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Feedback comments for LD47
ArmchairArmada's games and stats for all events →
| Timestamp | Since previous | Game | ArmchairArmada's comment | |
|---|---|---|---|---|
| Oct 10 20:24:31 | Closing the Loop | ♥ 1 | I like the base mechanic and the potential behind the game. Unfortunately, the lack of content doesn't really bring the best out of it yet. It sounds like either the circuit mechanics were pretty difficult to program, and/or there just wasn't enough time. | |
| Oct 10 20:33:44 | 9m 13s | 24 Hour Diner | ♥ 0 | Would like to see more, but admittedly what's here is very rough. The art is really nice, though. |
| Oct 10 23:37:24 | 3h 03m | Sisyphus Beetle Takes His Daughter to Work | ♥ 1 | Excellent job on the presentation and silly humor. The aesthetics were pretty consistent and informative of the environment our beetle works in. I liked the dialogs as well. One of my bigger gripes was actually the instructions: specifically, letting the player know they can just cash out their time share. I chose to do that first (skipping the timing minigame), then immediately clicked "haggle" and "accept." I guess the intent of that instruction was to let the player know they can escape the situation, but for this player, it lead them directly to the end credits with no context, and left them very confused. I had to play the second time to have a better understanding of the absurd humor. |
| Oct 11 00:24:41 | 47m 17s | Hyperspace Slingshot | ♥ 0 | The art is really good, and I really like the orbit presentation depicting the trajectory of space junk and mines. The hitboxes are really generous as well, and the difficulty was tuned to be approachable, but difficult. I thought the "capture junk from the backside" mechanic has some really cool potential. That said, it was unfortunate the large drag on the ship turns the mechanic more of an annoyance. If the ship moved like Asteroids, e.g. little to no friction, I can see how this mechanic would force the player to make a commitment in collecting a specific space junk. As it stands right now, I felt the ship moved too slowly for the mechanic to really shine. |
| Oct 11 00:45:24 | 20m 43s | Tropical Hop | ♥ 0 | I like the polish and presentation in the game. Most movement and controls feels great, with the exception of jumps (more on that later). Enemies, at least on the first lap, seemed fair; on second lap, the increased importance on aiming and shooting is a really nice touch. I think while the core gameplay is fun, I have to echo what everyone else said on the lack of aerial controls making platforming difficult. The double-whammy with all the momentum taken away during respawn is really annoying, too. I unfortunately ended up more frustrated as a consequence, and did not have the urge to continue when these problems mounted. |
| Oct 11 01:14:27 | 29m 03s | SpaceC | ♥ 0 | As expected of an Unreal game, the graphics do a great job of depicting a sort of hollow horror in the puzzle game. That said, I found the controls to be very touchy, and experienced some motion sickness as a consequence. While I liked that all the switches are located on the ceiling of the puzzle room, it was difficult to trace through which switch triggered which wall/platform. Personally, some stuff that would have gone a long way in making the game more enjoyable: * adding shadows would have really helped me judge my jumps better. * A more fine-tuned movement with a small acceleration to ease the motion controls. * larger platforms. * Door triggers not being time based. |
| Oct 11 01:26:57 | 12m 30s | WhereIsMyWand? | ♥ 1 | The changing forms between ghost, normal, and zombie was really interesting. There are some strong potential behind that mechanic, unlocking new abilities between forms. Ghost in particular was really cool. That said, the game does feel a bit bare-bones. Sound like the hectic schedule you've mentioned in the description prevented you from implementing more ideas into this game. Still, at least you got a silly story in there that required no text to convey. As an aside, a random bug I found was that as soon as you start the game, returning back home soft-locks the game. |
| Oct 13 01:09:38 | 47h 42m | Imperial Eggnog Incorporated | ♥ 1 | I snorted a few times, but was too pro-consumer to care about what the CEO had to say. Serves them right. Was decently fun, with some clever design choices, such as info tabs deliberately obscuring the details you are supposed to be making comparisons to. It adds a bit of tension when trying to determine whether you've made the right call or not. Presentation was pretty good as well, with the story keeping me relatively immersed in what I was doing. While I thought deliberate obstructions such as downloading ingredients, unlocking the judgement machine, etc. added to the tactile feel to the game and some level of tension, those obstructions were rather easy to work around, to a point where I came up with a short routine that would save me significant amount of time per carton. Another thing that sort of takes away from the challenge is the lack of change in things to judge, which makes memorization a rather useful shortcut to get more egg nog out the door. It also didn't appear getting more egg nogs out actually factored into any score, so I didn't feel rewarded for over-performing. One final nitpick is that I found the tutorial to be really long, and think it could have been shortened, perhaps by requiring the user to go through only one or two tabs, then slowly escalating the details they need to pay attention to the next day. Still found playing this a pleasant experience. |
