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Feedback comments for LD43
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| Timestamp | Since previous | Game | mrspeaker's comment | |
|---|---|---|---|---|
| Dec 3 04:19:05 | Bomba Ball | ♥ 1 | DAMN IT, windows only! I flipping love the look of this game! I love "dystopianmovie sports", and "Commodore 64 graphics" (see my entry... your game looks beautiful and exciting - like a game you'd see in Zzap64. Mine is confusing and ugly: like you'd find on a 5 1/2 inch floppy with 25 other "games") Can you export GameMaker to Linux or Web? I'd love to give it a shot! | |
| Dec 3 04:54:41 | 35m 36s | Muscles and the Gun | ♥ 1 | Ok ok ok... I'm not saying that they should never have made Super Meat Boy, but a double-blind test would certainly come out in favour of Muscles and the Gun. The collision detection on Super Meat Boy *may* be silky smooth and flawless, where as matg may be slightly infuriating (the core head-jumping mechanic is so sweet, but the collisions make it so much harder than you realise!) - but there is simply no comparison when it comes to the lore, and the prose, and the muscles, and the gun. The music. Can we talk of that for a moment? That is one FUCKING AWESOME theme song. I don't know if it's because I'm sleep deprived (I currently *do* keep seeing visions ALF out my window), but I can't get it out of my head. PLEASE make it available for download, it is catchy and dirty and beautiful! Finally, big respect for some of the tough game-design choices. Nothing says "Shoot me" quite like a sign that says "Shoot me". Sometimes a cigar is just a cigar. |
| Dec 3 05:47:09 | 52m 28s | escape from apocalypse | ♥ 1 | Hey @nakato53 - I really hate to be the "doesn't work in my browser" person... but it doesn't work in my browser! I'm on latest Firefox on Linux and when the game starts the robot-things fall down the extreme left of the screen - they start at the very top left and fall out the bottom (I can only see half of them)... Then the indicator update: it goes 1/3, 2/3, 3/3, 4/3, 5/3... "LEVEL COMPLETE! Click for next". 5/3 doesn't sound right ;) I have "receive notifications" on for this post - so please let me know if you change anything so I can test again - it looks so beautiful I really want to try it! [I'll test it out on my work machine today too... now I'm interested in what would cause that kind of bug, seeing as it's a Haxe game] |
| Dec 3 05:59:16 | 12m 07s | TOTEMINI | ♥ 1 | This is beautiful and simple. I played it for far more totems than I thought I would! I grasped the idea instantly and thought I was done - but I kept wanting to build "just one higher"! The theme song was perfect, the animations were great, the characters are super cute! I think this could be extended into something bigger if there were a "combinatorial" aspect. Rather than just "find THIS character" there could be some kind of system for crafting characters out of primitive aspects. THe primitives could evolve outside of your decisions. Anyhoo, this was perfect for a LD, held my interest for a long time, and made me smile. Great work! |
| Dec 3 06:29:44 | 30m 28s | RPG 9000 | ♥ 1 | I love that I gained XP by trying to remember how to dance. That's my kind of game. My only criticism is that there was an awful lot of content in here for a game that was supposed to sacrifice content. |
| Dec 3 06:43:12 | 13m 28s | Snackrificial Chamber | ♥ 1 | Great effort - I'm always a fan of conveyor-belt-y games (I have some in my game - but they are fake and really broken!)... I feel like this game was too slow to start: the first bunch of levels are easily solved in your head in 5 seconds, but you have to wait for EVER for 8 chickens to move through the level. A "fast forward" button would have been perfect, or just get into more challenging levels after level 1. From "advanced splitter" onwards the game is much more challenging. The graphics are fantastic too - really cool. |
| Dec 3 15:23:47 | 8h 40m | SATIATE! | ♥ 0 | Hey, I spent a while on this but I don't think I got the "trick"... if I assign someone to the tower then a new person will come, but it's too slow by the 3rd round. What's the dominant strategy to get kick-started? (I really love it though - it has me hooked!) |
