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Feedback comments for LD42
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| Timestamp | Since previous | Game | gelisam's comment | |
|---|---|---|---|---|
| Aug 12 11:15:34 | Hue change | ♥ 1 | You make amazing multi-level puzzle games every day and now for Ludum Dare you make a game with a score and no levels?? I did not expect this! (and I like the puzzles better tbh) | |
| Aug 13 13:47:11 | 26h 31m | Too Many Gems | ♥ 1 | Neat concept, I wish I had thought of it! I think it would make more sense if you could go back and swap tools after discovering that you gave away the wrong one though. [SPOILERS] On my first playthrough, I tried to avoid giving away the bunny, thinking that there would obviously be a secret ending if I didn't give away the most useless item... and then the ending surprised me, making me thing that on the contrary, there will be a secret ending if I give away the bunny and somehow manage to keep two tools? So I tried again, attempting to give away the bunny and to jump over gems... but neither worked, so I guess there is only one ending after all? [/SPOILERS] |
| Aug 14 02:02:34 | 12h 15m | Spacebar Man | ♥ 1 | The n/100 is a very important UI element I almost missed! I would have stopped playing after the first death, because the gameplay looked very repetitive and it seemed like I had seen everything. I'm glad I stuck around, getting to the end was fun! I never felt like I was running out of spacebars though, I only ran out of hearts. I guess I should use the shield more :) |
| Aug 14 02:24:16 | 21m 42s | mosquito girl | ♥ 1 | I did it! It really wasn't easy. Or rather, I now realize, it didn't _feel_ easy, but in fact it was your clever game design which led me to feel that way! That is: * The narrow field of vision made it feel like I was lost in this huge world, and had no idea where I was, but after being killed by the green sphere a few times, it was clear that the only way to avoid it was to [SPOILERS] fly above it, which led me directly to an exit I didn't even know existed. [/SPOILERS] * The fact I had to press the spacebar so quickly made it feel like I worked very hard, even if it wasn't _cognitively_ very hard, only physically draining. Having to press the spacebar quickly makes thematic sense too, since flies are twitchy and flap their wings very fast. [edit] oh I'm such an idiot turns out you can just press and hold [/edit] I still have no idea what' the green sphere is supposed to be though. The only way to discover it is to fly close to the source while it is still small! Maybe the "you lose" screen should show a spray bottle or whatever it was instead of a generic sad face? |
| Aug 14 02:44:18 | 20m 02s | Introvert's Nightmare | ♥ 2 | Please use the dedicated section for your links, this way you can specify the platform on which each link works and help reviewers who can only rate games which can play on the platforms they own. For example, your Google Drive link is to a .exe, which only works on Windows, so you should put that link next to your Source Code link by clicking the "Add +" button and selecting "Windows" from the drop-down. Thanks! |
| Aug 14 13:27:29 | 10h 43m | Running out of Space | ♥ 0 | @andy-d, I translated it too but I still can't figure out how to get to the upper deck, any hints? [edit] never mind I figured it out [/edit] |
| Aug 14 23:32:29 | 10h 05m | Weltraum | ♥ 5 | I went back and played a second time just to make sure it is possible to lose: yup, it is, so it really is a game after all :) I like the fact that 75 and 42 have so completely different voice styles, but was a bit disappointed to see that all the other characters have the same voice style as 75. Just one more voice style would have been fine, the different antagonists can all have the same voice; but the same voice as our avatar? That just feels weird. |
| Aug 17 02:22:41 | 50h 50m | Bomber Dash | ♥ 1 | Great production values, and very enticing gameplay, I played many rounds! My only complaint is that the enemies never seem to go where I want them to go when I dash into them, but maybe I simply need to practice more. |
| Aug 21 22:42:36 | 116h 19m | Guardian Of The Tengri Mountain | ♥ 2 | Phew, I finally managed to play your game, but it wasn't easy! I'm on a mac so your html link was my only hope, but that linked me to a downloaded instead of a web page, so after opening the zip the first time I thought it looked like the source code and I assumed you used the wrong URL. But today I tried again, and I saw that the zip contains an index.html file, so it really was the correct URL! Then I discovered that chrome refuses to play Unity games from a local index.html page U_U. But I found a way! I spun up a local server using `python -m SimpleHTTMLServer` and I could finally play. I probably wouldn't have jumped through all those hoops if I hadn't seen @philstrahl play your game (https://www.youtube.com/watch?v=-osF36Qsiuo) on his channel, so... Positive: your game looks so fun