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Feedback comments for LD45
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| Timestamp | Since previous | Game | gustavo.christino's comment | |
|---|---|---|---|---|
| Oct 10 03:11:38 | PROJECT BIND | ♥ 1 | Bind.png | |
| Oct 10 19:37:57 | 16h 26m | Super Nova Loader | ♥ 2 | Evaluation... 1 - Mechanics and Learning: Shooting, hitting and defeating enemies based on start without ammo was an interesting choice. The control can be polished, the character turns more than I would like (to shoot better). I also suggest expanding beyond analog joystick movement control. Selecting buttons to use is interesting, however not every time you play (it would be interesting to have a menu for that). Different types of ammunition is very interesting and flashy (a strong point); I suggest adding different sounds when collecting different shots, and polishing the icons. The game teaches the player how to play well (few buttons, choice of buttons). 2 - Flow: In a few game sessions, I learned to play. I think the flow is cool, just leaves it to be desired when starting a new game delay (return to the menu, reselect buttons). 3 - Narrative and Polishing: I didn't miss narrative because the game is arcade and for LD45 time it was good. It may be interesting to build a narrative to reach the audience (if the idea is to expand, continue and sell the game). Graphic polishing can be interesting (improving the visual feedback of the collectibles). The background seems very blurry to me (it may be something personal, or something to be rethought). The sound polishing can be interesting too, it was good for LD45 time. Maybe with smoother transitions between the menu and the game loop, and some polishing on the SFXs. 4 - Culture: The mechanics used were well implemented (future, fiction, ships, shooting). This market is relatively saturated, so it might be better to develop the narrative and find the niche (if creating a Facebook page invites me). The/ 5 - Monetization: After polishing and better cultural development, one could find the niche and learn more about how games are sold. I think it can sell well on smartphones (especially if there is some kind of narrative climbing or gameplay; or even achievements). --- Avaliação... 1 - Mecânicas e Aprendizado: Disparar, atingir e derrotar inimigos com base em início sem munição foi uma escolha interessante. O controle pode ser polido, o personagem vira mais do que eu gostaria (para atirar melhor). Sugiro também expandir para além do analógico o controle da movimentação no joystick. Selecioanr botões a serem usados é interessante, entretanto não toda vez que for jogar (seria interessante ter menu para isso). Diferentes tipos de munição é algo muito interessante e chamativo (um ponto forte); sugiro adicionar sons diferentes ao coletar tiros diferentes, e polir os íciones. O jogo ensina bem o jogador a jogar (poucos botões, possibilidade de escolha dos botões). 2 - Flow: Em poucas sessões de jogo, eu aprendi a jogar. Creio que o flow esteja bacana, apenas deixa a desejar quando iniciar nova partida demora (retornar ao menu, resselecionar botões). 3 - Narrativa e Polimento: Não senti falta de narrativa por conta do jogo ser arcade e para tempo de LD45 ficou bom assim. Pode ser interessante construir uma narrativa para alcançar o público (caso a ideia seja expandir, continuar e vender o jogo). O polimento gráfico pode ser interessante (melhorar o feedback visual dos coletáveis). O fundo parece muito embaçado para mim (pode ser algo pessoal, ou algo a ser repensado). O polimento sonoro pode ser interessante também, ficou bom para tempo de LD45. Quem sabe com transições mais suaves entre o menu e o game loop, e alguns polimentos nos SFXs. 4 - Cultura: As mecânicas usadas foram bem implementadas (futuro, ficção, naves, tiro). Esse mercado está relativamente saturado, então pode ser melhor desenvolver a narrativa e encontrar o nicho (se criar página no Facebook me convida). o/ 5 - Monetização: Após o polimento e melhor desenvolvimento a nível cultural, poder-se-ia encontrar o nicho e aprender mais sobre como jogos assim são vendidos. Eu creio que possa vender bem em smartphones (especialmente se houver algum tipo de escalada narrativa ou de jogabilidade; ou até mesmo achievements). |
| Oct 16 00:22:57 | 124h 45m | The Tragic Tale of No Bones Jones | ♥ 1 | Is the dog (in Itch.io) in the image a reference to Gantz? |
| Oct 21 17:42:42 | 137h 19m | Nullified | ♥ 1 | Evaluation... 1 - Mechanics and Learning: The mechanics of gaining new skills by finding collectibles at specific points in the stage (enabling the redefinition of all gameplay at each step and the ability to return to old maps to clear areas) is an interesting proposition. It didn't take long to understand how to use each skill I collected (I would focus on giving more feedback on what is collected, with some marker on the canvas, which would allow me to explain without having to describe it verbatim on the screen). 2 - Flow: Having missed the game canvas, life bar, and map so much, I quickly felt anxious and bored (at the same time). The mechanics were very well developed and I had a great time when I started being able to defeat the most common enemies. 3 - Narrative and Polishing: I missed narrative within the game (not talking about the explanatory text on the outside). I believe that in Ludum Dare time it looks great, so it is a suggestion to make the gaming experience even better. I really liked the graphic art of mobs (I think it is a strong point, I would suggest expanding to more mobs (maybe I have come to some part of the game not allowed me to see them all, I must have seen four or five types). Music can become repetitive after about ten to fifteen minutes of playing (which increases anxiety about not being able to move forward, a minimap could make it a lot better, and on the part of the sound could soften the music a bit, letting that beat more. accelerated to more tense stages). Anyway the whole artistic part is to be congratulated for jam time. 4 - Culture: With greater narrative development comes greater cultural appeal (either by redesigning a narrative, or by better spelling it out through elements in stage). The main character resembles some robot models (which can be a hook that attracts people who like technology and / or science fiction). If you delve into this, the nix can be searched (groups in social networks and forums), allowing to deliver the game (or at least mention it by these places). If you create a Facebook page invite me to like it. ^^ 5 - Monetization: I think with minimap or a new level design (which is quite interesting but could be less labyrinthic (between stages)). Or even adding leveling system for the character to advance in their own abilities ... With such improvements, if it were in the team's interest, the game could be sold (without ads) to PC in game stores. |