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Feedback comments for LD46
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| Timestamp | Since previous | Game | backurio's comment | |
|---|---|---|---|---|
| Apr 24 10:38:40 | Tumbleweed | ♥ 3 | Ok, that was a very interesting first game to play for the LD46. I'm quite biased already because there is not really much negative to say about your game. It looks, sounds and plays really awesome. The controls with the mouse are ok, but I think it will work even better on a mobile device with swipe actions. I guess you had something like this in mind. If not, go for it, because it will be a really cool mobile game. I was not really testing the boundaries of your game, but the first time I went off-track I directly found a structure without collisions. I think it was after the first laser enemy. But that did not lower my score for your game. | |
| Apr 24 12:09:40 | 1h 31m | El Burritón | ♥ 5 | Really cool game idea. I have played a similar game with this idea once in a game jam and I really liked it. The theme is well transported with keeping your kitchen/restaurant alive. However, there are some things that I would have made differently. * First of all, in my few plays I never had to use the right fridge. So for me it makes not sense to have a button to cool it down. Maybe I was not progressing far enough to have used it tho. * I like the idea to play twister with your fingers, but it was very annoying that the buttons switched for each game. I would go for a fixed button layout, that way the player could really get better in the game, because they can memories the recipes and perform the required button requests out of muscle memory. * As I got more and more recipes, I was not really able to recognize which step was used for which meal. So I would recommend to use some sort of color coding or similar, so that I know exactly waht to do to finish one meal and avoid the incoming list of meals to get full. * I don't like the lose condition of running out of buttons at all. I know that there are only limited buttons on the keyboard but by following my second point you could resolve this issue. Maybe it would also make sense to match the position of the buttons to the position on the kitchen, to also give the player an easier way to make the eye to hand coordination of finding the buttons. Or the other solution to the problem, if you really want to keep the random buttons would be to delay the button instruction until the needed buttons are available again. Just don't let the player fail because of this. * Last but not least, the kitchen looks really nice, but it feels very static. It would be cool if there would be some movement on the screen to keep the player entertained. Please don't get my list of things to improve wrong. I really liked your game and you could improve on it. Btw. I got your game recommended by your former student colleague Veit, who is now one of my colleagues in the Master's program ;) |
| Apr 24 12:26:54 | 17m 14s | Flower Secret | ♥ 1 | Cute little game. Would have liked to have some more levels but there is just so much time at a game jam and you did all by yourself. So, good job first of all for finishing your game in time. Now to some stuff, that could improve your game. Some of these points might be an issue of not enough time. * Add some sound effect to give the player more feedback. It is incredible how adding some sound effect changes your game. * Personally, the character is moving a bit slow and the jump feels weird. So, some tweaks for the physics system might be cool. * Your character is slowing down on the ramps which feels weird to me. I guess the issue here could be that your character has either no physics material attached or one with friction. Try to set the friction to 0, which would also solve the problem with slowly falling down when touching a wall ;) * There are some inconsitencies regarding your story. The flower drains all the water, which means your checkpoints should have some sort of unending water supply to really count as checkpoints. Additionally, there was one checkpoint (I think the last one) which did not had any water next to it. That would not work as a checkpoint at all. Make sure your story and game mechanics are in sync with eachother ;) * I don't think dropping the flower is needed in this version of the game. Maybe you had more in mind with that mechanic, but it would be simply enough to step into the water to refill the flower. I hope my feedback helps you improve this game or any future game you are making. Have a nice day. |
