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| Timestamp | Since previous | Game | Filip Bergkvist's comment | |
|---|---|---|---|---|
| Apr 24 21:14:47 | Aniyah | ♥ 1 | Unfortunately, I played this game on a laptop with no mouse at hand, so forgive me for not completing the game, which is my fault not yours! I will not hold the game back in the ratings for the frustration this caused. From what I played, I think it is very impressive that you actually got a narrative and story into a jam game! I read other comments saying that it has a twist ending too, which sounds cool. The lighting and graphics look really good, altough some more animations would have been nice to have. The controls were tight, but I have to agree with other comments stating that dying by 1 shot and no checkpoints feels quite cheap, I would have really appreciated some more fair balancing, especially since it is a small game meant to be played in a short amount of time. The maze like levels mostly got me following the walls, since there was no real way of knowing where to go. But overall, I liked what I saw, and going for procedurally generated levels in a jam is very impressive! | |
| Apr 24 21:39:39 | 24m 52s | DANGER! Alien Cow Thieves! | ♥ 1 | The artwork is truly amazing, and the transitions in the main menu are of such high quality. Sadly, I didn't feel that the rest of the game lived up to the level set by the art and audio. The jumping felt too short and unresponsive, I often felt that I jumped, but the character didn't. I had a hard time getting onto the platforms, since they obsctructed moving upwards, and the constant enemy fire did not help since they pushed me around quite a lot. Since the regular enemies posed no threat other than pushing me around, I just ended up running back and forth between the top platforms, spamming attack and hoping for the best, which proved to be a great tactic. It was especially great after the game bugged out and stopped spawning UFO's, which made the game endless since I could not die, but could still collect points. I stopped playing at around 7000 points, since there were so many enemies that the audio started cutting out. Overall, it was artfully amazing, but the gameplay got stale after a while. SoManyEnemies.png This was my game at around 7000 points c: |
| Apr 24 22:05:14 | 25m 35s | Atuin | ♥ 2 | I feel like the game really needs either a story or a tutorial to tell the player what is expected of him/her. The game jumps straight into you steering a small ship in space, protecting a turtle getting attacked by spaceships. I didn't really find a purpose in the game, other than trying to shoot the enemies because it is a game. On the topic of enemies, they were quite hard to destroy, taking several shots and spawning way faster than I could shoot them. They also drop lighting bolts, which I never figured out the purpose of. There are UI buttons everywhere that you never explain, but by trial and error I found that the Fast-Forward button changed weapons??? An info button tells me stats that mean practically nothing, and the options show settings for music and sound effects, which are also separate buttons in the main game. Why so many buttons? There is also a store, where all items are called Weapon1 and cost 100$, so I'm guessing it is unfinished. I would like to know where you got this art from, since it doesn't match the rest of the game at all, I assume that it is downloaded? If so, why do you accept ratings in graphics? Store.png I understand that the game is unfinished. There is a separate category for unfinished games, but you decided to publish the game here on Ludum Dare, so you should expect criticism fair to everyone else. This is however your first game on this platform, so I don't want to discourage you from continuing developing games. This is better than many other games here, but you should prioritise your time better and focus on the important things before spending time on in-game stores and option menus. |
| Apr 24 22:21:07 | 15m 53s | Keep the Party Alive! (Solo project) | ♥ 1 | It was quite fun actually! The character models really fit the game, and the animations are nice. I felt like there was too little to do, but maybe I missed something? I grabbed the banana suit, and then I was a delivery boy of both beer and pizza for all my guests, but I never found anything else to interact with. I lost quite quickly, even though I tried to be fast with my deliveries... Anyway, there are several technical issues to fix (camera as mentioned before, friction on the walls can easily cause wall climbing, camera clipping through walls and such) but the game itself was absolutely enjoyable! Well done! |
| Apr 25 11:54:20 | 13h 33m | YMGYPBVF: You Must Gather Your Party Before Venturing Forth | ♥ 1 | Hi! Thank you for rating my game! I wanted to check out what you made too c: I never finished the game, I couldn't figure out how to get my knight in the front on this part: Hard.png However I think I have got a good taste of the game in the levels I actually finished. Pros: I really like the concept, it's the ice puzzles from Pokémon taken to a whole new level since I have to think about all 3 of my party members. It also has some of the fun of those sliding puzzle games, where you know where you want a party member but have to figure out how to get it there. Overall, very fun, and I think the leveld design really shines through, and I didn't think there were too few levels, and all the levels I played had something new to bring. Well done! I also didn't find any bugs or problems! Cons: However, the graphics and especially audio hold the game back a little for me. I (contrary to many others) think both those areas are very important, so sorry if I am a bit harsh (you were the sole developer though, kudos for making this all on your own!) The graphics, while simplistic give off a very MsPaint look, but it definately gets the job done. The audio however, while the ambience is nice the dying/killing sound effects are loud, harsh and are clipping. |
| Apr 25 12:06:56 | 12m 36s | Come to Mama | ♥ 2 | Hello! Thanks for commenting on my game! Now for your game: The audio and graphics are superb! From the first screen to in the game, every sprite looks great, and every sound effect and music track fits in. Really superb! I personally thought that the automatic picking up of blocks was inaccurate, and didn't always work like I wanted, which left me frustrated. The blocks were also in my opinion thrown too far (maybe because I'm so used to Stardew Valley), which often made me lose since I missed my throw. However, I think that the level design was fun, and a double puzzle to both figure out a plan and then to execute it. Overall, super polished game, but the gameplay frustrated me a little too much, the combination of inaccuracy and the fast pace needed to stop the baby from running into the monsters was a little too much for me, sorry. I want to empathise that it's just my opinion, and given some more time I could probably get used to the controls! |
