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Feedback comments for LD46
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| Timestamp | Since previous | Game | rrrzzz's comment | |
|---|---|---|---|---|
| May 3 09:13:07 | 104 BPM | ♥ 1 | I like the concept but the game seems to have no fail state. I deliberately pushed all the wrong buttons but still saved the guy. Also it would be cool to increase bpm in sync with his heart rate. | |
| May 3 09:37:27 | 24m 20s | FirePlace | ♥ 0 | I think you could've added links to the game after deadline if you didn't have the time to figure out what was the problem with the build. I am currently sitting and waiting for your game to compile because you don't have the latest unity version. That's pure laziness. To take it one step further one could leave the game unfinished and add notes on how to complete the code so it would run. That's like early access to the max |
| May 3 10:36:11 | 58m 44s | Human Apocalypse | ♥ 1 | I expected some actual gameplay, like shooting hords of cozzers. I understand that it's difficult to make more in a short period of time. But there is way too long introduction, which leads to greater anticipation of the actual and there is none. The sound and drawing are good though. I think you should develop it further. |
| May 3 10:58:56 | 22m 45s | Duck Tails | ♥ 1 | Very polished game! I like the drawing of the duck in main menu a lot. And it's fun to play with several parts where you play with player's expectations. |
| May 3 12:19:51 | 1h 20m | Power plant | ♥ 1 | Some of the game mechanics are not very clear. For example lamps consume energy but I didn't understand how it's distributed between city / hospital and lamps. Sometimes the hosp gets power but lamps aren't. I suppose you need to have some spare power to light em up? Otherwise the game is polished, has an engaging game loop and good balance. It takes some effort to get your production lines on par with growing power demand. The game is outstanding given the limited time frame. |
| May 3 12:47:52 | 28m 01s | The Aggression Of a Virus | ♥ 0 | It's fun to play although the movement of platform is slow and doesn't follow the mouse after fast 180 degree turns at all. Also degrading slogans are kind of fun and remind me of Postal with phrases like "even my grandma plays better". But it seems strange to burst them at player each time except when you get a high score. |
| May 3 13:10:22 | 22m 30s | DieDry | ♥ 1 | It's a great take on a "serious" theme. I really loved that you managed do make fun and engaging game with primitive objects and interactions. You could add a hardcore mode where skeleton's bones fall off as he takes damage. Also definitely needs more giant anime tiddies |
| May 3 13:18:07 | 7m 45s | The Last Antibody | ♥ 1 | very polished but needs a steeper difficulty curve. I like player acceleration but at this state it's way too overpowering. The simplest fix would be to increase enemies' speed after each wave |
| May 3 14:33:16 | 1h 15m | Container | ♥ 0 | It was a very bad idea to use the same sprite for switch buttons and environment because it confuses the player. A minute ago you saw a button and now it's just a piece of some object with no functionality. I am talking about yellow ones. |
| May 3 16:52:37 | 2h 19m | Protect The Plant | ♥ 1 | The game is too easy. Giving player a ranged weapon while leaving enemies with melee / low range weapons is a bad idea |
| May 3 17:11:33 | 18m 56s | Last Lantern | ♥ 1 | The game looks very polished and complete but I find it strange that monsters run after you even if your lantern doesn't reach them. At first I thought that they run after you only if you shine a light on them but that's not the case. Also I think it would be more consistent to not show monsters to the players until they shine on them |
| May 3 17:27:10 | 15m 37s | KEEP THE F*CKING GAME ALIVE | ♥ 0 | The song is very good but it's in dissonance with jumping sounds which are way to generic. Either make em on par with music or remove completely in my opinion. |
| May 3 17:44:01 | 16m 51s | Switch.tv | ♥ 0 | Fine concept, easily exploitable as mentioned in earlier comment. When I get a shitton of viewers the game just shows empty streaming chat. The part I liked was the mocking names of popular videogames. |
| May 3 18:58:42 | 1h 14m | Gunlings | ♥ 1 | The game is fun although I don't like the fact that quite often you need to use a "hacky" way to progress. Certainly it tests your creativity the first time but requires too much trial and error. And on level 2 I expected crouch to work to crawl under spikes which didn't. I can't pinpoint the exact sequence of steps but game crashes quite often, presumably after choosing the same command several times after all guys have been spawned. Actually I've never played lemmings before although I knew the concept. Your game made me want to try the original ^)^ |
| May 3 19:03:20 | 4m 38s | Living Mandala | ♥ 1 | Great idea but didn't understand how I was supposed to sync my breath to music. Also in meditation practices usually you need just to focus your attention on breath without making it deep or shallow. But still it's a great way to introduce people to the concept of meditation. |
| May 3 20:03:30 | 1h 00m | The Deepest Level | ♥ 1 | I like that you made moneyz physically based and you can propel yourself to pass some parts of levels quicker. The difficulty is about right given that there are no save games. Levels with different paths are also nice idea. The monsters though seem a bit underpowered. The first one doesn't do anything at all. The haunting one doesn't even get close to you to inflict any damage. The only way you get any is jump in his direction which hardly anybody would do. The "whale" goes down just by standing near him and spamming attack because it deflects his projectiles. The ceiling ones are nasty fuckers I'll give you that ^) I once jumped right underneath one of them and almost lost all my lives. The boss just repeats the same attack again and again presenting no challenge at all. That said making enemies harder would require players to be very deliberate in their actions and invest a lot of time and effort which may be not such a good idea for a jam game. So everything except the boss critique can be taken with a grain of salt. I didn't really understand the purpose of white lights except for getting more points. It would seem logical for them to replenish health or something like that. The fact that they give points is not a very good incentive. The choice of music is very good. The backwards sounding creepy sound the haunting guy produces is awesome. The first time he appeared out of nowhere was scary :) The art style is also quite good. It's impressive what you manage to achieve with monsters design just by drawing red outlines. I really love when people create interesting thing using very simple tools. So all in all nice effort. |
| May 4 09:08:24 | 13h 04m | PLOTOKOSTE-DUSHEPLOT | ♥ 1 | It's cool that you added different different combinations of items and various item attributes but there is a lack of opposing forces, adding some enemies, probably even invincible would add more dynamics to the game. But still good job, I liked the art style |
| May 4 10:51:51 | 1h 43m | Keep Me Breathing | ♥ 2 | As others said there is to much text at the beginning. Otherwise it's a stunning entry. I like the way you turned such a simple thing to implement as colors into interesting mechanics. |
| May 6 10:25:51 | 47h 34m | Abiogenesis | ♥ 1 | Really loved the music, it would be cool if you could accelerate the wine by pressing W for example. Also it's strange that the game ends when you are in the middle of a level. Definitely need some proper epilogue, like thorn free zone and animation of wine sprouting into a beautiful / sinister tree enveloping the whole planet, universe, whatever. |
| May 6 10:42:29 | 16m 38s | Scrambl'd | ♥ 2 | great idea and flawless execution thereof |