| Apr 24 12:41:10 | 14m 16s | Protect the Sand-Worm! | ♥ 3 | Very cool game idea, running on the back of a giant sand worm 😆 It' crazy what game ideas people have. Good job on that and also in general for finishing your game. I love your honestly about how you got stressed out completely at the end, which is normal for game jams. I participated in a few game jams already and only I had only 1 or 2 where I was really finished with everything at the end and super happy with the result. But in general, there is always something that can be improved. It's kind of a curse of developers or programmers. It is important to keep track of all the things you have to do and don't be to ambitious for a game jam, because there is just not enough time. Identify the important mechanics and focus on them first and then add stuff if you have time. Back to your game now. As you already now, the aiming mechanics are very weird. I would have personally removed the strength because there is no real need in changing that and also the left and right could just be from the normal movement direction. It would also be cool to make the enemy hitbox a little bigger. Does not make the game much easier because you still have to aim, but you should always tweak the game in a way to make it a little easier for the player and harder for the enemies to hit you (if you have any). This will make the player feel better, because they perform better in your game. However, don't use this if you are making a multiplayer game, there it should be quite tight with the controls/hitting/whatever mechanic to really focus on the skill of the players playing against eachother. It would also be cool to keep aiming while running to be faster at clearing the waves. I really liked that you implemented the enemy indication arrows. Other than that I enjoyed your game. Highscore was 12. |
| Apr 24 12:59:48 | 18m 38s | Berfism | ♥ 2 | Sorry to say that, but I'm a little confused by your game. I'm kinda stuck at day 7 and I lose all the time although I have like half my live left. Can't progress any further, so I have to base my review up until that point. The graphics and the background music is nice. The controls are in general ok. So, good job on that part. However, here are now some things that could be improved: * First of all my problem from the start. I don't know why I'm losing. You should always show the player why they are failing at your game. Otherwise they can't get better at it. * The sound effects are super weird and not fitting at all. I don't know where you got them from, but clicking around with bfxr or something similar should get you some fitting sound effects https://www.bfxr.net/ * The physics system for your enemies is weird because the faster enemies (katana dudes) are pushing the slower ones towards the player, which overwhelms you very fast. * I don't know why you have the well in the middle, but I would remove it and give the player the whole play area to move around. * The delay for shooting feels completely off. Stuff like shooting and jumping are things that in a fast paced game have to happen immediately when the player performs them. I know that you have a nice shooting animation, but in this game it would be better to shorten it to give the game more responsiveness. * I'm not really sure how buying health and attack alters the game, because I have no real connection to how much damage I get from the enemies (maybe a damage popup and a number for the health would help) and I have no idea if I shoot faster or stronger, with the attack upgrade. Everything was a oneshot, so stronger would not make sense to me. Anyway. Please don't see my feedback as negative and use it to improve this game and future games you are working on. You can be very proud of you to finish the game within the time. It will always have some flaws, like my games have too, but that's what you get for having a time limit. It's important to finish, have fun and improve. |
| Apr 24 13:58:06 | 58m 18s | Collect The Cores | ♥ 3 | First of all, congratulation to finishing your first game jam and doing all by your own. That is really a great feat to accomplish. You can really be proud of you. However, due to your lack of experience your game is of course not as good as some other games, but just keep going and your games will soon look and feel the same. Here are some points that could be improved for your game: * Some of your sprites are very washed out. If you have pixel art, then please select the "Point (no filter)" option in the filter mode for the sprite. Annotation 2020-04-24 155546.png * Your character controller needs some serious work. It feels to floaty and the gravity should be increase. Just increase the gravity scale in your Rigidbody 2D component for the player. rigi2d.png * Your graphics need improvement, but that will come over time. I hope you had a lot of fun during the game jam and you keep working on making games. |
| Apr 27 21:59:42 | 80h 01m | Dr. Glebin's Electric Brain | ♥ 2 | Really awesome game. Came here from the MaxLouisCreative stream because it looked very interesting and it's exactly my type of games. Got 146.526 on my first try. I guess that's quite high. Could have gone a little higher but i just focused on the puzzle at the end ;) Can't really say anything bad about your game. I take back the comment on the background because I completely faded it out when focusing on the different tasks. Fantastic job for being alone. |
