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Feedback comments for LD46
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| Timestamp | Since previous | Game | fiaKaiera's comment | |
|---|---|---|---|---|
| Apr 20 02:55:08 | Hamloon | ♥ 1 | It is a simple yet fun concept that could be easily be a small pass-time on mobile. I love the scene progression. It's a nice touch. Sadly the nails themselves are hard to see, and certainly the vignette effect doesn't help for that matter. Maybe you should state that you could drag the mouse cause I certainly see other people just clicking... and that's hard enough to do with such small nails. (and maybe add a toggle? my finger hurt after my attempts) Overall, still a good entry! Well done~ | |
| Apr 20 03:05:36 | 10m 28s | Social Life | ♥ 1 | Congrats on your first entry! Well at first it's confusing and you don't know what to do, so it's by default you just keep deflecting those events until you take one. That's where it starts. However, I thought these factor drain over time but that's fine since you did a +/- system. As for the shields themselves, I found myself just scrolling the mouse wheel instead of the 1,2,3. You should disable this as it made the shields act as only 1 shield. It's pretty alright. Let this be a stepping stone for you~ |
| Apr 20 03:17:05 | 11m 29s | Keep cats alive! | ♥ 2 | As nice as it looks on the surface and how relaxing the music is... there's a lot of not good things, sadly. * You may want to adjust both the music and the atmosphere down. The atmosphere especially as it was too loud. * For the controls, it's clunky. Very clunky. That or there's no clear instruction there. * The sense of movement itself induces mild nausea caused my the island waters, and you don't see how you move since the water is just one color. * The bars are there to check the lifetime of the island. That's good. I was confused at first if there was a cat or food on it though. So I thought it was bugged at first. Maybe some visual detail could help so you don't end up in empty islands. The idea is great, but the execution could be done way better. Good attempt anyways! |
| Apr 20 03:27:27 | 10m 22s | Skeleton Crew | ♥ 0 | Well well well what do we have here? Gameplay is not bad and it's straight to the point! Sadly I thought the potted plants on the desk was more like a mess of pasta so I thought the game was programmed badly at first. I thought there was like a drying mechanic too, but it's simple so no need! Just hope there were diagonal controls though! The audio is what got me! I laughed so hard and I wasn't expecting to use your voice! If this is your first in Ludum Dare, then well done~ |
| Apr 20 03:33:41 | 6m 14s | Link to the Flame | ♥ 1 | The flames are so satifying to spread once you know what to do!!! I actually thought those bushes was small trees because of units being usually small in an RTS. The only suggestion for me was to make the flames a bit bigger in their radius. I just find those burn offering too close to simply spread. You said you overscoped but the game is done well at this point. You should probably make it into a full game if that's your fancy! Well done~ |
| Apr 20 03:42:09 | 8m 28s | Darryl in Distress | ♥ 0 | Simple. Fun! I don't know how the detection works on some of these things. I tried to stray far enough but even Daryl is getting dragged from someone OUTSIDE the screen. I feel that shouldn't be. Other than the bug of A&D sometimes not working when mashing before a few restarts, the game its job very well! |
| Apr 20 03:50:33 | 8m 24s | Lighthouse Keeper | ♥ 1 | With enough improvment, this could be a good game. A psychological one. You could mess up some people here. A walk on the beach for me is useless unless that's how I gain money. Never used it after the third day, actually. I usually end up spending money on parts and gasoline and gasoline isn't really that useful... Other than that, this has a lot of potential in it. You should continue! |
| Apr 20 04:06:58 | 16m 25s | Protect the Babey | ♥ 2 | Game's fun. I can see the potential of it! I can't say I finished the game myself but I will leave feedback anyway. You forgot to say the walls include the ground. You forgot to say you can't teleport through walls. You forgot to say that they will teleport you to where your mouse is. It feels unnecessary to even through the cat further as it's too strong already... The camera does not help in the gameplay. It lashes too hard and will induce nausea. You are better off having it zoomed out more and not go too far from the character. There's actually a bug in this! I saw the gibs and all even though I caught the cat and counted as a failure. (You can even see the cat being held) Happens when you shoot too low and grabbed it at the same time. Good idea. Not so great execution... or rather the wrong decisions has been made at some point. As your first time doing compo. This is well done for the theme and the idea! Great job~ It has potential, too. If you have the spare time, you should work on it a bit more. |
