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| Timestamp | Since previous | Game | LuckyFeathers's comment | |
|---|---|---|---|---|
| Aug 16 22:24:42 | Heart Breaker | ♥ 2 | Alright, cool game. I only have a few minor things to note. Firstly, it wasn't perfectly clear I just had to walk to the edge of a corridor to win the level. I'd actually prefer if you had to clear the whole level, but that's a design decision. When you kill all the enemies you should have some visual indicator, like a blinking arrow, telling you to go to the edge. Another minor complaint is the massive hearts on the bigger enemies. I understand you want to make it clear they're stronger, but I can't even see the girls. I think you could have simply changed the color of the heart or adding other minor details. Anyway, pretty cool game. Good luck next Ludum Dare :) | |
| Aug 16 22:34:17 | 9m 35s | Running out of Space | ♥ 0 | Neat. Great as a first entry. Graphics are nice, music works well. However, there are some design decisions I don't agree with. The second level is dumb, because there's no way of knowing when you hit the ground. There should be a number representing the distance to the ground, similar to the speed. Also, you should figure out a way to add a restart button when you die. That way you could also make the tutorial only play the first time you play. |
| Aug 19 19:39:00 | 69h 04m | grOw | ♥ 1 | Great looking game. There's a lot of potential for a pretty good game here. Please note, I've only played the Ludum Dare build. Firstly, the graphics look stunning. With some cool futuristic music you can get a really good thematic experience. When it comes to your level design I have a few issues though. While it's perfectly fine to have games be either easy or difficult, it's important that they're not unfairly difficult. For example, on level 2 there's no way to not get hit by a laser the first second, and even though that doesn't kill you, it feels unfair. Generally it should be impossible for the player to lose or take damage the first second after a new level loads. We who try your game for the first time have never seen the level before and need a second to understand what's going on. A quick countdown timer before each level starts could also be a good idea. Lastly, I feel like the game is a little bit slow. I'd probably double the character speed. But still, the game is pretty cool, especially for a compo entry. With some more work I think it can be a great puzzle game. Good work, and good luck next jam :) |
| Aug 19 19:58:50 | 19m 50s | Escape From Pompeii | ♥ 1 | Alright, I like the basis of the game. The idea is cool, the graphics and sounds work well, and there is potential. Your biggest flaw is game balance and general game design. The game isn't really a game, because there's no strategy involved. My only job is to find the shortest path to the exit and hope lava doesn't randomly appear in front of me or cover the exit. What if you made the lava only spread out a certain distance. When a lava pop reaches the maximum distance it stops spreading. This can be visually represented by a darkened color. And what if you gave each character a bucket which could be used once each level to clear a line in front of the character. That way, if you use the bucket on a lava pop which has stopped spreading, you can get past it, but if you wait too long other lava pops will reach you from behind. That would give the game more of a strategy element. The characters are difficult to spot. Give them a color that stands out from the rest of the game. It's annoying that I have to manually select each tile. Try to do some research on pathfinding, either the Dijkstra's algorithm (easy to implement but not very optimal) or the A-star algorhitm (better performance but a bit difficult to implement). That way you can click on where you want the character to go, and he would find the fastest path himself. The youtube channel Quill18creates has a good pathfinding tutorial if you're interested. Oh, and the game crashed after a few levels when I loaded a new level. |
| Aug 19 20:36:58 | 38m 08s | RunnINN out of space | ♥ 1 | Awesome! I played the compo entry first and had a few complaints, but then I played the jam entry and they were almost all fixed! I love how use sounds and color changes to make it clear to the player when something happens. Visual and audible feedback are some of the most important things that people tend to skip in game jams. I'd add even more though, such as a slight color change to the block you're hovering over, or a little sound when you select a unit during battle. But hey, as a solo entry it's really good! Some more nitpicking: - Having the text on the ground like that is a bad idea. It's difficult to read, and you don't give me any time to read it because the knights keep coming all the time. Make a simple tutorial or just display the text on the whole screen before you start the game. - When the day is over you should make the player automatically drop the block. You can place blocks while the camera is moving, which feels a bit like an exploit. - Use more bars and colors, and use less text. When I'm looking at a unit's stats I just see lots of text. Replace "HP" with a bar on top of the stats box, "ATK" with a sword and "Stay" with a bed. Same goes with the "Time left" at the top right corner during the day. I'm too busy looking at the incoming blocks to see that tiny text in the upper corner change. Make it a clock instead and make it bigger and at the bottom of the screen. I think that's pretty much all of my complaints. In general, though, I'm really impressed with the game. For a solo project you've put in a lot of work. I actually ended up playing this one for almost half an hour! By the way, I also made a tetris-like game for my entry. Would be nice if you'd check it out :) |