| Dec 3 15:33:52 | 10m 05s | Death Wish | ♥ 2 | This made me happy. I think you are a little stingy on the "special attack" allowances, seeing as the attack is just a kick! The music and graphics are perfect for a 90s beat 'em up. I wish it were slightly faster and that I could jump, and also that someone would come up out of a manhole and throw the manhole cover at me. That's requisite for the genre. Great work! |
| Dec 3 19:14:43 | 3h 40m | virus.exewin32.syskill | ♥ 2 | You had me at "GAME REQUIRES SOME KNOWLEDGE ON CMD". I found it hard to live without `ls` and `cat`, but I survived. I didn't finish the game - but I spent a long time playing it: it's fun! |
| Dec 4 03:53:24 | 8h 38m | Penelope | ♥ 1 | I disagree that the last jump was blind... I feel like by the last level I one at one with the game, and could navigate it like I was that Keno guy from the Matrix. I understand why you can't just restart the level when you die - but perhaps if the game was bigger it would be useful to retry a level with the same health you started with... But for Ludum Dare, knowing that you had to do it all again if you messed it up made it super stressful/exciting! Audio was great, the sound effects made me smile every time. Great job! |
| Dec 4 04:09:54 | 16m 30s | Mr.Geek | ♥ 2 | Now THAT is a unique concept for a game! What even made you think of it?! The little "post mortems" (hmm, wait they should be for the people you sacrificed... "post livums?) were a surreal, fantastic touch. Unfortunately for the people of Catastrocity, my nerd pop-culture skills were not so hot! |
| Dec 4 04:28:53 | 18m 59s | Cult Fever | ♥ 2 | Wow, that sucks about losing your work - and losing the easy mode! But I love the whole game, very polished and impressive! I got the hang of the keys after a while - it's funny, I understand why the game goes right-to-left, but having it 90 degrees rotated from the keyboard makes it a challenge. Once you get the hang of it it's fine though (which would have been easier to do with "easy" mode!) Best part, the "3, 2, 1, go" voice. Very convincing! |
| Dec 4 04:50:16 | 21m 23s | People/Power | ♥ 3 | Fantastic! I just spent 30+ minutes on this... I wasn't particularly good at the levels - it was just really fun to play around with! Absolutely sublime graphics - the animations are captivating. I just want more contraptions when you release this for real, thank you. "The people will keep coming, so don't worry about losing them" |
| Dec 4 05:00:40 | 10m 24s | Bombshell News | ♥ 0 | Animations and sound effects really make it. It needs something to give it more depth, though perhaps I missed something: was the chat box part of the game? Great music, and overall everything had a cohesive aesthetic - rare for LD! ;) |
| Dec 4 05:04:43 | 4m 03s | Make the trip | ♥ 1 | It made me smile! A perfect way to spend 10 minutes. Beautify graphics, a lovely sea-shanty. |
| Dec 4 05:29:26 | 24m 43s | Limbs are Limited! | ♥ 1 | It took me a while to figure it out, but it was a fun learning experience ;) There's no theme song, but I found my self singing Yakety Sax in my head the whole time. |
| Dec 4 06:25:13 | 55m 47s | Sons of Vanity | ♥ 1 | How very "wilde"! (tee hee). Great idea - bit of a thinker, and surprisingly addictive! I'd like to see a "before vs after" or a family tree at the end. |
| Dec 4 06:55:04 | 29m 51s | Golden ticket to heaven | ♥ 1 | Surely the technical montgolfier term can't be "jumps"! I really enjoyed this - it was peaceful and tranquil and had a very well-drawn hot air balloon. The "sacrifice" theme REALLY applied to this entry - I actually wanted to keep the painting, but HAD to ditch it at the last second to complete the level... it felt like I sacrificed something! |
| Dec 4 07:03:17 | 8m 13s | Startup Simulator 2019 | ♥ 1 | How did "meatless mondays" cost me 200K? Need to write an app to track that. Great work, and painfully familiar! I like the minimal UI design of Quack way better than its competitor. |
| Dec 4 07:07:39 | 4m 22s | Plane accordingly | ♥ 1 | Haha, so good - I just enjoyed dumping the cargo hold and crashing into flying rocks - so satisfying! The graphics were perfect and the game is hilarious. Great job! |
