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Feedback comments for LD45
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| Timestamp | Since previous | Game | F1Krazy's comment | |
|---|---|---|---|---|
| Oct 11 19:38:05 | Stop at Nothing | ♥ 1 | You're right about this being confusing... but it's a highly innovative idea, and very well done. I particularly like the subtle details on the anti-levels: the change in the colour and direction of the starfield and the arrows, and the little backwards-sounding "woop" each time a block spawns from the exit. All it needs is a better explanation of how the controls work, and as a fellow PICO-8 dev, I appreciate that that's not always the easiest thing to do in this engine. Great job overall! It's always good to see other people using the same engine! | |
| Oct 11 20:38:06 | 1h 00m | J'Accuse! | ♥ 1 | On the one hand, this is short even by Ludum Dare standards. On the other hand, the fact it's randomised gives it a level of replayability that very few LD entries have. Gameplay-wise, it's simple, but tricky: you gotta try and chat to everyone, keep track of the most common colours they mention, and then try and find whoever matches that description. I love the stylised character designs, they have real personality to them. And it's always good too see other people using PICO-8 for this! |
| Oct 12 18:09:31 | 21h 31m | Nothing is my car ! | ♥ 1 | [For reference, I played the original jam version.] This is a fun little game! As others have said, it's surprisingly tricky to remember which pieces you've already picked up, especially when some of them look almost identical. The fact that the driver isn't sitting in the exact centre of the lane threw me, until I realised that of course he wouldn't be, he's in a car! The low-poly graphics are charming, but I think the draw distance is a bit low; new obstacles very noticeably pop in. Having the driver sat in a tree on the "game over" screen was a really nice touch π The other criticism I have (and I think the post-jam version fixes this too?) is that the collisions feel off, and sometimes it registers a collision when I swear I haven't hit anything. I dunno whether it's because the hitbox is for the full-size car even when you only have the driver, or what, but it might be something to work on, because it doesn't feel right to me. btw, is it possible to "win" the game by collecting all the pieces? Or do you just keep on driving in your finished car until it inevitably falls apart? (P.S. the web version doesn't work, I just see a black screen with the UI over the top :( ) |
| Oct 12 18:15:38 | 6m 07s | Nothing | ♥ 1 | I'm using the latest version of Google Chrome and all I get is an error message saying "Your browser does not support any of the required graphics API for this content." Is there a downloadable version? Do I have to download a whole other browser just to play this? |
| Oct 12 20:09:29 | 1h 53m | Girl in a Dungeon | ♥ 1 | I feel like the brown spiked columns are too difficult. They accelerate when they get close to you, or perpendicular to you, and it makes them almost impossible to dodge, especially once you have to deal with more than one of them. I like the idea of "starting with no mechanics" and easing them in one at a time, it's a clever interpretation of the theme. The graphics and sound effects are both good, could do with some music but I won't fault you for not including any, it's a hard thing to fit into a 3-day jam. Good job overall! |
| Oct 12 20:27:24 | 17m 55s | World Collector | ♥ 1 | For 48 hours' work, this is astonishing. The graphics are excellent, the idea of constructing the world as you go along is a fantastic implenetation of the theme... the music is great as it is, but then you zoom out ***and there's another version?!!*** I cannot believe the amount of polish that went into this! My only regret is that I only managed to collect the first five worlds. I can't figure out how to get the next sixth, and I really want to play more of this but I'm completely stuck! π I'll let you know if I figure it out. I concur with those who said that this needs to be a full game. I would legit play money for a several-hour version of this on Steam. |
| Oct 12 22:38:49 | 2h 11m | The Firebrand | ♥ 3 | As a fan of story-based games, this enthralled me. I played through twice and got the bad ending both times, but watching the plot and backstory slowly unravel before my eyes was captivating. I learned a lot about the world in the second playthrough that I hadn't expected based on my first playthrough. The limited colour palette and minimalist piano music really help sell the atmosphere. In terms of criticism, I agree with what's already been said. Figuring out what's going on isn't too difficult - obviously I'm not going to give it away, though. But figuring out the exact path to take to get to the "truth" that I already actually know - or at least, I *think* I know - feels a bit like guesswork. I'm sure if I played through a couple more times, I could get a clearer picture of which leads are important and which aren't, and grasp my way towards the correct route. But having to get a "game over" repeatedly in order to figure out the correct route... I'm sorry, but I have to say, it feels like bad game design. Especially if the correct route is *exactly* as long as the time until curfew (about 24 questions), and there's absolutely zero leeway. It's fine if you have to "game over" repeatedly in order to see all the different dialogues and get all the world-building information, but actually winning the game shouldn't be this hard to fathom. I do like the idea of the curfew, though, especially how it's presented as part of the game world. As soon as I noticed the clock moving after every question, I knew there was going to be a time limit. Without it, you'd be able to beat the game by just methodically clicking every dialogue option, so it does press you to try and make the right choices instead of just "let's see what this one does". I just think it's too strict. I also agree with those who said the notebook was too hard to