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Feedback comments for LD48
Snowdrama's games and stats for all events →
| Timestamp | Since previous | Game | Snowdrama's comment | |
|---|---|---|---|---|
| Apr 27 09:48:33 | loading... | ♥ 3 | Looks like the Windows and Linux versions are not visible. I only see the Mac version on itch.io | |
| Apr 27 09:53:41 | 5m 08s | Marble Warble | ♥ 2 | Super fun, it was nice that the ball had a bit of weight to it, made controlling it have a bit of a learning curve to it. |
| Apr 27 11:13:30 | 1h 19m | Humble Miner | ♥ 3 | Found the edge of the level, might want like a permanant wall to prevent falling out of the world. Otherwise good job, simple concept but it's a nice game. I'd add sounds for hitting, and a toggle for inverting vertical mouse look(Yes I am one of those players) Another thing to consider is adding a script that disables the "Quit" button on the menu if it's WebGL this causes the game to crash if you try and do Application.Quit(); I use something like this: ```cs public class HideInWebGL : MonoBehaviour { public void Start(){ #if UNITY_WEBGL //this will only be called on WebGL, so put this on your quit button. this.gameObject.SetActive(false); #endif } } ``` I'd also make sure to look into some kind of anti soft lock mechanic. I can Imagine a situation where you break the pick, then buy an upgrade only to then not be able to buy the pick repair and being stuck with an upgrade but no pick and being unable to progress. A simple one would be to make the repair free, requiring you just to go back to the table to repair, so it'd be impossible to soft lock that way. |
| Apr 27 11:41:39 | 28m 09s | SpinPlan | ♥ 3 | I think for me was a challenge more in perspective than controls(I played both Keyboard and mouse) There's some weirdness with rotations and my expectation of gravity that doesn't line up quite right. I'm not sure if that's some element of how the gravity is working but if I rotate the planet so that I'm falling straight down then center of a shaft and turn the planet, I expect my momentum to continue going "down" relative to the screen until either I hit the bottom, or rotate enough that the shaft hits the side. Instead there's this odd air control that causes me to like move sideways instead of still falling. For me the problem is less the controls and more how the character's position and momentum work, they line up in a way that doesn't match my mental expectations about how the visuals tell me the game should be working. This dissonance makes it frustrating to play because I can't intuitively feel how a rotation will affect the player, making it feel like it's near impossible to control, regardless of keyboard or mouse controls. Cool idea though I like the characters and graphics and music and such! Nice work! |