| Apr 20 04:17:34 | 10m 36s | Flight of the Cepheus | ♥ 2 | I enjoyed this a lot! ... but the sounds are too blaring for simple actions. I get it when I get hit but it hurts the ears after a while. This fits very well and the mutiny was a surprise! I don't know what's the sense of a flashlight torch for looking at the whole crew though. Seems unnecessary. You should expand on this honestly! Reminds me a lot of Oregon trail. |
| Apr 20 04:27:25 | 9m 51s | Ninja and Mouse | ♥ 0 | This is a very simple game. A very simple neat game. A very simple addicting game. If there's an upgrade to get less friction when moving, I definitely see want this to it's full potential. The shop screen looks too chaotic and overwhelming to read properly. It takes a few good seconds to see what you should get. Other than that, it's all good. PICO-8 doesn't fit it anymore should you want to expand it to its full potential but the execution is wonderful. Great job~ Was getting there to break the seal, alas... ;~; |
| Apr 20 04:41:45 | 14m 20s | Planet Parasites | ♥ 1 | This game is very good I had so much fun~ Ability 5 is broken, well, supposed to be except for the cooldown, which is good! The whole system is well done too! Sadly I don't want to shoot when I click on the buttons too. I also panicked and tried to click the ability itself than pressing 1-5. You should probably allow that since the other buttons work just as well. If you have more time, I would like to see this flourish into a full game! Well done~ |
| Apr 20 04:52:42 | 10m 57s | Space Maze | ♥ 1 | This is almost a good entry! It just needs some more clarity. This is mostly the case because I was just going into the next area with most of the things that is not a wall or the exit useless. I wish there's more you can do but that's Ludum Dare, no? As for the music, sometimes no music is better than having a bad one. The loop is loud and more annoying than helpful, sadly. It would be better if there's more levels or some dedication to some procedurally generated ones. That's be very cool! |
| Apr 20 05:04:35 | 11m 53s | Penguin March | ♥ 3 | This is so adorable and I love them and I want to hug them. For improvements, I would really love some sort of a scrolling background when you move. It's pretty good! The wait button feels useless I was waiting for a few seconds standing until something happens to save on or get food, but I just stood there. :c The penguins not too annoying but I think a pitch / volume randomizer will help so everything won't sound too monotonic! Sidenote: I played this on Hard and finished on first try with 56 penguins left! If there were more opportunities on food, then I could have save them all! Great entry~! This has a lot more potential if you allow yourself to! |
| Apr 20 05:16:30 | 11m 55s | King's Table | ♥ 2 | Never thought a tower defense game has a place in the theme. Mixed with the chess vs chips theme it actually goes really well! The style of it blends well with the whole aesthetic, too! Though usually the game is meant to be slow, as a Ludum Dare game where rating is usually a gamble of time, it may be too slow. I was at wave 10 with only pawns. I was expecting to place a knight by wave 5. Other than that, it's nothing new but this is extremely good as an approach to a concept. Great work! |
| Apr 20 05:30:40 | 14m 10s | Torchbearer | ♥ 1 | The concept is there and it's cool with all the lighting well done! * Sadly, there's too many times you can just screw yourselves over and not undo your previous moves. (not just via undo button, but also just a way to push it out. A reset button is good too, but you don't have to reset oxygen in this case/) * The torch mechanic is well done! I thought it's gonna get darker passively, than later suddenly darkening after awhile and I thought it's gonna run out earlier than what it is supposed to be. * The gems are entirely useless! For score, sure, but I was expecting them to replenish oxygen. If you're greedy then you can go for it. Sadly does not help the game and feels more like a quick add-on. The wizard could've use those magical gems to replenish it! * Tap move. Simple as that. Hold too long and you could screw yourself over quite easily! Don't advise using hold move at all because of this. * It would be great if the spikes are a tad bit more visible. It's a good idea, but all of it could have been executed better. I think you can patch movement and a reset button during the rating for usability, but I'm not sure for the others. A job well done, still! |
| Apr 20 05:42:43 | 12m 03s | Keep the Dreams Alive | ♥ 2 | PICO-8 stuff is always a pleasure to see and this is no exception! However, the variety of the weapons feels a bit too same-y. The water gun I expect a steady stream or a passthrough shot, the cork gun I was expecting to reel it back in, the rubber band repeater is indeed short but I efficiently saved most of the night since all of them are a hit away, and the air strike comes in extremely late than expected. Holding down the button for the air strike doesn't give it a few favors since it was nearly instant. There's a bug I experienced by the way. I was using the repeater while the mouse button is held down. The next weapon was an air strike, but I activated it for a few frames while the button is held down WHILE the chest is present. Other than the same-y things, this is actually quite fun~ Congratulations! |
