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Feedback comments for LD42
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| Timestamp | Since previous | Game | Marcenat's comment | |
|---|---|---|---|---|
| Aug 15 13:19:37 | Running Out Of Space | ♥ 1 | Simple but efficient concept, here are some thought: * The movement is a little "sloppy", maybe use Input.GetAxisRaw method in your PlayerDirector.cs script, this should makes the control snappier * Being able to jump over two boxes high only is a bit frustrating as a wall of three boxes will often build very quickly somewhere, trapping you in a corner of the level. * Having some item dropping like coins, to jump higher or destroy blocks, could diversify the gameplay (but I know there is little time in a jam) Anyway, keep up the good job :) | |
| Aug 15 13:53:24 | 33m 47s | Falloor | ♥ 1 | Cool concept but a bit under-exploited, the falling block are merely affecting the gameplay, as the level design does not push you to go back on your path. I think that the difficulty ramps up a little to fast, you could introduce the new mechanic in a small level before combining it in a more complex one. |
| Aug 18 10:38:22 | 68h 44m | Space Race | ♥ 0 | Nice use of the theme, I agree with the above suggestion : making the color permanent could be fun. The glitch in movement are a bit frustrating, as is the respawn location which is often to close from enemies. The sound made by the tile when you step on them is a bit annoying too, but that's ok. End my last complaint will be that the movement is not discrete, the character doesn't snap on a tile, so the control does not feel precise (but maybe it's just me). But all those are minor drawbacks, the game is very enjoyable :) Graphics are nice and fits the arcade mood. Good job ! |
| Aug 18 20:13:57 | 9h 35m | How to please a Dragon | ♥ 1 | Nice idea, but a few things get in the way of the fun: * The rage-o-meter should be on the UI, the player is quite lost when he has to make a choice, as he doesn't know if he is going to get eaten by the dragon or not * The moment the choices appear seems to be random, so I was founding myself waiting for it when all my containers were full * In the end the player just spam space and wait for a choice However: * Graphics are stunning (though the player animation could be less stiff * Audio doesn't get annoying even after a while, and the coin sound is very realistic * The theme is well-used, the dragon cavern stuff fits perfectly * Humour is on the spot, the dragon dialogue are very funny (especially the never gonna give you up ^^) Keep up the good job |
| Aug 18 20:41:47 | 27m 50s | TuaCheap7 | ♥ 1 | I love the idea, and the experimental feel of the game, having no win state and relying only on the humour en joy of discovery is a very ballsy move. However it lack consistency: * The graphics on the menu and on the rest of the game doesn't fit * Same for the audio, the menu theme has nothing to do with the Bossa nova (and having music only on the shop room is a bit frustrating. Did you actually make this Bossa nova theme ? I love it. Anyway, very original idea :) |
| Aug 21 09:55:44 | 61h 13m | Ultimate Cave Of Dangers | ♥ 2 | Same as @batmanasb the game is hardly playable for me, everything goes way to fast, and the control are sloppy. Also in a platformer, especially when you have to wall jump, putting the jump button on up arrow is cruel, space is way better. Also when I die I have to shut down the game to start again (looking to your code I don't see any gameflow code, I guess you ran out of time). That being said the idea is cool, and the audio too :) |
| Aug 21 10:06:51 | 11m 07s | Space Farmer | ♥ 1 | The idea is great, however There is something missing in the design to push the player to stay on a planet. I can reach earth by just harvesting some yellow crop and launch as fast as possible to the next planet. I guess the number of person you saved and the number you ate act as a score. Also the game pace is a bit to fast, there is no tutorial phase. The audio and graphics are cool though, I think that if you tweak the mechanics a little the game could be very enjoyable. |
| Aug 21 10:27:28 | 20m 37s | Running Out of Space | ♥ 0 | Well I'm stuck in the friend's house, the sister won't let me pass... I love text adventures games, but I agree with @polyducks the player is lost too soon. The map is a great idea though. I think music has his place even in this type of game, but maybe you didn't have the time. |
| Aug 21 12:28:23 | 2h 00m | Eclipse Galaxy : A Smuggler Story | ♥ 2 | It seems that a lot of things are missing, but I can see the idea. When I press accept on the cantina nothing happen. Also there is no text to explain what you can buy, so I kinda try everything without knowing what is what, I ended up running out of fuel not knowing how to refill it. Graphics are amazing, but lack consistency: the ships are pixel art, and the background on the planet are beautiful high res digital painting. There was no audio but I see you didn't opt out of the category, so is it a bug or did you forget to opt out ? Also when hovering on a ship or planet, the sprite and the box collider goes up so if the mouse is at the edge the whole thing jitter (that's a minor bug though, but easy to fix). Anayway, keep up the good work :) |
| Aug 21 12:43:13 | 14m 50s | Hot News, Good News | ♥ 1 | Love the concept, though it get a bit repetitive. I don't really get what the glue mechanic is for: I have to place an item definitively in order to have the next, but the next item is random so I cannot plan my moves. I would have let the player choose as many item as he wants and then let him place them, or i would have show him the next item (like in tetris). The graphics are nice and consistent (this is important) from the menu to the game itself. Audio is nice and soft, the music i indeed relaxing an don't get repetitive. Overall, this is a nice entry :) |
| Aug 21 13:05:18 | 22m 05s | Memory Mayhem | ♥ 1 | Hurrah a game about cache and processor, I was looking for it (the heme made me think about that so I was sure someone did it) but did not expect such a clever mechanic. This is by far the most innovative and well design mechanic I've seen in this LD. It's fun to play until the end, I was blaming myself when I did integer overflow :) So from a design perspective it's great, such a shame your team did not follow you on this one, the result would have been incredible. The only complaint I could make is that the difficulty does not seems to increase over time (or very slowly ?), this could help to keep the player in the flow. Graphics get the job done, audio too. Great job! (Also that game over sound got me, it is just perfect) |
| Aug 22 20:38:40 | 31h 33m | Galactic Wars | ♥ 1 | I like the arcade theme, the graphics are nice too, some simple geometry and lights are enough to convey the idea. The sound however gets annoying pretty quickly. I'm not a fan of this type of controls, I cannot maneuver y ship like I want: for instance the up arrow (or W) always make the ship go toward the direction it is currently facing, this is counterintuitive for me. I prefer traditional controls scheme where up makes you go up whatever direction your facing, but this means you cannot fire in any direction. Games like Binding of Isaac handles it by giving a bit of the character velocity to the bullet he is firing, so you can fire in almost any direction. But I'm not really complaining, just trying to give you other options :) Also the games lack a few more mechanics (but that's a jam), items or type of ship / asteroids. Anyway, great job :) |