, but I think I'll be giving it another shot when I have a bit more time. Writing is very descriptive and mostly very good about subtly pointing out what you can interact with. I had a good time. |
| Aug 15 03:25:00 | 11h 44m | Reso Crawler | ♥ 1 | This game is a great concept that I think needs a bit more polish to really shine. You've got a solid working gameplay loop (unlock doors and chests while not dying to proceed), but I think starting with any weapon, even a weak one would go a long way to make the game more instantly engaging. I spent almost the entire first level without a weapon. I think with a little more enemy variety and a little progression adjusting though, you could have something really great! Nice work! |
| Aug 16 01:06:16 | 21h 41m | Underground Trip | ♥ 1 | Game looks really nice, and the few sound effects are quirky enough to help create an atmosphere. There's a lot of potential here and if you keep working on Underground Trip, I'd start with feedback (as I see a few others have mentioned already). I'm still not sure if I was even hitting any skeletons with the chainsaw. Ultimately I ended up trapping them on a platform until they fell in the lava which was awesome, but probably not the intended method when the player is carrying a chainsaw. Your use of the theme is great though. Descending floors combined with individually falling floor tiles made an cool dynamic that could carry the game with bit more polish. Good work! |
| Aug 16 01:16:36 | 10m 20s | Goblin' Up Loot | ♥ 2 | Music was great! The art was cute and fit them style of the game nicely. I do think the controls could use a liiiiitle more work, but I can see what the intention was and it's a good idea. There were a few points where I felt like I just didn't have any control over my stuff because of the flailing. I get that the flailing is kind of the point, so I would recommend making the wibbly-wobbly effect a bit more reactive rather than just "it's always a-wobblin'!" I had a good time and got some chuckles out of the game though. Nice job! |
| Aug 16 01:28:11 | 11m 35s | High Tide [html5] | ♥ 2 | You've made a pretty effective frantic shooter. I like how bright and colorful the aesthetic is, and building an engine from scratch for the jam is impressive. I do feel like hit detection with the crabs and laser was a bit wonky, but there were only a couple of times that really caused me any problem. I do think the game could benefit from a little more enemy variety as well. Those crabs were vicious, but a shark or two couldn't hurt :P Overall, pretty fun game! |
| Aug 16 01:41:01 | 12m 50s | Crystalmancer | ♥ 0 | Pretty much all the critiques I'd have have already been said. I do think this is a good use of the theme despite not being super obvious at first. You interpreted running out of space as kind of a secondary gameplay mechanic rather than leaning super hard into and that's fine. I love this game and if I'd had it for Gameboy when I was a kid, it would have been the one that always lived in my backpack. |
| Aug 16 01:48:35 | 7m 34s | Cat Royale: Cattlegrounds | ♥ 2 | It's a little rough, but it's pretty clear what you were going for, and enough is there that's it's fun already. As a finished game, I could see this being one I could lose a weekend to. |
| Aug 16 01:55:42 | 7m 07s | Pre Alpha Build | ♥ 1 | This is one of the most unexpected genre mashups I've ever played and I think the concept works incredibly well. Keep going! I'll play more of this. |
| Aug 18 01:49:30 | 47h 53m | Break | ♥ 1 | I feel like swapping jump and shoot buttons would help a lot. I kept getting finger lock from trying to mash shoot while moving. That said though, this is one of the cooler ideas I've seen and one of the best uses of theme. If I could play with a gamepad, I might lose a few hours to it. Might give it a try later with Joy2Key and see how it feels. Solid work though. Well done! |
| Aug 18 02:01:45 | 12m 15s | Pathcloser | ♥ 1 | Excellent work! I was reminded of an old windows game called Boxer that I used to play as a kid. Puzzles are challenging, but not too rough to figure out, and your sounds and graphics tie together in a way that just drips charm. |