| Apr 25 12:31:27 | 24m 31s | Meal to Kill | ♥ 2 | Thank you for playing my game, here's what I think of yours: I love the talking sounds! I don't know if it's just gibberish or actually russian, but to me it sounded like fun gibberish, and gave the king loads of character! That every level had it's own rules made it more varied, however the levels seemed to change too much based on the rules, which made it quite obvious what to avoid. If, say, there were fewer items but the same every time, then a big change would have to make you think more. Now, on the drink level it was mostly just drinks, which made it very easy to remove the other items. Still though, it was fun that you changed it up! The music is great! The sound effects were sometimes a little too loud, causing clipping but I still liked them and they fit the game really well. A tip for the fututre: I know that you guys are russian, but I think that a large majority of your players will want the game in english, so maybe you should default to that and just have a russian option? I am biased though since I don't speak russian haha. Well done! I really like it. |
| Apr 25 16:10:39 | 3h 39m | Cataracta's eco-friendly adventure | ♥ 3 | Hi, you (@mccheesebob) played my game, so I played yours c: I don't really know what to do in the game, at all... I just walked around aimlessly, carrying and dropping the flower when I felt like it. Since I never quite figured out what to do, WAIT. I just read the comment from @cataclysmicknight saying that you can walk to the right! One sec... Ok no I still have no clue what to do. I walked through a few rooms, found a big flower, and then went back to the start somehow. Since you didn't have time to add explanations in the game you could add clear instructions here on Ludum Dare so that we have a hint of what to do. Anyway, the art is simple, but nice, I especially like the animation on the little player robot! The movement works well, and the music, while only playing shortly after entering a new room, is fresh and fits the game, I like it a lot. However, there are a few simple things you could have done to have raised the quality of this game significantly (with only a small amount of extra time). Since this is your first game, and you seem very keen on joining again in october I'll give you some tips for if you would do a similar game next time! * The player sprite should save it's last direction, so that it doesn't flip every time you stop if you moved to the left. * Sprite sorting can be difficult, but in a game like this, sort sprites dynamically through their position.y value. Higher y values should give a lower (I think) sorting order, to make them go further back. Add an offset to the y position to make this more configurable, since you should sort by the "feet" of a sprite, not the pivot. * There is a Pixel Perfect Camera package from Unity that fit games like these really well (we used it for our game) so that the pixels scale up perfectly. This, combined with turning AA off would fix the lines that sometimes appear between your background sprites. * Make everything you can as clear as possible. There is no real way of knowing that going right leads to a new room. The elevator door doesn't open. Dropping an item keeps it in the exact same location, so you only notice that it is dropped after you move. These things should be made obvious with animations, sound and such. * The transitions are very jerky, save the camera position relative to the player upon starting the transition, and then place it at the same relative position upon ending the transition. * The default blue Unity background is ugly, if it was the same blue as the window, it would have looked WAY better (and reinforced that it is space) And remember, stupid people like me will play your game with no background whatsoever in what the game is (except for what you tell me). Try to reserve some time for at least writing some text on the game page, or if possible, make a tutorial/text in the game to tell the player what is needed to know. I have no doubt that your next game will be much better (my first one was absolute trash...) so keep it up! Remember that small games made well are often better jam games than big unfinished messes. You were also 5 people, and with some more experience next time, you should not need "ran out of time" as an excuse. Prioritise, focus, and most importantly cut unneeded features. I'll start following you guys just because I want to see what you do next time, don't let me down! Also, feel free to @ me here with what I'm supposed to do, so that I can give it another shot! |
| Apr 29 16:58:27 | 96h 47m | MicroVore | ♥ 1 | I think the aesthetics are really cool! The audio is really good, but the crunching sound is both too loud and sounds as if it's coming from inside my head, like if I'm eating some legos. My GTX970 could barely handle this game in 1440p, but it was playable at least. |
| Apr 29 17:06:49 | 8m 22s | Whale Dive | ♥ 0 | I find it amazing that you made an Atari 2600 game for a ludum dare! I would love a breakdown video or post similar to that of Micro Mages or something to go through how a game like this is structured, code wise. |
| Apr 30 19:26:23 | 26h 19m | Coxless Dirible - In 72 hours around the World! | ♥ 0 | I had a fun (but somewhat confusing) time with this game! I like the actual gameplay, running around and doing stuff, but the connection between what I did and the effect of that action was hard to follow. I still don't know precisely what the log burner and green reactor does, but hey, I kept feeding them resources and it seemed to turn out well. |
| Apr 30 19:53:02 | 26m 39s | Drop the egg Jeff | ♥ 3 | I am conflicted with this one, I feel that it has a lot of potential but falls short in some areas. I like the core idea, but it just feels a little too janky for me. The controls and animation are too slow, it feels like I'm running in water. The sliding animation is very jank, and me turning around leading to the egg just falling feels super cheap. The art is also inconsistent, the character is toon shaded but the backgrounds and egg are all pixel-art. I understand that you'd argue that the hard controls are part of the game, but contrary to some comparisons to QWOP where the game is hard but predictable, I feel that this games controls don't do what I expect them to do. The start of running was too slow, and the stopping was too fast. All that said, I think that the game was fun, and often hard in a fun way. Sorry for being really negative, I did actually like the game, and my rating will not be as harsh as this comment makes it out to be! I just read on Reddit that you are continuing development (if I remember correctly) so I want to give some constructive (and kind of harsh) feedback. |