| Apr 20 05:56:32 | 13m 49s | The joys of parenthood | ♥ 5 | The game is well done! I love the minigames of each. ...that doesn't change about the baby though. But I think that is your intention. Baby needing meat, this spam in the end where you don't have enough. The idea of locking into stealing after stealing. Having no audio helps this creepy endeavor. Such is a reflection of parenthood to keep the child fed. Well done! What a great entry~ You may need to opt out of audio rating, since there is none. |
| Apr 20 06:09:35 | 13m 03s | DJ Data Bender | ♥ 1 | It's actually nice for once to see a Godot game out of a sea on Unity games. Like with everyone of course there was load issues, but had no problem with the executable. This concept has to be improved cause this is so good of a concept not to pass up! Well done on that! I've been playing with Digital Audio Workstations before, but never applied it as a function to a game!! I did find a cheese strategy though. After a while, since there's no rent to maintain yourself to coincide with the theme as well, keeping the party up is pretty easy once you have access to fireworks. Only using it at the last second. You've outdone yourself in terms of play and makes up for it even if the graphics and music side of things are not good. |
| Apr 20 21:13:57 | 15h 04m | Flamebearer | ♥ 5 | As with all platformers with the same torch-bearing concept the idea is very solid, sadly something tells me you need to do some playtesting yourself. As a side note, I was only at the second boss. * The graphics are so good on the characters and the trees, but sadly suffers from anti-aliasing being enabled. If you want to patch this game, then patch this please. Should be an easy fix. * Spells are NOT worth it. It drains too much of the flame. The damage is not worth it. It all feels like a 1-hit thing and not working anymore. If it's supposed to linger and be effective, the feeling is definitely not there. You may want to add an indicator the enemy getting damaged by them, like them flashing of some sort. * First spell should have some sort of gravity than not spawning in air at all. That way it'll always fall to the ground and allows those unawares to be singed by the heavy flames. * If not checkpoints, healing spell that uses coins. * Cooldown icons on spells would be nice, but clearly not enough time so I'll let it pass. * As a guideline, the buttons O and P shouldn't be in the tutorial. Tell them the option is there once you unlock it cause I was expecting something and not think it's bugged and not working at all. * Attacking is NOT worth it either. The range is too small and there's an obvious cooldown. I was expecting it to be an alternative to attacking enemies, not really as another spell. If your style is to be cautious, then the stage design is against that, especially the second boss where the whole stage is suddenly swarming. * The upgrade is 25 coins. Helps us to get to that sooner I think. If it's supposed to be a high level thing of some sort, maybe make the cost a bit lower and the upgrade weaker if you have upgrade stages. * The enemies move too fast, more panic and randomly mashing buttons than using the spells. If they're slower, maybe attacking normally would be a more worthwhile tactic. * I feel the enemies should give 0-1 coins? Maybe I haven't seen too much coins yet. * Sometimes, no music is better than any short music loop that feels somewhat annoying. Trust me on that. If you plan this to be a full game at some point, then please play around with game feel and how you intend others to play along cause this feels more like a mash of stuff put together, but that's Ludum Dare for you. Great idea, somewhat not good execution. Great job nonetheless~ |
| Apr 20 21:18:47 | 4m 50s | Type IT! | ♥ 1 | I wish I could give some feedback and play it proper, but with my unique conditions, Godot somehow detected the wrong monitor to fullscreen to. (it was vertical screen too) On top of that somehow I cannot type along. If you can make this a windowed game, then I would happily give a proper review and feedback. For now I shall hold out rating this game until you do. If you patch this game please, @ me when you can! |
