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Feedback comments for LD46
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| Timestamp | Since previous | Game | LuckyFeathers's comment | |
|---|---|---|---|---|
| Apr 21 21:16:40 | Time is of the Essence | ♥ 1 | Amazing that you made so many games in so little time. They mostly work very smoothly, but like others here I have to agree that it's way too difficult. Remember that you've practiced these mini games for 72 hours, and we new players only get 5 minutes or so. | |
| Apr 21 21:52:30 | 35m 50s | Save The Buddy | ♥ 0 | Fun concept! Good and simple art and music. The core gameplay was a bit faulty at times though. The guy didn't always get launched towards the mouse. Sometimes he went the complete other direction. |
| Apr 21 22:10:55 | 18m 25s | Are you kitten me, Cthulhu? | ♥ 2 | Fun game. Goofy games like these usually work quite well for game jams. One complaint is that there's not really that much strategy or planning here. Tentacles spawn suddenly, and all you do is shoot through that window until they're gone. Maybe if there was a warning in the window before the tentacles spawned so that you could plan ahead somehow? Or maybe you could have a wave to keep a kitten safe, like some cage where they're protected. Occasionally they wander off and you have to put them back. That way you'd give the player a strategy decision to either focus on killing tentacles or on putting kittens in the cage. Also, for text you should use TextMeshPro (TMPro) over the regular Text and TextMesh components. It looks a lot better. |
| Apr 21 22:58:18 | 47m 23s | The Last Primpy | ♥ 0 | Cool! You've done a lot of work considering it's a solo game. Music and art work quite well, and it's a nice experience overall. Maybe the game could have been a bit more difficult? Like, if for example the boost required power, then there would be more of a strategy element to it because you could only use it occasionally? I found myself just holding the shift button constantly. Anyways, great solo game :) |
| Apr 22 10:38:26 | 11h 40m | Lone Soldier | ♥ 0 | Cool game! You've made a fully functional FPS in a weeekend. Good job! The game was quite difficult at first, until I figured out the enemies have a max range and that they aim straight at you. After that it was quite easy. I wish the enemies had longer (or infinite) range, and that the direction of their bullets was slightly randomized like the player's bullets, so that you wouldn't die instantly the moment they get in range and stand still. Also, keep in mind that this is a game jam, which means people will be play testing lots of games. Most people won't spend more than 5-10 minutes on each game, so there's no point making 4 levels that take at least 5 minutes each to complete (and even longer if you die a few times). |
| Apr 22 21:53:44 | 11h 15m | Invocations | ♥ 0 | Looks interesting, but difficult to understand the controls. Should have been more clear what the buttons the book told me to press actually did. Maybe some blinking box around the thing it affected would help. It's a shame though, because the music is great and the art looks great as well. |
| Apr 24 23:54:15 | 50h 00m | Alien Intensive Care | ♥ 1 | Really cool for a compo game, but I must say I struggled to understand what to do. Especially that bleeding game (or whatever it is, the one with the cotton pads?). I never figured out how to do that one. I also didn't understand at first that I had to keep pressing space repeatedly throughout the whole game. To be fair, that was written in your description, but not everyone reads that. A simple feedback, either a sound or something visual, when you hit or miss the rhythm, would have helped a lot. Either way, great game, especially for the compo! |
| Apr 24 23:59:41 | 5m 26s | Look back | ♥ 1 | Cool game @fables! :) I saw Dan play it on his stream, and now I've tried it for myself as well. Great solo game entry. Art and music are great! Whenever I went into fullscreen though the menu button ended up almost in the middle of the screen? Seems like you have your canvas scaling set to constant pixel size? |
| Apr 25 00:08:44 | 9m 03s | Vestige | ♥ 1 | Hey, that was really cool! I loved that the platform also acted as a healthbar. Controls feel great, and the screen shake as you take damage is neat. I wish there were some sound effects and that the music was a bit more... hype? Really would have fit the game. But hey, for a solo jam game this is great! |
| Apr 25 00:17:27 | 8m 43s | Competition of Living | ♥ 1 | The music is awesome. After like 3 minutes it starts to get annoying though, but it's still awesome! =D Good game overall, especially for a compo. |