| Dec 5 06:03:04 | 22h 55m | My game's title here | ♥ 0 | I love it... the ultimate sacrifice! (Also, I'm feeling that "sleep for a week" thing right about now) |
| Dec 5 06:10:42 | 7m 38s | The secret experiment | ♥ 0 | I like the style and the feel of the game, but I don't understand what the goal is - what do the K and P buttons do? |
| Dec 5 06:17:05 | 6m 23s | We The Believers | ♥ 1 | Very effective! I wouldn't say it was "fun", more interesting and thought-provoking (which is better!). |
| Dec 5 06:28:33 | 11m 28s | The Greater Evil | ♥ 0 | I found this too difficult. It reminded my of Rick Dangerous-style level design where there was no way to know you would get stabbed by spikes until they stabbed you - which makes you blame the game, and not yourself. Even so, I played it for a long time - because the guitars and awesome graphics kept me coming back for more! |
| Dec 5 06:41:31 | 12m 58s | Not Safe for Teamwork | ♥ 0 | Really felt like I was sacrificing team mates... I was always hesitant to flip the switch! Great work, very complete and satisfying effort. |
| Dec 5 17:16:09 | 10h 34m | Revolver Curse | ♥ 1 | Perfect LD game for me... interesting, beautiful, entertaining. At the start I thought the "ammo == health" idea was not really that effective, until I got hit by an enemy and realized the actual consequences of having less bullets. Really cool! |
| Dec 6 04:27:10 | 11h 11m | Absalom And The Golden Mullet | ♥ 2 | What?! This was made in 3 days? That's it, I quit. It's beautiful. |
| Dec 6 05:02:43 | 35m 33s | Jesus Take the Wheel | ♥ 1 | THIS is why I ludum dare. It's all so beautiful and heart-warming. Stop and rest if you feel sleepy. |
| Dec 6 05:23:50 | 21m 07s | L.A.B. | ♥ 1 | I set up the game in two windows, and was playing against myself - but I couldn't figure out what the goal was, or what the effect of dragging things around was. Sometimes the thing I could drag had a picture of an alien/worker on it, sometimes it had something that said "office", and sometimes both. But I have no idea if "office" is good or why I might want it, or where I'm allowed to drop it. I saw numbers going up, but I don't know if it was good or bad. I think I might be missing some knowledge about this genre of games (it seems other people figured it out!) but I still think a bit of guidance would have been useful. It looked really interesting, and was multiplayer (amazing for an LD!) - but I couldn't figure it out. I really wanted to though, and I think it would only take a small amount of in-game guidance to make the goals more clear. |
| Dec 6 05:32:17 | 8m 27s | Demon Arena | ♥ 1 | I was playing it for ages, mowing down demons and then eventually realized nothing happened when the demons got me... they just wanted to party, and it turns out I was the monster all along! Screenshot from 2018-12-05 21-29-43.png |
| Dec 6 05:46:04 | 13m 47s | Hemorrhage | ♥ 1 | I really liked this - especially the "tutorial as level elements" (very clever!) but the controls were a bit too frustrating. The game is about sacrificing jumps, so it's infuriating to lose health when you felt it was the physic's fault, not your own. If the double-jumps felt more fluid and light and satisfying to stick, then it would improve it a lot. But it certainly has potential, and the flaws are just tweaks - the core idea is solid. Great work! |
| Dec 6 07:29:39 | 1h 43m | Lighter Than Air | ♥ 2 | So sweet and interesting. Really unique idea, that still felt very "natural" to play. Also hilarious. |
| Dec 7 04:20:09 | 20h 50m | SQUARES | ♥ 0 | It wasn't really obvious when I should switch guns (or what I was sacrificing) - but it was good fun. My absolute favourite part is the "tutorial"... It was really smart: "shoot to begin" means that I absolutely had to understand the basic shooting mechanic to begin. Genius! |
| Dec 7 04:27:08 | 6m 59s | AI Robot Hoomsday | ♥ 0 | Arrrgh! I got stuck pretty early on (about 2 levels after the "gimme" levels). I love the aesthetic, so I have to come back to this after I've had some sleep! |
| Dec 7 04:31:41 | 4m 33s | Wanyudo Island | ♥ 0 | Hey, not sure if it's an issue or I'm missing something, but I can't seem to start the WebGL version - I'm stuck on the splash screen! (it would be good to have that online somewhere - itch.io or github maybe?) |
