Foon → Ludum Dare Explorer → LD45 → Feedback comment stats → Linear
Feedback comments for LD45
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| Timestamp | Since previous | Game | Linear's comment | |
|---|---|---|---|---|
| Oct 19 19:06:23 | Celia's Lightmare | ♥ 2 | You guys really nailed the mood here. Great job! Wanted to leave some feedback, as it looks like this could make a great post-LD game. Not going to leave any feedback about the graphics/art style, since that was pretty solid, but as for gameplay: - It would be nice to see and hear your health. By "hear" I mean, whenever you take damage, to hear different sounds based on the amount taken or how close you are to dying. (For reference, Overwatch does this sort of thing.) In a fast-paced game, it's nice to be able to hear how close you are to dying. - Especially in a fast-paced game, I recommend putting UI elements in the middle-bottom or middle-top region, since the corners of the screen take longer to glance at. If you do put things into corners, try to use "virtual corners". For instance, use the corners of the largest square that fits in the middle of the screen. The issue is that some of us have very wide monitors (mine is 3840x1080) and I practically have to turn my head to see the corners. - The more light you pick up, the brighter the circle of light around you got--but it wasn't enough. I wish it got dramatically brighter the closer you were to full. - The message to press 'F' should be a bit more prominent. I missed it the first time and spent a while wondering what 'F' did until the next level (maybe I lost some light and the message went away again? I don't know) - The enemies seem to get faster and faster each level, but having them outrun you makes it basically impossible to fight them, as they always take the same amount of damage to kill (from what I could tell), and the level is a giant open area. Additionally, it was difficult to hit enemies at a distance between you couldn't see or hear them until they got closer, and the vertical auto-aim seemed to stop snapping to them once they were outside a certain range. A good idea here would be to take some ideas from Dead by Daylight. In Dead by Daylight, the killer is faster than the survivors, but less agile. For instance, the survivors can jump through windows or over palettes, while the killer takes more time to go through them. You could do something similar by making some ramps that the player could jump between, or corners that the enemies take longer to go around than the player, etc. That way the player could 'plan their route' while fleeing from the waves. - I would pull the camera back a little bit to give the player a bit more vision behind them. In addition, I would lower the 'sound size' of the enemies ([AudioSource.MinDistance](https://docs.unity3d.com/ScriptReference/AudioSource-minDistance.html) in Unity). It seems like the size of the sound is 1-2 meters, meaning that the source of the enemies' sounds comes from a 1-2 meter sphere around them. If you lowered the sound size to zero, you could tell with pinpoint accuracy where the sounds are coming from, which would help with hearing how close enemies were behind you. - It's a shame we couldn't explore the intro area :( There was a saw and some side rooms and other interesting things. | |
| Oct 19 20:06:16 | 59m 53s | Open Ocean | ♥ 0 | Lots of barrels and palettes. Tried roping them together, but even with the rope tool, you couldn't get much of anything going. Everything just sort of bobs up and down vertically no matter what you try to do. Wish there was more here. |
| Oct 19 21:22:00 | 1h 15m | GitGud | ♥ 0 | So, I went through it all and beat the game, but it was kinda frustrating. As a fellow software engineer, I found the commands I'm used to not working the way they are supposed to, and my intuition of how things "should be" actually got in the way of beating the game. For example: "rm -rf" needs a path, but here it's just "rm -rf" by itself. Even still, when I logged into Dr. Coleman's computer, I found no files. "No problem" I thought, "I'm probably just in the home folder. Let me navigate to root and see what's here". "cd /" doesn't work. "pwd" doesn't work. Moreover, when I run "apt-list" from all the other computers, they all have the same things installed that I do. It seems almost like nothing changed, except that it says I'm connected to another computer and the other computer never has any files. Aside from that, all of the things I've installed on my computer still show up (despite it actually being a different machine). Additionally, "ssh 192.168.1.1 22" seems to throw a bug, and there's a missing step for nmap ("nmap 192.168.1.1" is not mentioned anywhere in the list of steps, and given how it was your own special version of nmap, it took a while to figure out that I could do that. There was no "nmap --help" or "man nmap".) The "public ip" shown in ifconfig confused the heck out of me. Is it the default gateway? Why does nmap show "https://mit.edu", when "https" is a protocol and "mit.edu" is a DNS name? I haven't used nmap since college but I was certain it only showed IPs. Anyways it's a cool concept but I would have loved it better if you just bundled a premade bash simulator from some open-source library online and wired it up to your game. |
| Oct 20 23:19:06 | 25h 57m | Cavern Train Heist | ♥ 0 | I legit could not stop being pushed outside of the train when grabbing a barrel :( I collected about 2 barrels each time I tried before the third would inevitably lever me outside of the train and into a dark tunnel I couldn't return from. |
| Oct 22 01:43:37 | 26h 24m | Rebuild of Edge | ♥ 2 | This is an absolute masterpiece. I enjoyed every second of it! |
| Oct 22 03:07:21 | 1h 23m | Mission Start With Nothing | ♥ 1 | congradulations.png Congradulations :D But yeah, good concept, but here's what needs improvement here: - Soldiers don't shoot until they face you, making it possible to circle-strafe them. - Shadow distance is too small in some areas (especially the end-game room). Suggest changing it under the Quality Settings in the project settings. - Maximum number of pixel lights is too small (also under Quality Settings), leading to some weird lighting seams and flickering lights. - For the effect you want, I'd suggest Aura or Hx Volumetric Lights (from the Asset Store). The global fog would be better w/ volumetric lighting. - No jump (why not?) - Ground badly needs texturing of some sort. It's hard to tell how fast you are moving in some places because everything is solid green underneath you. - The arm animations are... well, they are strange. It feels like I am playing a cow. Which is, you know... Heck if I ended up with a cow arm animation, I'd just be like "alright we're doing this. Player is a cow" and work that into the story. - Mouse cursor is hidden, but not locked, making it difficult to turn, even in full screen (the mouse just hits the edge of the screen and you can't turn any more, or it goes out of the window and you click outside the browser in non-fullscreen mode) |