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Feedback comments for LD42
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| Timestamp | Since previous | Game | incobalt's comment | |
|---|---|---|---|---|
| Aug 13 22:37:56 | Running out of S.P.A.C.E. | ♥ 1 | It's so great to see an Inform game! I like how you bait with a false sense of this being a mere nod to the theme, but then deliver with the theme when we don't expect it. I think this game would be harder, and a bit more engaging if the space was scenery and described innocuously in the room descriptions, so it's not obvious that the space is a thing you can pick up right away. This game has some of the problems that most inform games have (find-the-verb, needing more scenery, etc.) but that's more a problem with the genre than anything else. I enjoyed this game, and I would love to see a bigger, more fully-realized version of it! One nitpick: Simulated Authentic Perspective Creation Engine does not spell S.P.A.C.E. it spells S.A.P.C.E. | |
| Aug 13 23:18:38 | 40m 42s | One Man's Trash | ♥ 1 | I had to alt-F4 to close the game, please make sure there's a way to exit the game from inside it! This game is good, looks nice, and plays well, just not for a laptop. The waves seem too close together to really pay attention. Rotating the box never seemed useful to me, and taking time out to save junk seems detrimental since you could be using that time to remove junk and the precision needed to save junk is just too much for me. I noticed that there was no penalty for clicking, so the best strategy I came up with was just rapidly clicking and moving my mouse around. This got plenty of hidden junk. I feel like there might be some merit in making accuracy be important, but if you do then you'd definitely want to increase time between the waves. |
| Aug 13 23:20:11 | 1m 33s | High Castle | ♥ 1 | I don't think this game is well-suited for laptops. I eventually learned how to rotate with the keyboard. The game gets very frenetic very quickly. I couldn't figure out if I could remove stuff to place down, and the cursor seemed off half a block so placing was really awkward. All of that said, this looks pretty good for 48 hours and I bet people who really like tower defenses would enjoy this game. It definitely has the siege feel to it. Also, was this a nod to Floating Islands? The theme didn't strike me very much here, though perhaps it's just too slow a build for me to have noticed. |
| Aug 13 23:22:09 | 1m 58s | The Screen Saver | ♥ 1 | I like the idea of your screen size being linked to your health, though it's definitely a negative feedback loop (if you're losing, you're likely to lose more than win). I don't know if it's because of my touch pad or what, but I couldn't look around while moving. Also, clicking to fire seemed really delayed, by more than a second. I don't know if this is intentional, but it makes it really hard not to get hit when trying to fire. The sound was pretty simple, but it worked for the setting. I couldn't get to a point where a boss spawned, but I did get to the point where everyone started shooting really fast and at the same time. Oh, and the screen starts out bigger than my actual screen, but that's what I get for a weird resolution laptop I guess. |
| Aug 13 23:25:48 | 3m 39s | AQUATIC SUBGAL | ♥ 2 | It's got just the right atmosphere for me and the visuals communicated the game well. That said, I found this to be just too hard, couldn't progress fast enough with the controls. Perhaps if gravity weren't a thing it would make moving manageable. It felt really weird to point my ship up and thrust just to escape the gravity. I noticed a lot of skipping when I was going faster, which encouraged me to slow down, but zone two really seems to want you to go fast. |
| Aug 13 23:27:09 | 1m 21s | Precious Things | ♥ 0 | This is a pretty simple game that communicates what it wants well. It's a bit hilarious (who has that many toilets?) but it's not really that different from my own entry when you get down to it. I would have liked to fullscreen the game (it was bigger than my screen), but I managed anyway. It also sometimes seemed like the pieces were jiggling a bit, which is probably my imagination from the background moving. The tables are really good for holding bears if you can get them on the ground right! |
| Aug 14 00:01:07 | 33m 58s | Dungeon Faller | ♥ 1 | I couldn't seem to shoot at all (web version). Clicking didn't seem to do much. There was also a lot of sprite jittering that was difficult to look at, I think when new holes were added (which was very often). I also had problems that sometimes a hole would spawn underneath me and that caused the game to lock up indefinitely. Sometimes the screen would also just flash really rapidly. |
| Aug 14 00:07:54 | 6m 47s | Circle Swarm | ♥ 0 | The game was a little too big for my screen, but I'm used to that by now. It was a good, simple game that could definitely use some polish with music, better graphics and spawn balancing. I was left wondering what I was protecting and why, but not everyone needs a reason to play. |