| Apr 20 21:36:44 | 17m 57s | Lights On | ♥ 1 | This is currently one of the ones I like the most. The visuals are great! The atmosphere is great! I like the small little subtle noise filter. It helps a lot~ * Ooooooo hand drawn instructions! I love that~ * As for said instructions, if you're going for usability ZSX doesn't work too well. ZXC or ZSC works better. My hand naturally falls on C for light... which not saved me from a few deaths. * The flash is a very good mechanic! I suggest making it a bit less bright cause sometimes the monitor showing pure white in pure darkness is always not a good thing. However, slowly fading it in is always good. A very good move for you to do. * Maybe flash should be shorter in range too. I didn't expect to flash another guy on the other side of the map. * Of course like everyone else's feedback, the attack range is too short. Usually the case is that once you touch the enemy you are out of the game, even when frozen. * Maybe make the enemies unable to kill you when flashed. * I was expecting them to move again after a short while when flashed. It'll make those multiple hits more satisfying to pull off. * Unlike everyone else, I think the movement is fine in this case. Being floaty is not bad, just a bit slow, but it does add to the challenge, no? * Remove the health bar. That's very clear that you're only one hit away. * I feel the urgency is not there with the current timer to coincide with the theme. Maybe change it so that you have shorter time, but replenishes time when you fix a machine. So like, little generators that work together! * The game is mostly played using a keyboard. The menu doesn't help with that. If you're making a keyboard-centric game, it's better for you to have keyboard interaction with menus, too! Despite all of this, this is a very good entry! Great job~ |
| Apr 20 21:49:46 | 13m 02s | Plantasia | ♥ 0 | This is so good! You did the meditative experience very well. It's nice to see a relaxing experience after a while. As a physics simulation, it does its job very well to the theme surprisingly. (I got my whole plant fallen down and I have to start over and that makes me say "oh noooooo") It's pretty nice to see this little plant go into a very blooming tree~! The only problem that is the roots takes too much space and I don't see anything going on with them except growing. So maybe adjust the camera a bit higher so I can admire the plant itself more. Thank you for this experience it soothes me a lot. |
| Apr 20 22:10:40 | 20m 54s | souvenirs | ♥ 1 | Thank you for giving me this chance to remember some keen memories. You touched me in a sense that is very deep for something so simple. Even the questions are few, it does mean a lot. As a sidenote I did download the game as my browser doesn't take the inputs too well. If anything, there are a few issues that others have already stated, but I'll put my two cents in: * The typing sound. For something with a simple and calming atmosphere it is too out there. Like others have suggested well, do a more discrete and a bit more calming version. * Speaking of typing sounds, how about some for the user, too? * As for input, yeah you need to make sure the typing state is consistent. I found myself clicking on the window for every text prompt that is not the arrow keys or the enter key. * The display of the text doesn't really help with large blocks of text. It know it's made to fit the screen but I keep getting lost while I was reading before since it shrinks every time. It's better to do it with a fixed size. * Maybe a scrolling display with a fixed with of text works too. (I meant not sharp snaps.) * As for the text when writing. Spacing between letters will be appreciated. Again, thank you for doing this. It means a lot to me to keep memories alive... |
| Apr 20 22:24:58 | 14m 18s | Feed the Fire | ♥ 1 | **FEED. FEED IT INTO THE FIRE. WE NEED TO KEEP THE FIRE ALIVE. THROW YOURSELF INTO THE FIRE.** Such a simple premise but it somehow reminding me of Dark Souls... The idea is simple, but proven effective. Here's my two cents: * The game is properly doable on easy, but not so much in normal and hard... (but omg a drop-down!!! that's unexpected!!) * You may want to give a temporary sprint button. * Alternatively, something pointing to the nearest resource would help, but definitely not in this context. It'll feel cheap if you add that. * At first I was trying to talk to the NPCs. :b * I was expecting to throw into the fire in 360 degrees, but makes sense now why it's only in the front. But with such limited resources, the time to go around is usually not worth it. * It's pretty clear materials do not spawn. I was expecting to but, how the dialog was going I definitely know what to do next. I love that. * On the side, you could have gone even more crazy where the rocks are actually coal and even throw that statue into the fire. * That's all, actually. Usually I would suggest more. This is very good as a first compo entry! Great work~ |
| Apr 20 22:31:48 | 6m 50s | Heavy Petting | ♥ 1 | Aww it's a cute little kitty~ I'm gonna take care of it, pet it and make it so nice and str- OH FRICK I'M TAKING CARE OF A TIGER. WHY AM I TAKING CARE OF A TIGER?! AAAAAAAAAAAAAA This is a very small yet polished game! Someone like me usually gives proper feedback about certain points I have trouble with but other than having more places to avoid the tiger, this is actually pretty solid! Short and to the point! This is a very good entry. Applauses for you as you did a job well done~! This could be made into a more full game but as it stands, it's alright to be this short, too. |
