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Feedback comments for LD45
Honey Pony's games and stats for all events →
| Timestamp | Since previous | Game | Honey Pony's comment | |
|---|---|---|---|---|
| Oct 9 18:47:31 | Build Up | ♥ 0 | Solid concept. Surprisingly difficult: I made a few tries but I couldn't get past the second level. The first level took two tries because I couldn't tank the boss the first time around. My one primary critique is that there's no indication of how many blocks you can hold, you just have to figure out that it increases by two for every yellow dot. | |
| Oct 9 18:59:21 | 11m 50s | Nothing vs Null, Nada & Rien | ♥ 1 | Pretty darn good for eight hours. I really like the player character, rolling around on a bunch of wheels is a ton of fun. I think the midair jumping control is a little non-intuitive. It seems like the left and right controls are swapped and should rotate you the other way. |
| Oct 9 19:16:59 | 17m 38s | Alcindor the Alchemist | ♥ 1 | Music is great and I love the water effect. I'm afraid I was never able to find a single key, despite walking all the way to the right side of the map. I would've liked to experiment with the potion mechanics but they were relatively rare and I couldn't seem to aim them into the fire or water without dying immediately. |
| Oct 9 19:25:27 | 8m 28s | All Hallow's Harvest | ♥ 1 | Nice game! I completely missed that the pumpkins had to have the same faces on them the first time I played. Somehow I actually did better than when I understood that mechanic though. 😄 One thing I found annoying was that the pumpkins you got changed whenever you bought weeding. I usually would clear a weed with the specific intention of placing a certain pumpkin configuration there and then I would be confused when it didn't fit. One thing: you guys should add a link called "HTML5". Some people don't play games that don't have a web version available and because your game does have a web version, it would probably help you get more ratings if that was more apparent. |
| Oct 9 19:37:08 | 11m 41s | Cave | ♥ 0 | Reminds me a little bit of Runescape. Could be a good starting point for that kind of game. Although I'm not exactly an expert artist, one thing I always recommend is to never ever combine multiple resolutions of pixel art. It almost always looks a little off. It might be acceptable when it's different between the game and the UI but aside from that I think it's generally a mistake. |
| Oct 9 19:44:34 | 7m 26s | Baby steps | ♥ 4 | Awesome graphics and music. The head-bobble might be a little much at times but is pretty neat otherwise. I only wish the game were a little longer. As in, if there were I few different things I might think to do at each step of the game before finding the right one. I guess that's the limitations of the jam. |
| Oct 9 19:51:55 | 7m 21s | SlimeySlime | ♥ 1 | Aw, so short! :( I think the way the game used the dash mechanic was actually rather interesting though, or at least could be interesting. Having it as your only method of avoiding hazards can lead to some unique level design, as you have to move somewhat unconventionally. The place this showed up in the game was at the spikes with the fire around them, as you had to steer into the spikes and then dash out. The squish sound effect I kinda liked, although it maybe could use some tweaking. |
| Oct 9 20:20:38 | 28m 43s | Unstable Dungeon | ♥ 2 | It took me a while to figure out what everything did. Eventually I got it, and then it seemed much too grindy, so I simply went and fought the boss and actually managed to win, although I kind of cheesed it. It appears you can kind of stun-lock the boss and, if you're at the right side of the screen, you'll also end up destroying most of the stinger projectiles so you won't get hit too much. I did like the gameplay but I just think it should be a bit faster, especially to unlock the ranged weapon. I also like the art, for the most part. |
| Oct 9 20:32:59 | 12m 21s | Blank (Demo) | ♥ 1 | Fantastic game. Great graphics, great music (reminds me of Marble Blast Ultra). There's only one thing I didn't like: the platforming was kind of awkward. Your jump seems almost too triangular..? I think probably the main problem is your horizontal velocity is pretty low compared to your jump height. It also can help to have a variable jump height although I don't think that would have helped much in this game. |
| Oct 9 20:40:45 | 7m 46s | Dayunisi Builds the World! | ♥ 1 | Neat game. I liked the music. I think my favorite mechanic is that different blocks can only be built in certain ways, although it was a little buggy (sometimes I was able to build dirt on the sides of things). |
