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Feedback comments for LD48
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| Timestamp | Since previous | Game | blubberquark's comment | |
|---|---|---|---|---|
| May 6 19:37:03 | Matt's Marvelous Mining Mission | ♥ 0 | I liked the combination of incremental game, random quests, and exploration/digging, but for some reason nothing increased my sensor radius | |
| May 7 05:40:38 | 10h 03m | Into Conflict | ♥ 1 | The biggest *constructive* criticism is probably it would help if you could scroll by moving the cursor to the edge of the screen |
| May 7 05:55:43 | 15m 05s | We Have to Go Deeper! | ♥ 1 | Impressive, to make an aquaria/lovers in a dangerous spacetime/gravity ace thing in that short a time. And it only uses one button! Were you eyeing an iPad port from the beginning? |
| May 7 06:21:29 | 25m 46s | Blackout | ♥ 4 | This game really made me remember all the things I loved and hated about point-and-click adventure games. Especially the pixel hunting. Simon the Sorcerer had a feature where you could hold a key and it showed you all the clickable things. Fortunately, the shortness of the jam game format emphasizes the good parts before the bad parts get tedious. If you want to make this a more full-length game, or a full-length game with a different story based on this engine, you'll need to address the pixel hunting. |
| May 7 08:38:02 | 2h 16m | Down To Hell | ♥ 1 | Your Linux download link leads to a Windows .exe Please fix, or remove the penguin. |
| May 7 09:06:52 | 28m 50s | Brickwalled | ♥ 2 | I don't like the gameplay loop particularly, but I must commend you for the variety of monsters you have in your game. The simple controls would lend themselves well for a mobile/tablet game. |
| May 7 11:25:20 | 2h 18m | Minball | ♥ 1 | Best game so far! 5/5 on innovation. Sometimes I struggled when a left and right flipper were in the opposite configuration, but apart from that, it was great! (I used a lot of fake quarters though) |
| May 8 08:58:39 | 21h 33m | Little Lost Sheep | ♥ 3 | I came here expecting something a lot more mechanical and strategic, and I was surprised. I don't know if this is a problem only with the web version, but the controls were very weird. I could only walk slowly, so I bunny-hopped everywhere. That was kind of jarring. Also, some trees were floating above the ground, and shadows appeared in front of me. This was very immersion-breaking *for me personally*, because I could figure out how this happened, as I had implemented similar games with low-poly terrain in Unity myself. I won't deduct any mood points for this, but I would like to see baked shadows or high-priority light sources or something like that. The "mountain" was not the first place I went to, and I wish there was a snowy peak visible so I would know that this is the mountain. I could climb up the pillar that leaned into the mountains, maybe they should have added some invisible walls at strategic locations. The polaroids felt like they were intended to be a bigger game mechanic in the initial design, and then they just stayed in. This is all rather nit-picky, because the game looks *complete* as is. |
| May 8 09:17:36 | 18m 57s | Rover in a Hole: The Quest for the ULTRA STONE | ♥ 1 | I just strip mined everything. That made it too boring and too easy. Also cargo space was not really a useful thing. I could just take more trips. |
| May 10 08:48:26 | 47h 30m | They Told You | ♥ 1 | I get it. It's a "walking simulator". It could really have benefited from some polish on the __walking__ and __opening the notes__ parts. There is a reason why games like Dear Esther and Bioshock use audio. This way you can hear the story _while walking_. It's really unfortunate that the comparison to Dear Esther is the first thing that comes to mind (spoilers) orpnhfr Qrne Rfgure unf gur fnzr raqvat. The other big area for improvement would be the writing of the notes/letters. Some of them felt really flippant/terse/jarring, given the serious subject matter. I guess you wanted to keep them short in order to not interrupt the flow of the game. |
| May 10 11:22:58 | 2h 34m | A Disguised Far Muse | ♥ 1 | Some PyGame-specific feedback based on looking through your code ( https://replit.com/@BrianDavis7/A-Disguised-Far-Muse.zip ) You should look into `pygame.display.set_mode((400,200), pygame.SCALED)` instead of scaling in software. Your intro animation had parts of the next frame sticking into the current frame. Probably pick a better pixel art font, and render without antialiasing, or run your game at a larger resolution and use a bigger font size. I mean, as it is, you could render fonts at 800x400 screen res and have art at 400x200, then text would be more legible. It would probably be easier to play your game with a mouse cursor, or with a cursor on the grid moves with arrow keys. This game feels like you should play it over a teletype. The scientific float notation of the resources is distracting, it would probably make it easier to read if you rounded them to int() first. (I know I'm one to talk, I made my game in PyGame too, and it's not even object-oriented!) |