| Dec 7 04:34:39 | 2m 58s | This is fine | ♥ 1 | I'm a bit drunk, so perhaps I'm biased - but I thought this game was awesome xD - I loved reading this list of things I sacrificed. Hilarious! |
| Dec 7 04:41:35 | 6m 56s | Shepherd Sacrifice | ♥ 1 | You should have switched shooting/pushing at the last minute (beacuse pushing is the core mechanic) but damn, this was fun. Song is awesome, herding sheep is awesome (shooting sheep is meh... ditch that bit!). Herding is so satisfying. Scoring? Timers? Meh... random herding is where it's at! I loved it! |
| Dec 10 13:52:42 | 81h 11m | Not Today Satan | ♥ 0 | The controls felt pretty good, and the game looks amazing. I feel like there should have been a way to regen health without firing (maybe there was?) - I know the core mechanic is "sacrifice either health or ammo", but having to shoot an extra time at a bat when the bullet didn't track it - didn't feel like a sacrifice, it just felt a bit unrewarding. I did like that eventually start to think "maybe I'll just not kill this person to save some health"... but then again, where's the fun in that ;) |
| Dec 12 16:24:58 | 50h 32m | Money Run | ♥ 3 | The game looked and felt incredible - really polished, and everything perfectly fit with the aesthetic. I found the actual core mechanic a bit confusing though - it was hard to tell when I was doing good or doing bad, and hard to know when/why I should throw money away. Because there was so much going on I just focused on what the screen was yelling at me: "low on fuel!", so I started looking for fuel. If it stopped yelling, I stopped ever thinking about fuel. Perhaps it could be improved by introducing actions one at a time, and building them up? First it's just "dodge things", then you get the gun to "shoot things", and then you realize you're in trouble if you don't "sacrifice things" - if each one was taught by the levels then I think it would make the goals clearer. Anyyyway - that's just some "constructive criticism" because - like every other comment here - my primary reaction was "holy shit, this is amazing!" |
| Dec 12 16:45:46 | 20m 48s | Maze of Death | ♥ 1 | Hey, for anyone who wants to test this, I played your game using an online emulator (I used [this one](https://virtualconsoles.com/online-emulators/c64/)). I downloaded the file from itch.io, dropped the `mazeofdeath.d64` on the emulator, and it worked. I had to switch the joystick to port 2, and then used arrow keys to play. For the game itself... I have a question: when you were developing this, how many times did you finish a level? Because it took me 15 minutes and I wasn't even a quarter of the way through! I stopped after I started getting pain in my wrist from pressing arrow keys ;) I love the craziness of it - but that's slightly too much. I think it would be better if brown walls were no-longer poison (it sucks to die while trying to get back to where you were - even though you can see everything!), and dying should expose more than 1 block: perhaps all 9 spaces around where you died. Also, I think it would be good that somehow the uncovered corridor pieces (more than 2 tiles in straight line) - that are obviously walls and you will never hit - would become visible over time... then it will be more visually "busy" and look cool I reckon. Lastly, wacky ideas, you can sacrifice one of your lives for a "light bomb" that exposes a bunch of the map, BUT, your corpse is then located in a random location (preferably somewhere in the path to the exit) - so it's hard to recover. Anyhoo... I really enjoyed this! I was thinking of doing a C64 game (instead I just stole the color palette!), now you've inspired me for the next LD! Great work! |
| Dec 12 18:17:54 | 1h 32m | For You | ♥ 1 | Wow, outstanding writing. I'm really impressed with the quality AND quantity given the time pressure! I often find that text entries in LD start to wander and become disjointed, but this was very solid and enthralling from start to finish. Well done! |