| Oct 9 20:49:04 | 8m 19s | The Glowing Adventure | ♥ 0 | Love the graphics. Remind me a bit of Limbo. I'm afraid the game is way too hard for me. I lost about half my health bar per big spider so it didn't seem like I would be able to get all 13. I think maybe the attack should be more controllable. Only a small portion of the attack animation really has a chance to hit anything and you don't appear to have an ability to aim the attack. I think it would be more useful if you could click where you wanted to attack and your character would swing the sword there, and if the animation was only like 0.3 seconds (even if it had some cooldown). |
| Oct 9 21:10:47 | 21m 43s | In the beginning there was NOTHING. | ♥ 2 | Awesome concept. I love games like Opus Magnum and this is a great idea. Only problem is the game clearly doesn't want you to build a long add-a-to-everything pipe, as my a's were never arriving at the same time as my other letters. I think the combining pipes should just hold on to each letter they receive until another one shows up because otherwise I think timing it is pretty hard. One tiny thing: please don't capture the mouse. That made it harder to write down some notes when planning my pipeline. This one definitely deserves a 5 in theme though. One of the best uses of the theme I've seen. |
| Oct 9 21:19:01 | 8m 14s | Spooky Japes | ♥ 1 | A pretty silly game. I liked the variety of costumes that the NPCs would have. I think this game could be enhanced if it had a little more strategy -- such as building a costume out of various components and figuring out which combination was the best. I don't know if there could also be some kind of win condition but that could help. |
| Oct 9 21:26:32 | 7m 31s | A Horse Called Nothing | ♥ 2 | Pretty good game! The art is fantastic and it's pretty fun. It just gets super hard if you actually try to fill up the town progress bar as collecting more beer is pretty difficult without killing the green guys. |
| Oct 9 21:34:37 | 8m 05s | Farm McShooty | ♥ 0 | Fun game. Would've loved to see the whole thing. I definitely think that combining an FPS with a farming game could make for an interesting product. As it is I had fun shooting seeds at the ground. Adding lots of particle effects and other stuff would probably make it even more fun. |
| Oct 9 21:45:13 | 10m 36s | A Soul Journey | ♥ 1 | Cool concept. I think having the player have to wander around a world looking for specific things could make for very interesting level design, especially if there was several different choices at each point in the game. I liked the graphics for the world. One nitpick: The screen shake is too high, I think. |
| Oct 9 21:59:16 | 14m 03s | Marooned | ♥ 1 | Game mostly worked for me. I found the crafting interface a bit difficult to use, and it seems like the arrow recipe will just craft a bow instead, which was sad. Breaking stuff seems to work inconsistently, I"m not sure why. The enemies seem pretty hard to attack safely. However, they do get stuck in walls pretty easily. I like the music. |
| Oct 9 22:29:33 | 30m 17s | SpaceCube | ♥ 0 | I think that mining asteroids could be super awesome if they were vector shapes that chunks were cut out of as you mined them. I didn't figure out how to craft anything other than the top rock-locking thing and a green thing with an arrow on it. I tried pushing the interact button but it didn't seem to do anything. I also never figured out how to refill hunger or energy. I would definitely suggest putting some more instructions on this page. I like the music. |
| Oct 9 22:39:18 | 9m 45s | Conception | ♥ 1 | I think my main problem with this game is that it's too short! The first time I played I only got through one choice before it ended. Thankfully there are actually a few more branches than that, I just didn't hit them the first time through. One thing: I think the planet graphics would be better as vector graphics. |
| Oct 9 22:49:25 | 10m 07s | What's Behind The Mirror | ♥ 0 | Really neat game. Love the graphical effect, as everyone else. I think the dream mood could be much enhanced with a few tweaks: first, oftentimes I couldn't even see my paintings, as they were too dimly lit. Second, I think they should be distorted somehow, probably nothing too fancy, but even just making them "melt" or something could add to the effect. I will say that the mirror at the end gave me a small fright (but didn't feel like a jump-scare), so good job there. I am just a little disturbed by how big the download is. I guess Unreal Engine can be a bit of a beast. |
