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Feedback comments for LD45
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| Timestamp | Since previous | Game | pl4typus's comment | |
|---|---|---|---|---|
| Oct 7 10:32:05 | 0 to 100 | ♥ 2 | Very clever. Next time you could use some anticipation for the ennemies : hint where they are appearing by making dotted ones appear seconds before the real ones so that the player doesn't stay at there spawn point or (in the case of the moving square) outside its boundaries ... (so that he doesn't loose a life for nothing). Except that, very nicely done. Did you make the music yourself? | |
| Oct 8 11:59:13 | 25h 27m | Sosig | ♥ 0 | Reminds me of this old MGMT t-shirt logo https://www.depop.com/products/mothxencounters-mgmt-t-shirt-xs/ |
| Oct 8 16:05:38 | 4h 06m | Boltzmann | ♥ 2 | Hey, seems like a nice game but it crashed (and froze my computer for about 20 min but whatever). Liked the music, although simplistic. I wonder if it gets enhanced as the world gets enhanced. Cool idea overall |
| Oct 8 16:29:11 | 23m 33s | Sneeter | ♥ 1 | Definitely would really be great with a nice music. But however, the game is pretty fun and the sneets we come up with are really hilarious sometimes. I don't get the score system tho but who cares, sandals with socks must learn to put on socks! That's important ! |
| Oct 10 09:57:14 | 41h 28m | Build Yourself | ♥ 0 | Where can we play the game ? |
| Oct 10 10:30:29 | 33m 15s | Zero/Hero | ♥ 0 | Hey, so the controls are wacky and it is very difficult to enjoy exploring in your game. Level design wise the last room was not so bad when, after a few attemps, I realised that all the blocks (that I was affraid of previously because I couldn't get a grip on how to navigate properly in your game) could help me navigate more or less easierly when I could manage my jumps and such. I'd really try to improve, first, the movements of the player: walking feels inconsistent because of the glassy effect (try to make the player stops more or less when he stops pushing the button or else he will get frustrated for nothing), jumping feels inconsistent as well because we don't get exactly when it's higher or not. Also, collision are not perfect (sometimes you can't jump because you're too close to a block). But that's forgetable. Having difficulty in a game is far from a bad thing, when it's thanks to the level design, but having difficulty in a game because its gameplay is clunchy, is not so pleasant (imo). I felt a I Wanna Be The Guy vibe unfortunately when I would have wanted a Tower of Heaven or Celeste vibe in this plateformer. The art was nice (although the character seemed not scaled at all with the environment, even at the end), the TV effect very cool (keep that, play Katana Zero to enhance and pursue this idea), the music was nice although repetitive. And overall the vibe is cool too. Well done :) |
| Oct 10 10:56:35 | 26m 06s | ColorBound | ♥ 2 | Très sympa ! Globalement le level design est bien pensé, on a le droit à un mini-metroidvania sur le thème du daltonisme, très bonne ambiance. J'adooore le chara design de la petite grenouille robot. La musique évolue (cool) mais est un peu trop répétitive. Il y a quelques bugs mineurs ici et là mais rien de grave. Beau travail l'équipe ! Un point que j'ai particulièrement trouvé innovant : ce n'est pas seulement nos capacités qui évoluent mais aussi ceux des monstres, trèèès cool (et on peut imaginer plein de développement là dessus). |
| Oct 11 19:40:01 | 32h 43m | No Game Here | ♥ 0 | It didn't worked for me, the aspect ratio thing didn't help ... What was I supposed to do ? |
| Oct 11 20:27:16 | 47m 15s | BoBoBot | ♥ 1 | Good entry. Improvement possibilities: - camera (always centered on the character can be a little unpleasant at times when it moves too much while jumping or when you can't clearly see what's going on until you rech this point - more crazy things with the magnetic effect (using the repulsive effect to jump further maybe, for instance) Good job everyone:) |
