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Feedback comments for LD47
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| Timestamp | Since previous | Game | Recher's comment | |
|---|---|---|---|---|
| Oct 4 22:48:57 | EmojAvoid | ♥ 2 | Really simple, really short. But I like the idea of using emojis. And you grouped them by theme, so that's fun. "level design" could have been better, though. With more difficult moments at the end. I would have thrown some stars and ratings to you if I knew where the button is ! I am not very accustomed to Ludum Dare interface and menus. | |
| Oct 4 23:03:47 | 14m 50s | Stuck In A Deck(Web Available) | ♥ 1 | I liked the ludum dare simulator. But I did not understand how to play the first game. I clicked all the buttons, all the cards, nothing significant happened, except for the "shop/deck" switching. |
| Oct 5 11:42:46 | 12h 38m | Loop Deleter | ♥ 1 | Simple rules, combined to a masterpiece of level design. The rule "no move when many moves are possible" looks weird, but is well exploited. And I love PuzzleScript. Really cool. Thank you. |
| Oct 5 13:31:38 | 1h 48m | Infinity - 1 | ♥ 2 | The game logic and the levels would be exactly the same if you displayed the game map only once, with the trick that when you go completely to the left you are teleported to the right, and same for up/down. Anyway, the idea to repeat the displaying is fun. I would have liked a "restart level" button. Just to avoid restarting the whole game when you get stuck, and to have the feeling of success to green-light all the levels at the same time. More levels, and more difficult, would have been greatly appreciated. |
| Oct 5 16:49:13 | 3h 17m | Angriff | ♥ 1 | Nice game and very fun idea. It's a great pleasure to fire continuously at enemies. But we do not always understand why we die (my own grenade bouncing ? The explosion of an enemy ?) I do not know if it is possible with the game engine you used, but the arrow keys makes the total web page scroll up and down. This is totally unpractical. Use the javascript function `event.preventDefault();` ! WASD keys has not this problem, but I don'use them because my keyboard is not QWERTY and it always messes up this crappy WASD. An interesting improvement would be a smarter pathfinding for the enemies. |
| Oct 5 22:49:31 | 6h 00m | Anne's Topological Adventure | ♥ 1 | Nice ideas. It gave me the incentive to search "Klein bottle" in Wikipedia. On the last level, I saw the bed. But I also saw a hole, and I thought it would lead to some secret bonus. Well, it just makes you start over at the level 3. I suppose that's the joke about "stuck in a loop". My kid liked the game too, and terminated some levels. |
| Oct 6 10:26:48 | 11h 37m | Donut Island | ♥ 2 | Hard but fun. That would be easier (and maybe more interesting) if you could push corpses by yourself, rather than having to fire on them. Then, you could walk on a corpse and push it in the middle hole, while firing at the opposite side, on an enemy that stands on the border. Also, the shotgun is pretty useless and it made me lost. All the enemies have low life points, so little guns which fire fast are more efficient than big gun which fire slow. I would prefer a laser or a minigun, if you have some. Nice graphics and music. |
| Oct 6 21:01:22 | 10h 34m | At It Again | ♥ 1 | +1 to the fact that the ability to kill lizard is not obvious. +1 to diagonal access to the ship, which is not obvious either. Nice idea. It reminds me of Minit, and the game concept of "collaborate by yourself". The floating visual effect on the wall is weird. I don't think we need that. At which moment can I become my own grandfather ? |
| Oct 6 21:22:08 | 20m 46s | Age of Amperes | ♥ 1 | Nice idea, but it seems the level design does not exploit all its potential. All the levels are quite easy. So I went directly to level 15, I beat it by using only half of the arrows, and the electrons used half of the paths. The game displays in a window too high. Despite my (quite) big screen, I had to put the navigator in full-screen to seel the whole height. |