| Oct 10 16:49:38 | 18h 00m | When Nothing Came | ♥ 2 | Super neat game! I loved the text effects and how the world assembled itself around you (reminded me of Bastion). Music is great as well. I just wish it were clearer what to do. I did manage to get to the end of the game but I couldn't tell exactly how I did it. Are you meant to reassemble some of the phrases? If so that's really cool but I think could be accentuated with some animation and sound effects so you know you did it right. Something like a piano arpeggio to fit with the rest of the sound. Anyways, great job. |
| Oct 10 16:58:52 | 9m 14s | Broke af | ♥ 1 | Very strange. Cool game. I like the bending lamp post. The arcade portion I think is a little hard to control but I did manage to beat it. |
| Oct 10 17:10:39 | 11m 47s | Trick or Retreat | ♥ 1 | Neat game. Some of the halloween games I've seen seem a little too gimmicky to turn into a real game but I could actually see this as a full game with a kind of cartoony zany feel to it. That's because the story is pretty good for a trick-or-treating game. Alien lifeforms coming to earth to trick or treat is a great premise for a silly game. As it stands the gameplay does get repetitive quickly as it takes a while to ramp up. I think if it was a more story-oriented game with levels of increasing difficulty rather than an arcade game that could work better. |
| Oct 10 17:15:36 | 4m 57s | Adventure Bag | ♥ 1 | Neat game. The first five or so rounds the item I needed was the very first one available so I was kind of wondering what the challenge was. And then the item I needed was buried behind like six items so I kind of got it. I'm not entirely sure how the gameplay could be balanced so that you couldn't eventually be screwed over by the RNG but I think if that were possible it could work pretty well. I think the art style is pretty cool. |
| Oct 10 17:33:04 | 17m 28s | Crypt Hero | ♥ 1 | Good start to a game. I like the first screen, it was done very well; the colors showing up over time was cool. I didn't play long enough to run into the boss as it seemed like not much was happening. I did manage to crash the game by walking off the grass downwards. One thing: I originally wasn't going to play because I'm not on Linux. You should add a link called "Windows" to your submission so people will know it's available on Windows as well. |
| Oct 10 17:55:32 | 22m 28s | factorAway | ♥ 1 | Good game. I think one thing it's missing is certain graphical components (i.e. materials moving around on your parts) although this might already exist for the conveyor belts (I didn't use any). I do think that it would be more interesting if there were more combinations you had to make out of the materials inside the factory. One thing I really like is how well the game flows. All the placeable parts are oriented in the way that it is easiest to combine them, and the objective system steers the player really clearly to where they have to go and what they have to do. |
| Oct 10 18:11:21 | 15m 49s | UPgrade | ♥ 0 | This game definitely seems inspired by the GROW series... 😄 I was only able to get two endings (the "Nothing special" and the aliens). It seems pretty hard to get the other ones as there's just so many combinations. I tried orders that seemed like they might make sense but to no avail. I definitely think audio would add to the experience, and maybe some kind of animation. |
| Oct 10 18:45:39 | 34m 18s | Start with No"thing" (survival game) | ♥ 1 | Definitely like the enthusiasm. 😄 Keep it up! |
| Oct 10 19:11:39 | 26m 00s | Cute Farmers | ♥ 0 | Cool game! It took a little while to figure out but then it made a lot of sense and went pretty smoothly. The only problem I think is that it takes so much cereal to get the stable, because by the time I had enough guys to generate cereal fast enough, everybody wanted milk, and then I didn't have enough money for the stable. Aside from that, the art and sound is good and the gameplay is pretty fun. |
| Oct 11 20:45:01 | 25h 33m | Voidborn | ♥ 1 | Pretty good gameplay but man is this game hard. There are a couple problems that I want to try to enumerate so that my feedback can be of some use. 😄 I couldn't get past world 2-2 so that'll be my main jumping off point. The first one is that your gun fires really slowly and with a very short range. The rate at which it fires makes it possible to dodge maybe one bullet at a time from the normal enemies, which I think is the primary reason I couldn't get past world 2-2. The rocket guy at the beginning shoots rockets so fast and the only way I could ever get around them was to shoot the first one and then somehow maneuver around the second one. Part of this was due to the fact that sometimes the rocket would be not exactly level with my character so there was no way to shoot it at all. And that brings up another problem: the rockets in the second world are really hard to maneuver around. In my experience I more or less could not jump over them, which meant my only option was to sort of run away, and