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Feedback comments for LD42
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| Timestamp | Since previous | Game | rjhelms's comment | |
|---|---|---|---|---|
| Aug 13 03:03:10 | LD42 Running out of Space | ♥ 1 | I agree with @pennycook, the thing that's really missing here is background music - otherwise, this is remarkably complete! The space ship theme works really well, and the controls work with it perfectly. I'm sure I'm going to see at least a handful of battle royale games while rating LD42 games, and this sets the bar pretty high. | |
| Aug 13 03:23:57 | 20m 47s | wat do? | ♥ 1 | I dig a lot of the ideas that are at play here, but I'm terrible at platformers at the best of times and find this really difficult. It took a while for it to click in my head about how this fit the theme. Kudos for choosing something that totally works but isn't obvious. |
| Aug 21 02:17:07 | 190h 53m | Progression || Degeneration | ♥ 1 | Not bad at all for your first go around! I feel like the controls are a bit "floaty" - a lot of the joy of a game like this comes from making the movement feel really good and snappy, though that's often a lot easier said than done. Just something to experiment with! |
| Aug 21 02:36:37 | 19m 30s | Courier Panic! | ♥ 1 | This reminds me a lot of playing with my toy cars on that play mat with roads on it that everyone had. A lot of fun! The controls were a bit mind-bending, but I get what you were going for - like a few others have said, the lack of reverse was what kept tripping me up. |
| Aug 21 02:46:53 | 10m 16s | Destination: Earth | ♥ 2 | Great stuff! A focused idea, well executed - that's how you do Ludum Dare! The art style is really well executed, too. Some more sound effects, and maybe a few more things to hold visual interest, would really make this game pop - but I had good fun with it as it is. |
| Aug 21 02:55:48 | 8m 55s | The cutest garden | ♥ 1 | Good work for your first game! You've been given a lot of good feedback already. One thing to add is that some animation would go a long way - mostly for the player, but also things like the plants swaying back and forth, or the weeds crumpling instead of just disappearing. Keep at it, hope to see what you come up with in the next Ludum Dare! |
| Aug 21 03:05:33 | 9m 45s | CRAMMM: Totally Accurate Studying Simulator | ♥ 1 | Well that was fun! Really cool take on the theme, and a welcome change of pace from a lot of what we see in LD games. Well done! I don't see an HTML5 version on the itch.io site - the Windows version worked fine, but maybe there's something that needs to be tweaked to make the web version appear? |
| Aug 21 03:13:31 | 7m 58s | ROoS | ♥ 1 | Damn son, this one really engaged me. Normally I don't have any talent or patience for platformers, but the pacing here was spot on to keep me going and the difficulty curve really rewarded that. |
| Aug 21 03:26:40 | 13m 09s | System_Corruption | ♥ 1 | Like others have said, the introduction of mechanics could have happened a bit quicker - maybe bring just the first level, then the radar, then the allocator? I'm not sure about having the map be pitch black except for the player's spotlight - it set the mood, but having just a little bit of ambient light I think might have worked a bit better. Using audio in this way is a really cool idea, and it worked really well. |
| Aug 28 02:05:51 | 166h 39m | King of Bjorp | ♥ 1 | This is one of the standouts this Ludum Dare for me so far! I think the "mushy" controls work well enough here - makes the character feel a bit out of control, which is a good thing for a party game like this. The AI is well-implemented enough, but I'm sure the real fun here is getting the mad-cap action of 4 players in a room together. Well done! |
| Aug 28 02:45:04 | 39m 13s | Deluge of Doom | ♥ 1 | This is definitely the sort of game that I feel is really ambitious for Ludum Dare, especially for the compo. There's always a risk of either completely missing the ideal balance, or just not having enough content to really have a game - so having a compelling "hook" to the game is essential, and I think you've got that here. |
| Aug 28 02:57:12 | 12m 08s | Quickshot Yellow: The Quest for Green Flags | ♥ 1 | Well done! The balance to the puzzles is spot on for Ludum Dare - just the right difficulty curve to keep things moving, but still put up a decent challenge by the end of things. |
| Aug 28 03:09:09 | 11m 57s | Sakaven Simimulator | ♥ 0 | This is really well polished for a compo game! The fact that all your dudes went to the same point, regardless of where the spawned, added a lot more complexity & interest than I was expecting in the first place. A propos including paid (or otherwise non-freely-distributable) assets in your source, in the past I've just made a copy of the project with those items totally pulled out (ie the PlayMaker folders in your build) with a README explaining what's needed and where they need to go. It's probably small potatoes for Ludum Dare, but better safe than sorry. |