| Apr 20 22:40:47 | 8m 59s | Elemental Babysitter | ♥ 1 | Simple and nice and straight to the point! It all looks so good and quirky too~ There's only quite a few things I could say about it for feedback: * You can screw yourself over already straight from the menu. All you have to do is click the screen without pressing "Easy" or "Hard". * I wish moving the blobs are relative to the position of the mouse on the screen, not holding and dragging. Doing that feels even my mouse is too slow... There's usually more for me to say when I give feedback but your foundation is already solid to me. Great work! |
| Apr 20 22:54:57 | 14m 10s | Keep It Alive! | ♥ 2 | For 48 hours you did a LOT! That's good! * As for feedback, I can't say any more that what syo said. But I think for me it's also the turning power. As for prototyping, you may want to start with the movement first, as it's always good to have the game feel satisfying before anything else. * Other than that, the difficulty is simply broken by the fact you only need to press up, be good at dodging and nothing else. Fuel could have been regenerated by landing to incite the challenge. The layout of the platforms too could've been placed with diagonals to force you to make use of the left and right buttons. * There's a bug at one point where you get 2 damage in one frame, thus allowing you to pass 0 and still survive with less than 0 shields. When doing programming do a `shield <= 0` check than a `shield == 0` check. You can fix this bug while the compo is happening, by the way! It's allowed. * Sadly the name being the same name as the theme gave me doubts at first. Glad I got that wrong! With all of this, this is a very good foundation. You should work on it more if you have the time! |
| Apr 20 23:01:48 | 6m 51s | Whale Dive | ♥ 2 | I was not expecting an actual atari submission! I was expecting more of an atari-esque than anything. I'm so happy you gave us the ability to try it out without even having an atari. I would give more feedback, but how it's designed it's already been addressed by Nyunesu like before. How the game works feels like it's unforgiving, more so if there's increasing speed throughout the whole thing. Not sure if that's your intention or not but even the whale doesn't have that fast reflexes or movement like the dev does! (unless you need the joystick to move faster/slower better) Anyway, it's amazing for someone to make an Atari game in 48 hours. Especially since Atari programming is already challenging to do since it's on older hardware. (As a sidenote, I am rating graphics compared to other Atari games, which is already pretty alright.) |
| Apr 20 23:21:15 | 19m 27s | myBUDDY O.S. | ♥ 1 | A game that interacts with your desktop?! Somewhat... but still interesting! * The only problem with this game that it allows you to interact with the desktop. I use an app called Fences to show and hide stuff and not keep mis-clicking on opening new apps on the desktop or accidentally refreshing my browser. A lot of issues could stem from an interactive desktop! * Okay maybe the game is also not making me click on stuff more. I find the lack of things to interact with quite boring unless you want me to play other games while playing your game! Other than that it's a very quirky game and I'll give that a pass in my book~ Very cool! Great work~! |
| Apr 20 23:47:54 | 26m 39s | The Light Child | ♥ 1 | What a fun little game! * I can't say I got far cause at first I was just feeding the flame and not getting the orbs but that's a fault on my part. I think it's mostly because of the thought, like other games that uses games, thinking the fire slowly dies. Considering the enemies, I am glad that is not the case. * The difficulty actually only starts once the enemies spawn in. Otherwise, you're just a lost chicken looking for orbs at first. * Knowing the difficulty later on, I think the ability to hold two things will be extremely helpful especially later on with 4 orbs. (To balance it out, you can interact with two items held) * I didn't know you can use the sticks as barriers! That's handy but not obvious until you got defeated the first time. * At the same time, you can easily lose your axe.. which makes the game impossible to complete, especially if the flames are now and you are carrying something that is not the axe or the child. * I was not expecting to move the child and thought I was only constrained to the map at first. More tedious than intended maybe? * With the limited visibility, more landmarks are always nice! * As for usability Z and Space don't feel too well. WASD + Mouse Buttons can work better or Arrows + ZX (XC to consider QWERTZ keyboards) will work just as well too. This game holds potential and it's a very neat entry. This is extremely good as your first entry! Congratulations and I hope to see you do compo again in the future! |
| Apr 20 23:57:24 | 9m 30s | campfire | ♥ 1 | Such a simple thing you need to do but quickly devolves into chaos and sanity of getting the fire back from the body. I love this game! It's easy to learn, too~ There's a few things I need to say for feedback: * It's nice to keep that up once the chaos starts going. I felt it cheap once I place the fire it literally gets grabbed on the same move. At least there should be 1 turn of it being there so I could recover some of the score. * Though it plays good as intended, the score system feels a bit useless. I feel a fail state is missing for reaching 0. I saw the numbers go negative. A highest score is nice to see! * For visibility, a dotty field feels very much of an eyesore after awhile despite the player and the enemies clearly seen. Try to lower the brightness of the field next time. Other than that I had fun playing this game. Great work~! |