open. On more than one occasion, I tried to open it and accidentally clicked a dialogue option instead. I don't see why you couldn't just make it pop up automatically after each dialogue ends. I also experienced the same restart issue as @alphish, just after completing the "name" dialogue - so I hope that one isn't compulsory! I think I've sounded a bit negative here, so let me just reiterate: this is a fantastic entry with an engaging storyline, and definitely one of the most gripping Ludum Dare entries I've ever played. You should be proud of yourselves for developing such an excellent story. There just needs to be an easier or more intuitive way to get to the normal and good endings (or to know what you have to do to get them). At the very least, consider releasing a flowchart of how to get each ending after the jam is over? ...wow, I don't think I've written an LD review this long before. I think that in itself is a sign of how much I enjoyed this. Well done! |
| Oct 13 10:05:29 | 11h 26m | Sentience | ♥ 1 | A very fun little shooter, with a surprisingly profound storyline. Without giving anything away, I loved the little twist at the end. Progress gets a *little* grindy at times, but it's very satisfying to watch your pixel grow from a tiny black box to a giant square juggernaut spraying technicolour death all over the place, especially as the music grows in intensity to match. In terms of suggestions, first of all, in the latter stages it becomes hard to keep track of the enemies and pickups with all the bullets on the screen, but at the same time, the health system is so forgiving that I never really felt in any danger (don't think I ever dropped below 35/40 health). Even the final boss was a bit boring, since it only had one attack. A bigger variety of enemies, and more challenging enemies, would be a welcome addition. Some extra chatter from the narrator would also help break up the mid-game; he mentions that you're "overriding his protocols" about five minutes in, and then falls totally silent until the final boss about 10 minutes later. Overall, though, very solid entry! |
| Oct 13 13:00:50 | 2h 55m | Entertain Your Damn Self | ♥ 1 | As others have said, it's more of a "digital toy" than a game, but it's still a fun little time-waster. I *love* the mechanic where the window gets bigger as you fill it up with balls, that's absolute genius. Sometimes we need relaxing entries like these just to take a breather between all the fast-paced action games, mind-bending puzzles, and atmospheric narratives, so this was a welcome distraction. Nice job, especially since you were so strapped for time! |
| Oct 13 13:17:43 | 16m 53s | Genesis 1 (God Simulator Procedually Generated) | ♥ 1 | Highly amusing and entertaining. There's not much to do other than experiment with different wacky combinations, and the generated worlds feel surprisingly small, though I'm guessing if they were any bigger, they'd take even longer to generate than they already do. My sister is a massive Will Smith fan so I *have* to show her this game and see what she thinks π |
| Oct 13 16:49:23 | 3h 31m | Vicious Cycle | ♥ 1 | I like the art style, and the general idea, but I feel like there's not much of a "puzzle" to it. You just press Space and that's it. Then you get to the part with the alien language, and just like everyone else, I had no idea what to do or how to decipher it. It's very atmospheric, but I feel like it underused its potential somewhat. |
| Oct 13 16:58:45 | 9m 22s | HONK | ♥ 1 | This is extremely well-polished, and very enjoyable. There's an impressive variety and progression of enemies, the action is wonderfully fast-paced, and the sound and visual effects really help tie the whole thing together. Great job! |
| Oct 25 19:34:42 | 290h 35m | Jared's Fresh Start | ♥ 1 | Pretty good. The graphics and sound effects are impressive, especially the little spotlights to highlight important things, and the weapons seem pretty well-balanced. It's very satisfying when a horde comes and you can just whip out your flamethrower or assault rifle and mow them all down. There's a lot of glitches though: - When I go to start the tutorial, I'm given the option of using a keyboard or a controller. I click "Keyboard", and nothing happens. I click "Controller", and the game starts, but keyboard controls still work. Which is fortunate, because I don't have a controller that connects to my laptop! - Not exactly a glitch, but I, like a couple of other reviewers, didn't know how to open the weapon upgrade screen. That needs to go in the tutorial. I also didn't know what I was actually supposed to do with the C4 once I found it, so I was left just wandering around getting ambushed by zombie hordes while my weapon supplies dwindled. It could use a spotlight or something to highlight wherever it is you're supposed to go with it. - When I quit back to the main menu, the "You died!" menu was laid over the top of it. I'm guessing you just didn't have enough time to playtest and find those. Don't worry, I know that feeling π Good entry overall, it just needs a bit of fixing and polishing up. |
| Oct 26 13:34:50 | 18h 00m | A Brand New World | ♥ 1 | This is a very promising game, especially for just 24 hours' work. I always love these kinds of world-building games, and being able to place animals as well and watch them eat, breed, and die in the world as you build it around them adds another layer of strategy and entertainment. Of course, the limited development time means there's a few issues to address, most of which I think have already been raised. First off, 256 cards feels like too many; I can see I'm not the only one who got bored before they were even halfway done. Secondly, land turns into dryland far too easily. I thought for a few turns that adding enough adjacent water tiles to a grassland/forest tile would keep it livable, but then half my world (including half my water!) turned into dryland in the course of a single turn. Thirdly, and I dunno if this is just bad luck, but I kept drawing animal tiles and having nowhere to put them, partly because of the expanding dryland and partly because everywhere was already occupied by animals. Those herbivores breed fast. I'm glad that you're continuing to work on it and come up with improvements, because despite its current problems, it has a lot of potential and could end up as a very entertaining game. It's just not quite there yet. |
