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Feedback comments for LD45
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| Timestamp | Since previous | Game | AllBetsAreOff's comment | |
|---|---|---|---|---|
| Oct 22 20:49:37 | The Empty Jar | ♥ 0 | I played this game on stream with @omiya-games. I think that the mechanic is unique and cool. The current state of the mechanics leave it feeling kind of incomplete. The puzzles could have been made much more substantial by expanding the mechanics. For example: giving the player reason and ability to under-fill a ditch, overfill it, drain a ditch, or create a 'bouncy' liquid that could have added some light platforming. The ditch-filling mechanic isn't completely bullet proof, but it works well enough. The art works. Just implementing the game as it is in the time limit must have been a substantial challenge. The presentation itself, save the lack of sound, is solid. | |
| Oct 22 21:04:27 | 14m 50s | Zmaaone | ♥ 0 | I played this game on stream with @Omiya-Games. Zmaaone is clearly a Zack-like in the tradition of TIS-100, Shenzhen IO, Opus Magnum. It's name is definitely not a an anagram of a certain famous company that has been in the news lately. I was sent something for a loop by the fact that the signal generators seem to generate signal every 4 ticks, and not on tick 0. In addition, the use of the Diode was very unclear for most of the game until I re-read the instructions and then experiented with it. The visual design of the diode is especially egregious because it looks like a NOT GATE in a classic circuitry diagram, but in fact, it just prevents neighboring wire from transfering signal. Also, every level seems to crash after a certain period of time, even when you restart it. I had a lot of frustrated fun with this game. I do wish it was better visually communicated. |
| Oct 22 21:13:30 | 9m 03s | In Time Like These | ♥ 1 | I played this game on stream with @Omiya-Games. In Times Like These is a heavily randomized game of events similar to 60 Seconds! or parts of FTL. I have to admit that the events in and of themselves are not particularly interesting. In a game like this, the writing seems to be of paramount importance, and I think that the constant title-drops makes it difficult to take the game on it's own merits. In addition, the events take away water and food so frequently that there is no reason to bank anything, and you should always consume any food or water you immediately. This is a disappointing design choice. I would have like see a bigger variety of events, and some more focused writing. |
| Oct 22 21:19:52 | 6m 22s | Appeasing the Quadopus | ♥ 1 | I played this game on stream with @Omiya-Games. This game is freaking great. It needs a bunch of small polish stuff like telegraphs for enemies. But overall, this game is wacky and just fun. @omiya-games was the one actually playing this one on the stream, so I don't feel comfortable offering too much more serious feedback. I can see he has already posted the stream link if you want to see our reactions. |
| Oct 22 21:25:36 | 5m 44s | Sluggish Grind | ♥ 1 | I played this game on stream with @Omiya-Games. Okay, I'm pretty sure that the fact that the slug moves slowly is part of the point. It is still a little bit grating. Even so, I really admire how every part of this game is put together in just such a way to be perfectly intuitive. I don't mind saying that no matter how harsh it sounds because I am convinced it must have been deliberate. The jump is unnaturally high but also a strangely slow ascent. The gun has a very short range, and yet the bullets start out slow, and then accelerate, and have ridiculous recoil. So I applaud this game, because I think it is really fascinating as a design case study. I see in your comment that you are 'addressing' a lot of issues. I hope that you don't change some of these fundamentals because I really do think the game works in spite of them. And not in a so-bad-it's-good way. |
| Oct 22 21:34:35 | 8m 59s | The beginning of the end | ♥ 2 | I played this game on stream with @Omiya-Games. This game is pretty cool. I have some problems with the graphics, because they tend to obscure the tile behind them. Other than that the graphics are pretty cute and nice. Are those creatures really human though? I think the game overplayed in terms of the story. We figured out that we were moving backward fairly early and felt we didn't need the game to explain it. On the other hand, you did say in the chat that other people did need the explanation. So I'm of two minds about this. This game is well made, and it looks good, but the minute to minute gameplay is frankly not very engaging. I'm also not a huge fan of block puzzles. It would have been nice if the teleporters indicated where they went. https://youtu.be/qq_qRoOOl-s |
| Oct 22 21:43:57 | 9m 22s | LD45 | Scrap from Nothing | ♥ 0 | I played this game on stream with @Omiya-Games. This game is pretty solid outside of a few critical issues. We had a lot of trouble firguring how to interact with the two buildings. It seems like there is particular spot next to the building you need go to, and it is not marked well enough. The controls desperately need another pass. Moving around itself just doesn't feel very good. The fighting lacks feedback. Even so, this game must of been just a ton of work to build in the time limit. The art is clearly hand-done by a talented artist, the music is good, and the mechanics, for all the problems they have, are very comprehensive for a ludum dare game. @omiya-games and I had some trouble playing this on a single due to simultaneous key press limits, multiple controller support would have helped a lot. |