that after seeing it being played on youtube I jumped through all those hoops just so I could play it too. Constructive criticism: maybe host the html version somewhere so that less motivated players can play it too? :) Also, I lost the same way as Phil, by accidentally spending my last food. Maybe warn the player when they're about to do that, by making the arrow red or something? About the bug: while it is true that some of the diamonds mysteriously couldn't be removed, hovering over the diamonds reveals which ones can't be removed, and eventually they do become removable! You could easily turn this into a feature in which diamonds are sometimes locked for a certain number of turns :) Sometimes I was allowed to remove diamonds even when I wasn't immediately next to them. Maybe another bug? |
| Aug 21 23:23:26 | 40m 50s | Running out of S.P.A.C.E. | ♥ 1 | I was watching @philstrahl play your game (https://www.youtube.com/watch?v=-osF36Qsiuo) and he was stuck early on, and it was frustrating because he wasn't trying the things I would have tried. Then I realized I was silly: I can play the game myself and try those things myself! I'm glad I did, because the puzzles were fun and it would have been a shame to have them spoiled by a video of someone else playing your game. I finished the whole thing without any further hints, it was hard but fair! |
| Aug 25 23:38:05 | 96h 14m | Swords & Forks | ♥ 0 | I like the pixel art graphics and the color scheme. I think there is a lot of room for improvement in the UX: 1. Hovering over the build tiles should display the price, like it does when hovering over an existing building. 1. When upgrading a building, the (displayed) upgrade price doesn't update until the mouse is moved away from the building and then back. I wanted to try a strategy in which I only upgrade my townhall using the resources generated by my townhall, so I kept my mouse over it until I had enough lumber to upgrade it again, and at first I couldn't understand why I couldn't upgrade despite seemingly having enough lumber to do so. 1. When the peasants eat, the wheat goes to the cell the peasants were in at the beginning of the animation instead of going to the peasant's location. This was confusing because it sometimes looked like the wheat was going into the red cells, and so for a while I thought my opponent and I were sharing the same resource count and that for some reason our buildings were consuming wheat. 1. When the peasants die of hunger, the pink explosion attracts the eye but does not explain what just happened; since I was not looking at the peasant before it died, I have no idea that there was a peasant there, only that there was a pink explosion. Since these explosions seemed to occur equally over cells of all colors, at first I thought the map was being bombarded by mysterious pink bombs. 1. Since it takes a while between building a house and a peasant getting out of it, it is easy to miss. It took me a while to figure out what the houses do; at first I thought they'd raise the maximum number of units like in warcraft, especially since there is a prominent "2/2" which implies that there is a maximum of 2 units. I still haven't figured out what that "2/2" means nor how to get either number to change, and I also haven't figured out what upgrading the houses do. Despite all this, some of the UX was great: animating the resources towards the things which spend them and from the things which generate them makes it very clear what is going on, and animating the resources as they grow rather than only spawning them fully-grown at a slower rate allows those resources to stick around long enough to make it possible to figure out that they spawn around the corresponding buildings. Speaking of which: we are competing with the AI to take control of the spaces before they do, but at the same time we need to leave spaces empty so that resources spawn on them! It would make more sense it it was possible to claim an empty space without preventing resources from spawning on it, or if we could destroy the enemy buildings in order to make the spaces free again. If we were the only one constructing buildings then this would be an interesting tradeoff between using a space for resources or for buildings, but since the AI will build on those cells, we instead have a perverse incentive to destroy the environment before our opponent does. Which, now that I think of it, is a pretty hands-on way of demonstrating how the capitalism model can be ecologically harmful, so if that was intentional, bravo! |
| Aug 26 23:02:06 | 23h 24m | Password Camp | ♥ 0 | I've never played Friday the 13th but I did see some videos of it and so it was instantly recognizable. I enjoyed the fighting, but the memory gimmick seemed like an afterthought, as it didn't fit very well with the rest of the game. How about: you need to collect some items (by beating each of the cabin monsters) in order to access the boss area, but those items take some space in your inventory so you can't carry as many potions anymore, making the game harder as you progress. Currently the game instead gets easier because as time goes by, we get more and more opportunities to grab potions! |
