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Feedback comments for LD47
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| Timestamp | Since previous | Game | Phlip45's comment | |
|---|---|---|---|---|
| Oct 5 00:20:09 | Dante Slumbers | ♥ 2 | The controls are so weird but almost immediately intuitive. Nailed the theme, and that you have an online leaderboard as well is quite amazing in such a short time. I haven't heard of GLOV.js but I'll have to give it a peek as I code mostly in js. | |
| Oct 5 02:52:09 | 2h 32m | Stuck In A Deck(Web Available) | ♥ 3 | Played the first game. I think I figured it out and did manage to win, though I have played dominion before so I had a bit of a base for understanding it. I think if you wrote out what some of the cards did and added some simple sound effects or visual cues that what you were clicking actually did something it would really help. Even an event log of what is happening on the side would greatly aid in helping people understand what is going on. That being said I can see you took quite a bit of inspiration for Dominion, and as such I used a simple strategy that I use in that game which allowed me to beat the starting difficulty. Just bought lots of lightbulbs early, and then lots of magnifying glasses. Was neat to see a different sort of interface to a card game though! |
| Oct 5 03:09:17 | 17m 08s | LoopingAges - LD47 | ♥ 1 | Not sure if there is a bug but I finished it [0] hours it said (which is true). Got my first time paradox token and then the ages were already complete when I got to them. Clicked 2111 times. One note is that in your CSS code you should put in user-select:none; on anything that you plan on having the user click on so that it doesn't keep trying to select other portions of the page. As a fan of clicker games I thought it was interesting that your two resources purchased each other. That part actually really fits the theme of being in a loop. |
| Oct 5 03:20:58 | 11m 41s | Magical Marissas Troubles with Time | ♥ 1 | The music was pretty funny and definitely going to be stuck in my head for a few days. Took me 2 tries to fix my wand. Getting to the stick part from the end of the map on the right hand side felt near impossible. Also noticed the title screen spells trouble as troble. Not sure if this is intentional as Marissa is not a good speller, or a simple mistake. Just figured I'd point it out. Spelling mistakes don't count against scores in my book though (I know I have my fair share of spelling mistakes in my game) |
| Oct 5 19:16:58 | 15h 56m | In The Loop | ♥ 1 | Love this game. This really feels like a polished game with the exception of sound. Something as simple as having a random tone play when you enter a new circle (maybe picked at random from a set amount) would have been a lot more enjoyable for the ears. The sound you get when you are circling the rings currently is fine, but because you hear it over and over it can get grating. Add two buttons on the screen to jump and reset and this is an instant mobile game. I don't mean that in a derogatory way either. I would love to have this on my phone with more levels! |
| Oct 5 20:08:03 | 51m 05s | Crash Thunderstud Returns | ♥ 1 | Loved the puns! Graphics and audio were great. We spoke on Pomo's stream and I think the biggest improvement would be having the powerups be something you circle on the ground, but you already said you ran out of time which is totally understandable. Great Job! |
| Oct 8 00:18:55 | 52h 10m | Saint Uck | ♥ 1 | I feel like the zones for the diagonals were a bit off, it might have been nice to color the different regions of the circles to show where you need to move the mouse in order to get it moving diagonally. Other than the controls, everything else seems to work for the project. I particularly like the Dr. Seuss-like poem. |
| Oct 8 00:26:39 | 7m 44s | Ribbon | ♥ 2 | Amazing the amount you got done in assets alone for a compo. The amount of work to get the coding right must have taken a while as well. Great Job! |
| Oct 8 00:46:06 | 19m 27s | A tale of Loopism | ♥ 1 | Love the voice acting and the graphics work well. There was some odd bit of physics where some jumps felt like you had to push into the edge of the platform to get on top of them, but if you did it sort of makes you do a jump or the physics pushes you up off the corner. It was a real problem for the third room with the spinning lasers around the central tower cause it took away my ability to jump since I was just floating in the air. |
| Oct 8 00:58:09 | 12m 03s | One Day at a Time | ♥ 1 | Really like how much story is packed in such a little package. Simple but really nice! |
| Oct 8 01:49:55 | 51m 46s | Loopin' Gluey | ♥ 3 | Made a video of me and a friend giving the game a try. Our thoughts are included. The one thing I would say is that for a rules booklet there is really a lack of pictures and examples. Having some simple diagrams that showed how an example round 3 or 4 would let the players grasp the concept a lot easier I feel. https://youtu.be/KlsVza3EA64 |
| Oct 9 04:26:24 | 26h 36m | Looping Meadows | ♥ 0 | Really enjoyed this one. The music was super relaxing though it did only come through the left channel of my headphones. Graphics worked nicely and things were really clear on how everything worked. Small nit pick is that I would have liked to have been able to see the costs and the effects of my choice at the same time. Having to wait to see how much something cost, or be reminded of what that thing did was a little annoying. Great entry! |