| Aug 20 23:31:29 | 26h 54m | PolyPack | ♥ 1 | Neat. The game looks really smooth with the animations, such as blocks fading out instead of just disappearing. Some simple sound effects when clicking and dropping blocks would be nice and wouldn't have taken too long to add. I also find it a bit hard to tell how long some of the blocks are. You should have drawn narrow lines on the blocks to separate block pieces. But aside from that, really well made game. By the way, I also made a tetris-like game this Ludum Dare. Check it out if you like :) |
| Aug 21 00:11:31 | 40m 02s | The Crappy Shipper | ♥ 0 | Alright, the concept is good, and for 12 hours you did really well. Here's the list of stuff I've made a note of: - The physics of the boxes don't work very well. In general Unity's physics system is not very reliable, especially not at high velocities. I'd have tried to find a way around it, if possible. Maybe just turn off the whole rigidbody when they're placed on the boat. Just make it a child of the boat and they'll move along with it. - The way the boat turns is not really good. If you made the boxes children of the boat instead of using rigidbodies they would have flipped with the boat, but when you teleport the boat like that, the boxes fall off. A possible workaround would be to replace the boat with something that doesn't need to be turned, like a raft. - I can transfer boxes by holding them and not dropping them on the ship. This feels like an exploit. I suggest you don't let the player control the boat unless he's not holding a box. - Eventually the game gets really easy, and the only way to lose is to destroy the boat. I'd add a timer to get another lose condition. And then you could make a simple highscore system. - You should have a pause menu. Doesn't have to be anything fancy, just a button to continue the game and a button to quit. It's annoying to have to press alt + f4 when I'm done playing. Oh, by the way, you should opt out of the audio category if you didn't make the sounds. |
| Aug 21 00:39:22 | 27m 51s | ROOSTER EXPRESS | ♥ 1 | Great game, exciting and fun to play, nice graphics. Unfortunately it falls a little bit short because of some design decisions. - When I get to a conveyor belt I sometimes turn around, which makes me drop the package on the floor. And sometimes the packages slide off the belts. I think it'd be a lot better if you simply teleported the package on top of the nearest belt within a close distance, and then disabled the physics of the boxes. - Why do you have a time limit? I think this game would have been better off with an endless waves type of game, but I guess that's more of a subjective opinion. - The game is way too difficult. I know it's supposed to feel stressful, but you should also make the player feel successful. The boxes spawn in way too fast. - I think you're being unfair with the player with the way you change between districts and delivery types. Several times I dropped off a package to a district, only to see that gate changing to a type of delivery. In my opinion the boxes should be accepted when they land on the belt, but that might also just be my personal opinion. Some particularly positive things to note: - The mechanism of turning the boxes to find districts or courier details is a great touch, and I love how you have different labels and some even saying a district but it's crossed out and you have to find another district label. - The security camera orienting towards the player is a creative little touch. - For some reason I laughed a lot when someone dropped a burger with the mail :D Again, great game. I may sound a bit harsh in this review, but that's just because you're 4 people and because you're just a few poor design decisions away from one of the best Ludum Dare entries I've played. I'll give you higher ratings than this review might imply. I'll be looking forward to seeing your future Ludum Dare entries :) |
| Aug 21 00:52:44 | 13m 22s | Just Balloon: Move or Lose edition 3 | ♥ 2 | Game feels complete, graphics are nice, music is nice. I like that you have stuff like high score and a quit button. These are things that a lot of people forget in game jams. However! You suffer from another issue that I see quite often in game jams. Your game is way too difficult. Remember! You have practiced for 72 hours. What you find easy might be really difficult for someone who has never played your game before. Try to let someone play your game before you submit and see if you should tweak something. This game would be great if you had set the number of enemies at the start to 1 instead of 4. |