| Aug 14 00:17:02 | 9m 08s | Warehouse Rush! | ♥ 0 | This game is very hard! It's the same concept as my own entry, basically, but it definitely communicates its lose condition better. The import side of things just seems really too fast to deal with. You definitely will run out of space with how slow the export happens, and there doesn't seem to be anything you can do about that. I did notice that the exports happened in the order of imports, which makes the game into an interesting planning situation. |
| Aug 14 00:28:44 | 11m 42s | Storage Corp Ltd. | ♥ 1 | This was really fun, though it's really hard. I would have loved an end game statistics screen that told me how I did or why the game ended. The game seems to have a hard cap of how long it can go on for, since the files still take up space even if they're compressed. It would be nice to see this game fleshed out in a kind of Papers, Please fashion where there's a day to day progression and perhaps there's something going on in the files that you're cleaning up. |
| Aug 14 22:08:06 | 21h 39m | Ninja Escape | ♥ 0 | There seemed to be a few impossible situations going on, but the game does what it advertises. It took a little while for the theme to be made apparent, so it caught me off guard. As others have said, the movement needs to be tighter, but that's what polish and testing is for. Particularly, a way to detatch from the wall and just drop would be nice. It took me longer than it should have to realize that I could jump between the two walls when they were close enough. There was a bug I got where sometimes when I was near a wall that had just moved I'd gets stuck and would have to jump my way out. Oh, another thing, make sure you like helpful feedback! It helps the people get noticed on the games page. |
| Aug 14 22:30:12 | 22m 06s | Vain | ♥ 1 | I really like the feeling that you're building up here. I think that, perhaps, the theme isn't doing your game any favors. It's almost a game where I want to slow down and explore. I like seeing weird, surreal games. Turning into a bird, obeying the tempo, the strange creatures, it's all very good feeling to me. The constant threat of needing to move forward added a tension that I don't think the game needed. |
| Aug 14 22:40:21 | 10m 09s | BugStorm | ♥ 1 | I couldn't figure out how to collect credits. I made bridges over to the node, but I don't really know what to do. It has some really good, sounds and the graphics are good. The theme is there, but it's only barely. I can certainly see this going somewhere with some polish. I do think it's not for me though. I'm just not an RTS player. A crash I encountered trying to build a golem after they had all blown up: ``` FATAL ERROR in action number 1 of Draw Event for object obj_playercontroller: Unable to find any instance for object index '6' name 'obj_golem' at gml_Object_obj_playercontroller_Draw_0 ``` |
| Aug 14 22:51:45 | 11m 24s | Spider tank | ♥ 1 | This looks and plays pretty well! I think this could be the prototype for a bigger game that just builds on these mechanics. I did find that jumping was pretty much the best thing to do in most situations, and when I discovered that jumping pushes as well, I almost never fired. The field got a bit hard to see in the later levels. |
| Aug 14 23:03:44 | 11m 59s | Gretchen's Head | ♥ 2 | This was, very weird. I think there is some interesting design space with the idea of a maze that grows before you like this. I don't think there's enough information to make strategic choices about how to move, you just try it, fail, and restart, which feels a bit bad to me. I'd like to have some information about how fast the blocks will move so that I can figure out and plan the puzzle beforehand. Then you can have more levels that have failure states, and maybe work on a little bit of puzzle generation instead of static puzzles (though I know that's asking a lot!). |
| Aug 14 23:13:42 | 9m 58s | Stock Up! | ♥ 3 | I don't think you can beat winter mode? I grabbed literally every food that showed up and put it in and still needed four. I think some of your food is spawning on the walls and destroying immediately. Also, the good/bad food seems rather arbitrary? Why are oranges not good food but doughnuts are? The art and sound was pretty good, though all the art seemed very out of place with its hyper-realism in the drawn world. In any event, good job! |
| Aug 14 23:30:35 | 16m 53s | Dat Der Sidescrulluh Game | ♥ 1 | I had a lot of trouble firing the gun. Sometimes it responded, sometimes it didn't. I did enjoy crushing the tiny humans in my tank, which seemed much more effective than trying to shoot anyone anyway. I think a lower rate of fire but an explosion radius would make it work better for the game. Side note, make sure you like good feedback on your game (press the heart on the comment). It helps people get their games seen better! |
| Aug 14 23:40:20 | 9m 45s | O² Space Salvage | ♥ 0 | I had a really hard time controlling the ship. It seemed to bounce around occasionally in directions that didn't make sense to how I was pressing. When time ran out, it also just kind of ended, and I didn't really know if I won or lost, or how well I did. I think the concept is really cool and would love to see this polished into a full game. The very idea of a whole profession that just cleans registered pathways in space is pretty cool. Also, as a side note, make sure you like good feedback you get (press the heart). It helps people get their games noticed on the games page! |