| Oct 9 04:38:25 | 12m 01s | Don't Go | ♥ 1 | As someone who has made a few blindfold levels for Super Mario Maker 2 I really dig the concept. I think one of the biggest improvements you could make is to put some sound to indicate a unit of distance traveled to the left or right, even if it is just a really soft piano note or perhaps percussion to make everything more musical. Having some indication of how far to the left or right you have moved would allow for users to be a bit more precise and build the map in their mind a bit better. The sound being in the left or right ear to indicate direction is great. The voiceovers were really good too. Overall fantastic! |
| Oct 9 05:17:31 | 39m 06s | Unloop Them | ♥ 1 | I liked what you were going for and liked the writing a lot. Found two bugs, first was when I talked to Mike Wazowski and accidentally pressed F while I was holding an item. It was then just stuck on the first bit of dialogue and I couldn't escape. I refreshed and tried again and delivered a few things (Spring, Book, Sunscreen, Squirrel, and Pole) then I went into a building and got stuck in the wall when I walked into the corner. (It had a slightly different color then the rest of the inside so I thought it might have been a secret). Not sure what I was supposed to do with the potato. I don't think I missed too much but you'll have to let me know. Even though the map was large, my movement speed made it feel not to tiresome to have to go back and forth and it seems like the items weren't too far away from who they were supposed to go to, which was nice. Overall I had a really nice time. |
| Oct 9 23:35:31 | 18h 18m | Torus Time Traveler | ♥ 1 | My speed run attempt: TorusTimeTravelerSpeedRun.png I liked the context sensitive actions. I know it is pretty simple but a lot of people end up putting in a different button for each little item. Having it just know you have the item is really nice. |
| Oct 9 23:56:52 | 21m 21s | Robotic Rewind | ♥ 1 | I think my biggest feedback would be that I think the music loop was a little too short, it started getting slightly grating, but you did put in a mute option so that wasn't too bad. Graphics worked well for a puzzle game. The mechanics and physics felt really good. No glitching on walls or anything that usually plagues these game jam platformers and the rewind mechanic was well used. I really appreciate you putting in that pressing Q can skip the rewind animation. I liked the rewind animation a lot but some of the longer puzzles I didn't want to wait for while I was jumping in a corner for 10 seconds. I think you could have put a visible indicator for Q = Skip to make it a little more obvious though. Overall great compo, one of the best I've played so far. |
| Oct 10 18:47:42 | 18h 50m | An Exercise for the Reader | ♥ 1 | About the game that failed to be: I love the concept. I know there is an older board game that is pretty popular called RoboRally that has a pretty similar concept although in a more competitive aspect. If you haven't heard of it I would recommend you check it out. About the commentary: I really enjoyed the commentary. I know many people have different approaches to game jams, but mine has always been the points you've made here. Make the game first, and use something you are comfortable creating with. I always make my game jam games in vanilla javascript even though it has basically no tools that are conducive to accomplishing that goal. Sure there are engines and libraries I could use that add all these fancy features and graphical sugar, but I always find they get in my way for just making a simple gameplay loop that I can expand on over the course of the jam. Even though you didn't manage to make the game that you wanted, I enjoyed my time with your project more than most other games I've gone through during this jam. |
| Oct 10 19:11:53 | 24m 11s | The Zone | ♥ 0 | I have no prior knowledge of the Stalker movie, though I've seen some gameplay of the Stalker video games, not sure if they are related. I did manage to beat the game. The game definitely has a minesweeper type vibe to it. I really wish there was a way to make a mark on a tile that I know is a trap because my memory is pretty weak. At first I just took a screen shot and was marking it down as I went along but that was getting to be tedious. I ended up just having all three of the survivors follow the same path to make it easier on my memory. In the third level I was able to get two people to the end but there wasn't room for the third, but once you are down to one character it is much easier to just brute force the level and remember where you have just been. Graphics are good for a compo game, but I do have to agree with others and say the font on the story bits made it very difficult to read. I think some ambient sounds in the background and a few bleeps and bloops for moving would have really added a lot to this entry, as well as the previously mentioned marking the map. |
| Oct 13 00:19:35 | 53h 07m | The Endless 8 | ♥ 2 | I like the idea a lot. It is nice that everyone has opinions on everyone else. I think one of the toughest parts for me was figuring out everyones name based on a kind of vague description (except Joost). You would think at a party the first thing someone would do is introduce themselves, how rude these people are (except Joost). I think it would have helped a great deal if there name showed up in the 'E to Talk' box or under their portrait after the first time you spoke with them. I did encounter a small bug with the web build where I can't actually move unless I fullscreen it. Probably a unity or web build thing more than anything else though. It has happened with a few unity games this jam for me. Overall great job! |