| Oct 13 01:37:05 | 27m 27s | Curly's Chase | ♥ 1 | It's always interesting to see puzzle games that re-contextualizes existing mechanics, such as in this case, movement. As usual, excellent art and music. The dialogs from other characters were a nice touch, adding some necessary grounded value to the game (shout-out to self-quarantining dragon cub). I hugely appreciate the relaxed nature of the game, e.g. easy undos, and Curly moving at the player's pace. I know it's something I'm supposed to intuit, but it took me a rather long while to figure out Curly's turns take up 2 blocks each time. It might have helped having some sort of look-ahead or silhouette indicating the trajectory of Curly, to make this learning process a bit quicker. It also wasn't clear to me that some fireflies required being touched twice. When they did run off, they often got stuck in corners: it wasn't intuitive that "undo" doesn't reset the firefly count, so adding a tip on that might have been useful. I did like that the maze had a non-straight-forward path that required some thinking, and I would have liked to see more of those in the level. Had fun, nice job! |
| Oct 16 22:59:41 | 93h 22m | West | ♥ 0 | I'm simultaneously really impressed with what's in this game, and a bit frustrated at how rough the it is. As you've mentioned in the descriptions, it's pretty clear the project was well over-scoped. Fundamentally, I actually like the irreversible dialog trees, and how the game forces replays to unlock new information. Discovering this is really rewarding. Along with some nice flavor text, there were some really strong potential behind this idea. As you probably already know, the biggest flaw I've noticed in the game was the lack of direction provided to the player. On one hand, it makes the game feel a bit like old-school RPGs where one needs to discover on their own what they need to do in the game, and figuring that out yourself is great! On the other hand, given I have no idea where to start, it was incredibly difficult to find breadcrumbs to progress the story. A classic example is where to find the manuscript: it's in an incredibly remote location I haven't even thought of venturing into until I experimented with Percy's AI, and noticed I could actually climb mountains (I also got the poor soul stuck, so yay!). I suppose the campfire smoke was intended to be a clue, but given Morris gave no hints as to the paper's location, I would have dismissed that detail as a nice background prop. I could probably list a number of things that I think could have used improvement: touchy mouse controls, buggy dialog system (on papers, specifically), slow movement, poor AI, etc. But I think all those are nitpicks to a really promising mechanics that just needs more time to cook and be better realized. I hope to see more from this project. P.S. Also, I actually did manage to pummel Percy to submission the first time around: no weapons needed. Huh, I guess that *is* a way to save Carl. |
| Oct 17 01:10:16 | 2h 10m | Save The Prince | ♥ 3 | Wow, I've managed to beat the game on first try. I've actually really enjoyed the level of strategy required in the game, including taking advantage of actually going backwards to avoid bad cells. There's a lot of potential behind the game that I would love to see expanded upon. Balance-wise, I think it started getting too easy towards the end as each battle just poured you with points to spend. But still, being over-powered is enjoyable in its own way. I'm sure you already know about this, but I did think the UX was easily the weakest part of the game. Making everything keyboard-only when mouse would have been much more efficient is a serious shame. Figuring out how to prepare your army was cumbersome, and difficult to figure out how to do on the first try. In fact, even now, I'm not quite sure I've properly understood how to optimally setup an army (assuming I have an infinite amount of each troop, which honestly I was pretty close to by the end of the game) in reaction to enemy forces. Tutorials would have been useful, especially army preparation, and their rock-paper-scissor mechanic. I thought it was really bizarre one had to select "move" to make a move at all. I'm find with entering confirm to roll the die, but I felt a separate button could have been dedicated to preparing an army, e.g. ESC, saving the player's time to make moves. I felt my game session ended up really long due to these time-consuming UI interactions, rather than me thinking through my moves carefully. Other than that, excellent presentation, especially art. The lack of sound effects is a shame, but didn't take away from the experience too much. |