| Aug 28 03:25:06 | 15m 57s | pushes you | ♥ 2 | I like the idea here, but it could use a more polish - sound, more graphical feedback, maybe some general balance tweaks. Really cool to see that there's multiplayer but (as is sadly often the case in Ludum Dare) I never got into a game - not sure if it wasn't working, or if there was no one online to match with. Did you opt out of the wrong category by accident? I see the "audio" category but not "graphics", which seems backwards to me. PS for folks having trouble with WASD controls, you can remap the controls in the launcher - it defaults to ZQSD, which is the WASD equivalent on AZERTY (ie, French) keyboards. When I think of it (which I didn't this LD, for my own part) I usually try to make my games support *both* keyboard layouts as that's usually pretty trivial to do. |
| Aug 30 02:46:48 | 47h 21m | The Fall of Arcology ONE | ♥ 1 | Controls felt really good, which is hard to get right with a platformer in a game jam. I liked the story behind it and how it tied into the theme. As others have said, there were a few unfair blind jumps, but other than that this could easily be fleshed out into a pretty fun casual platformer. Good stuff. |
| Aug 30 03:14:03 | 27m 15s | Cubed In | ♥ 0 | A nice l'il puzzler. This has great potential for a mobile game! I found wrapping my head around the controls a bit hard - not that they're complicated, but since the perspective was rotated it took a while to get the hang of. I like how the mechanics were introduced, but felt that the difficulty curve didn't really ramp up beyond that. Something to keep in mind if you do keep working on this! |
| Aug 30 03:36:28 | 22m 25s | Gel Break | ♥ 2 | Ooh, now this is a challenge - don't have the time to really puzzle through it all right now, but I'll definitely be coming back for more. Great work! |
| Aug 30 04:00:45 | 24m 17s | Space Escape | ♥ 0 | Cool twist on the theme, and I really like the idea of tying in different gems in a match 3 game to stats like this. Too bad more of them aren't implemented, as there's a lot of potential here that doesn't quite get realized by having half of the gems not really do anything. Would love to see a post-jam version that had more of the mechanics fleshed out! |
| Aug 30 04:14:10 | 13m 25s | Clippy's Awakening | ♥ 1 | Glad to see Clippy finally getting some respect as the hero that he is! I didn't really know what to expect going into this - it was a lot of fun! Unlocking the different powers, and then figuring out how they made it possible to progress, was very rewarding. |
| Aug 30 04:33:07 | 18m 57s | Space Waste | ♥ 1 | A timely environmental message - was kinda fun at first picking a random planet and saying "haha, you're a trash planet!" but then things got really interesting when it dawned on me there was no win condition - just a matter of managing things to hang on for as long as possible. The UI was really nicely put together - it's simple enough, sure, but it felt really intuitive with is a great accomplishment. Well done! |
| Sep 2 23:45:05 | 91h 11m | Ouch! | ♥ 0 | Good arcade-style fun! The two things that I feel are missing are music (but not having it is true to the Atari feel!) and a game over screen - being able to see your final score and a high score would really complete this package. |
| Sep 2 23:57:02 | 11m 57s | CLAUSTRO | ♥ 1 | Cool take on the theme. I've got a soft spot for word games, and this didn't disappoint. You've got some great suggestions here in other comments, but all in all a really solid effort for 48 hours! |
| Sep 4 02:25:55 | 26h 28m | RUNNING OUT OF SPACE IN THE DEEP (IN)FINITE OCEAN | ♥ 1 | I love the concept and the aesthetics here, but found it a little hard to understand how all the mechanics fit together even with the explanation. Some more feedback inside the game, or a bit more of a ramp-up to introduce the mechanics, would probably go a long way to make it a bit clearer. |
| Sep 4 02:37:18 | 11m 23s | Out of Space Inc. | ♥ 0 | This is a fun mechanic, but gets a bit fiddly. One thing that would help a lot would be if, after resetting, the thrusters didn't go back to their "home" position but instead stayed where they were - I found a number of times I'd say "oh, that just needs to go a bit to the right" or whatever, but finding that position was really difficult when I had to start from scratch - especially when there gets to be multiple items to move. |
| Sep 4 02:43:23 | 6m 05s | Pick the lock! | ♥ 0 | That dude looks like someone out of an old Sierra adventure - I love it. I wonder if there's a better balance about how many times you can get it wrong - ie you're on a timer, and it speeds up each time you miss, or something like that. Having to get it perfect did feel "too brutal" until I got the hang of it. |
| Sep 4 02:50:56 | 7m 33s | Qix | ♥ 0 | A competent remake of Qix. Controls felt fine, but like others have said there was a delay when filling in a section - looks like @huvaakoodia has a good solution for that. |
| Sep 4 03:33:17 | 42m 21s | Starship Panic | ♥ 1 | Took a while to get a hang of it, but that's good fun. Liek @atom0520 said, being able to skip the guide level would have been a nice touch. It seemed like there was something finicky about dropping debris, but I couldn't quite figure out what - just that in some cases, they either wouldn't drop or wouldn't go where I expected them too. |