I had to have a bit of luck to pull it off. However both of these things are relatively forgiveable. I think they could even be left as is and the game could be fine. I think my main problem is that shooting is really unresponsive. I usually would try to shoot right as a bullet got to me and I would always die instead. (This also happened on world 2-2). On the world 2-1 boss I in fact generally would allow a few moments of lag time so that I would not die when hitting his bullets, but then of course I was always worried I would be too far away... :) Perhaps the player bullets should be prioritized over enemy bullets somehow so that you generally don't die when trying to fire them out of the air. You could maybe even have a frame of invincibility when shooting although some testing would be necessary to see if that worked right. I think the other thing that generally would help is creating a more predictable pattern when two enemies are on the same floor. I was unable to kill both enemies on the bottom floor of world 2-2 once I finally got down there a few times as they would usually begin firing before I was able to. I should say though that I do, as a general rule, like a lot of what I played. I had some real fun but I just got frustrated when certain mechanics felt really unfair to me. In particular the player platforming feels pretty good for the most part although you can get trapped on the corners of enemies and that's basically a death sentence. I do have two criticisms of the art, if you don't mind: First, I can't always tell when something is a platform or background. The first time I saw the orange bricks I thought they were lava, and when I saw the blue tiles in world 2-2 I at first thought they were solid platforms and so I died once to that mistake. I'm afraid I'm not enough of an artist to tell you how to fix this problem, just thought I should mention it. Second, I always tell people when I see it to never mix pixel art resolutions. In my opinion it practically never will look as good as pixel art that is all drawn as the same resolution. As far as rotating pixel art goes, I think that's kind of up to the individual. To be clear, I'm talking specifically about scaling up your pixel art, and then rotating it. If you rotate a graphic, and then it's rendered pixel-perfect with the rest of your graphics I think that looks good (I did it in my own game) but if you scale up your pixel art and then rotate it, it isn't pixel perfect and in my personal opinion pixel-perfect graphics are always better. However I think this is definitely more personal preference, I used to actually prefer it the other way around (sort of). Anyways, hope this feedback helps and doesn't come across too harshly. You gave me some great feedback on my game and I wanted to reciprocate. 😄 |
| Oct 11 21:02:36 | 17m 35s | Once upon a chip | ♥ 2 | Cute game. The physics had some problems at certain points and I had to restart -- it would've been really nice to have a restart button as it was annoying closing the game and re-opening it. I almost got stuck in the second stage and I didn't really want to re-do the first stage so I almost quit due to that... For some reason the boss lagged my computer a lot, which was strange. One comment I always make when I see people mix pixel art resolutions is that I think it's a bad idea. I think this game's graphics would be much more effective as vector graphics, as that's sort of what they're used as anyways. I did like how you play as a variety of characters through the game, especially as most of them were different kinds of specialized physics-based platformer. That was pretty neat. |
| Oct 11 21:25:05 | 22m 29s | Monks Can Into Space | ♥ 3 | Neat game. I was a little confused how to play (and I'm still not sure how to get to the blue screen in your final screenshot) but eventually I got that it was a modularized high-score game which is an interesting idea. I think the art is pretty good but I still point this out every time I see it: I think combining multiple resolutions of pixel art is never a good idea. It's pretty subtle in this game so I think it might be relatively straightforward to make all the pixels the same size. One thing I'd like to mention: I saw in other comment you guys made that the Windows version is behind due to compiling problems. I'd like to mention that you're allowed to re-build your project whenever you want post-compo (and even port it to completely different platforms) as long as all the content was finished during the compo. So if you have content that was finished during the competition that you can get into the Windows build by just compiling, you totally should. |