| May 10 11:30:09 | 7m 11s | Forest Adventure | ♥ 0 | I had to change your source code to run your game on Ubuntu Linux. I had to rename Fish.png to fish.png. Try to use the exact capitalisation in your file name and in your game code. |
| May 12 06:23:06 | 42h 52m | The Fistula Cleaning Crew | ♥ 1 | Thanks, I hate it! |
| May 12 06:28:18 | 5m 12s | Burry this… Thing | ♥ 1 | You said all the criticisms of your game yourself. Looks like you didn't like the theme, and the controls are hard to reach even with two hands. |
| May 12 06:44:00 | 15m 42s | Vertigo | ♥ 1 | Very straightforward mechanical interpretation of the theme. Controls: The keyboard controls were almost impossible, but it was OK with a gamepad. I would have preferred arrows+X+C I think. I did not know I could air-jump at first. Balance: It was difficult to sight-read the levels, fighting was often not worth it. I sometimes had to stay high up to wait for more of the level to spawn in, which was annoying. A more vertical screen layout might have helped. |
| May 12 10:48:32 | 4h 04m | Dieper & Deaper | ♥ 2 | ld48_dieper.png I wish the diagonals (pressing up and left on the keyboard) were aligned with the iso grid. More on that in my [rant about isometric controls](https://blubberquark.tumblr.com/post/621835025877499904/isometric-controls) I love the mood and the audio, especially on the win screen. |
| May 12 10:59:18 | 10m 46s | Touchdown | ♥ 1 | touchdown.png I did not get far, but that was fun! I had to edit your code a bit to run it on linux, but I really liked your take on the theme, and the attention to detail. The football players all have different numbers! |
| May 12 11:09:06 | 9m 48s | Tomb Diver | ♥ 0 | There is a scaffolding here for an interesting game, but as it is, there is little reason to go deeper after you understand the principle. It's just more of the same. I wish the key repeat speed or movement speed or whatever it is was slower, because you run out of ropes so quickly if you overshoot. |
| May 12 12:35:07 | 1h 26m | Depth Command | ♥ 0 | Wow, that was surprisingly tense! |
| May 12 12:45:56 | 10m 49s | Chthonic Brilliance | ♥ 1 | At first I was a bit annoyed by no arrow keys, but then I realised your game has *touch controls* |
| May 12 17:33:43 | 4h 47m | Unearther | ♥ 1 | Looking at the comments, I don't think this game is too easy, or discouraging experimentation. The puzzle design is not as "tight" as in A Good Snowman, but that's not necessarily a bad thing, and the "loose" puzzle design synergises with the turn counter. |
| May 13 18:38:39 | 25h 04m | It came out of space | ♥ 1 | If we were still doing the awards from the old site, I'd give you this jam's programmer art award |
| May 13 18:52:36 | 13m 57s | Deep Blue | ♥ 0 | Cool ambiance, terrible hitboxes. The eating animation sometimes snaps my guy back after he is already out of the way - this is the Dark Souls of fish stealth games! My suggestion is mouse-based or analog-stick steering with free 360° movement. |
| May 14 13:33:29 | 18h 40m | Deep Seek | ♥ 1 | This is (in a good way) a poor man's Subnautica. The level design is GREAT |
| May 15 14:56:27 | 25h 22m | Mars Cave Explorer | ♥ 0 | Maybe it would be easier to play if you swapped controls for the left and right thruster. As is, this is impossible to play for me. My ship got stuck upside down, my ship got stuck on the side, I lost cargo all the time. |
| May 15 16:13:14 | 1h 16m | Submarine Expeditions | ♥ 0 | This is an interesting idea and the main mechanic has potential, but I don't think the ship layout and the enemies work right now. I'd consider duplicating some controls in the ship, or changing the way the engine works. As it is right now, the safest place is always inside the engine room. That makes gameplay stop-and-go. |
| May 16 05:57:54 | 13h 44m | Crushing Blocks Till You Drop | ♥ 1 | I thought there was a reason the blocks were coloured like oxygen and energy bars |