| Oct 22 21:56:13 | 12m 16s | Ludarium-45 | ♥ 1 | I played this game on stream with @Omiya-Games. This game reminds of Refunct. It is a 3D platformer about fast movement and routing through a map to collect items in a time limit. I am impressed by procedural textures. They are also a bit much, even for those of us who are not epileptic. While I don't generally play these kinds of games, I have before, and a lot of people could have a lot of fun with this. The music good is good and appropriate. Even so I have to return to the visual design. It's not just that it is so busy, it's that the game fails to communicate the location of the collectable items. Finally I have concerns about the level design, I'm not sure it encourages flow in the movement of the player. |
| Oct 29 19:49:39 | 165h 53m | PIPO THE GHOST | ♥ 1 | I played this on stream with @omiya-games. This game implements a wide range mechanics. It is impressive for a ludum dare game. I think choosing to add 3d building was a bold decision. The aesthetic design was good, overall it was pleasant to look at. I think it could have done a better visually communicating its puzzle mechanics. I would have liked to see a more thorough examination of the mechanics, through the puzzles. And the game had significant trouble with depth perception, figuring out where jump pads would lead you and where you were going to place blocks. |
| Oct 29 19:51:53 | 2m 14s | Claimbeer | ♥ 1 | I played this on stream with @omiya-games. https://youtu.be/No9PjQTpi0s?t=1997 When I played this game, the movement seemed have so serious a problem that I wondered whether it was running correctly. I have now had the same experience on a different machine. For some reason, after the player releases the movement key, they seem to continue moving for a good while too long, especially for a game with some relatively small platforms in it. Even more bizarre is the fact that the player doesn't even decelerate during this time of 'extra' movement. The player continues moving at a constant speed, and then suddenly stops. This makes the platforming of the game rather frustrating. In addition, the sound seems broken? There are some unpleasant beeps that almost sound like sound errors, they are unpleasant to listen to. Overall, I think this game needed another pass on the movement, and audio. The idea of unlocking basic character abilities does seem cool. |
| Oct 29 20:36:57 | 45m 04s | Small Town | ♥ 0 | I played this game with @omiya-games on stream. You can see the video in his comment. This game is about finding the perfect present for a significant other. Through our play-through, we didn't find and ending that went poorly. To be fair, we did not play the game exhaustively, but I do wonder whether failing is even possible. I think I would have liked to see more development of the player character's relationship and some more discussion of each potential gift. A smaller number of more fleshed-out gift options might have made a more compelling experience. Finally, while the art is good, I think the game would have benefited from more clearly indicating what parts of the screen were clickable a any time. Overall, for a first game jam game, this is still excellent. It has a number of implemented features, a fair bit of art, and a complete experience. |
| Oct 29 20:57:59 | 21m 02s | Bob the Brawler | ♥ 1 | I played this game with @omiya-games on stream. You can see the video in his comment. Bob the Brawler is an impressively complete experience. The music is good, the feedback is satisfying, and the core gameloop appears well made. My main complaint is actually the basic control of using click to punch. As far as i can tell the character punches as fast as you can press the button. I found that the biggest factor in how long I stayed alive was how furiously I was willing to mash the mouse button. I wonder if the orange blocks are a bit too weak? It seemed me that setting up more walls of any value takes some time, wherein enemies can spawn. It feels a bit for nothing when enemies break through the walls rather quickly and sometimes from multiple angles. Again, this is a great game. I would recommend adding some limit to the rate at which the player can punch, and perhaps making the walls just a bit stronger. Not much, just a bit. |
| Oct 29 23:22:03 | 2h 24m | Tabula Rasa | ♥ 1 | I played this as part of a stream with TVGS and @omiya-games. The best part of this game is, without question, the presentation. The image based intro, the music, and the illustrated style are all excellent. Given the amount of time that we spent in the game, the music proved a bit too short and repetitive. I definitely think that the best part of the game is the unusual control scheme. After playing it for a bit, I do think the game's mechanics work. They are however, very hard to learn. Still I think that they are inspired and interesting. I hope to see this game developed further. https://youtu.be/No9PjQTpi0s?t=9526 |
| Oct 29 23:39:55 | 17m 52s | Never Ending Entropy | ♥ 1 | I played this game on stream with @omiya-games. This game's controls and feel are exceptional. Fighting enemies and moving around feels great. I did get lost a bit, but it wasn't a serious issue and I found my way quickly. The way that the enemies turn into monsters is awesome. The boss fight at the end is great. On the other hand, the info dump at the end, was not really necessary. As you can see in the stream, we all thought was a bit too much. https://youtu.be/No9PjQTpi0s?t=4742 |
| Oct 29 23:50:35 | 10m 40s | Palette of the World | ♥ 0 | The concept of painting platforms to have different properties is a cool idea. The platforming of this game is a serious issue. The game desperately need a vertical shadow, or or some way to tell what hight you're at. Even bigger is the issue that the game is riddled with bugs that make it difficult to play. We ran into many of these on stream. It was very unfortunate because we were not able to continue playing the game. We thought it was a real shame, we thought the game was interesting, and wanted to play more of it. https://youtu.be/No9PjQTpi0s?t=8278 |