| Oct 12 18:57:27 | 22h 30m | CELL WARP / セルワープ | ♥ 1 | I actually couldn't get a grasp on what was going on with these mirors unfortunately (it felt really unnatural while being central in the gameplay ...). Sorry ! (I'm a puzzle gamer usually ^^') |
| Oct 13 07:54:21 | 12h 56m | My name is JIJI | ♥ 3 | Pretty, nice story and narration, nice music. Really enjoyer it (although understanding the controls was a bit hard at the begining). |
| Oct 13 08:04:02 | 9m 41s | Snowball | ♥ 0 | Nice, very fun little game ! The jumping is not always consistent because of the shapes of the side of the moutain. Nice audio also, liked the cymbal sound for when we touch trees. Also, liked the fact that what was obstacles became no obstacles at the end, very satisfying. :) |
| Oct 13 08:25:34 | 21m 32s | Seedvilization | ♥ 2 | Very good little game, fun and with solid physics and mechanics. Improvement possibilities : - sfx are way too much louder than music, reduce them - a little map to show the number of levels Congrats |
| Oct 13 08:36:02 | 10m 28s | Ürsoup | ♥ 1 | Hey! Not bad! I liked to be the one to pursue the red ones after I got bigger and with teeth. Darwinism right? About the red ones, actually, make them more clear. In the dark Ursoup, I couldn't see them right at first ... And yeah, the music, is a good ambiance ^^ I guess ! Lovely design for our chara, tho. |
| Oct 13 08:52:39 | 16m 37s | Soundmarine | ♥ 0 | Ridiculously good game for a jam. Superb art man ... Superb. Loved the drums on this track, rmeinded me of Lena Raine's on some Celeste soundtrack. Gameplay wise it's kinda Rez meets Soundscape, Beatles Yellow Submarine style. Brilliant. The navigation especially feels so good, just navigating trhough your game is a pleasure ... Improvement ideas: - camera follows a tiny bit the user because on the edge it can be a bit desorientatintg. Congrats |
| Oct 13 09:30:08 | 37m 29s | Lucifer's Rise | ♥ 1 | Felt like a fine capitalist. Understood why you named you chara Lucifer then. |
| Oct 13 13:34:43 | 4h 04m | ØJE | ♥ 1 | Super good take on the theme, you actually manage to make smtg out of it! It's fantastic to see that you made layered level design and it would have been more awesome with layered music that pops out one by one as we get more plateforms and ennmies. |
| Oct 13 18:32:12 | 4h 57m | The Firebrand | ♥ 1 | NARRATION ~ So, at first I was like "hey that's pretty cool". The art was amazing, the music felt right in place. But then, fairly quickly I became bored. I thought to myself: "Begining out from nothing is good, when you make something out of it" and I was frustrated because it really seemed to me that we were going nowhere and it was just another badly-written conversationnal simulator. The dialogues felt out of place and unrelated. I was hooked because I thought it would be an investigation stuff (Phoenix Wright syle) but it was more of a conversation to unfold thoughts of characters.And because I didn't relate to the characters emotionnaly, because I didn't know nothing about them, those thoughts felt very cliché and useless for the investigation. However, by chance, pieces began slowly to put themselves together. Really slowly. But enough to catch my attention. It was merely when, digging my character's backstory about his nickname, I stumpled across a key-word that seemed out of the blue but led me to useful and meaningful informations about the case. That was brilliant. After that, I felt emotionnaly more attached to the story and -some of- the philosophical thoughts felt great. But too much of them was really anoying at last. So yeah, felt nice, at last. But there is waaaay too much text (and useless ones). Hence, the end felt unfair when I digged not enough informations. Punishing the player for not reading ALL the possible key-word with a bad end is, in my opinion, brutal and not cool. Don't get me wrong, it's justified, lore-wise, but unfair gameplay wise. I felt it was really too much. About the story, also, that sci-fi thing with the powers felt so out of the blue. Sometimes, less is better. There is, in your game, a very subtle and distant feel of Kafka's The Trial. And that's super nice to see, and you could