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Feedback comments for LD44
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| Timestamp | Since previous | Game | triplefox's comment | |
|---|---|---|---|---|
| Apr 30 23:49:20 | Vampire Escape | ♥ 1 | I like this deck-building game. I didn't complete it but I want to go back and try again soon! | |
| May 1 04:39:38 | 4h 50m | MassTransfer | ♥ 1 | I like this concept, for the gameplay to feel satisfying it could benefit from including some kind of chaotic element like in [this article](http://ludamix.com/dive/chaos/) I wrote on chaos in games. The game involves mass centrally, so some more use of physics elements would make sense. |
| May 1 06:03:46 | 1h 24m | Cashteroids | ♥ 1 | I had to go back and figure out what the shoot button was after losing the first playthrough to not knowing controls. After that it was easy because all I did was hold down shoot and spin in place. Some ideas: 1. Give me some destinations to move to(e.g. collectables), and then spawn new waves on a timer so that I get intercepted. 2. Give the enemies some movement patterns other than "berserker run at me". The story has plenty of writing(good effort) but the writing feels flat(effort wasted), because each scene plays linearly and is focused on concrete justifications(business language) and not a feeling of anticipation for "what will happen after that, and why"(storytelling), like something that will be revealed and how additional themes in the work might interact with the main "your life is currency" one. When the twist comes, it's surprising but doesn't communicate a lot since we never build much of an investment in the characters or world. |
| May 1 06:31:14 | 27m 28s | LifeCurrencyPlatformer | ♥ 1 | I liked the game balance, and the concept of configuring your character as the "life is currency" tradeoff. The game could be more technically accomplished(little things like sticking to walls) and include additional themes/characterization/etc. but it was very playable as-is. |
| May 1 06:53:21 | 22m 07s | Blood Pressure | ♥ 1 | I had a good time with this one. It has a few strategies to learn, a few exploitable elements(the last level with the platforms in the middle is quite easy if you just get on the top platforms and shoot down all the greens), and uses the theme in a clever way. One thing that is missing is dynamic range in the pacing: the monsters just spawn, and there isn't really more urgency at the end of the level than at the beginning. If you can figure out ways to safely gain health, the level is as good as cleared. |
| May 1 07:05:28 | 12m 07s | Deadline | ♥ 2 | Scrolled down and saw @evan-minto and I'm like "hey I know this person!" Nice work. I got my teammates for the jam to crowd around the game for a replay, but I used the in-game restart, and it made the end text not appear. |
| May 3 06:38:49 | 47h 33m | Double Deal | ♥ 1 | I've never seen a trading game done quite like this before. Bravo! I played up until the point where I controlled all ships and one island. The problem I started facing at that point was I had a shortage of one currency, so I didn't have ways to make more doubloons(the currency existed, but it was trapped on already captured ships, making it hard to get at, and the island that traded that currency ran out). It might be possible to go further by carefully managing currencies across your whole fleet. |
| May 13 03:39:26 | 237h 00m | Delivery Vamp | ♥ 0 | I liked the graphics. The gameplay feels like something you could give to a small child to learn colors, numbers and navigation, although knowing the numbers can be cheated by brushing your collision box against every door on the street. If you wanted to spice it up, probably add some kind of chaotic element, like streets getting blocked off at different times and having to use a minimap to plan your route. |
| May 13 04:06:01 | 26m 35s | Somnambulist | ♥ 1 | This game has a control issue that greatly frustrated me: relying on split-second timing to push a pattern of single-use buttons(jump, then press a different button, hold that, and then push yet another different button...why?). Why not instead have: * Use current item (no hold required, press again to place) * Switch current item/cancel placement/return (Note: my game for this jam has a different kind of control issue, mostly brought about by team communication issues leading to way too many unexplained elements) |
| May 13 04:39:31 | 33m 30s | Little Dead Riding Hood | ♥ 0 | Played the post-jam version. I get the intended relationship to the theme, but the gameplay has difficulty communicating it. It gives Death a "life bar" and "life counter" that is not the "lives currency"(misdirection - "my" life vs "your" life), and it only portrays one facet of currency through "collecting currency" and not having other kinds of transactions. These things are issues with conceptual coherency, something [I've written about](http://ludamix.com/dive/coherency). If you bring the ideas to some coherence, the rest of the game explains itself much more easily(even my game this time, which had all the usual issues of ramping up a large team with limited experience - the baffling parts of it are all the bits that the base concept could not explain). Regardless you did succeed at executing on the game idea, so good work there! |