| May 10 10:25:11 | 300h 25m | Angst | ♥ 2 | Sorry for talking so long to play your game, but I finally found the time. As already mentioned your team is just the biggest I have seen in any game jam so far and this is clearly visible in your game too. You can see all the work that was put into the game. I played the 0.1.3 version for the sake of the jam, because the 0.1.5 post jam version might have stuff in there that would falsify my rating Let's talk about the parts I liked about your game. The music is awesome. I really like the menu with the sliding animation. Might steal this for a future game ;) The controls in general feel good and I love that you put a sprint button in there because the normal speed gets boring after a while. The graphics are also very nice. I like the office scene a lot with all the animations going on and the sound in the background. I also enjoyed your take on the theme and the point that you focused on a very important topic. Anxiety. It is very important to show people who don't suffer from anxiety how it feels for people who does and the game medium is really awesome for that. However. I was really confused by the mind forest part. I was just wandering around, not really knowing what to look for. The only thing that I was sure was really good was coffee, but I only found 2 during the several trips I made to the forest. I was not sure if it was good to go to the forest, why I got out of the forest at some points. The monsters/demons were also a little confusing. Some of them cause a direct panic attack, others just increase the stress. The shadow ones do nothing or basically just show the paranoia. I was not sure what the glasses, the sugar cubes and one other thing (can't remember what it was) was doing. I was checking the journal and there was no useful information about them. I made it to day 4 with something like 8 blackouts and 3 panic attacks. No idea if that is good or bad. But. As I found the book for the first time which is great for paranoia (if I remember correctly), the game jumped to the end screen. That was a rough and completely unexpected end :D The forest also gave me some walking simulator vibes which in general is ok, but there was just no clear goal in which direction I have to go and the story was only progressing in the real world. So it was a little boring to wander around aimlessly. The forest background/ground also was a little weird with the the character just running over the printer and plants and stuff, but that's ok for a game jam game. Overall, I would say that it's a nice game, with some points that should be clarified to the played better. |
| May 10 10:37:35 | 12m 24s | Cubi & Spheri | ♥ 0 | You fooled me. Your screenshots of the game look really cool and I was expecting some cool gameplay, but yeah... To be fair enough, you mentioned in your description that you had some problems and the game is not where it could have been. However, I think the graphics really look awesome and I totally like the idea of you protecting your small brother or child which you have to charge up from time to time. I'm totally in love with the cable physics. Do you have any tutorial for that? I would love to recreate this and build it into one of my future games. I think I don't have to talk about the bad/missing parts because you already know it. I hope you had a great time during the jam and I would love to see a post jam version of the game. However, I know that this is something that rarely happens. Also with my games 🙈 |
| May 10 23:57:00 | 13h 19m | Evergreen | ♥ 3 | As promissed on my game here is my feedback to your game. Graphics, music and sound effects are excellent. The controls are also very good and my clicks are always registered correctly. I also liked how you used the theme in the game to show the life of a tree. Similar to how we showed the life of a Youtuber in our game 😄 The game felt a little repetitive, but due to the rather short play time and the possibility to speed the game up it was not really bad. I enjoyed the quest book. It does not add anything to the game because you basically complete all quests if you survive until the end, but it gives a nice feeling to seeing these items ticked off the list ;) We also planned an achievement system for our game, but the time was too short... I was really missing a way to pause your game. I don't know if there was a key for that, but there was no button in the game. Pausing a game is important if people have some issue that comes up and has to be handled immediately and implementing it in Unity is not that hard ;) Similar to our game, your game was also not really challenging, at least in the first part, because you have enough time to click on the threats. The second part was a little shock, because the gameplay really made a 180° turn. However, I enjoyed the challenge the game provided in the second part and the attack animations were just too funny :D I was a little angry that I fucked up the last letter of the 5th sequence and had to attack another time, but I managed to win the fight and complete your game. However, I have to say that I'm not sure if the fighting part is tweaked correctly. I have played the game on a 144 Hz Monitor and the letters for the 5th sequence had no space inbetween and for the 6th sequence the letters were all on top of each other. Is this intended or have you missed a Time.deltaTime somewhere? To sum it up. Really nice game jam game you have created there. Keep up the great work. |
| May 12 19:52:04 | 43h 55m | up in the sky | ♥ 1 | Really innovative game. Enjoyed playing it, but I just couldn't get past the level with the purple circle where you have to swing up (or right). Neither of the ways was possible for me to make... |