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Feedback comments for LD47
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| Timestamp | Since previous | Game | Flaterectomy's comment | |
|---|---|---|---|---|
| Oct 6 15:52:58 | Seasoned Herder | ♥ 2 | An absolutely cute entry, though like others have said, a little light on gameplay. Well-chosen art assets, with a super evocative musical score. Good use of sound effects for pickups and in the menu, though with all the walking I did I was kind of missing footstep sound effects. Given the four seasonal themes, different sound effects for walking per season (grass, dirt, snow - even sliding across the ice) would have added some more game-juice. I assume the theme was reflected with the changing seasons per screen, but on occasion they didn't seem to change and simply returned me to the one I had just left. Your level of polish is strong in general. I just wished there was a little more to do than collect animals. | |
| Oct 6 16:25:32 | 32m 34s | A Song with a Catchy Chorus and a Solo | ♥ 2 | Being aware of the plan you entered this jam with, I had a big smile on my face throughout the song. 😄 You implemented the tried-and-tested 'Intro > Verse 1 > Chorus > Verse 2 > Chorus > Bridge > Chorus' structure successfully. Critiquing the song itself, the things that most stand out to me (outside of whether the singing was in tune 😄): * The song has the same C/G/A/F bass loop all throughout. Variety from verse to chorus would have made it more dynamic. (This critique also applies to the drums remaining the same throughout.) * The verse melody seems to simply be following the bass notes. There are a few sections where you waver to other notes, I think, but generally it's the same note. The chorus vocal melody is a decent hook, but the verse not so much. * There are no chords. With these bass notes you have the classic I V vi IV chord structure in C major ready for the taking. * Props for the solo, I'm not even gonna critique that. Down with capitalism. ✊️ |
| Oct 6 17:21:31 | 55m 59s | Leave the yard | ♥ 0 | Pretty solid art, but it is kind of overshadowing the gameplay. The controls are a little awkward, and them just being awkward don't really make for a fun challenge to overcome. After some zooming about I just waited for the exit to appear. The music adds a good bit of atmosphere, but the thumping sub bass rings out very loudly in the mix, and I would have enjoyed some variation there. |
| Oct 6 17:36:12 | 14m 41s | Paper Planes | ♥ 1 | A good example of how a simple concept can work well. The controls felt pretty nice and were apparent very quickly. Equally, a simple but elegant art style. Minimal audio but the necessary sounds are there. That said, continuing to develop the game after the compo has ended goes against what Ludum Dare is about. I get that you didn't know, but it's up to you to know and understand the rules. But, even so, you can be proud here. |
| Oct 6 17:57:18 | 21m 06s | That Time I Was Held Hostage By Some Loop, So I Followed The Road And I Was Fine | ♥ 1 | I'm always happy to hear some voiceovers. 😄 All in all a simple but effective entry. Completing it wasn't that hard, but the ramp up of audio and, err, "enemies" works well to push you to want to finish the game. You already mentioned the invisible walls, so I won't have to. Some more environment variation with gradual more transitions would have been welcome of course. My main points of critique are with the audio though. When the sound began escalating I had to take my headset off, as it just got very harsh-sounding. The other point is that the voiceover audio has a reverb on it that doesn't really match being in a forest. I don't know if that's your room's natural reverb or if you added it in post, but if it's the former then I advise recording your lines underneath a blanket next time. 😁 |
| Oct 7 16:01:10 | 22h 03m | Ouroboros | ♥ 2 | An absolute gem. Great graphics, very good music (only point, kick drum+bass felt a little too loud in the mix) resulting an in excellent atmosphere for a jam game. Voiceovers are always appreciated by me, and they were good quality to boot. The merchant's voice got ducked behind the music a little though. I'm not sure I really enjoyed having to stop when firing, but that does add more tactical decision making to otherwise simple combat, so it was probably a good move. Not super challenging though, I was never in any real danger, but this did result in me playing the game to the end. One of the more polished games I've seen so far! |