| Dec 12 19:24:47 | 1h 06m | Switch Accelerator | ♥ 1 | Great game - it had a lot of personality, and it made me smile. I kind of wish that the levels were more like caverns rather than straight corridors: like, you would then have to go up or down to follow the path of the cavern - perhaps even with splits so you had to choose which way to go. That'd be cool. The music was a bit insane (I hoping I'm not offending you here but I guess it was computer-generated?) - but the lovely up/down sound effects made up for it ;) Delightful game, great work! |
| Dec 12 20:42:40 | 1h 17m | Cats vs Drones | ♥ 0 | Great work! Perfect for Ludum Dare, but I feel like there needs to be one more element to give it some depth. Perhaps you should be able to try and "recover" a cat if you miss a crate: load and shoot the next cat straight away and if it catches the other cat then both are saved! Good little game though! |
| Dec 12 20:49:30 | 6m 50s | Human Meat Is Very Nourishing | ♥ 1 | Hilarious and awesome! I kind of wish there was a road-trip moving-car between waves (maybe just in the background as you were making choices)... but hot-dang, amazing work! |
| Dec 13 16:06:46 | 19h 17m | It's your life, dude | ♥ 0 | Hey, can you explain what the goal is, and how you play? I can drag the icons around and match up a whole row of the same icon but nothing happens. I can click the baby's bottle and more icons come and it says "It's a sacrifice!" (in a hilarious way), but I don't understand what I'm sacrificing because nothing changes! |
| Dec 13 17:07:20 | 1h 00m | Cheela | ♥ 1 | I found it difficult to figure out what was happening at the beginning (it took me a lot of trial-and-error to determine which color of thing I even was!) - but after playing for a while I think that if this had some more intuitive UI (obvious who is player, can tell what is selected) and some kind of quirky interface (the "pit" is more than just a rectangle... it's obviously a sacrificial pit, the genes have some character, the background is interesting etc - then I think you could get away with the "selecting for one characteristic" part. I'd like it if I could "retreat" more safetly - like if there were some walls I could go hide behind! Once I understood what you were going for I think it was fun - it just needs some UI polish to make it so the user isn't confused at the beginning. |
| Dec 13 17:12:48 | 5m 28s | Welcome to the North Pole! | ♥ 1 | Man, I was obsessed with Loco Roco when it came out, so I LOVED this game. It's beautiful and satisfying and delightful. Fantastic work! |
| Dec 14 15:31:13 | 22h 18m | aberth: simple text based choose your own adventure | ♥ 1 | I'll never look at google forms the same way again. Great writing (even though I feel like my character was a bit of jerk. I don't think I'd want to go have a beer with me) and great pacing; things certainly escalated quickly: required for us patience-limited LD-ers! |
| Dec 14 15:38:47 | 7m 34s | Ethical Smoothies Co. | ♥ 1 | Hey! We had pretty much the same idea with almost the same mechanics - only you got yours to actually work and be a game with a goal ;) I love the audio and the overall aesthetic. Great job! |
| Dec 14 17:34:01 | 1h 55m | Cowmando | ♥ 0 | Yeah, I agree with @flaterectomy: I liked the game, but didn't like how it's basically RNG that kills you - I want to feel like I personally failed and could do better next time. Not sure exactly how you could tweak that to make the virus feel more "fair" when it starts. |
| Jan 2 22:26:35 | 460h 52m | Stjarna Höfuð | ♥ 1 | Ha ha, I didn't see this entry before the compo finished, but I loved it! The graphics and gameplay were so weird and kooky! I didn't really understand what I was doing for a while (those controls are pretty brutal at the beginning) - but I still had fun. I think your scores reflected this: people assumed the game did not have depth because it was so hard to start. If they had have played longer and figured out the controls your score would have been much higher. But for version 2 I request that you go even MORE over the top with the weirdness... changing backgrounds, weird flashing pickups... more craziness! (Also, JavaScript fan here too - all my Ludum Dare entries are in JS: I love the "write some code, refresh the browser" simplicity of it! Usually I like to roll-my-own engine - like this [from-scratch minecraft WebGl thing](https://mrspeaker.github.io/webgl2-voxels/), but for this Ludum Dare I used Phaser3: it's pretty fun!) |