| Oct 17 16:25:30 | 15h 15m | Among Stars and Robots | ♥ 2 | Well done on the presentation, especially the tutorial. A lot of things were presented clearly, and most parts of the game were presented clearly and transparently. Early levels, did a good job of making me feel smart, as the solutions were pretty clear. Later, especially harder levels, however, felt like a complete guess-work and experimentation. I've managed to "beat" all the levels, I feel, using the same forward-sensor-turn-clockwise solution (with occasional additional forward step at the end if said solution didn't work). Parts that I felt *weren't* presented as clearly include behavior of stop-sign bots, and the behavior of the sensor tile that I felt the tutorial did not do a good job of explaining its purpose. I don't think I've managed to grasp (or admittedly, bothered to care) how the stop-sign bots behave. As others have mentioned, noting the limit on the number of moves, as well as adding a hint that the same move can be plopped twice, could have helped. Perhaps a one-cycle guidelines indicating what the trajectory of the bot would look like may have helped the player better understand some of the behavior of certain game elements. And small nitpick, but it would have been nice if the sound volume slider actually played a test sound to contrast with the music. |
| Oct 17 17:05:06 | 39m 36s | Caterpillar Cowboy | ♥ 0 | Well, take the max Audio rating. You deserve it. The game is well-presented, with consistent and endearing graphics, excellent music, auditory commentary on gameplay. The controls are intuitive and smooth, to boot. Pacing was decent: new elements were added in each "level," and the game never felt too long nor too short. I felt like the game was a one-note comedy game. It's a great playground game/simulation, but at least I have a hard time thinking about how to further expand the game beyond what's presented. I think it's simplicity is also a bit of its own downfall. ETA: the credits reveal was really cool, nice job in being creative on that! |
| Oct 17 18:27:40 | 1h 22m | Paper Planes | ♥ 1 | The version I played on browser (Firefox and Chrome) both gave only black boxes to represent the plane, making it difficult to track some vital information, such as score. I can tell the concept to be simple and fun enough for quick play, and using past locations as an obstacle is really clever. That said, I also felt the game was rather shallow; more like a novelty to play on short bursts, then move on. When working with the glitched art, the game somehow *feels* less fun, even though I suspect the controls and physics still remain exactly the same as before. Which....is weird, honestly. |
| Oct 17 18:57:09 | 29m 29s | Luminous Edge | ♥ 1 | I actually had a lot of fun with this game. What a tasteful, yet effective use of particle effects and screen shakes. The last few levels, including the boss, I thought used the after-image to boost fire-power mechanic quite cleverly, and would love to see this game expanded upon with more unique puzzle ideas like that. There were parts in the game I was really confused with, such as the behavior of lasers in relation to cyclone attack, and how much health after images have. For example, in the level with split paths, I kept dying because I couldn't tell which direction the lasers came from, and thought I had to have 2 after image, with one protecting me in one lane. From experimentation, it turned out my main sword could deflect the laser with its own cyclone attack, so I though maybe I only needed one after image and cyclone laser. But even that took multiple tries because for some reason, my after image died faster dealing with lasers *even though it was using cyclone,* and my main sword didn't lose health doing the same thing. I've had similar technical problems for the burst fire attack, as sometimes the blocks didn't disappear when struck by either the main sword or the after image sword's fireball. I did find this less frustrating since most levels with these obstacles didn't require twitch reactions. It might be interesting to explore other methods of "aligning" the after-images, instead of requiring the player to utilize the environment geometry to make it happen. I feel that was a bit time-consuming. |
| Oct 17 23:54:10 | 4h 57m | break | ♥ 1 | This was really fun to play on stream! Controls were tight, and the progression was reasonably paced, especially to make that final gag hit. I thought that the use of discs was a clever system to allow the user to slowly but surely increase the difficulty at their own pace. It would have been nice to see said disks be used for allowing the player to customize their experience more, but for what's there, I really appreciate the purpose it holds. Presentation-wise, I did think the game was bit on the weak side. For starts, I felt the slimes came in a bit too slow, making the initial portion of the game feel pretty long and arduous. Some common polishes, like screenshakes and hit-stops, weren't used in the game, which I thought was a shame. I also think the game could have used more variety in the sound effects department. And I would have liked to see more dialog! The random prop NPCs at the bottom of the level were pretty cute, and I would have liked to see their conversation tree evolve over time. Still, an enjoyable experience for what's there. https://youtu.be/6mjxeFKXq_8?t=6766 |