have digged that way instead of doing "like everyone" and throwing inside sci-fi elements at random ... Finally, even if it's something very little, when there's this much text, making some kind of change here and there in the situation and/or gameplay help A LOT not getting bored: music change, environment change, a character gets up and looks at the window. It's small details but they make the player breathe. OTHER ~ Gameplay-wise, we could use: accelerate dialogues by clicking, doing dialogues twice. About art: awesome, really hooked me instantly. The animations were really great. The music is a bit repetitive but fits well the atmosphere :) PS: Yeah, just a little edit to say that your game is a very good game and especially for a jam. I juged it as a real game moment/scene, that's why I sounded so harsch maybe. But as F1krazy said, be proud of yourselves. Creating and unfolding a story is not an easy thing and, for smtg made in 48-72h, it's very very good and prolific. Well done. |
| Oct 14 07:50:45 | 13h 18m | You Gotta Be Kitten Me | ♥ 3 | Unfortunately, even if the score is super good, music seems to launch at random. Many times I had a boss that I fought without sound and just when I am about to kill him the music comes in... No title screen music either... Gameplay wise it was fun, moving plateforms were a bit clumsy at times especially when they were many. The controls felt bizarre but worked somehow. I believe, however, that the coolddown for the dash was too long (especially on some rooms where we had to wait for it). Because there was no sound nor visual indicator, knowing when we hit the ennemies was difficult. But great game overall :) |
| Oct 14 08:26:56 | 36m 11s | Color me Blind | ♥ 2 | Superb idea, loved the cell-shading at first, I was waiting for the elements to stay that color when I choose it, instead it was a filter on a texture. it was not what I expected but it was ok too. The music was great too. Could have been a bit enhanced (some reverb effect here and there, basslines, etc) but it worked perfectly jsut like that. Really liked you game guys. I think I love games that let us be creative ^^ |
| Oct 14 08:57:32 | 30m 36s | Meet Meow | ♥ 0 | Hey man, I'm on win7 and I have the same pb with item clicking. Else your game is great (purrfect as I would say) and even if I couldn't beat a single screen, just the joyu of clicking the cat to make it sing along the song was very satisfying. Details are the best :) Also, why in the hell would you cut the music out (especially a good music like that?), i'd have it on filter or even unchanged because that is very unsatisfying :'( meowmeow is sad :'( |
| Oct 14 09:09:50 | 12m 18s | Grand Prix Nothing | ♥ 0 | Euh faudrait penser à écrire les messages en anglais dans votre jeu ^^ Tain sinon pas mal, j'ai bien aimé la musique (surtout le vroumvroumvroum qui va avec la mélodie haha) mais c'est juste trop dur ! Die and retry ok mais quelques checkpoints par ci par là ce serait pas de refus ^^' La maniabilité savonnette aussi :p :/ Bonne idée sinon :) j'ai bcp aimé comprendre qu'on n'est qu'un gamin qui joue aux petites voitures dans son salon :) |
| Oct 14 09:35:58 | 26m 08s | Inspiration. | ♥ 1 | So, hey, nice to see Vance make his come-back. I thought it was a well made game. Rarely I think mise en abyme games are to be made, usually they are "too much". But htis one's humble and simple, I liked it. What could have been cool is that the list we have by pressing B (that I discovered at the end, unfortunately) we could have ideas and not the stuff we have. Overall, this felt tinier and with way less tension (and thus implication, in a way) than your previous entry that I loved so (15min to live). But it has its style too in a way. And also, I didn't have any music, was it intended? |
| Oct 14 10:18:40 | 42m 42s | Missing Entry | ♥ 2 | Dude that's brillant! I agree with some other comments: throw this on reddit or on facebook it's gonna be a ton of fun. Then you could add shortcuts to go faster to some point of the story :) Also you could create the ability to end a branch after some points (say, 10 branches without end) and never have the 3 possibilites be an end. Also, if you go full on that way, it could be cool to have accounts so we can make changes to choices we created (escpecially to solve first try issues) |