| Oct 11 21:53:34 | 28m 29s | Loomed | ♥ 0 | This is without a doubt my favorite entry of this Ludum Dare. Although, I am a sucker for games that remind me of Marble Blast Ultra and this fulfills that category pretty perfectly. 😄 But really, I loved the way all the different mechanics combined. I thought it was great that when you were jetpacking and falling, you could bounce off a platform to regain some height. I thought that awesome amounts of height you could get at the end by synchronizing your force gun and jump/jetpack were super fun and really made you feel how far you progressed. I also like the fact that the game isn't really punishing for you falling off. It hurts your time, sure, but that doesn't matter for the first time you play through. This makes it perfect for a jam as it isn't a pain to play through the whole thing for rating it, and it's a pretty legitimate choice for platformer games in general (again, very reminiscent of Marble Blast, although I don't know if that's intentional...) I think this game would be very interesting if running it for time. The way that the jetpack has to managed as a tradeoff between waiting for the bar to fill and just going for a jump would add to that. My time was something above 15 minutes. I didn't write down the exact number. 😅 So yeah, love the graphics, love the choice of music, love the gameplay. Definitely my favorite game in the jam. |
| Oct 11 22:24:34 | 31m 00s | Ball of Duty: Special Drops | ♥ 2 | Definitely one of the best games I've seen. Super good use of the theme, and the fact that you made several sets of assets is pretty crazy. Game was a lot of fun to play, even if it was a little slow at the beginning. Sadly I didn't notice the speedup button until the end of the game. I don't know if it could be made a little more obvious. One thing I think is great is that you're forced to place the parts far enough apart so that you can't trap the balls in a big cage. I'm still not sure if it might be possible to get a ball in a stable trap but I didn't try. 😄 |
| Oct 12 18:14:10 | 19h 49m | Bacterial | ♥ 1 | Really well put-together game. The tutorial was super clear, and in general everything worked smoothly and had good player feedback. However, moving around was sometimes really disorienting. I agree with @JoeShanahan that the background doesn't help with that, but I also think that the camera controller contributes to the problem and could use some tweaking. In particular, the camera should probably stay centered on the character when you don't move your mouse (that is, your character should only move with respect to the camera frame when you move your mouse). As I side note I never really sprinted when playing. Perhaps that's just me though. |
| Oct 12 18:23:03 | 8m 53s | The Inexperienced ATM | ♥ 2 | A straightforward concept that works pretty well as an arcade game. It's just incredibly difficult in it's current incarnation: I had a consistent downward trend every time I played. It's really hard to fend off all the robbers as they move really fast, and I really couldn't use the movement controls to dodge anybody because the game is so fast-paced. I think maybe a difficulty ramp would be a good idea, so the game would start out a little easier at the beginning (like most arcade-type games). |
| Oct 12 19:44:08 | 1h 21m | Kicked Out | ♥ 0 | Neat game. I think the combined pixel art / 3D style is an interesting choice, but does work pretty well. The voice acting is definitely pretty cool, and the main voice actor does a pretty good job in my opinion. The gameplay could use a little polishing, I think. Simply finding a whole bunch of items and trying them at the gate is a little repetitive. One thing that could be modified a little is the level layout. The first time I got to the gate, I didn't know what the interact button was, so I couldn't activate the initial voice clip. Then, once I found an item, I knew what the interact button was and went back to the gate, but then it played the initial voice clip (not the one for the item I was holding) and so I was initially a little confused, as I had to interact with the gate a second time to use my item. |
| Oct 12 20:00:26 | 16m 18s | Better than nothing | ♥ 1 | Pretty good game! Lag spikes as the beginning and end of each round were annoying but ultimately didn't seem to matter. I personally would have liked it if you couldn't pickup hearts when you were at full health but I guess that's just one feature that makes the game harder. (I accidentally ate two heart pickups when trying to get away from enemies 🙁) Sadly I didn't see the note about high scores. My high score was 2375. |