| Oct 7 09:43:22 | 12h 21m | Pip's Journey | ♥ 1 | The best LD47 game I've played so far, even if it's not really related to the theme. The pixel art graphics are nice. I absolutely love the universe, the idea to make chess pieces alive, and the fact they team up together. (Spoilers below, don't read below if you want to discover the game by yourself). The "neutral village" is very interesting. They choosed to not participate in the fights, but they are still annoyed by the white pieces. Their own convictions tell them not to retaliate, but they wonder about that choice. A philosophical approach of non-violence. The dialogue of the neutral pawn lumberjack is the same before and after he gives you the axe. That's a little too bad. He could have said something like "thank you for having chased the white pawns". The violet ground at the end looks like you did not have time to draw something better. Am I right ? I finished the game without killing the king (he was asking for mercy !!). I moved my pawn upwards and changed it in a queen. Was that supposed to happen like that ? Maybe you should try this game on Kongregate : https://www.kongregate.com/games/FractalSunrise/knight-errant?haref=HP_FRB_knight-errant . It's the main idea, with less story and less graphics, but the enemy pieces can move. Thank you once again. |
| Oct 7 10:28:56 | 45m 34s | Looper | ♥ 0 | I saw some other games using the same idea. But there is a twist I did not see anywhere else : the "semi-oriented" mirrors that sends the ball on an angle between a diagonal and a straight line. And the idea to make a loop is also quite original. The level design is excellent. Usually, in that sort of games, you just follow a path by rotating mirrors, you get wrong one or two times, but you finish the level without really thinking about it. Here, some levels were really interesting, and I needed the solution for two of them. Nice graphics, but annoying and repetitive music. I know that sound is important in game, but I prefer no sound than a 5-seconds music loop (ha ha ! "loop"). The ball movements make some glitches when bouncing on mirrors. Not a real problem for playing, but it makes the game less "pretty" and less "fluid". |
| Oct 9 15:52:57 | 53h 24m | bloTT | ♥ 0 | I understood that the level changes a little at some times, but I totally did not understand what changes and when. Anyway, I moved randomly here and there, and eventually managed to get to the bomb. Weird game. I think I missed the point. But that was a fun moment. And I like the fact that you win by exploding yourself on a bomb. Totally unjustified, so it's fun. |
| Oct 9 16:57:13 | 1h 04m | Dante Slumbers | ♥ 1 | Lovely story and original mechanics. As others said : it is a good idea that rocks only lower your ranking, and does not make you lose so you have to restart the level. Because the ship control is quite difficult. Would have been even more fun if you could go upper, to catch some ring high on the sky. And maybe even in spaaaace. You have to avoid big planets and asteroids. |
| Oct 10 14:35:04 | 21h 37m | Time Surge 2: Clean Up Time | ♥ 2 | Nice idea, though you are not the only one to have it for that theme. I failed a great number of times, but the game gave me the incentive to not give up and make it to the end. It's always satisfying to see one more green door lowered when you are taken back at the start, and one more, and so on. It took a little time for me to understand how to use the "Mop", but it worked. Shaders are fun, but it does not help to understand the specificities of objects. You have used the same rainbow-funny shading for all the time-related elements of the game, though these elements all behave differently : - the Chronotoxin, wich makes you loop back in time, - the Chrono Core fluid, which prevents objects to go back in time, - The Chrono Core repair, which blocks the Chronotoxin propagation. And the fact that we see these three game elements all together, at the very beginning of the game, does not help to understand. I do not know what better visual solution you could have used, but I am sure there may be one. Music seems to strangely distort itself some times. Is it made on purpose to represent time distortion, or is it a problem performance related to WebGL ? Sometimes the game lags a little, but that may be my computer. Just for fun, I put some Chrono Core fluid on a Chrono Core repair unit, and when the game looped back, the repair unit was not here ! The Chronotoxin propagates nearer to me, and I could have been stuck. Hopefully, I had just the time to remove the fluid. Is that a bug ? Anyway, the game is great, and it is the entry on which I spent the longest time, so far. |
| Oct 10 20:37:38 | 6h 02m | Loop Something Something | ♥ 1 | The sound and graphics fit perfectly for this kind of game. +1 to all the people who were confused by the block who seems to be placed "behind" the crosshair. The main idea is great. But it lacks all the "side-things" you could expect in this kind of game : achievements, statistics, quests, more bonus, more special tiles, tweaked game modes, ... Without any of these, your game is very interesting, but during a limited time only. |