| Oct 7 16:39:04 | 37m 54s | Fountain Of Death | ♥ 3 | Very good atmospheric music, a great character sprite (I kind of wish the walk animation played faster to match the walk speed better) and good puzzle design. There were some points I felt I needed to address though: The level intro text appears very slowly. I stopped reading it because I'd already be trying to go for the puzzle. Something like [space bar] to complete the text instantly would've kept me reading as well. An interact button for levers would have been welcome, as I kept flicking the lever twice after turning back, closing the door again. Character movement speed sent me just past the levels usually, so an interact button would've been welcome. It was pretty frustrating when I've made the level unbeatable by accidentally pushing a crate just a bit too far - the ability to also pull crates back would've been great. Restarting works as well, sure, but with failing jumps and such it added frustration. Speaking of said missed jumps, the jumping sometimes seemed unresponsive, or maybe a little laggy. It's a common mechanism in platformers to have a brief grace moment after getting off a platform where you can still jump, and that would've been very welcome here, as I think it registered my jump just beyond the edge and I was already falling down then. In the end I didn't finish the game as I just kept missing jumps, but I did feel bad about not pushing through. After a series of missing the jump, pressing R, missing the jump, pressing R, missing the jump, pressing R, I just couldn't bring myself to continue. And finally a pet peeve of mine, the art seemed to have been scaled up by 1.5 or something, distorting the sprites. I really liked the character sprite but I feel like I didn't get to truly see it as it was designed. The brick environment art also shows this, sometimes having 1 and sometimes 2 pixels in between each row. Always scale pixelart by whole numbers like x2, x3 etc, or the art will be distorted. Props for a solid concept, but those elements I mentioned put together kept me from finishing. |
| Oct 7 16:52:53 | 13m 49s | What's up? | ♥ 3 | Oh damn. This seems like one of those games that's probably good, but I am just too bad at it. I could not get past the 4th level, and the first three I just brute-forced my way through. I wish I could give better feedback than this, but I could not get to a point where felt like I was in full control of my motion. My old-man brain probably just wanted something more slow-moving square rather than fast and widescreen so it wouldn't seem like it doubled in difficulty after 90 degrees of rotation. The pros to me: The music. A great relaxing tune. I *think* it might have been a relatively short loop, but there was sufficient variety in textures that it just kept flowing. The concept. I Like how you used the theme here, and it's an elegant simple idea. Excellent for a jam. Just not excellent for *me.* 😆 |
| Oct 7 17:09:24 | 16m 31s | Loopy Dungeon | ♥ 1 | I think I kinda get the idea here, but I am not fully certain. At first I was very confused by the looping. The tutorial part of the menu only explained the keybinds, but not the looping mechanism. I take it you place traps, then once the wave comes you just move along the same track you initially move in? I couldn't truly tell if I was shooting correctly or not as there were no visible bullets. I eventually figured out the pickups that appear can be used to repair, but it took a little while. I only made it to the third round in a handful of attempts. What kept happening was that I'd still be fixing traps, then the round would start and my loop's starting point was just where the skeletons appear and I'd quickly die after I appeared at the loop's start. Kind of wish there was a grace period there between trap placement and the round beginning. I do quite like the art style, nice palette as well. Like mentioned before me, the audio was on the loud side. |
| Oct 10 08:56:56 | 63h 47m | Bust-a-Loop | ♥ 1 | A fun concept as well as a cool take on the theme! It was pretty hard for me, I am not usually one for fighting games, but I went through various difficulty settings to see what attack options there were. I think what would've helped me a lot was more feedback, both visual and audio. Impact sounds, a walking animation (the slow sliding along the floor felt a little sluggish), etc. I get that makes my critique sound like "this would be better if it were a fully finished game" but just just a few minor tweaks would have made a world of difference to me. But yeah... if only there would've been time, right? 😄 Any plans for continued development on this? |
| Oct 10 09:19:09 | 22m 13s | Crazy Looper | ♥ 3 | A simple but well executed concept. I am certain that at one point during the last level the wagon came to a stop further than the previous attempt where I had used more power, though. Is there some kind of variability in that regard? The visuals are simple, but clear. What would've improved the graphics without any *extra* work required would've been an improved colour scheme, I think. I'm happy there was audio, but my main critique in that regard is the power charging sound, which has tome artifacting clicks happening, and is all over the frequency spectrum with some overly loud bass tones. But I am nitpicking there, I am just happy there is sound. 😄 |