| Oct 12 20:48:27 | 48m 01s | Leverage | ♥ 1 | Lots of very good player feedback (sounds and particle effects). For the most part this game feels very well put-together. However, I did find that a lot of the time I was disoriented as to which screen I was on. I'm not entirely sure why this is but it happened quite a few times. The arrows being in different places also made it difficult to navigate between screens. I'm wondering if there would be any way to make the game just one screen? Or maybe have an option for camera controls that scroll up and down the world smoothly rather than one screen at a time? I'm guessing this game is too hard for me to win, personally. Perhaps if the timer was shorter I would give it more of an effort but as it is the robots get my levers around two minutes in so waiting out that much time repeatedly would be a bit of a chore. |
| Oct 12 21:13:22 | 24m 55s | A Platfomer | ♥ 0 | Overall solid concept. Free-form games are pretty neat in my opinion because they let you prioritize which aspects of the game you like. In my case I was prioritizing score but you can also clearly prioritize speed here 😄 There are a few little nitpicks I have: - The hitbox on the spikes are too big. Several times I died when it looked like I was in midair (not even touching the spikes). - There's a physics bug that activates if you build a "staircase" (i.e. several small blocks placed corner-to-corner) and clip into the wall. You kind of get frozen on the platform and have to restart. - There's no real use for the medium or large platforms, because you can get the same effect by stacking several small platforms next to each other for cheaper (although this didn't effect my run as there was nowhere I needed larger platforms). It also might make sense to make some sort of grid that you have to snap all the parts to: that way there will be a specific place to put the spawn point that will be "farthest away," and it will be possible to figure out which combinations of platforms are specifically possible, for building more optimal levels. I'm also not sure if there would be some way to make running the game for speed more interesting than just putting the spawn above the goal. Just something to think about. Anyways, cool game. |
| Oct 12 21:38:58 | 25m 36s | Polterheist | ♥ 2 | Very cool. Having to figure out which two characters to interact is a really unique mechanic. Music, sound, and graphics are all pretty good. The number of character interactions that is possible is absolutely insane. I didn't check all of them out but having the possibility of any two characters interacting with each other is crazy. When I went through the elevator it looked like it flashed one floor and then another, and for a while I thought the game must have somehow skipped a floor, but apparently it didn't. |
| Oct 12 22:16:44 | 37m 46s | Vegan Farmer | ♥ 2 | Really good game. I was unable to find all the recipes by myself, I had to look through the source code to see what I could do with the corn. I think I just forgot to try it, but I also may have missed it because sometimes it's hard to tell when two objects will interact (i.e. hard to see the outline on the object you're holding). I think I kept expecting there to also be an outline on the object that I could interact with. Aside from that everything looks really good and is animated well, and the music is pretty fantastic too. Overall the game feels more or less complete, which is awesome. |
| Oct 12 22:45:09 | 28m 25s | Red Vs Green | ♥ 1 | I had fun playing this game. The basic systems in it work pretty well. It could maybe use some extra player feedback (particles, sound effects, etc) but overall it works well. How far you get seems to be mostly luck. My second run I got about 2000 because I got two shields early and then collected a lot of monkeys later on. Defense seems to be the only real way to make it anywhere in the game, as it's practically impossible to dodge most of the enemy shots. I wonder if there would be a way to make the game a bit fairer in that respect. The player has very little that would let them dodge enemies. Maybe go the Enter the Gungeon route of having a moderate number of enemies per room but some with more complicated attacks? I like the start screen with the unlocking upgrades as you get farther. In general I like how the upgrade system looks. |
| Oct 12 22:59:05 | 13m 56s | Memoirs Found in a | ♥ 2 | I got to the graveyard but couldn't get past there. The art style is kinda neat but, combined with the small cone of light, was really disorienting and gave me a headache :( Cool game nonetheless. Just needs some polishing to work out the bugs and make it clearer how to progress. |