| Oct 14 10:29:34 | 10m 54s | Nothing is my car ! | ♥ 1 | I'd stop spawning one part of the car when the player has it. Except that, the concept is pretty cool and nicely absurd at the begining when the pilot drives with nothing. The music is ... quite ... something ^^' |
| Oct 14 10:54:57 | 25m 23s | Learning the Human | ♥ 1 | Very good ! :) |
| Oct 14 19:03:40 | 8h 08m | Memories of Eleph | ♥ 3 | Wow. This is probably the best game I've played so far. And I'm not kidding. The ambiance felt finely tuned, the difficulty is challenging but not too hard (though I abused the stone throwing mechanic instead of using water in the last room on the left). The story was so well delivered, humble and eerie but nice. I LOVED the artwork, both the chara and environment design was so beautiful for me. (Dude that elephant is cute af ... I love it) Could CLEARLY be expanded into a true game. I instantly picture the backstory of this elephant, he's like the Ugly Duckling of his kin (because elephants do normally have good memory, right?) and we could iterate so much on that. I love it. You have kind of a Zelda's gameplay meets Celeste's narrative vibe (well, a tiny tiny bit of Celeste's narrative). I'd love to work with you on future project if you'd like? I'm a composer and sound designer (I guess?). I've worked on two Ludum Dare. Check out the soundtrack I did this ludum: https://soundcloud.com/pl4typus-dude/sets/planet-7-no-data-soundtrack (don't hesitate to check out the game through my profile page) Either way, huge good luck on your future project @vcesauron @fredbernardo @leandroc , you guys are talented :) |
| Oct 15 15:48:43 | 20h 45m | Uballto | ♥ 0 | awesome entry ! so much potential here |
| Oct 15 16:16:56 | 28m 13s | SYNTHMAN | ♥ 2 | I'd like the synth sounds to be more pleasant and more in tune with the soundtrack. I'd like the ennemies to be true ennemies and not just rats. I'd like checkpoints. I'd like the visualisation mechanic to be prettier and more in adequation with the rest of the graphics. I'd like a bit of story. But that's already not bad. |
| Oct 15 17:39:32 | 1h 22m | World Collector | ♥ 1 | So yeah. This is a game. Publish it. |
| Oct 15 18:11:55 | 32m 23s | Robbie | ♥ 2 | Nice, felt very polished! Especially the animations that were details but still very relevant. The level design and the mechanics are awesome for a 24h game. Especially the navigation felt very rewarding with all these springs the lead one to another. The begining is also very polished with a nice level design : we see things we can't access for now and feel the reward when we can access them later. Bravo misters ;) |
| Oct 15 19:00:21 | 48m 26s | Strange Adventure | ♥ 1 | I get this when I spam up and down after choosing to show the book to the shadow ``` Error tools.lua:56: bad argument #1 to 'getn' (table expected, got nil) Traceback [C]: in function 'getn' tools.lua:56: in function <tools.lua:28> [C]: in function 'xpcall' ``` Hey, that's pretty cool neverless :) Nice ambiance. Need more content maybe? As other comments say, the music is very good but not yours right? |
| Oct 17 11:43:08 | 40h 42m | lotor | ♥ 1 | Suuuuper cool game. Wished there was a checking on how close kill-object spawns next to the player spawn point because there was a lot of times were I couldn't play the levels because I triggered an instant death collision when starting the level. However the whole idea is unbelievably well executed. This is potentially a real releasable game with an aesthetic similar to Baba Is You's. The amount of new mechanics that comes one after another is impressive. Wished there was music tho, although the sfx were nice. The bonuses on the placing phase (seeing what we can place, removing objects) is well-thought and even if rng-based is ok I believe it could be bonus-objects we could collect in previous levels and thus use them willingly in the placement phase. |