| Aug 29 12:22:52 | 61h 20m | Dungeon Faller | ♥ 0 | I couldn't play on Chrome nor Firefox. In Chrome 68.0.3440.84, the game just shakes whenever I try to shoot and then I get stuck in an infinite loop of shaking, and in Firefox 61.0.2, the tab crashes after a few seconds. |
| Aug 29 12:59:06 | 36m 14s | Quicksort | ♥ 2 | I like the idea, but stopped at 130 points, not because I got surrounded by crates, but because the prospect of looking through all of my piles to see if I had already received the packages which were being requested was too daunting. With my lack of organization, I guess I am my own worst enemy! I then saw @spacemonkey 's screenshot and was inspired to come up with a better filing system: pink 0 through 9, green 0 through 9, then blue 0 through 9. That didn't work out either, this time I gave up at 110 points once it was clear that the boxes were piling up faster than I could sort them into my filing system, that the three target boxes were probably buried deep under the incoming boxes, and that I would never get to them. So... I tried again. This time my strategy was to never stack any boxes, so that I could easily see if I had received the target boxes already. That worked better, as I only gave up at 190 points this time. Once again, the boxes were coming in faster than I could file them, so I switched to maxing out all my piles in the hope of getting through the incoming boxes... but I quickly gave up once I saw that three boxes were appearing by the time I had placed one. So I'd say that the real enemy in this game is not running out of space... it's the rate at which the boxes appear. It did not feel like it was my fault for not being fast enough, it felt like the rate of incoming boxes was way higher than it would be humanly (or should I say-- robotly?) possible to handle them. Under such circumstances, I think it would have been better to pick a win condition after a humanly-possible number of waves than to offer a high score to whoever is the most super-human. I've never been a fan of score-based games though, so maybe that's just me. |
| Aug 29 23:13:19 | 10h 14m | The Gentle Giant | ♥ 1 | Please clearly mark that the link as "POST-JAM VERSION", and provide a separate link to the jam version. Making improvements to your game after 72h is encouraged, but it is the 72h version which is being scored. |
| Sep 1 01:22:31 | 50h 09m | minicipality | ♥ 1 | On my first attempt, I focused on building as many of the 3x3 and 3x2 pieces as I could, and I got a whopping 793 Fl. Then I realized I had build a row of houses which was preventing me from ever reaching part of the map, so I restarted. I aborted my next game early because I realized that the a portion of the map was cut off by mountains, making it impossible for me to fill all the non-water-nor-mountain spaces. On my last game, having learned some good strategies, I managed to cover every reachable square-- but then I realized there was one tile surrounded by water and mountains, so I couldn't fill this map either :( I have a few comments about the rewards. I didn't really try to complete them, but they got completed anyway as a side-effect of trying to place every tile without skipping too many. As a consequence I often didn't notice that I got a reward until I looked at that corner of the UI much later, so I definitely think there should be some kind of notification telling you that a reward was obtained. The rewards could also be a lot more, err, rewarding? The farm was the worst reward: both times I unlocked it, I had covered so much of the map already that I had no spot to place it. The bridge sounds like it would be super useful, but both times I obtained it, I had built my city as if water and mountains were both forever impassable, so I didn't have a spot ready for it, and so I didn't find it that useful. Maybe I need to mimic the Tetris strategy of leaving a gap for the 4x1 to clear four lines at once, by putting roads towards a piece of water, hoping that I'll eventually be able to cross it? Finally, a few comments about the production values. The tile graphics are really good... but the vanishing point road is really bad. The music is also good... but I eventually grew tired of it and turned off my speakers. I played a lot though, so this probably says more about the quality of the gameplay than the quality of the music :) |
| Sep 1 18:54:57 | 17h 32m | Anstorm | ♥ 0 | Wow, that was hard! Especially level 9, the holes are moving so quickly. I took me a while to realize that the pattern was fixed and that I might survive by memorizing the pattern, flipping the world around was a great way to hide the fact that the pattern is hard-coded! A small nitpick: I kept dying from falling into space, not from the enemies, and so the death animation didn't make sense since there's no ground onto which to fall. |