| Apr 21 00:28:02 | 30m 38s | Space Station Alpha | ♥ 1 | The game is very ambitious and does a lot. I like it. I like the whole game in general! * Like what IronyGames had said. A checkpoint system will help a lot. * Some of the stuff I want to fix are behind objects and looks impossible to fix... If those help with o2, that's a problem. * I thought the same blowtorch can be used continuously since it's an item that appears alongside the suit and such. Apparently not... or rather it feels it's not. * At some point I thought I could sacrifice some energy and o2 in place of the lack of ammo. Definitely not the case. * The moving UI was actually pretty jarring, in my honest opinion. I want to see this as a full game honestly! Great job~! |
| Apr 21 00:37:56 | 9m 54s | Reasonably Safe Working Conditions | ♥ 2 | I grabbed a friend and played it on the same screen. It's actually quite fun, ridiculous and addicting! * The jump feels too sharp and can easily trick the mouse and go to another death point. By accident. * Though it's expected to only have one level because it's Ludum Dare, definitely a variety of stages would be fun. * The left stage doesn't really have much to go on sadly. If the jump was not so sharp, the top-left would be a kill point! Other than that, its simplicity makes it very polished. That's already a feat to do! Great work~ |
| Apr 21 00:55:38 | 17m 42s | Help! I'm Broken! | ♥ 1 | I solved it pretty quickly. It's a nice experience! It's like a portion of an escape room puzzle, except the puzzle is about not escaping but fixing a robot instead. I love the twist at the end too! The note for clicking the tabletop helps a lot after that feedback from cannedveg. As for me I only wish the turning would be faster. Turning up and down felt weird too. It should feel like turning items left or right. This is very apparent when the item is at an awkward diagonal angle. As for the theme, it's not so apparent here. It would be if there was a timer involved to fix it before it completely dies. The game does show potential overall. Would love to see this flourish! Good job~ |
| Apr 27 11:56:32 | 155h 00m | KeepAlive | ♥ 2 | OOooooo!! A TIC-80 game! A network themed one too. I gave it a shot. Not bad! Polished for one, too as a TIC-80 game. Definitely addicting, I might add but I have my restraints to go for that long. Here's a few critical things for it: * This is one of the games that you shouldn't have hold to move. This has lead to frustrating movement where you go to one lane and accidentally hit malware through simply holding. * Being not bound and looping back up or down is a good thing though! I really like it~ * You conveyed information wrong here for "Packets Dropped". I know the 2nd number there is the malware you've avoided. But, to any other person without getting any context this means that I've dropped "0 out of 50". * It conveys that "oh hey I can avoid more than 5 packets now, neat!" * Other than for bragging rights, that 2nd number doesn't have to be there at all. It's better to show a "0 out of 5" than the number of malware packets you've avoided, this is to make sure that it says you can only drop 5 packets. * I could say it's a TIC-80 thing but that high-pitch repeating part of the music diminishes the experience. It's the part that some people find grating. Could've been a more subtle thing but it's pretty much blaring despite even as a cover. Other than that, all of the other parts of the game is well made and considered and difficulty scales proper. I got to 96 and I think it's a good enough length to give proper feedback. Great work~ You did well! |
| Apr 27 12:16:12 | 19m 40s | Boomin' Zoomin' Lil' Lamb | ♥ 1 | I love this. Silly, simply, witty, fast if you wanted it. * There is a usability issue for gameplay: A, D and Space suggests you have mouse controls. On its own it does feel awkward. * As someone who would play games, consider doing these: Left/Right Arrows & Space; or A,D and any mouse button. * Visually, boosts felt like mines and convey the wrong thing at first. People who don't pay attention to that might say that as a bad thing. Red is usually the color for things to avoid. So I think it's better to mix in a striking color for you to head on to, like green or cyan. * I might say though, I love the dithering effect! * How I got far is actually quite interesting as a strategy, always be boosting later on the ramp, so you get into that sweetspot of a middle lane between the high-rise of obstacles and the ground. * That said, going too high in the sky suddenly turns the whole game cheap and scary because you're blind of the below. Some camera work is definitely needed but that's Ludum Dare. No time for that complex stuff! * I think others would