| Aug 14 23:56:35 | 16m 15s | The Big Crunch: Cosmic Horizon | ♥ 0 | I couldn't seem to finish the second level. The asteroids kept immediately zooming into the wall of doom and I couldn't dislodge them, so I couldn't get behind them to shoot them into the sun. Even still, it's a good game that I can tell would be better with an actual mouse rather than a touch pad. |
| Aug 15 00:11:14 | 14m 39s | Beaver Pitch | ♥ 1 | So, I think my playthrough created some kind of beaver paradise where I was happy to let the beavers take what they wanted because eventually they put some back as well. I'm pretty sure this is a bug. It seems like when the beavers can't find a log but know that one should be there, they go some place and create a log underneath them. I had a bunch of phantom logs, that the beavers clearly didn't think existed but were showing up. And one of the beavers had created a log station in the lower right corner. I had walked well off the screen by now to just let them do what they wanted. It was interesting, even if it wasn't intended. Perhaps if you bop a beaver when it's stealing a log, that log gets flagged as being used and never gets flagged as being unused (maybe, I'd start looking there first). I had really wanted to see what happened when I ran out of logs, but apparently I'm just a conscientious log provider with magical logs of ever-growing :) |
| Aug 15 00:28:32 | 17m 18s | Cure Your World | ♥ 1 | The car moves realistically (turn only when forward) but that is a tough control scheme for how fast the floor shrinks. There's not much room for correcting your movement. I thought it was fun, though it could use a bit more variation in the music and a bit more scenery (though I know that things like that get cut when doing the compo). Side note: You should @ people when responding so it shows up in their notifications feed even when they have comments hidden. You might get more of your questions answered that way :) |
| Aug 15 00:36:47 | 8m 15s | Grocery Runner | ♥ 1 | So, sometimes when I picked up items I got multiples at the same time, but not always. I think there's a bug in your collision code somewhere that's triggering multiple times for the same item. For example, I picked up a pile of rocks (which is what they look like to me) as the first item, and suddenly I had three. This occasionally lost me the game because I would have too many things in my cart trying to pick up just one of them to finish out a quota. Anyway, I think this was a fun little game that had an interesting take on the theme that feels all too familiar from when I go shopping myself :) |
| Aug 15 22:39:20 | 22h 02m | ReMind LD-42 | ♥ 1 | This was really touching and nice to see, thanks :) I love seeing narrative games in the Dare. Too often we get a lot of action-oriented and skills-based games, but we don't see a lot of story. It's hard to do in 48 hours (I know all too well). I think that there's too much time between the lines, sometimes you need more than ten points it seems, and that really calls attention to the fact that there aren't many different kinds of memories. I don't really see the theme represented in this game, other than as a fictional construct that bad memories take up space in your thoughts. It didn't have a real mechanical use here. Perhaps if there were a kind of capacity that gets filled up by bad memories but not by good thoughts and when that capacity is reached then you have nothing but bad memories in your thoughts and have to get rid of them by thinking good things or something. |
| Aug 15 22:49:31 | 10m 11s | Claustrophobia | ♥ 1 | I know you had a ton planned for this, but sometimes less is more. I was sad that the game ended so quickly. I would have liked to see more scene setting in the dialogue. Why are we here? The bathroom is a smaller space, it would be a good place to talk about claustrophobia. But I know that doing a lot of dialogue and writing in 48 hours can be really hard (I've done it before). That's part of why I wanted to make a game this time with almost no writing at all :P You should finish what you started here, though. Had I thought of claustrophobia as people feeling like they're running out of space then I'd have probably done a game about that instead! The music on the title is really heavy, but then it just cuts to silence, which I think cuts off a lot of your tension. |
| Aug 15 23:00:40 | 11m 09s | Running out of Space | ♥ 1 | This was really cool! The music really set the mood. It was overall a pretty simple game, but the mechanics were interesting. Not being able to move a block off-screen almost got me stuck, though! |
| Aug 15 23:17:50 | 17m 10s | The TV Install Man | ♥ 1 | This was a cool puzzle game :) It got really confusing when we switched to needing to expose a lot of wires. Those were the toughest levels, but I felt it was really a strange thing to be doing. I think, though, with some work, you could generate these puzzles, rather than make them by hand. That might extend gameplay. If you did that though, you'd probably want a kind of grading mechanic rather than a target percentage, so you could advance even if you're not perfect. |