| Oct 10 20:55:09 | 17m 31s | Detachment Undone | ♥ 1 | I always have the feeling I click exactly on a spiral, but very often it is not catched. Same thing when I catched one and I try to put it on another spiral. I always have the feeling I put it on the right place, and very often they do not merge. Very frustrating. Beautiful graphics, but that's the only interest of this game. Sorry. |
| Oct 12 13:15:33 | 40h 20m | Guntasy | ♥ 1 | A little too hard for me. And the fact that you start all over when you die (no card kept, no weapon, all the robots come back) made me try only twice. +1 to don-tnowe who told that aiming is hard because of the smooth camera. Overall, a nice platformer/shoot game. The hard passages where you have to jump+dash are fun. But then, you fall in a hole that brings you back to a place you were before and you have to redo a part of your way. +1000 to you, who correctly handled the key mapping. I do not have a qwerty keyboard, and every time I see that controls are "WASD" I curse the entire world. In you game, the direction keys are still "WASD" even if the letters "WASD" are not on the usual places. Nice graphics too. |
| Oct 12 20:07:58 | 6h 52m | Temporal Objects | ♥ 1 | That's quite stressfull to move along the moving platform while looking at the fireball to prevent it to make a loop while thinking about what to do next while not looking at the other fireball otherwise it won't advance and you will bump in it. I made to level 3, but not further. But I like the atmosphere, graphics and music. |
| Oct 18 22:15:14 | 146h 07m | Level2 | ♥ 0 | Nice music. Too bad you did not authorize to rate it. Music is so rare in Ludum Dare entries ! The game is a good idea. But a little too hard for me. Actually, I did not even manage to get the first power up. And the fact that you have to rewalk all the path to try once again did not help. |
| Oct 18 22:26:44 | 11m 30s | Looping for lööps | ♥ 2 | Very cool music. The best I've heard in Ludum Dare Entries so far. It's a fun idea to control a cat and the factory buttons at the same time. I managed to go quite far, but I had not the incentive to retry more times, because of the lack of checkpoints. It's a little frustrating to have to restart from the beginning. |
| Oct 19 20:54:08 | 22h 27m | Shoobeat - Control a spaceship using a programmable loop of actions | ♥ 3 | I like these kind of "programmation" games. That would have been even more fun with more instructions : "loop-while", variables, "if-then", etc. I confirm the bug concerning the buttons and quantity of authorized symbols. It totally confused me because I saw only the quantity of shields, but after some retries I could build a suitable program. I am not sure, but there may be another bug. The ship does not move exactly the same distance each time the program is on an arrow. After some loops, there was a little offset to the left, and I missed an enemy ship which I hit the previous times. Really beautiful and "ambiant" graphics. And nice music too. |
| Oct 19 21:27:53 | 33m 45s | Trials of the Twisted Timber Land | ♥ 1 | I liked the sound effects very much ! The battles are unclear, you do not see your life points, nor the enemies life points, and you do not realize when you hit and when you are hit. The game has a little "Legend of Zelda" feeling. |
| Oct 19 22:00:55 | 33m 02s | VHS Loop | ♥ 1 | The main idea of resetting the level is funny (though already used in other games of this edition). The level design is very good. You succeeded in making interesting levels with quite simple game rules. That's one of the hardest thing to do when designing this sort of puzzle game. The controls are not very well managed. You keep a key pressed, and it acts a first time, then there is a pause, then it acts many times. It's like you type text. But controlling a character in a video game is not supposed to be like text. The purple square are not explicit enough. You do not know exactly when they start to become blocks. Is it just based on a number of turns, or is it based on your position which triggers their transformation ? |
| Oct 21 20:38:17 | 46h 37m | Dwarven Delve | ♥ 1 | When you make a match, the enemies & diamond replacements is not clear. You should do it in two steps. First, remove the current enemies/diamonds and display empty tiles, then replace and display the new enemies & diamonds. As many others said : I can not tell when you can push and when you can't. The game description only says : "F to push, when possible". So, there may be a reason why I can not push, but I don't see which. I thought you were obliged to do a match on each push. But that's not it. You can push without match. Overall idea is nice. |
| Oct 26 23:00:40 | 122h 22m | LoopFrog: An Amphibian Odyssey | ♥ 2 | Nice rework of a classical game. Same as @macmist : I tried to escape by the road and died. Then I realized it is more logical to escape to the grass. |