| Oct 18 00:34:45 | 40m 35s | Lucky Lefty Loves Loops | ♥ 2 | Welp, I got 38 seconds as my record. The ending twist was a really cool and rewarding visual effect. I also admit that the game was a bit too simple for me. I was actually caught off-guard first, when I played the game: in the title screen, it only displayed WASD, so I assumed my controls were based on regular top-down movement. Instead, what I got was a physics-based tank controls, which took a little while to get used to. I also had difficulty getting used to the slippery controls, hindering my ability to optimize my movement. The only other constructive criticism was that at first blush, the collision box of the snail looks like the whole snail would be relevant, rather than only its shell. While not a bad game design decisioin, it does have an unintended side effect of making the player think they need to make wider turns, because they think the snail's long body would collide into it. It also disoriented me on estimating when two snails would collide. https://youtu.be/6mjxeFKXq_8?t=6170 |
| Oct 18 00:59:46 | 25m 01s | Dude Ranch | ♥ 2 | Had a lot more fun with this game than I expected when I played it on-stream. In particular, the tactile feel of lassoing and reeling in...dudes...felt great, and greatly contributed to the experience. I also appreciate that, slightly illogically, a thrown lasso follows your player movement, making it easy to correct one's aim. And of course, the graphics and sound effects are top-notch. It would be interesting to see how, if there are any plans, this game could be expanded upon. For one, I would like to see the lasso controls slightly more polished through experimentation and playtesting, as while the reeling felt great, launching the lasso was a bit unintuitive at first. I'd also love to see power-ups and obstacles added into the game to slightly complicate the immediate objective. Overall, great job! https://youtu.be/6mjxeFKXq_8?t=5398 |
| Oct 18 22:09:18 | 21h 09m | The Curse of Cattenburg | ♥ 1 | There's an astonishing amount of polish in the presentation of the game. Despite the poor performance we've dealt with during our livestream, I genuinely enjoyed the card-based combat. Perhaps it was due to luck, but despite accidentally skipping over the tutorial, having the enemies attack first really helped my understand how to play. For the most part, the descriptions on each card was informative, and helped me learn the mechanics pretty well. The easy difficulty setting was...easy, but I can see it being nail-biting in its stat and resource balancing for the player. Parts I had difficulties include not knowing what all the possible cards were on the board. This made it hard for me to judge whether it was a good idea to use support cards or not. The P and E cards were not obvious to me how defense or attack targets work; this could potentially be because I was running the game on its lowest setting, and made the card descriptions nigh unreadable. Additionally, I thought the board game part was the weakest mechanic in the game. It felt incredibly random, and gave little control to the player. This is in stark contrast to the battle, where there are a lot of careful decisions one could make, with their own risks involved. It would be nice to see either branching paths, or a power-up like system to adjust how many spaces the player can move. https://youtu.be/6mjxeFKXq_8?t=3080 |
| Oct 18 22:19:55 | 10m 37s | Z Rhapsody | ♥ 1 | I think the game has some strong potential, especially in the exploration department, when I played it on-stream. Most movement controls felt really smooth, and I would only suggest making a few tweaks, like slightly increasing the jump height and consider adding double jump. Sadly, my computer had difficulties running the game, so it was hard to tell how certain aspects worked, such as combat. From what I could tell, combat seemed a bit bare-bones, and the swing visuals made the attacks look incredibly short-ranged and weak. It would have been nice to see the combat polished, such as adding light vs heavy attacks, and defensive maneuvers. I did think the art direction, at the current stage, looked random and incoherent. The environment clashes with the toon shader applied to the characters, not to mention the mook's armor didn't seem to fit in with the time period the industrial environment suggests. I recognize it used pre-made assets, not to mention the development took a significant time crunch. That said, I would like to see more consistency in visual style, at least, so things appear like they fit within the universe the game is in. Lastly, the camera controls on PC needs a lot of work. The slightest movement of the mouse seemed to cause the camera to jerk around, which didn't feel great. I also didn't like the Field of View increasing when the dash button is held, as I found it disorienting. I would have preferred the camera pull back slightly, instead. https://youtu.be/6mjxeFKXq_8?t=1921 |