| Aug 15 23:30:56 | 13m 06s | Never run out of SPACE: a ZIP folders journey | ♥ 1 | This looked really good, but the controls were so slow to respond. I didn't feel like I had much control over the character at all. Also, at the end, I caused the virus to jump off but then the game didn't advance at all so I had to restart the level. |
| Aug 15 23:38:46 | 7m 50s | Book Crook! | ♥ 1 | This was a nice idea, but I really felt it needed a little pressure on the player. I can just mouse over every book and take the best ones. Many times, my stash was too big for the shelf, so I had to load up on cheap books I didn't want just to get more books. This game would be really good with like one or two mechanics more :) |
| Aug 15 23:44:55 | 6m 09s | Inventorium | ♥ 0 | This isn't bad! You should explain the actual game a bit more in your description. I didn't know what controls to use at first! It can be tough to scrap work in the middle of the compo, so don't let that discourage you. You made something, and under a larger time crunch than a lot of people! |
| Aug 16 22:44:00 | 22h 59m | The cutest garden | ♥ 2 | This is a solid first entry, especially for using monogame and not an editor! Take a moment to write down what you'd do differently next time, so you can start to make good Dare habits :) Don't let any of this discourage you, but here are some things I noticed: The weeds can sometimes spawn on top of flowers. I don't know if this was intentional, or not, but it looked a little strange. Also, when the game resets, I don't think the day counter is reset at the same time. When I looped from the end of the game to the beginning, the day 1 field had a lot of weeds, as though it were still the last day. I also think there's something off with the hitboxes or hit detection. I could only collide with the weeds at their top and bottom borders, and only with my top and bottom borders. I eventually got the hang of it, but it seemed wrong. The art was very cute and the sounds were good (though some variation in the picking noise would be nice). The music was pretty repetitive, but I think you know that. |
| Aug 16 22:59:15 | 15m 15s | Garbage Collector | ♥ 1 | This game looks pretty good! The sound seemed fitting as well. I found the controls to be really tough to meet the demands of the warehouse, but maybe it's just too hard to play with a touch pad. I did have a lot of trouble picking up objects though. Sometimes I had to click two or three times to get them to pick up. When I did lose (which was pretty inevitable) it seemed like there was a fade out that took like ten seconds or more. I didn't know what was going on, especially since I could still move around. You have a lot of mechanics in this, though. I'd like to see those mechanics be really useful. Nice use of diegetic UI, too! |
| Aug 16 23:13:19 | 14m 04s | Compressor | ♥ 1 | I like this take on the classic game. I think this is actually a pretty solid entry, especially for your first jam! The sound was fitting and didn't feel repetitive. The graphics were good, though the pieces felt very small. The time crunch is there, though I think that maybe the walls shouldn't start closing in until you select the first piece (just to give people time to study the board). Oh, also, I managed to get -3023400 points: Bug.png |
| Aug 16 23:21:07 | 7m 48s | Protect the Core | ♥ 0 | This game is pretty tough with a touch pad, and I'm not very good at this kind of game anyway, but it's a solid entry! It does look really good. The softness really adds to the game, and makes the enemies stand out. Though it was hard to tell where you were. I tried using the laser and it didn't seem to do much, but I might have just used it wrong. I was sweeping like you mentioned! |
| Aug 16 23:37:57 | 16m 50s | Huke | ♥ 1 | This has early portal vibes and I really like it. I think that if you really worked on this, you could have a great game! One nitpick: this is a puzzle game, but the ball distribution seems a bit random, so you can easily get frustrated by randomness because the balls just decided to launch a little to the left or right and make progress impossible. I know that the point was to have so many of them that they crowded your space, but I didn't really feel like that made for good gameplay. The rest of it was good, though :) |
| Aug 16 23:58:32 | 20m 35s | I Saw Him Today | ♥ 1 | I was really expecting a choice at least at the end, but it just didn't come. I think it's a good story that people will relate to, and it was an interesting take on the theme. The art was very good, and I think I remember that you submitted pretty early too, so that's some quick sketching! |
