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Feedback comments for LD42
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| Timestamp | Since previous | Game | niterich's comment | |
|---|---|---|---|---|
| Aug 13 18:24:05 | Precious Things | ♥ 1 | Fun little game! I like how the game doesn't automatically end when you lose an item, like a lot of other game jam entries I've played. Although, I did find a bug/feature where you can drag flashing items to stop them from disappearing, not sure if that was intentional or not. I also would have liked to see a bit more variety in the items - how many beds does one person need? | |
| Aug 13 18:43:25 | 19m 20s | Export Corp. | ♥ 1 | You did a really good job with this game! I especially liked the music. However, I was very confused the first time around, as I didn't realize I had to send out only specific blocks each time. That wasn't helped by the fact that there's no difference in sound between a good shipment and a bad one. Finally, and maybe this was just me, but I thought blocks of the same colour would snap together, and that I could get a higher score by exporting bigger blocks. I think that was based on some of the screenshots you provided. |
| Aug 14 18:55:34 | 24h 12m | Civilisation Afloat | ♥ 1 | Very good game, especially for a first time jammer! I think the core gameplay concept was great, although I felt it was a bit clunky and lacked feedback. I was never really sure if my buildings weren't being built because a) I lacked the resources, b) there wasn't enough infrastructure, or c) the cursor selector wasn't cooperating. If I can offer some advice for future jams: Add some sound effects and make the game super easy. Some sound effects could help fix the problems I listed, as well as make the game feel more complete overall. As for difficulty: the saying that really stuck with me is "if you think it's just hard enough, it's actually way too hard". Plus, that way players can see all of your work instead of just the first two levels. Hope that helps, and hope to see you again at the next Ludum Dare! PS: change camera movement from WASD to middle mouse click to be able to play the game with one hand |
| Aug 14 19:21:18 | 25m 44s | Smoke: it's ok to feel | ♥ 3 | H E L L - O F - A - G A M E |
| Aug 14 19:29:03 | 7m 45s | Flame VS Water | ♥ 1 | Very fun game with a nice twist, though I felt is should have been the fire trying to fend off the water. |
| Aug 14 20:29:25 | 1h 00m | Pursuit of Freedom | ♥ 0 | I really dig the music and how you took the theme literally, but I found the difficulty a bit too high for a jam game. You turned so fast it was hard to maneuver through all the tight spaces, and having to restart the level each time you hit something got really annoying after a while. |
| Aug 14 20:47:17 | 17m 52s | Cosmic Escape 1999 | ♥ 1 | Really cool game! Everything came together really well, and everything was aesthetically pleasing (which, coincidentally, the first two notes of your title screen music sound exactly like that one vapourwave song). The only thing I could recommend is to add a mouse sensitivity option somewhere... since this is a fairly short game, it could even be mapped to the scroll wheel for on-the-fly changes. Also: 13 minutes of music for a 3 minute game? |
| Aug 14 21:01:24 | 14m 07s | The Flesh Pit | ♥ 1 | I love the graphics and all the messed up monster designs in this game! The gameplay was really satisfying and the player's animations were really well done. There were a couple of quirks with the movement of you and your enemies, but that's to be expected in a game jam. Great job! |
| Aug 15 21:55:05 | 24h 53m | Defrag | ♥ 1 | The visual design was incredibly well done! I especially liked how the void looked - very trippy. However, I felt the physics were a big turn-off for me, especially how you don't keep your orientation when colliding with the walls. It made correcting my course a lot more difficult since I couldn't really plan for which way I would be facing. Finally, with all the throwbacks to 90's PCs, how could you leave out a killer MIDI soundtrack? |
| Aug 17 19:33:31 | 45h 38m | Demonic Digestion | ♥ 1 | Though the gameplay itself was a little barebones, I think you nailed it with the presentation! Everything came together so well, the music and the visuals were great, and the player control was top-notch. However, and this might have just been my version, but I have no idea how to summon the skeleton. I've been playing for half an hour and it's only shown up once. |
| Aug 17 19:59:55 | 26m 24s | The Super Olympic Death Race From Space Leaving Space Relay Septathalon 199996 | ♥ 1 | I appreciate the humour and the wide variety of game modes in this game, but I think the wacky physics were a detriment to the game. For example, on the hurdles, you have to jump back and forth quite a lot, but it's entirely possible to bounce off a wall yet lose almost all of your vertical velocity, all while being just out of reach of a wall to jump from. It leads to a lot of waiting around, especially on that level. I know you said the physics were part of the game, but I just don't think removing player input for a joke is a good idea. |