agree that moving left and right, while good for aligning at far away, quite annoying to drive with especially if you and me agree that ramps and mines are the best thing ever to launch a sheep away and actually keep a combo going so we cAN GO FAST AND BLAZING! * Thanks physics for actually making it very satisfying to boost. That's one thing you've definitely done well! * Either make movements more sharp, or actually allow to slow down or go faster through the use of W and S keys so you can align yourself more. (W being the more riskier strategy) * Your music choice was the least part of the whole experience. It would've been more fun if you got some driving music to keep you going. This one felt like a stroll, which is all against the experience. As a mobile game, this will definitely work as a very good pasttime cause who doesn't want to zoom a lamb high into the air, chaining that adrenaline down? I got **5320m** by the way! Definitely had fun with it~ Amazing work nonetheless! |
| Apr 27 12:32:22 | 16m 10s | OtherworldlyFlavors | ♥ 1 | As someone who usually gives feedback in-depth. I'm amazed on how you designed this game, as I have literally none to report. I do wish there's sounds with consequences though, but that's Ludum Dare, no? I'm pretty sure that everyone has said their piece before about not reading the text anymore and about the delay of the UI so I don't need to address that further. So if you're gonna improve this game, then random events should take place and it would actually be really interesting to see this kind of game flourish as the story and mechanics about managing all of this and making sure this plant stays alive without going over and under. Once you get the knack, it's actually pretty easy to figure out and finish all 30 days. I do like the how this panned out. Outstanding job! Pretty good as your first Godot game too! |
| Apr 27 12:51:55 | 19m 33s | Hive Alive! | ♥ 1 | I love this game. You made such a complex game with so little time. As a strategist, I do admire this a lot. Well done~ Though the flaws and feedback I'll be stating are mostly the same like everyone elses. * I am glad you addressed about the lack of time and putting the details in the entry and on the itch page. I know most if not all of us will have no time to add a tutorial beforehand. * I do suggest going simpler next time, cause making a tutorial for these is actually also time consuming. * I am also glad you gave a note about the sound beforehand. It's actually quite considerate of you. * Most of the problems lies within the dithering pass you made on the camera. This is the only thing and the sole reason that it topples your entry down by A LOT actually. * This made everything hard to see. This made even the stats you added last minute unreadable. * I know you have some fancy tech involved, but this turned out to be a lesson of "too much". I hope you've taken note to that. * Props for the movement indicators to be very clear and stark. * Though it's not pointed out, if the game is actually in a very small resolution, you CAN read the details. But then you'd get the conundrum of the game being too small. * The camera angle, though a bit of a conundrum with how you made it. You struck that good balance. Definitely adjustments are needed, but I'm glad you have taken note of this. * Even though you stated about the camera controls, they don't help. I was expecting that to circle around, which is the one that's supposed to help with such visibility and detail. I was about to suggest to place it on the entry itself, but I don't see a need to anymore. I really want to play more of this if not for that darned filter. I did survive at least 15 turns. Really with I could've rated it better but sadly can't. Good work nonetheless. |
| Apr 27 13:23:58 | 32m 03s | Feeding Time! | ♥ 1 | This game is a very fun experiment with mechanics. As a beam-shooter it works so well with the raycasting. Great job~! The aesthetics mechanics made it very well fun experience also a MILK JETPACK already attracted my attention when I saw RECOIL! So here's some feedback: * "Press Start". You don't need the menu when Esc immediately closes the game. * On the first stage, it's makes it clear that you're supposed to use the milk bottle for parkour too. But there's one section where on the first parkour section, there's some awkward block placement where you need to do a vertical parkour jump on the north then back down. Untitled.png The way it's designed suggests they are of the same length, but in reality not. Some who are oblivious will just keep trying straight on and not mind the top block there for a good while. * As a sidenote, kudos on making checkpoints and thank goodness you did so. Otherwise, it'll make everyone VERY frustrated. * As for visibility, the contrast between spoiled and clean milk won't be too obvious for those who can't see very well, especially on a night filter. * Good job for the cursor indicator though. It highlights both darker and bright areas. An unintended quirk about it is when passed through a night filter, the lower white half actually turns really visible in