| Aug 22 00:15:03 | 23h 22m | WetFeet | ♥ 3 | Alright, the game is clearly unfinished so you're getting a poor rating, but let's have a little look at what we can learn here. This actually reminds me a lot about my LD41 entry where I was way too ambitious and tried to make an RTS in a weekend. A game like this would take a whole team of developers a year or more to make. When you're making a game in just a weekend you have to make something simple. Try to complete the game in one day. Then you can spend the rest of the time polishing and balancing the game. Now, aside from that, here are a few simple tips: - Your camera movement is wrong. No strategy games move like that. When you move around with WASD you should move the camera relative to the world, not the camera. That means W moves the camera north, A west, S south and D east, no matter what angle my camera is facing. Then you can use the scrollwheel or something like Z and X to zoom in and out, aka moving camera towards the ground. - Remember to set your canvas settings to scale with screen size. Not constant pixel size. I'm playing on a 4K monitor and the text and buttons were tiny. - I need button feedback. When I click a button that button should change color and a sound should be played. I understand you ran out of time, but this matters so much. If you get a bad rating this Ludum Dare, don't get discouraged. Keep participating in game jams and try to beat your last score. Good luck! :) |
| Aug 22 00:26:00 | 10m 57s | Block Drop | ♥ 0 | Simple but good. Puzzle games like these work very well for game jams because the core game mechanics is fast to implement, giving you time for polishing and game balance. Here are two things I made a note of: - If I don't use the mouse in-game, why do you force me to use the mouse on the start and pause menu? - I didn't have a problem with the isometric view and knowing which direction I'd go, but I still think it's a bad design decision. - However, what I didn't understand was whether or not the block would lay down or stand up when I moved. It took me way too long to understand, and I feel like that concept could have been introduced in a simple tutorial level. Anyway, neat game. Good luck next time :) |
| Aug 22 00:56:57 | 30m 57s | Out of S.P.A.C.E. | ♥ 1 | If you're going to make the game for AZERTY keyboards you should DEFINITELY include an option to change to QWERTY. Z, Q, S, D is not very intuitive for people living outside of France. I didn't manage to get past the run phase of the game because the ZQSD thing just frustrated me. The only other thing to note on the run phase is that it's not very obvious when I hit or miss a button. You should have a sound play when you miss a button and another sound when you hit buttons. |
| Aug 26 15:32:59 | 110h 36m | BIO-EX-DEUS | ♥ 1 | This was awesome! If you continue working on this I'm sure it can become a great game some day. I really thought the concept was intriguing, and considering this was a solo project I'm really impressed. However, I'd like a reward system. Nobody cares about a high score. I also don't like that you only have 15 terraforming abilities. Why not make it so that terraforming costs glory points, and the glory thing becomes a currency rather than a high score. The last 10-15 eras I just press next era because there's nothing for me to do. |
| Sep 1 00:06:15 | 128h 33m | Power Ports & Pollution | ♥ 1 | Eventually I understood what was going on, but you really need to give the player a tutorial or some indication of what's going on in the game. At least tell me the controls. Z and X is not very intuitive. It took me a whole minute to get past the start menu. Also, that one high pitched tone was really annoying! Alright, once I understood the game it wasn't too bad. I think you should maybe give the player a bit more starting resources though. It's weird to die after walking two steps and then placing a factory. But honestly, the gameplay isn't too bad. It's just very poorly explained to the player. Try to imagine you're a new player who has no idea what's going on. Or even better, let someone playtest your game while you watch. But don't explain anything, just let them figure it out themselves. Notice when they struggle, and improve those parts. Good luck next game jam :) |
| Sep 1 00:27:07 | 20m 52s | EVOLUTION | ♥ 1 | Absolutely stunning visuals, and generally an amazing game. Only thing I'd have liked to see is a tooltip explaining what the different buildings do. Also, there isn't really any... gameplay. Well, there is, but I feel like there isn't really any strategy involved. What if you had a certain number of people on the planet, but the population increases of time and you have to fill the planet with buildings and energy resources to accomodate for the new citizens. Coal and other polluting energy resources give a lot of energy for its cost, but if you use too many of them you destroy the planet. Etc etc. That would be more of an actual game in my opinion. Anyway, I'm obviously just nitpicking and throwing ideas out there. The game is beautiful and probably the best I've played this Ludum Dare. Good job! :) |