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Feedback comments for LD45
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| Timestamp | Since previous | Game | niterich's comment | |
|---|---|---|---|---|
| Oct 7 17:07:08 | Road to Something | ♥ 2 | Very excellent entry, especially for your first jam! I think you set up a really great atmosphere, and the number of different gameplay styles were all well done. The controls were pretty good, but I wish you didn't need to hold shift to climb walls and instead just stuck to them automatically. I also had justinooncx's problem with the end text bugging out. | |
| Oct 7 17:31:32 | 24m 24s | Slimy Situation | ♥ 1 | I really enjoyed your game, it reminds me of World of Goo! I also agree that the goo can be a bit finicky at time - I think you have the right idea to add a ghost connection to show how the goo will connect and a way to get back goo you lost. Also, I only played two levels, but I found the spikes to be more of an annoyance than an challenge - they were so small and blended into the the background well enough to make them hard to see at times. I even think there were some that were hidden behind a flower, which I felt was unfair. |
| Oct 7 17:57:45 | 26m 13s | ...Not Even a Body!? | ♥ 2 | That was a clever concept! The gameplay felt great, and I thought the possessed guy's walk was hilarious. I just wish there was more of it - the end screen says it took me only 58.258968 seconds. I also would have changed some of the controls around, since using R and Space at the same time can be tricky |
| Oct 7 18:20:23 | 22m 38s | Song of Creation | ♥ 1 | Song of Creation_BackUpThisFolder_ButDontShipItWithYourGame? I have a feeling this is going to be one of the more unique games I play this jam. Very well done and the art has a lot of charm. By the way, how does the game decide which symbol to generate? It's not just based on volume, right? Because I definitely got some different results for each fret on my guitar. |
| Oct 7 20:04:03 | 1h 43m | Snake Sokoban Spiral | ♥ 1 | Very tricky indeed! I skipped over one level but I managed to make it up to Blender. Although, based on how many people are struggling with the early stages, I think there might be a bit of an onboarding issue. As a bit of an aside, the glowing boxes in the background really helped to liven up an otherwise boring, static screen. |
| Oct 7 20:10:51 | 6m 48s | _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ (twenty six blanks) | ♥ 0 | I'm having the same problem as Griz, it's running unbearably slow (Windows 7) |
| Oct 7 20:39:28 | 28m 37s | ARCADE GIRL | ♥ 1 | Your game was good enough, a little lacking in content and a tad too easy but responsive and intriguing nonetheless. I only managed to get 3 out of the 4 stars as I didn't realize the music selection was also a level selection. I did manage to find the room hidden above the menu, but couldn't figure out what it was for. That being said, I'd like to address my main complaint: screenshake. Holy cow is that a lot of screenshake! Just navigating the menus gave me a headache! |
| Oct 7 21:01:16 | 21m 48s | Clothes On My Back, Things In The Sack | ♥ 1 | I'm just getting a black screen after the "Something, something, something, *nothing*" bit (I'm on Windows 7) |
| Oct 8 15:45:41 | 18h 44m | ZoneX | ♥ 0 | It's not much, but for something made in only a few hours, it's incredibly addictive and feels amazing to control |
| Oct 8 16:47:35 | 1h 01m | Stickman Get Stuff | ♥ 1 | What a fun, quirky little game. It started off a bit frustrating especially with the low friction, but once I learned all the enemy patterns I beat it easily enough. The audio design is top notch - I especially liked the sound the sun made. Not sure what people mean when they say they don't want a tree in their living room. I mean, what else are you going to do at Christmas time? |
| Oct 8 17:00:02 | 12m 27s | Yin-Yang | ♥ 1 | So, first impression wasn't good - I opened your game, got a blank grey screen, and assumed the game didn't load properly. Once I got in I certainly enjoyed my time with your game, and I especially liked the visual design and its integration into the game mechanics, but I'm not entirely sure how it fits in with the theme. |
| Oct 8 17:12:15 | 12m 13s | Zen Master | ♥ 1 | Well, this is certainly a change of pace from all the 'super hard platformer' games I've played at jams before. It was very relaxing, and I found myself taking note of my own breathing and slowing down to match the pace of the game. If I had to give a critique, I'd say the monk looks too stressed out to be at peace. His eyes are all bugged out and his eyebrows make him look scared. |