| Oct 10 09:32:01 | 12m 52s | Laces and Loops | ♥ 1 | I was delighted by the sudden voiceovers in the medieval level. I didn't expect it, but then no-one expects... Well you get it. A pretty fun entry, though the gameplay itself got a little stale eventually, but with four visually distinct levels and a ramp up in difficulty in 2020 with the gunfire I was still engaged by the end. (Which I didn't manage to pass, by the way. Guns are mean.) I had some issues jumping when I Was up against an enemy a few times. And the range attack seemed to do very little damage - especially given that ol' Tim Timebow here can throw a ball that tears throguh time, it seemed odd that those did less damage than a melee smack. All in all, I was entertained! |
| Oct 10 09:47:48 | 15m 47s | The Chungus Machine | ♥ 2 | When I first found the coughee masheen I touched it and didn't realize that I needed to continue touching it to pass to level 2. So I ended up dying and restarting. Then I kind-of accidentally made it to level 2 after lingering at the machine for a few more seconds. In level 2 I seemed to just die on the machine with the green monsters floating around it. I didn't know how to move on from there. Additionally, what threw me off were some light effects. I saw red light and white light bleeding through the walls on two spots, and assumed there was significance to it. But there was never anything there. The pros: amusing voiceovers, music, and the dread of things following me in the darkness. 😄 |
| Oct 10 10:01:34 | 13m 46s | Hulagain | ♥ 1 | A fun take on platforming, juggling having to hula-hoop and moving around in the same motion. That said, I had to give up because my wrist and hand started to hurt from alternating direction so much. At a few points I was certain I was accurately following the arrows when the hula hoop got too low, but it went down anyway. It's hard to really gauge how the hula hoop is moving. I did enjoy the character art, but the background art was a little bright. The lime green of the hula hoop against the yellow brick doesn't stand out much. Either darker backgrounds (preferred) or outlines for the character sprites would probably have helped there. All in all, a solid entry, but ouchie my hand. 😆 |
| Oct 10 15:46:48 | 5h 45m | LoopIn | ♥ 3 | What a charming puzzle game. The first few levels were very much the same, but once you added the mines and other lethal obstacles it really came together. Pretty solid art, decent sound effects - all that was missing was some music. I wonder if there's a more in-theme solution for the black circles, maybe some kind of whirlpool effect, but it's hard to give critiques other than that. Good job! |
| Oct 10 16:05:18 | 18m 30s | siad (a visual novel) | ♥ 1 | A very absurd, surreal experience. 😄 I got stuck once or twice, which is suitable, but then after a while the story seemed to simply play out. Having made a narrative game for this LD myself, I was happy to run into another. The art is great, I love the style. The music... oh man, that seemed stuck in a loop of itself. I have to admit it started getting to me after a little while; I both appreciate and hate it. No real useful critiques from me here, I guess perhaps a clearer direction at the start when I felt a little stuck would have helped, but I did keep going and progressed anyway. All in all, nice one! |
| Oct 10 16:32:35 | 27m 17s | Wild Loop | ♥ 1 | Very pleasant art, though some things stood out to me: the upper half of the front layer that contains the road and the buildings doesn't connect to the bottom half; the hard disconnect detracts from the look of the game. Also, the parallax scrolling stutters a bit. As for the interface, I don't think you needed a continue button for the dialogue. Just hitting space bar again would've sufficed. I guess the game just continues on the final cycle of dialogue, about four or five days in? Characters remained in the same spot, dialogue didn't change anymore. I feel like the dialogue could've gone somewhere interesting as days pass, but they all seem to be fairly isolated remarks. |
| Oct 10 16:43:41 | 11m 06s | What Goes In Must Come Out | ♥ 1 | Super simple concept, but it works. In the end I scored 7520 points. I noticed some purple cubes covered by brown poo squares, but other than that everything seemed to work well. As for graphics, well... they're cubes, and in colour tones on a black background that don't really come across as a balanced colour palette. I'm glad you had the audio that was there, and it definitely suits the retro look of the game, but there's clear room for improvement there as well. That said, a solid idea executed well enough. Good job! |
| Oct 10 16:54:29 | 10m 48s | Escape From Rotting Town | ♥ 1 | Well chose an art assets, the game immediately comes across well. The gloomy music suits the game well. Punching didn't really seem to respond how I would have liked it to. There's some lag there, and I ended up punching twice half the time. I also feel that switching from running left to right (and vice versa) should turn the character entirely, and not slowly rotate them. There was a few times where I wanted to turn 180 and just ended up facing up or down instead because I let go too quick. But as I was fighting at the time, I was just swinging my fist in the wrong direction. I also noticed I could punch through the fences and kill cultists on the other side. But it's a solid base for what could be a bigger game! |