| Aug 17 00:24:59 | 26m 27s | f | ♥ 0 | I actually rather liked this. Going around gathering resources would be a boring mechanic if that's all you were doing, but the upgrades and the encroaching collapse make it meaningful and nice. I thought your sounds were effective at communicating space and the impending danger. The planets were drawn well enough to explain to me what they were and what I might find there. I didn't manage to win, but I was working on the time jumper at the end when I just ran out of things to mine in what was left. It felt a bit like I could have done better though, not that it was unfair in any way. One nitpick: make sure there's a way to exit the game from inside the game. I had to Alt-F4 to get out! Also, if you want to get enough ratings to see a score at the end, you should rate games yourself! Your game will float up the games list if you rate more games, and I totally believe that the game deserves ratings :) |
| Aug 17 22:13:37 | 21h 48m | Setting Soul | ♥ 0 | I really wasn't actually sure what to do in the game, and didn't have a clear path forward at times. I think, perhaps, it would be good to have a kind of introduction to all of the mechanics. If you have jumping and moving, then introduce those first before turning off the lights. I don't really know what the right mouse button did much of the time, other than put me back at the arrow (often facing the wrong way). Was it supposed to add light? In Unity, if you want to add a lot of lights, then you have to use deferred rendering, so maybe that would help if you're not already using it. Oh, also, please make sure there's a way to exit the game from inside the game. I Had to Alt+F4 to get out of the game. |
| Aug 17 22:28:40 | 15m 03s | Warehouse Simulator | ♥ 0 | Many people have mentioned a few things about needing more direction and not being sure what's happening, and I agree. Here's some more technical stuff: If you want players to click a button after you've locked the cursor (for a first person view for example) then you need to unlock and show the cursor again so they can click on something. Also, rather than making the aim reticle a 3D ball, you can just add a UI element in the center of the screen, it generally looks better. The biggest problem with games like this is that spawning a lot of objects can cause a lot of slowdown. You'd want to make sure occlusion culling is happening if you're going to rapidly spawn a bunch of objects. Since they're physics objects, I don't know if that will be too helpful though. When making an FPS camera controller, you should limit the up and down angle so people don't get stuck looking at the ceiling or floor. Even if you have the limit at 80º it helps a lot with not getting the player lost. I didn't notice any audio. Was there sound and I just couldn't hear it? |
| Aug 17 22:36:30 | 7m 50s | Crowded | ♥ 1 | It was really hard to control. Since you slid to a stop based on your speed, you could build up a lot of momentum. I couldn't seem to shoot while I was moving at all, which made the game very tough. If I did manage to slow down and shoot someone, I'd probably end up with a green box spawning on top of me because I lingered there too long. |
| Aug 17 22:46:37 | 10m 07s | Roops | ♥ 1 | I have a bug to report: When you restart the game, the price to unlock doesn't reset, so it became impossible to reasonably buy spots after I restarted. That aside, I think the visuals look nice and the sound was clear and fitting. I liked the mechanics, though I do wonder about what's going on here. People seem to drop off their cars to be parked at a place here. This makes sense for the mechanic and the car wash, but for food, do they just not want to deal with parking? |
| Aug 17 23:40:22 | 53m 45s | Unfamiliar | ♥ 2 | Wow. First off, this was so emotional and raw, and it hits you like a sack of bricks after you start realizing what's going on. You try and fail to keep things on track. I worry a lot about this kind of thing, always having issues with memory in weird ways. It's terrifying. This game is doing things I'd love to see in more games. The interaction was great. It really felt like I was engaged in the story, embodying the main character and fighting against her own struggles. There are so many little details and fine touches to this game that just pulls the whole experience together. The art is amazing, kudos to Virgil. The music was exactly what I needed for this experience. The writing was so so good. It was short, but not too short. I would have loved to be able to learn more about Charles, but it's clear that this story is focused on Sarah and Abigail, and how they react to your difficulties. I really just want more from this experience, but I think that it stands on its own as it is. |
| Aug 30 05:21:36 | 293h 41m | Give Me Space | ♥ 0 | I liked the idea, but I think things needed to slow down for me to make any real decisions here. Most of the time, I was faced with planets and moons whipping about with no way to see them. I was playing the web version, and my cursor was clearly not where the planet placing was happening (having dealt with weird offset cursor issues in multiple resolutions on another project, I can absolutely sympathize with any frustrations related to this). I like orbit games (I made one a few Dares ago) so I can appreciate the math that goes into this :) The planets were also very expressive, which was great! The music could have used a bit more variation, but it was there at least. |