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niterich

Feedback comments for LD43

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TimestampSince previousGameniterich's comment
Dec 5 16:18:55 Chiiip ♥ 3 That was a fun little game! I loved all the little messages you get on your cellphone at the end of rounds - I thought they were hilarious. However, I felt the sheep AI was a bit too aggressive at the beginning of the game; it made it difficult to get that first sheep over the fence, and it made the game get easier near the end.
Dec 5 16:49:20 30m 25s Pyme's Genocide ♥ 2 Personally, I found this game to be a mixed bag. The audio-visual design was fantastic, some of the best I've ever seen from a game jam. Everything is just so cute and everything just fits so well together! But I felt the controls and the gameplay didn't have the same quality. I wasn't really sure where I needed to go next, I would randomly fall off cliffs that I felt I perfectly landed on, and the jetpack seemed to only boost my height when it felt like it. Lastly, if you're making a 3D game with camera controls, I think it's a good idea to include a slider to adjust mouse sensitivity - I personally found it to be too sensitive, which really hampered my control of the character.
Dec 5 17:28:32 39m 12s Ursa ♥ 5 Amazing job! A lot of what I think about this game has already been said above: Great music, great atmosphere, occasionally glitchy movement, etc. I'm sure there's an explanation, but I didn't really see why I had to start sacrificing my abilities near the end of the game. Like, a simple "you don't need me to hold your hand anymore" would have fit the narrative pretty well, but I don't recall anything like that ever happening.
Dec 5 17:47:23 18m 51s Revolver Curse ♥ 2 I really enjoyed this game, even though I didn't end up making it to the end. I thought the music was really well done, and the whole presentation really gelled well together. However, I think it was a bad idea to let the player shoot their last point of health away - seems a bit overly punishing. Personally, I would have made the player lose if they got hit without any leftover bullets.
Dec 5 18:08:15 20m 52s House and Destroy ♥ 1 That was a really fun and really funny game! I'm surprised you found the time to make a whole tutorial in 48 hours! The running commentary really brought this game above the rest for me (the amount of planetary puns in this game was *astronomical!*) By the way, I recall playing your entry at the last Ludum Dare. You seem to really like the whole "walking around a tiny planet" motif, don't you?
Dec 6 16:35:05 22h 26m Diortem ♥ 1 I'm impressed by how much you got done in just a weekend! The concept of "giving up one of your abilities to progress" seems to be a running theme at this jam, but you pulled it off very nicely! Although, I do agree with the criticism that the physics felt a bit wonky, and I ended up giving up powers I didn't even know I had, like chrismcmath said above.
Dec 6 17:05:58 30m 53s Exposure ♥ 0 I think you nailed it on the atmosphere and the audio-visual design, but I didn't find the game to be that interesting or fun. I think it's far too difficult to know where exactly you're going or what exactly you're supposed to do. I wandered around for about half an hour but all I ever found was a flare gun that was too far away to bring back to camp without freezing. From a narrative standpoint that's actually pretty clever, but it didn't feel like it was done intentionally...
Dec 6 17:40:15 34m 17s Puzzle Kids ♥ 2 Great game! I thought the art and the music were very well done, and the ability to burn your puzzle pieces to keep the flame alive was a neat twist! I only managed to play it solo, but it looks like it'd be a ton of fun with friends! My only complaint is that I felt the keyboard controls to be a bit awkward (but it felt fine with a controller)
Dec 7 16:26:56 22h 46m Bloodcaster ♥ 1 Your game looks really interesting, but I can't get it to run on my computer :( The screen doesn't want to show up, and when it does, it's only for a split second at a time. Do you know if there's a way around it (I'm on Windows 7)?
Dec 7 16:45:16 18m 20s Can't save them all! ♥ 2 There's a very solid foundation for a great puzzle game here, but the AI would definitely need to be improved (which I suppose is to be expected from a game made in less than 48 hours). The AI just didn't quite have that spark of imagination that a human player would have, which made it easy to figure out a path that could save all the people all the time. Maybe think about a two player mode to find out what the best strategies are for both sides, then program the AI to react to them? Also, I found that the score didn't always add up to 100. I'm guessing that's just a bug?
Dec 7 17:35:31 50m 15s Super Sellout ♥ 5 So, I think you know by now that you've made a fantastic game with a lot of charm and replayability. And while I certainly think it's one of the best games at this game jam, and is probably good enough to release as a full game as-is, there are a couple of issues that I think are keeping it from being the best game it can be. Mostly: 1) I wasn't a fan of the controls; using both WASD and F at the same time doesn't come naturally to me, but if you're using the arrow keys, then using F and space at the same time puts your hand at a weird angle. Personally, I would have gone with arrow keys, Z, and X. 2) The power-ups (power-downs?) didn't seem to hamper my ability much, and whatever detriment to my score they did have, it was far outclassed by the money I was making from ad revenue. I was hoping that there would be one or two that made the game *really* difficult to play but which paid out a lot. 3) The variety in the powerups were also lacking; seemed like half of them slowed you down and nothing else. What about inverting the controls? Playing really obnoxious sound effects? Increasing the time to save people? Reducing the payout per person in favour of a flat rate? Stopping the gameplay to show an advertisement?
Dec 8 17:36:46 24h 01m CyberMayan ♥ 1 I'm afraid I'm going to have to agree with the majority here and say I have no idea what I'm doing, how I'm supposed to be doing it, or if I'm even progressing. Am I supposed to be passing through doors that I have the equipment to pass through? Am I supposed to be hanging onto them? Am I reincarnating in the same room each time or am I passing onto the next one? I also didn't like how Unity was forced into fullscreen mode, since my computer was barely powerful enough to render it - I would have liked to play it at a smaller resolution but a higher frame rate. On the plus side, I think the sound effects and the music were really well done.
Dec 8 19:15:20 1h 38m Long Live The King! ♥ 1 I was never really a big fan of these kinds of puzzle games, so take my opinion for what it's worth. That being said, there were a few issues I had; notably, one of the grunts would fall off the screen within seconds of the game starting, meaning if I didn't immediately start with him, I'd automatically lose. I also had a couple of technical problems (Windows 7 on an old laptop), with the background being a generic blue screen instead of my desktop, and having to hold my mouse down to activate a grunt instead of just clicking once (though it seems like I'm the only one with this problem.) Beyond that, I could tell it was a well-made game with some technical depth and an interesting twist to it.
Dec 8 20:09:49 54m 29s Death Metal Crowd Pusher ♥ 3 I really liked how you managed to seamlessly switch between the regular soundtrack and the Lord of Metal solo section, I thought that was a nice touch.