| Oct 18 22:45:20 | 25m 25s | Fearcle | ♥ 4 | The art and sound design in this game is excellent, and deserve high scores. Even with some limited animations, the game provides enough to fill the player's imagination. Presentation-wise, I do think the game excels; it is unfortunate, then, that I had immense difficulty discerning the objective of the game. When playing on-stream, I was able to discern that the order of the switches turned on matters. As a consequence, I thought all switches needed to be turned on to solve the puzzle, which turned out to be false. I, furthermore, couldn't tell *if* I even got the order of light switches as correct: progression was very difficult to make out. It doesn't help that most levels look exactly like each other. Given these frustrations, I failed to find the game as scary. I only felt lost for the most part, which really reduced the jump-scares to predictable, looping affair. https://youtu.be/6mjxeFKXq_8?t=817 |
| Oct 18 23:29:53 | 44m 33s | Re:Live | ♥ 2 | This was a really neat game with excellent presentation and a nice tutorial the stepped through some important basics. Given the novelty of the mechanic, I appreciate the game's slow approach at introducing one new mechanic at a time, and allowing the player to experiment, practice, and improve upon their prior knowledge. I do also think, though, the game has a bit of a pacing problem, where early levels are far too easy, and levels like 2-6 are far too difficult. It did feel like early portions of the game was a bit of a drag, and while up to 2-6, the difficulty starts to ramp up nicely, 2-6 became a wall I just couldn't overcome. The timing necessary to jump right as a prior ghost lands on a switch was rather demanding, given the tight platforming. It would be nice to see some level of customization in regards to controls, since it wouldn't surprise me if someone kept entering space by accident. For example, maybe a button to accept a certain action as "recorded," and another that kills the player, but doesn't create a ghost throughout the run that player made. In fact, I would prefer it if the player plain died from spikes, clipping into boxes, etc. without a ghost recording of it, since most of the time, said death was an accident. I also would have preferred a taller jump, and a more lenient ghost platforming/coyote time. Platforming kind of proved to be more difficult in this game than I thought was necessary. |
| Oct 25 19:09:28 | 163h 39m | Woofice Chair! | ♥ 4 | As expected of your studio, the art style and music is quite excellent. I appreciate the easy-to-understand, arcade-style gameplay that needs fairly minimal amount of explanation to get started with. With some extra time and polish, I can see this being a popular arcade game. It was a bit unfortunate, then, that much of my struggle was having all the information I considered vital so badly spread apart from the screen, that I had difficulty paying attention to any one thing. Namely, I had a bad time trying to keep my focus on the pup while carefully tracking the spin meter. Flipping my eyesight from the center of the screen to the bottom-right corner and back was not a fun experience, ultimately distracting me from otherwise easy-to-understand mechanics such as how getting attacked prevented the pup from recharging their spin for a short duration. The game often ended with me saying, "what happened?" because I was unable to keep track of the spin meter (which seems to double as health). I've also found the look-ahead camera placement to be not very useful. Most of the time, I was paying very close attention to where enemies were, and moving away from it. The camera, however, moved towards the direction I was moving, making the enemies following me harder to see. It would have been nice to see the camera position average the enemy and player placement so both can be seen optimally. https://youtu.be/vvR6P6ZVvL4 |
| Oct 25 19:35:40 | 26m 12s | Smells Like Chlorine | ♥ 2 | This was a really cool narrative game with some nice non-Euclidean space tricks being used. I really like the surrealism elements of the game, best emphasizing video-game specific tricks that's hard to replicate in other mediums. I did think the pacing of the game was pretty good, even if I was being a rude jerk testing every geometry early on when I streamed it. The parts that didn't quite work for me (and these are nitpicks) was the fairly linear nature of the narrative. While I don't think the game needed more exploration bits -- what's there actually helps keep the story going at a nice pace -- I would have liked to see more dialogue bits and evolution in characters changing over the course of the day. There were a few characters that appeared to have some sort of background or story potential behind them, so it was a shame a large number of theme only had 2 or so unique lines to speak of, even when taking the insanity phase into account. I personally would have liked to see more interactive bits in the game, as well as any way to scroll back to certain dialogues I may have accidentally skipped. Overall, highly enjoyable experience. https://youtu.be/vvR6P6ZVvL4 |
| Oct 25 19:46:03 | 10m 23s | Dinosaur Game Level 1 | ♥ 0 | As mentioned in the stream, I *have* played *This is The Only Level*, and having played that...I blame that Flash game from taking away my enjoyment of this one. I genuinely think I would have enjoyed this game a lot more have I come in fresh, but as mentioned in the stream, I couldn't help compare the two. It would have been nice to see this game put more focus on puzzles than it currently has right now. Although, given it's a compo game, I recognize that's asking for a lot. It's pretty hard implementing new mechanics in a time crunch, already. https://youtu.be/vvR6P6ZVvL4 |