| Oct 9 19:24:39 | 26h 12m | Plant or Die | ♥ 1 | As I understand it, this was your first Ludum Dare and you ran out of time, so I won't be too harsh on your game. However, I would recommend you simplify your controls for the next time around. It's very awkward to have to first activate an ability with one button, then press another button to pick something up and then a third button to put it down. I would personally have one button to both pick up and plant trees and a second button to water them, with no need to manually switch between the two. That way, the player only has to deal with two buttons to remember instead of five. |
| Oct 9 19:59:34 | 34m 55s | Bumpkin's Spooky Adventure | ♥ 1 | I certainly enjoyed my time with this game! Playing with a maxed out attack felt great, but I think you might have overdid it with the movement speed upgrades. |
| Oct 9 20:52:58 | 53m 24s | Island of the Coconut Spirit | ♥ 1 | Amazing game! There is a very high degree of polish here for a compo entry, and the overall game was really fun to play. I found it a bit grindy to finally get the obelisk, though. |
| Oct 9 22:59:27 | 2h 06m | Sandbox CTF | ♥ 1 | Looks like we both went the Terraria-clone route, and I have to say, your entry just blew mine out of the water! There's so much here for just 72 hours! Congrats! I couldn't play the HTML version, as I got the error "Cannot read property 'getParameter' of undefined" before anything loaded. Also, are you sure about the whole "Ludum Dare only gives partial credit if I opt out of categories" thing? I always thought they adjusted the percentages you got for partial reviews. |
| Oct 10 19:04:31 | 20h 05m | Soundsearcher | ♥ 1 | Very interesting concept, but I hope my version was bugged, since about 95% of my time was spent in complete silence, broken up only by the occasional buzzing (I tried on both Chrome and Firefox). I would have assumed there would be some constant loud noise I had to follow or some footsteps to indicate I was moving forward but, as I said, I got nothing. And I also agree that WASD should be for ground movement only. For changing direction, I don't think mouse controls would work here, so I'd prefer using the arrow keys over Q and E to turn, though others may disagree with me. |
| Oct 16 17:29:42 | 142h 25m | Pen and Play | ♥ 1 | I could make a joke here about your game having terrible graphics, but overall I definitely liked your interpretation of the theme. The sound effects while drawing were a nice touch too. However, the final game itself feels really incomplete. The level is barren, the combat is unresponsive, and I felt there could be more creative uses of the drawing mechanic. Also, is anyone else having a problem drawing? Maybe it's just my outdated graphics card, but whenever I start to draw the game either zooms in really close on the top-left corner, or it draws my image really small and upside-down in the corner of the canvas (Windows 7) |
| Oct 16 17:44:10 | 14m 28s | Nothing to Lose! (except your deposit) | ♥ 0 | Very nice game! I could see this being expanded into a whole game. The lack of sound effects was definitely a bummer, though. And I personally would have used A and D instead of Q and E to rotate the blocks. |
| Oct 21 20:54:25 | 123h 10m | In the whale's belly, I sat, cried and got out | ♥ 0 | Your game has great visuals and a fun theme that fit in with the jam, plus it runs remarkably well on my aging computer considering all the loose physics objects. But I just couldn't handle the controls - I don't know if they were bugged for me but I just could not get them to cooperate. Rotate only worked when it felt like it, and I don't think Translate ever worked at all, so placing anything off the ground a real pain. And I don't like how I had to go into Edit mode each and every time I wanted to place a block. Personally, I would have changed the controls to be LMB picks up and places blocks (or drops them if it isn't valid), hold RMB to rotate block, and scroll wheel to pull it closer or further, no need to finagle with Edit mode. |
| Oct 24 04:07:27 | 55h 13m | TwoFiveFive | ♥ 1 | Came here after reading your post-mortem, and I got to say, this might be one of the most unique games I've seen this jam. Most of my critiques you seem to already know, so I won't go over them. The only thing I can add is that I think the title screen might be revamped to allow players to mess with the sliders and make colours before the quiz starts. It would both be fun to the player and would show them hues are made up of which RGB components. |