| Oct 18 17:40:27 | 138h 41m | You Broke the Game | ♥ 2 | This is a really good game. Incredibly polished for a jam game, with a complete story and a complete set of levels. I certainly had trouble with the stages involving the birds. One thing I thought might help is if their projectile was *faster*, as once I walked sideways into a bird dropping that was just a few frames from despawning, and I really wasn't expecting to die. Eventually the way I beat the last level was by carefully waiting for every single bird dropping to fall before going past enemies on the top row, and just getting lucky on the middle row with all the breaking platforms. One note on polish: With the moving platforms it could be nice to have better cycles. In particular, one of the levels, the first time I got to a moving platform, I was not on cycle, and I had to wait. If the platforms picked their cycle as you got to them, not when you loaded in the room, they could feel slightly better. Of course this might not be feasible when combined with the look up/down mechanics but I think it's something to think about. This is especially egregious when the unpredictability of playing through a level with enemies means that, unlike in a game like Celeste, there can't be a level designed with a pattern where you usually get to the moving platform at the same time. That is of course a minor nitpick but in a game that's so well polished I think it makes sense to ask how it could be even more polished. 😄 |
| Oct 18 18:00:45 | 20m 18s | Pile of Corpses | ♥ 1 | Good concept and effective implementation. There are only two real pieces of feedback I have: - It's really unclear what you're supposed to do. At first I thought that the number at the top was a timer and you had to stay at the flag for that long, so my first attempt, I left the flag, and then couldn't get back up, so I restarted. Next, I thought it must be the number of enemies you had to kill, but I still thought you weren't allowed to leave the flag while doing that, so it was really hard to complete the levels where you couldn't see where the remaining enemies were. I finally figured out that it was just remaining enemies with no other limitations, but that was really unclear and the game makes it very easy to get a wrong idea of the expectations. - There really needs to be some way to look and see what's around you. On the last level I failed initially because I jumped down and landed right on an enemy. I eventually decided to just stand on the flag platform and fire randomly in circles until I hit every enemy, as there was no real way to make sure I wouldn't jump on one again. |
| Oct 18 18:35:33 | 34m 48s | Dear Diary | ♥ 2 | Really nice game. I always like games with a Bastion-style narration and this falls into that category. The narrator could of course be more interesting -- for example, I had to go back and look at the wedding date, and it would be funny if the narrator said something about that, but for a jam game it's understandable why it isn't quite that complex... 😄 The story is fine but I think would be a lot more impactful if you really developed the player's relationship with Nick. I'm not sure *how* to do this, precisely, but in my opinion narrative games are really effective when they are able to simulate a feeling for the player, as that's something that can only be accomplished through interactive media. If Nick functioned as a component in the gameplay that the player came to rely on, they would feel something based on how he changes throughout the story. Of course that's just one idea and it may not really make sense in the context of this game. Just something to think about. |
| Oct 18 18:45:08 | 9m 35s | Server Error | ♥ 1 | I think YouTube Tycoon is a solid concept for a game, it just needs more time to be implemented properly. I definitely think having more complex mechanics would be the main thing; the primary thing I think I would change is have your subscription rate not just be a constant negative, but have it go up and down relatively noisily with a varying trend depending on the quality of your content (i.e. have it start out with a downward trend but if you regularly upload good content it would change to an upward trend, etc...) |
| Oct 18 19:00:19 | 15m 11s | Bob the Brawler | ♥ 1 | Highscore: 13813. That run ended when I got trapped and couldn't move for some reason. Lots of cool mechanics in this game. I wasn't able to using the building as effectively as some people but it does seem like it can help control enemy positions. The pickup system works although it's relatively unclear what each pickup does. I think the main problem I have is that the game is too repetitive. One type of enemy, one type of player attack (as far as I could tell), and the gameplay stays more or less the same throughout the whole game. The best way to improve it is definitely more variety. One other thing: it's possible for a whole bunch of enemies to stack up and kill you in like an instant. I think a player invincibility frame would be a good addition. |
