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Feedback comments for LD47
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| Timestamp | Since previous | Game | Pizzasgood's comment | |
|---|---|---|---|---|
| Oct 5 01:11:43 | The Loop Planet | ♥ 1 | Cute art. The music might not have been impressive, but it wasn't bad either. It just faded into the background like background music is supposed to do. The movement felt pretty slow, though. Instead of feeling successful when I found and then set up a link between the island and the spire, I felt apprehensive about how many days I still had left and how long I'd have to spend pointlessly going back and forth to use them up. (Which, to be fair, was very *stuck in a loop*.) | |
| Oct 5 01:32:07 | 20m 24s | Populatio | ♥ 2 | This is pretty fun, the beautiful sort of simplicity. My best time out of two tries was 287.58. My only complaint is the level-complete text gets in my way when the next level starts. |
| Oct 5 01:44:09 | 12m 02s | It Makes Plants... | ♥ 2 | My brain might just be fried after being stuck in a loop all weekend on my own game, but I can't seem to do anything. There's nothing to vacuum up. Just grass, water, and a patch of dirt that I'm guessing I'd plant in if I could find stuff to vacuum. |
| Oct 5 02:01:03 | 16m 54s | The Hand That Feeds | ♥ 1 | Ah, this right here. This is the good stuff. I have no idea what was going on in the stats panel, and I don't even care. Hand-drawn art and voice acting/music FTW. |
| Oct 5 02:14:00 | 12m 57s | Thunder Rally | ♥ 2 | Vrrrrmmmmm! Hahaha this was fun. Does the symbol atop the cars mean anything, or is it just a cool design? |
| Oct 6 03:03:14 | 24h 49m | Escape Velokitty | ♥ 1 | I didn't feel like it was all that hard to predict my maneuvers, but I guess I've spent a lot of time playing Kerbal Space Program. The biggest problem I had (and this isn't a complaint) was filling up my shuttle with so much garbage that I didn't have room for my cat, which I didn't realize until I got our paths lined up just right and flew past without snagging him. I thought that was a nice touch. |
| Oct 6 03:38:13 | 34m 59s | Crypt Loop | ♥ 3 | @michael-feldman I can't speak for how this particular game was put together, but an easy and general method to create a procedural puzzle that's guaranteed to be solvable is to generate each puzzle in the solved state and then scramble it by using the inverses of the moves a player could make. In other words, you print the image on the jigsaw puzzle *first* and *then* you cut it into a bunch of interlocking pieces, rather than trying to design individual interlocking pieces and hoping your end result will both fit together and form a coherent picture. |
| Oct 6 04:27:25 | 49m 12s | Rocket Mission | ♥ 1 | It took a while before I noticed the power gauge and realized that left/right increment and decrement my speed each click rather than applying steady acceleration while held down. Once I figured that out I was able to do a lot better. I still keep forgetting that my controls don't rotate around the orbit and then hitting the wrong buttons when trying to dodge asteroids, but I think that's just me being sleepy. I'm dying a lot but it's fun! |
| Oct 6 04:29:59 | 2m 34s | Stuck in an inner tube! | ♥ 2 | That was frustrating, but it was the good kind of frustrating. It got pretty neat once I'd get the timing and coordination for a level figured out and just bounce right through. |
| Oct 6 05:29:58 | 59m 59s | Azimuth Zero | ♥ 1 | Neat idea. In practice, though, I didn't see much point to using the sextant. The addresses we're delivering to are based on the drop-box number, which are evenly spaced and clearly labeled. I could just hypernav by a few degrees, see how many boxes I passed to get the ratio, and then compute how many more degrees I needed to travel without ever looking at the stars. This would have been a lot more interesting if the addresses were latitude angles and the drop boxes were unlabeled. But yeah, I love the idea of trying to make us use old-school navigation techniques. More games need to do that. |
| Oct 6 05:59:52 | 29m 54s | Danger Beat | ♥ 1 | This is my favorite so far. It's great. It also really drives home for me how important lighting effects are. I always forget those. |
| Oct 6 22:07:00 | 16h 07m | Loop Swat 'em Gravity | ♥ 1 | This was fun. I love the audio, and there's something viscerally appealing about swatting the aliens around, especially when accidentally smacking them into each other. |
| Oct 7 02:59:06 | 4h 52m | Loop City | ♥ 1 | I enjoyed this one! And I think the single inventory slot works well; juggling everything is part of the fun. Rather than adding another slot, I think what I would do is make it so that you can't pick things up while your inventory is already full, then add a trash can or recycling bin somewhere that can be used to dispose of unneeded items (that way you don't have to expand the controls with an accident-prone "drop item" button). |
| Oct 7 04:16:51 | 1h 17m | Stuck on a Hyperloop | ♥ 2 | Your Linux build is missing the ld47-linux.pck file, so I had to borrow the one from the Windows build to get it to run. If you'd rather just have a single file that combines both the executable and the game data, you can do that by enabling the "Embed Pck" setting within the Options tab of the Export dialog. Anyway, I enjoyed the game. It was funny, and shooting the final guard by jumping and firing over the wall was amusing. |
| Oct 7 21:47:35 | 17h 30m | SnowTrip | ♥ 1 | This was fun. Pure spelunking without any distractions from monsters or loot or the ability to cheat by tunneling. |
| Oct 7 22:29:34 | 41m 59s | The Bards Tale | ♥ 1 | I loved the art and music. I didn't love the way the dialog text scrolled out of the center of the box, though. That caused the letters to slide around as they filled in, making it very hard to read until it finished. For animated dialog fill, it's better to use left-aligned text so that the letters stay in place as they're added. |
| Oct 7 22:53:13 | 23m 39s | Ribbon | ♥ 2 | Very refreshing application of the theme, and damn good music to boot. I give this two thumbs up and a skyward toe for good measure. |
| Oct 7 23:14:05 | 20m 52s | SUNSTYX | ♥ 0 | I love the color scheme and the way the audio fades as you weaken. It made me feel really bad for the poor star. |
| Oct 8 00:04:36 | 50m 31s | CUB | ♥ 1 | I like the way some of the levels were slight alterations to previous levels. It adds more sense of continuity than if every level was wholly unique. |
| Oct 21 06:15:34 | 318h 10m | System Reboot | ♥ 0 | So, it turns out this game has some bugs when you restart after dying. In particular, the door to the Archive remains closed, which is probably why people have been getting stuck after the data disk. Less critically, this also results in being able to turn off the computers early, and while the door from the Data Room to the Computer Room opens, the doors within the Computer Room remain closed (including the one back to the Data Room) depriving you of shortcuts. Once I figured that out and started reloading the page every time I died, I was able to progress further and eventually beat the game. |