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notpresident35

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TimestampSince previousGamenotpresident35's comment
Apr 23 16:15:45 Kalkov ♥ 0 Before I say anything else, I want to make something very clear: Everybody starts somewhere. I see you're new to this, and to that I say welcome, and congratulations on your first jam game! You did great! Now, if you want, I'm going to give you some things you can learn from this and improve on in the future. Don't take these critiques personally: The best way to improve is to get feedback from others. 1. Describe your game to new players. I understand that you were trying to go for "keep an old game alive by updating its code," and you did manage to get that across, but it was confusing and very non-obvious. Even just saying that in the description would help the player understand, because I only really got what I was playing on the final level. You also did not include controls anywhere. You can actually do this now: edit your description to describe the story behind your game and the way it fits the theme, and add the controls. Oh, and nobody needs to know how long the game is unless it's really long. Just let the player see for themselves. 2. Don't be afraid to use assets. You're entering the jam, which means you are free to use assets from online, such as art and music. Don't be afraid to use those resources to make your game better. If one of the people on your team is an artist, you can even have them spruce up those assets and customize them for your game. But don't be afraid to improve your art at the cost of originality. Once you develop an artistic feel for how a game should look to make it look good, assets will look way better than programmer art. 3. Rate games! Seriously, it's important! If you want a rating at the end of the jam, you have to give ratings to other people. Nobody will see your game if you don't rate other games, because the algorithm showcases games from people that review other games. Besides, it's one of the most exciting parts of Ludum Dare. You've made a game, now go have fun! Everything else that'll help you make good games will come with practice. If you want to improve, the best advice I can give you is to stick to it and keep making games. I know there are probably going to be a lot of people who will be... harsh in their ratings, and this only makes sense, because they're rating you on the same level as seasoned, professional developers. For the first few years, don't worry too much about harsh feedback. Just keep doing what you love. All the best, The President
Apr 23 16:19:30 3m 45s I Rose Petals ♥ 3 @sam-awk @gamebuilder @sludgekey He doesn't appear to have finished it :( His [itch.io page](https://drtizzle.itch.io/) hasn't had the game published to it. Shame; the image really was click-bait-y
Apr 23 17:00:47 41m 17s First Day: Chicken Duty ♥ 4 Hello! I see that this is your first Ludum Dare; welcome, and congratulations! You did well! I loved the concept for this game, and I think it fit the theme very well. That said, I'm going to give you some criticism. It's going to be pretty harsh, so don't take it personally. There was a significant lack of general polish. I understand that it's hard to fix bugs and polish gameplay during a jam with all the other things you have to do. However, there are FAR too many bugs, and it makes the entire game feel as if there was very little effort put into it, even if it had a cool concept and good art. These issues are really the only thing holding this game back from being a pretty good game. Here's the laundry list of issues I ran across just in the first two sections after like 10-15 minutes of banging my head against the wall, but I'm sure I could have found three times as many if I had been able to complete it. - Walking up the stairs only worked half the time, because the other half, the player would either slam his head against the roof or his feet against a step on the stairs (can't tell which), which for some reason stopped all of his momentum and prevented him from moving. You had to jump halfway up or it would act as if there was a roof over your head - The fading transition happens every time you press e (and not just when you grab the gun) - The chicken spawns in weird places, has bad AI, and keeps its health between scenes, so if it spawns next to a fox it can run towards it and instantly end the run or make it effectively over because it doesn't have health for later. - The lighting was unbuilt, which meant an annoying red text was in the top-left corner at all times -* During the chase scene the side the object was on was randomized AND the object was invisible, so you had to blindly guess which side to choose every time. It's probably a rendering bug, but I only have a basic understanding of the Unreal engine. Oh, and if this was intentional, just... don't. This is what made me stop trying to play the game. Don't do that. - The player was unanimated when holding the gun. I can tell you just posed him so he grabs the gun because you couldn't find/didn't have animations for him walking and shooting, but it looks strange in comparison to all the other fully animated characters and scenes. - The gun detected shooting from the gun barrel, not the camera. It made it hard to hit the foxes because you weren't shooting at your cursor. Also, the foxes' hitboxes were tiny, so they were already hard to hit. - The difficulty reset every time you respawned. Lucky for you, there's some hope. The jam rules say that you are allowed to fix minor issues after the jam, so you might be able to fix the biggest issue (which I've starred) and reupload the game. I would complete the game if you fix that issue (and the issue is one the rules allow you to fix) and @ me. But for now, it's impossible to do. But most importantly, don't sweat it too much. This is already much better than my first jam game, so keep at it! The only way to improve is to keep at it. All the best, The President
Apr 24 15:49:24 22h 48m Run A Morte ♥ 0 Neat idea! Pro tip though: Opt out of audio if you don't have any. It'll just bring down your other scores
Apr 24 16:03:00 13m 36s Rusty ♥ 2 Overall, this is a really impressive game! The graphics are phenomenal, and even though the audio for the character is repetitive and doesn't loop well, it sounded good! And of course, the mood of the game was spot on. I will say that the paint popping in and out of visibility was pretty distracting, and the gameplay boiled down to walking through a maze and hoping you went the right way, which wasn't very fun. But those are just a few flaws. Great work! All the best, The President
May 2 21:00:49 196h 57m Pestilence ♥ 1 Overall, this was a quite high-quality entry! The art was nice (especially the lighting and colors), the concept was decent, and the audio sounded great. The writing did kinda range in quality; some of it was good and felt natural, and some of it was cringe-worthy or way too long. Also, the mechanics of the game boiled down to "go here and do a thing, spam spacebar, rinse and repeat," which wasn't terribly engaging. (this is a problem my own game had too, so throwing stones and glass houses I guess). Also, the simon says section was a little fast and the codes were a little long, and there was almost no delay after you finished one before the next one started, which all made it a bit too hard. But, overall, this was quite well done!
May 4 14:44:07 41h 43m FIREKATANA ♥ 0 Overall, this is a pretty good game! I liked the art style, and the audio was very good. However, I did notice that the game speed is tied to your frame rate (my monitor is 144hz, so the game runs more than twice as fast, making it almost unplayable unless I switch my settings). Also, the sword fighting felt janky. Maybe if the sword was able to attack in different directions, like up and down, and always attacked in the direction you were travelling, it would feel better, or maybe you could try something entirely different like the sword attacking towards your mouse. But having it only attack in the horizontal axis felt bad. Despite the issues, the game is still fun, and the dash mechanic is a good addition. Great job!