| Apr 25 00:29:05 | 11m 38s | Crab It Alive! | ♥ 1 | Solid entry! It feels very complete with fitting music, good sound effects and pretty art. I like that the fish count acts as a health bar. It was a bit difficult at the beginning though. Maybe there could have been fewer (or no) eels at the beginning, and they would gradually become more and more, or just move faster or something. Also, the grab range was a bit short; I often found myself kicking the item away when trying to grab it. |
| Apr 25 00:40:31 | 11m 26s | Trail Blazer | ♥ 1 | Cool idea! Reminds me of my very first Ludum Dare game where the theme was "running out of power" and I did something similar where you're a fireball who has to avoid the rain :) The controls are pretty good, the graphics are pretty good and the music is pretty good. One thing I really don't understand though is why you went for that recharge mechanic. It took me maybe 10 plays to realize that you had to stay at the lumber for the entire duration to heal. This is unnecessary. You should either make the player immediately get bigger when he hits the log, or gradually get bigger whilst staying close to the log. The current implementation is unnecessarily harsh and doesn't contribute anything positive to the game. Aside from that though, a solid entry. |
| Apr 30 22:07:26 | 141h 26m | MagniFire | ♥ 4 | Really nice art and music, but unfortunately the gameplay is a bit lackluster. There's nothing wrong with the general game mechanics idea here, but it seems like the game never becomes more difficult? I wish the magnifying glass would start moving faster or that the damage radius would increase over time. Also, it seems like you're setting new destination points for the magnifying glass, but eventually it just ends up going back and forth between the same two points forever? It's a shame, because the art is great, especially the cover picture, and I think that there's some potential here for a really cool little game. Good luck next game jam :) |
| Apr 30 23:24:39 | 1h 17m | Untitled Sport Game | ♥ 1 | Fun little game. The game works quite well, and it feels complete. I do feel like I was thrown straight into the game quite quickly though, and would have liked to have a simple tutorial level where there was no AI and I could just practice shooting the ball around. Also would have liked to have different difficulty settings for the AI. Doesn't have to be any complex code. Just call the AI you currently have hard, and then you make easy and medium where he simply just moves slower. |
| May 1 22:53:18 | 23h 28m | Lord of the Packets | ♥ 1 | Cool concept. I generally enjoy creative typing games, and this was a good one. I have a couple of minor changes that I believe would improve the game a lot. Firstly, there needs to be a tutorial here. Yes, you have detailed instructions on the game page, but people either don't read that or forget what they just read. A tutorial doesn't have to be anything complicated, just have the first package be a tutorial level. Disable the timer during the tutorial, and highlight next command the player has to type. Secondly, there's not really that much gameplay here because you lose after a certain time no matter what. I wish you'd get more time when you send a package, and that the timer runs down faster as the game progresses. Or maybe the packages would come in continously, and the timer is only going down when you have a number of packages in the queue. Like, make it an overheat meter as opposed to a timer. Thirdly, and this is a minor one, I feel like the commands are unnecessarily difficult to type. Instead of 'extract-data', why not just 'extract', or 'resolve' instead of 'resolve-data'? Also, instead of input fields being named 'inputX' and packages being named 'X' where X are numbers, why not do just inputs as a single letter and packages as a single number? So for example, instead of 'resolve-data input0 0' it would be 'resolve a 0'. |
| May 11 21:35:41 | 238h 42m | Bunnurse | ♥ 1 | Really cool game! Great work with the 3D modelling and art in general. Love the intro cinematics! I also really liked the whole idea behind the game, being a medic in war trying to save people. And the mini games were a great addition! One small issue was that the days didn't really... matter? I mean, since the number of saved bodies carried over to the next day. Would be cool if there was a bar with something like "War status" instead, representing how the war was going? Like, the more soldiers you heal, the better the war goes for your side, and if it goes all the way down you capitulate. That could also make it possible for a win condition if that's something you'd want. Also, it wasn't clear to me at first that I could carry multiple bodies. I think that could have been explained in a simple tutorial text box? EDIT: Apparently it says in the description that you can carry multiple bodies... My bad! Still feel like it could have been explained in the game though! :P Either way, really cool entry :) Looking forward to seeing what you come up with next time! |