| Oct 24 23:38:42 | 19h 31m | NothingMan | ♥ 1 | A very interesting and appropriate take on the theme with some nice music that adds layers as you collect parts (a very nice detail), but I must admit it was very rough around the edges, as others have mentioned. The awkward wall jumps, the extremely jittery camera, the lack of sound effects. I set my graphics level to Very Low and it made my movement speed so insanely high I clipped through a wall - perhaps you're missing a Time.deltaTime somewhere? Since you said you wanted to make a post-jam version, may I suggest updating the controls a bit? For 2D sidescrollers, I've always preferred to use Z and X since they're close together and I can use my index and ring fingers; pressing space and shift with my pinky and thumb is a bit awkward. |
| Oct 25 00:06:47 | 28m 05s | Nottingham | ♥ 1 | -I really enjoyed the Minecraft-ish graphics, and the relatively shallow difficulty curve meant I could appreciate the game's mechanics without getting frustrated before level 3 like a lot of game jam entries I've played. -The maze-like layouts got frustrating since there were few unique features I could use to get my bearings. -The spikes were a bit too unforgiving due to the fact you can't see your body, especially the level where they're in a checkerboard pattern. Maybe consider reducing their hitbox? -I found it odd that the harmless lava had a very prominent sound effect while the level-restarting ghosts had none at all. -For the future, may I suggest allowing the player to adjust their sensitivity with the scroll wheel? I found it a bit too slow, and I know others who would find it too fast. |
| Oct 25 00:31:58 | 25m 11s | Button Runner | ♥ 3 | You have some really nice graphics and a great physics engine. I especially liked how you had to play once to get enough cash to even jump, I thought that was really clever. But can we talk about the controls? I know you say it's best controller with two hands, but in what world is jump mapped to the down arrow? And dashing forward with left? Seems like the controls should have been something like: Press Up: Jump Hold Up: Float (when falling) Right: Dash Space: Fire |
| Oct 25 00:52:20 | 20m 22s | Catsaway | ♥ 0 | You have a nice art style and I think there are a lot of good ideas here, but the execution is a bit off. And not in the weird Russian arthouse 'off' you were going for. The ever-increasing music is a good idea, but using fixed leaps instead of a steady pitch bend made it sound out of tune instead of steadily rising. The wonderful and weird background art was hard to focus on when you have to always be on the lookout for spikes, which were kind of hard to make out at times. And the jump was extremely weird, rocketing you up and gently lowering you to the ground instead of a smooth, predictable parabola. |
| Oct 25 01:10:31 | 18m 11s | Meet Meow | ♥ 0 | I've seen games with similar window resizing mechanics, and they used that mechanic in a lot of more ways in their core gameplay. But none of them were as cute as yours! I also agree that the music was too good to simply mute every time you went off screen! |
| Oct 25 20:13:38 | 19h 03m | Qubit | ♥ 2 | I think there's a great start to a puzzle game here, but I think it should have been harder to break the rules, or at least easier to tell when you did. Things like being unable to move onto an empty space, making an improperly walked on tile red, some harsh audio cues, automatically restarting if there are no valid moves, things like that. |
| Oct 28 23:29:47 | 75h 16m | Beat Builder | ♥ 0 | For four hours, this is amazing work! I quite liked the simple major melody, very pleasing. I was a little disappointed the music didn't loop properly, and that changes had to be loaded in separately instead of being added on the fly. |
| Oct 29 19:51:01 | 20h 21m | Word Salad | ♥ 1 | I think this was an extremely clever game mechanic, and introducing it by turning a useless nothing to a useful "no" was fantastic tutorializing. However, I found it very difficult to spell any words in the game, both because the zombie horde came too quickly and the letters they dropped were too close to one another. It was also frustrating that misspelled words had absolutely no effect. I know that's the point of the game, but it's frustrating nonetheless. It's a bit late now, but how about implementing a word scramble feature? So if you accidentally spell "ignot" you have a chance to rearrange them into something proper. |