| Oct 18 19:23:41 | 23m 22s | He knew it was good | ♥ 1 | Nice to see another Godot game. :P Anyways, cool game. At first I was overwhelmed by trying to find a combination that would let me not die, but as soon as I figured out that apples restored more points than they cost to build, the game was pretty easy: I just went in circles around the map and activated every rune. Other people said that the whole world caught on fire but that didn't really happen for me. There were some interesting things that showed up due to the runes (such as mountains and fish) but I never would have found them on my own as there's no real reason to craft things when there's no obvious incentive to do so and that uses up valuable valuable points. I wonder if the point system is playing out the way it's meant to, as right now it more or less just serves as a requirement to make a tree every five or so steps and a disincentive to look into the other recipes. I don't imagine that was the original goal of it. The game was laggy on my computer as well. I'm not sure if that's just due to Godot's 3D support being relatively young or if there's something weird in the game that could be optimized. I do like how the game has a sort of GROW feel to it without being particularly similar in mechanics. |
| Oct 27 17:13:55 | 213h 50m | Slinger | ♥ 1 | Definitely one of the best games I've played this Ludum Dare. The platforming had a couple issues, but was overall enjoyable, and the level design was engaging. One thing I have to give kudos for is the difficulty curve. At least for the non-boss screens, it works very well. I can't imagine how hard it is to get that right as I usually become so good at my Ludum Dare games that it would all seem too easy... In fact, after I beat the game, I played through up until the boss again and it was substantially easier. So just getting the difficulty curve right was very cool. There are a couple small points of friction in the platforming: - Jumping off of edges can be difficult. I'm guessing you don't have 'grace frames' / 'coyote frames' implemented as those generally fix that problem. - Getting the sling to register was not always easy. In particular during the screen with all the slings in the boss fight, I repeatedly would miss the sling I wanted and then would accidentally shoot myself down. - There was some sort of glitch (?) where I would suddenly have a ton of speed when running up a wall (like 2x more than normal). This happened multiple times and killed me each time. I think the camera controller worked pretty well, although the way it's implemented does mean you don't see as far in the direction of your movement. As far as graphics goes, I think a lot of the graphics look good, but the parallax layers look a little strange with the low detail + blur. Overall though great game. |
| Oct 27 17:37:30 | 23m 35s | Cuber | ♥ 1 | Fine first jam game. Sadly I was unable to complete it as I could never seem to get across the world without my jump failing at some point. 🙁 Anyways, as this is just a first game, I don't want to be too harsh. So these points of feedback are meant to just be pretty commonplace advice that are relevant to this game. - It is very important for enemies to have some indication that they are going to attack you. This gives the player a chance to dodge enemies. I was actually more or less unable to fight the enemies in your game as I couldn't figure out a way to do it without being hit myself. - Other than that, player feedback in general--i.e. indications to the player that things are happening--is very important. This includes particle effects, animations, sounds, that happen when you attack, or take damage, or anything else, really. Many first-game-jam-games don't have great player feedback, so this is a pretty commonplace piece of advice. - I say this every time I see it: in my opinion, mixing pixel art resolutions is almost always a bad idea. There are a lot of schools of thought on pixel art: whether you should rotate it, whether everything should be pixel-perfect, etc, but in general I think the simplest possible improvement to all pixel art is to make sure that it is all drawn at the same resolution. For example, the player character in your game has much larger pixels than the ground tiles, which looks a little off. If they had the same size of pixels the game would look more consistent. Here's something though: the player movement in this game does feel pretty good. The player accelerates and decelerates quickly but not instantaneously, which is generally a good feel for characters that are meant to be very responsive. And the jumping feels good (when it works), although it could potentially be improved with variable jump height. Anyways, hope you had fun and will participate again. 👍 |