| Oct 26 19:30:52 | 5h 56m | Tale of the Dreamer | ♥ 1 | (Copy-pasted from my Newgrounds review.) A very interesting story. I love the art style, and the way the world evolves around you as you explore. My main complaint is that it feels way too short; it ends just as it gets going. I'd love to see this expanded into a full game, because right now there just isn't enough to it. |
| Oct 26 20:10:26 | 39m 34s | The Greatest Game in the World | ♥ 1 | This is hysterical. I thought my game was meta but this just blows it out of the water. The commentary throughout was so entertaining, as were the bits where you have to "fix" the game. Brilliant job! |
| Oct 26 20:58:05 | 47m 39s | No Stone Uncrumbled | ♥ 1 | This is a fun math game. I liked the little touches, like the numbers counting down as you push them around, and the fact that you have a little leeway and don't need to match the target number exactly. It proved surprisingly addictive, and I happily sat and played all the way up to about Round 14 before screwing up my math slightly and deciding to call it a day. |
| Oct 26 21:25:13 | 27m 08s | FUTHARK | ♥ 0 | God games are always fun, and this was no exception. The tools are simple, but let you craft features like forests, mountains, lakes, and seas with ease. I love that the Vikings not only cut down trees, but use the wood to construct little houses for themselves, that's a really neat touch. I'd like to see an expanded version of this with a few more options for things to place, and more ways for things to interact. And maybe more ways in which your world can be destroyed, because that's always fun (but then it starts a new game rather than crashing to desktop) |
| Oct 27 13:23:30 | 15h 58m | Bob the Brawler | ♥ 1 | This is a great little brawler, with some real style. The graphics and sound effects are all excellent, and the music managed to avoid being annoying. Having to move around to collect power-ups prevents you from just camping in one spot for the whole game. I have two issues with the game as it stands. The first is that the building mechanic feels somewhat redundant; I never actually used it at any point. The second is that the gameplay feels rather repetitive; the enemies are all identical, you only have one punching move, and the power-ups don't seem to spawn frequently enough to be able to mix up the gameplay effectively. |
| Oct 27 21:18:42 | 7h 55m | Race of time | ♥ 1 | I really wanted to like this. Racing games where you get to build your own car are always great fun, and having to race against the AI to build it adds another level of challenge: do you waste time finding the best parts, or just pick up the closest ones and throw them on? Unfortunately, it's just... not well-executed at all. The controls are really awkward when walking around, and there's not enough of a detection zone around the crates: you can walk right into one and it won't prompt you to "Preese" E to pick it up. It can be hard to tell whether what you're picking up is an engine, "Cabine", or rear, so I kept coming back to my car and finding I'd replaced a part I already had. The AI finish building their own cars inhumanly fast - I genuinely don't think it's possible to finish your car before they do - and then when I finally set out to try and catch up, I invariably crash at the second corner and get stuck. There doesn't seem to be a pause menu or any option to restart, so at that point I have to close the game entirely and re-open it. I really wanted to like this game. But I just can't. The concept has so much potential, but it needs a *lot* more development and fine-tuning before it can even begin to live up to it. |
| Oct 27 21:31:50 | 13m 08s | Boing! | ♥ 0 | This is promising, but the gameplay felt a bit confusing and rushed. It was hard to tell when I was being damaged and when I wasn't, my jump height seemed too low, and as others have said, I'm not sure how the vendor system is supposed to work. I also wasn't sure if the scrolling wall things were supposed to be damaging or not, I'm sure I ran through one at least once without being damaged. As I said, though, there's some promise here. The graphics have a simple charm to them, the stacks of powerups that spawn at random points seem to make a gradual but noticeable difference to your stats, and it's satisfying to pick up huge piles of coins and powerups at once. Needs a bit of work, but it's a good concept! |
| Oct 28 20:39:33 | 23h 07m | γγ―γ©γ¦Bloodless | ♥ 3 | This is a beautiful entry. The graphics, art style, and music are all sublime, and combine to create a fantastic atmosphere. The pacifistic fighting style is a breath of fresh air, too. Unfortunately, I am *shockingly* bad at this game; I gave it two goes, and both times I died on the third wave of the first level π I dunno whether it's the timing or the positioning that I can't get the hang of, probably both. I'll have to give it another try someday and see if I can get at least to Level 2 π |
| Oct 28 21:25:06 | 45m 33s | Alphabet | ♥ 1 | Simple, but surprisingly addictive. It took me a few tries to get the hang of it but eventually I was able to surround myself with a few letters, start shooting, and gradually snowball into a giant unstoppable wall of death. I think it could use a tutorial, even just a single screen to explain the mechanics and goals. The first time I booted the game up I was like "okay, what do I do" and then I died. I didn't realise you could shoot until I read the game page a second time, and didn't realise your goal was to collect all 26 letters until I read it a third time just now (I was wondering why the number on the central block wasn't always increasing!) It's still a good game, though! Proves you don't need fancy graphics and music to come up with something that's fun to play. |