| May 16 08:53:17 | 2h 55m | Micronaut | ♥ 1 | On the one hand, this is a really *clever* mechanic, and a good fit for the theme. On the other hand, the way the puzzle interacts with the platforming is often frustrating. I wish there was a "go back one room" or "go to last checkpoint" functionality. Basically, I agree with @honey-pony. Also this reminds me of _Recursed_ and _Inside a Star-Filled Sky_. Were they your inspirations? |
| May 16 09:01:59 | 8m 42s | The Dive | ♥ 0 | Were you raptor85 on the old site? |
| May 16 09:54:19 | 52m 20s | Deeper Bros. Digital Computer | ♥ 1 | I really wanted to like this, and I realise what I think is wrong with this game is exactly the same thing I found wrong with Human Resource Machine: The assembly is too low-level and the machine is limited in a deliberate attempt to make programming into more of a puzzle, which makes it more cumbersome than a puzzle game and less fun than coding for a real computer. I just won't rate on fun, or innovation, or graphics I guess. I am just really conflicted. Reminds me of the Dijkstra quote: APL is a mistake, carried through to perfection. |
| May 16 10:41:25 | 47m 06s | Codename::GreyHat | ♥ 0 | I wonder if this couldn't have been made better and faster with something like ncurses or a similar terminal app framework. I hit tab so often but there is no tab completion |
| May 16 11:59:29 | 1h 18m | Fade | ♥ 1 | You are always making the most polished PyGame games! If you are having trouble with PyInstaller, you could try stealing my own packaging method, which just uses wheels, portable Python for windows from python.org, and a batch file. It works well enough in the itch client, and can be deployed from Mac or Linux. I wish there was visual feedback for pushing the button, not just for missing a note. As for keyboard controls, now that you are using pygame 2.0, maybe consider using asdf hjkl and scan codes instead of 1234 7890 ...or a MIDI controller, or perhaps one of those Rock Band controllers... |
| May 17 09:37:18 | 21h 37m | Deep Dark Discoveries | ♥ 0 | I liked the straightforward take on the theme, but I wish there was more to *do*. cavetest.png |
| May 17 11:41:08 | 2h 03m | Black Horizon | ♥ 1 | I tried to play this a couple of times. I gave up on beating your game. It's a real shame this feels so unfinished. I had trouble finding the theme in this, but I don't doubt you played by the rules. If you had started early, it wouldn't be this ambitious mess. The art styles of the planets and the space part don't fit at all, and the planets feel like they were quickly slapped together in Unity. I won't hold that against you, it's not your fault I can recognise the terrain and character controller, and it's not your fault Unity makes this easy. I died in many ways. I ran out of fuel, I fell off a mountain, I ran out of oxygen. The planets were too big, and although the terrain was interesting in the large, it was boring in the small scale. The game also felt very laggy in WebGL. Some of that could probably be remedied by marking geometry as static and baking the lighting. If there is ever a place where your game needs dynamic lighting, I haven't found it. I'd like to see a video, or a text walkthrough of this game, or *a balanced, more focused post-compo version* - not necessarily because I think this game can or should be turned into a proper commercial release, but because I am dying to know what this was supposed to be. |
| May 17 12:56:41 | 1h 15m | Deep Paper | ♥ 1 | The graphics are interesting, but they make the game harder to play. Maybe mouse-only with left and right click would be easier, or two controller sticks. |
| May 17 14:40:30 | 1h 43m | Deep Mind | ♥ 1 | Reminds me of Notch's LD29 "Drowning In Problems". Also reminds me of "Papers Please". Great mood, but very IRL stressful. For some reason I got money after I lost the job |
| May 17 16:28:48 | 1h 48m | The deepest heist | ♥ 0 | I can't believe this is the first Inception-themed game I am playing this jam. |
| May 18 06:03:38 | 13h 34m | Fat Larry at the All-U-Can-Eat buffet | ♥ 1 | If you want to emphasise the puzzle aspect more, you could probably make the upper levels persistent (so you eventually run out of food), or you could show the calorie values more prominently so I can plan ahead. |
| May 18 07:43:04 | 1h 39m | Abyssonaut | ♥ 0 | big Owlboy vibes! |
| May 18 10:10:06 | 2h 27m | Sun Core | ♥ 0 | Have you heard the good news about the new PyGame feature pygame.display.set_mode((300,200), pygame.SCALED)` I would have understood the way you do it if you generated anti-aliased text at high resolutions, but you scaled pixel fonts up, so why not scale up the whole screen? Also, why re-create the window every frame? |
| May 18 16:27:48 | 6h 17m | Under Pressure | ♥ 1 | I wish there was visual feedback when the propellers spin or something like that... |