contrast to the spoiled milk. * Back to the milk. The milk indicator at the bottom left blends in too much with the spoiled milk especially on areas where it's filled with it. If the bottle has a dark background, you can easily tell how much milk you have left. * The indicators themselves should probably be on the character as small indicators. Sometimes you just don't know when you got hit or you're low on milk since the HUD is pretty small. * This would be better if you have air friction of some sort to better tell about the recoil. But that's a bit advanced already. * I think from the perspective of others, it is a bit challenging, especailly the first stage. Once you get the knack, it's actually somewhat easy. But that's me from my platformer experience. * I know you didn't have the time to, but yes I feel this deserves some sounds! But that's Ludum Dare I suppose. You sadly run out of time. * Thank you for providing an *.exe file. This is really helpful! I think if you plan to make this a full game, go for it! A lot of people like it already from the get-go despite the problems. Great work! |
| Apr 27 14:40:52 | 1h 16m | Antarctica Story | ♥ 1 | What a cute exploration thing~! It's actually quite responsive and nice, but here's mine and a recap of everyone's feedback: * Your intro and ending: Your intro is quite nice and I love the premise here, but the way that the game works is that if you fail, you'd end up with a very slow piece of dialog. How the game is designed works against what you want. I know it's perfect for feeling bad, but this only gives a feeling of aggravation. Which leads to my next point: * When you die in the game you are penalized about three to five seconds give or take. Not just that, you actually need to experience that penalty each time via a very slow transition. It's supposed to say that you're dead and you should be careful. The design of the game, again, works against how you designed it. * If this is inspired by Celeste, the game design around is that you quickly get back up on your feet as soon as you fall into a pit/spike. The one-hit death mechanic keeps that in mind so you can keep retrying with ease. * When you're designing a slow death, then you MUST have the ability to take in multiple hits. Otherwise, this slow fade is actually a VERY BIG downfall to your game due to people raging about each death every time. * The fact that the timer is still going is also a deeper shot on the foot for your time. * The map design, while good for precision platforming, is not good at all when you take in tight spaces. * The way Celeste's maps are usually designed is that it takes into the account of direction. The first part of the stage is already against this and is already the starting point of the frustration. DizzyFantasticAnnashummingbird-small.gif The first thing you want to do is to move in, right? But you want to get through it easier so you hold up to float, then right to go to your direction. You'd end up dashing top-right instead because you have both up and right held down. * This is not really a problem if the death and respawn time is quick. But if the death time is accounted for, then this path would be actually be a lot bigger to show you're doing that. * The second problem with the map design is that you can't differentiate between what you can go through vs what is a pitfall. This leads in to problems where you do blind jumps. Frustration amplified with the death especially when the clock is ticking down. Untitled2.png * This is usually circumvented with arrows saying that you can go through this, or adding warning signs that you cannot go there. * This also applies to invisible walls going left or right. It suggests you can go there, but in actual you can't and wasted even more time. More time to frustration. Please add walls to prevent these. * Other things about the map design: * There's this one section where you want to go around the whole horizontal area with falling blocks. Most people will just wait on the first block to skip all of that back and forth. It ends up being filler. * Both paths going back for each shard is easily done with jump to a death than skillfully going back. * Another big problem is that 60-second timer. I think this may have been a last minute decision. If you timed this, there is no way you could get ALL 3 apples, and both shards. * Again, the clock ticks down for each death, which makes it more unforgiving. * Two minutes will be good if everything is considered. * Finally, on a lighter note: the controls and usability. * Z and Space is pretty awkward. When both keys are hovered on, your hand will lie like you're gonna scratch like a cat at anytime. This natural position is uncomfortable. * Your hand will naturally lie on WASD and Space. If you want to have comfortable controls, you're better of using Shift/Ctrl + ZXC for jump and dashing (avoiding Z to account for QWERTZ keyboards) This would have been a very good precise platformer. But as it stands, the design of all of it are going against what you're trying to design for. As a second game, it definitely needs work but great job nonetheless! |