| Aug 17 20:29:33 | 29m 38s | Memory | ♥ 0 | I think the page description needs some work, as it really threw me for a loop. First, there's a lot of backstory that really doesn't impact the game at all. There's a lot of talk about computers and bit consolidation, so I thought it might have something to do with writing in hexadecimal without making too big a number or something nerdy like that. I think just having one line of "arrange like tiles in groups of 8 or more to score" would have sufficed. |
| Aug 17 21:06:18 | 36m 45s | Cash Grab | ♥ 0 | I'm sorry to hear you had so little time to work on the game, but what you did get done was pretty good, all things considered! I think that Agecaf person above is dead on about the game and its strengths and weaknesses. I would also add that, in addition to faster spawning coins, the walls should move in a lot quicker (to put pressure on the player) and that the gold bars should push the walls back instead of just stopping them (it's hard for me to explain, but I feel that actively reversing a process feels better than just delaying the inevitable, even if both options yield 5 more seconds of play time) |
| Aug 19 21:14:37 | 48h 08m | Flat Builder | ♥ 1 | I think you got the theme of the jam down really well, but I think a couple of things went wrong in the execution. Maybe I'm just really bad at it, but I could not for the life of me build anything remotely stable. Even the most basic structures ended up collapsing under their own weight (not exploding like HAUO above), so I think some stronger beams would make it a bit more easy to play. The music was a little hectic when compared to the gameplay, so maybe slowing it down and using softer instruments might help the feel. Finally, the tutorial's textbox was too small and too blurry to read. |
| Aug 19 21:45:35 | 30m 58s | Vanishing Space | ♥ 2 | This game has great controls, nice and fitting music, and a satisfying punch to all your actions. I especially liked how your ship's trail looked, and how it changed colour to reflect how much time you have left. However, I think just having your ship float there in space without anything to do when you lose is a major buzzkill, and removes or at least downplays the whole 'shrinking playfield' thing. Personally, I would have allowed the player to keep controlling the player right until the very end - that way it feels like it's the encroaching void that ends the game, instead of you running out of fuel and then also the void happens i guess. |
| Aug 20 14:49:50 | 17h 04m | Aura | ♥ 1 | I think I like the idea, but the execution was a little rough around the edges. On its own the movement felt natural and fluid, but I couldn't stand how you got turned around when you hit something. More often than not, I was trying to reorient myself around already, but then I get all turned around, lose my sense of direction, and wind up running into another blob (or, in some cases, the same one again!) Adding messages during gameplay was a nice way to add a bit of context to the game, but placing all the story-important ones at the top of the screen, far away from where the player should be looking, makes them difficult to read. The use of your flute for both the music and sound effects was a pretty clever touch, though that also meant it could be hard to separate the two, leading to some instances where the music and sound effects clashed pretty badly. On another note, I'm pretty sure your song starts note-for-note like the riff from the Rocky theme song - probably not intentional but I still thought it was funny. I think the 'give me my space' mechanic could be better explained. I didn't make the connection between the purple stars and the shift button until about level 5, leaving me wondering why I couldn't use my ability some of the time. I think it would help by giving the player a free shout at the beginning of each level, and playing a sound effect and/or having the empty shout meter flash when you try to use it when empty. Just something to say "that isn't going to work and this is why". I managed to make it to the fifth day, at which point it got so hard I couldn't go on. It just seemed to me that there were just too many people and I kept getting quickly overwhelmed. Not sure if that was some kind of 'supposed to lose' fight, but I though it was a fitting end nonetheless. |
| Aug 20 15:08:50 | 19m 00s | Bunny Bazooka | ♥ 1 | At the end of the day, it feels nice to be overpowered! The graphics and overall presentation is very unique and has a nice charm about it (though not exactly my cup of tea). I thought the tutorial at the beginning was a nice touch, especially for a game made in such a short time. My two main complaints are about the controls and the screen shake. The controls felt awkward and confusing when you were on the underside of the planet, and having to use Q to attack just felt weird to me. Personally, I would have kept the player at the top of the screen and have left and right rotate the planet beneath your feet like that boss from Yoshi's Island. Then you can jump with up and assign rockets to the space bar. Finally, I felt the screen shake was just WAY too strong especially with how frequently you use it. |
| Aug 22 15:15:57 | 48h 07m | Overclocked | ♥ 1 | Once I got into it, it was really fun and felt really good to play, but I think the glowing lines on the blocks were a bit misleading. Combining the flowing patterns on them and the "transfer data quickly" theme, I initially thought it would play more like Pipe Dream instead of Tetris. |