| Oct 27 01:34:25 | 29h 48m | Round Out | ♥ 1 | Hey, Foolmoron. Nice to see you in Ludum Dare again! As mentioned on the stream, I like the concept of the game a lot. Reminds me a lot of *Kirby: Canvas Curse* and Art Attack from *Paper Mario: Thousand-Year Door*. It's easy to learn and understand, and has a satisfying gameplay loop that encourages improving your last score. I did think the game in this iteration was a bit *too* simple. While this game is fun in short bursts, it's also something I got quickly bored with. Still, I see there's a lot of potential behind the concept: I can see a lot of cool new elements you could add to further expand the game. https://youtu.be/vvR6P6ZVvL4?t=5173 |
| Oct 27 01:42:33 | 8m 08s | Twist Turn Shoot Burn | ♥ 1 | As mentioned on the stream, I really like the movement of the game. It has an excellent frenetic presentation that encourages risky play. The procedural level generation is a nice touch as well. One thing I didn't like, despite being fundamental to the gameplay, was the aiming and firing. I constantly felt like I was working against the game's limitation, and even felt the satisfying fast speeds to work against the careful nature of aiming. That's also not to mention that the way the enemies randomly spawns, sort of makes the pacing of the game haphazard. Of course, I also had a lot of difficulties with controls, where left or right keys had unexpected behavior when moving vertically on a track. That...didn't help. https://youtu.be/vvR6P6ZVvL4?t=5744 |
| Oct 27 02:27:46 | 45m 13s | LaserLoop | ♥ 1 | This was a surprisingly refreshing brainteaser that miraculously never felt too difficult to beat. While not the most original concept, the resources given were relatively straightforward to understand, and the number of them given provides just barely enough leeway to provide multiple solutions to a single puzzle. I'd love to see more from this project! As mentioned in the stream, a tutorial would have been nice to introduce each resource, and what they do. controls in particular was a slight hurdle to go over. The holes-in-a-wall in particular took me a while to understand. I also barely noticed the numbers below each resource, so actual instructions on that would have helped. Lastly, I would like to see a hint system that helps the player figure out the solution by placing the first few pieces in the correct spot progressively. Enjoyed this a lot, thanks! https://youtu.be/vvR6P6ZVvL4?t=3519 |
| Oct 27 02:49:45 | 21m 59s | Hangin' Around | ♥ 1 | Finally, a game that recreates the *Feel the Magic: XY/XX* (or *Project Rub* in EU & Australia) formula! I really like the narrative approach of the game, even if it's incredibly minimal. I'm actually shocked how quickly I was able to grasp the objective of both microgames, and the overall game itself, despite the lack of instructions. The transition from point-and-click searching gameplay elements, to the simple microgames, were a really nice touch. Pacing is excellent as well, not sticking to a single element for too long. As mentioned in the stream, the point-and-click part was, I think, the weakest part of the game. While I think these portions are necessary to evenly pace the game as well as provide context to each microgame, I felt like there wasn't enough information to motivate me to click at the right spots. Furthermore, trying to interact beyond the intended locations yields no reactions, which I thought was a lost opportunity. These are pretty nitpicky stuff, though, in this tightly packaged gift. https://youtu.be/vvR6P6ZVvL4?t=4529 |
| Oct 27 03:10:05 | 20m 20s | Space Drummer | ♥ 2 | Oof. This game has sooo much potential, but it's missing quite a lot of stuff I would have expected from a schm'up. First, the good parts: presentation, including graphics and music, is absolutely excellent. The use of a drum loop is a genius customization measure that adds a lot of freshness to the tired genre. The controls were perfectly fine as well. For a game that has an immense amount of polish in art, I was actually surprised at a seeming lack of satisfying juice to give that crunchy feel that makes your weapon fire feel powerful and satisfying. Firstly, hitting and destroying ships has no sound effects associated with it. The color blinking is too slow to be noticeable: a larger, more exaggerated animation would have helped. I would also add an explosion effect on where the bullet collided with the enemy to signify a successful hit. And of course, I'd add a good dose of hit pause for successful hits and defeating enemies. I also thought the game could use some more balancing measures. I often felt enemies had too much health. I also felt my ship was too large, and all the bullets appeared too small, making it easy for me to get hit. It would have also been nice to slowly introduce the weapons as upgrades, and add some risk vs reward measures like a shared resource meter on all the weapons when allocating their fire timing on the drum roll. I look forward to the future of this game, there's a lot of cool stuff I can see coming out of it! https://youtu.be/vvR6P6ZVvL4?t=7489 |