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Feedback comments for LD48
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| Timestamp | Since previous | Game | Wolfier's comment | |
|---|---|---|---|---|
| Apr 27 18:08:45 | Diggy hole | ♥ 2 | It seems like you went for an actual pathfinding algorithm unlike me. I'd say that quite an accomplishment for a ludum dare especially since I couldn't break it. It took me a bit to figure out what was happening but it wasn't to complicated. I will say though that the map generation is pretty brutal on gold. It would be nice if you had a wavepoint marker so you don't have to tell the AI to clear everything just to explore the caves. | |
| Apr 27 18:36:17 | 27m 32s | Ludum Dare 48: Deeper and Deeper | ♥ 0 | I'm definitely a sucker for voxel art, really the only thing that's disappointing about it is that it doesn't look like you used it everywhere. I don't know how in the cards that would be, since i don't know Unreal's limitations I see you went with the flashlight that sucks, there's so little light though that is a help unlike most finished games with a flashlight. If I sound more annoyed then i should about this its because bad flashlights are a pet peeve of mine. Gameplay wise it was really short and easy. If you were to continue this I would start by making some variations in the enemies. I initially assumed that the green water would hurt me for landing in it, I'm not sure if its a good thing or a bad things that it doesn't since the turtle platforming was a bit more difficult then the enemies were. |
| Apr 27 23:10:21 | 4h 34m | Blue Beetle | ♥ 1 | Wow that was a bit difficult at first before i realize that the acid goes away, then I realized the health also goes away which was making staying alive difficult since the acid and health were always overlapping each other. You should definitely add sound and/or music to the game if you continue this it would give the game a lot more life. I think you should make it so that the Ai doesn't start shooting you till your actually in the room with them since they are just constantly splattering the walls with acid. It was quite short but definitely fun. |
| Apr 27 23:40:27 | 30m 06s | Debate Time | ♥ 0 | There definitely needs to be more warning for when an encounter happens. My first 15 seconds were me trying to figure out what to do and then suddenly a battle. I noticed that the first turn was always 4 attacks and a heal. Since you can't win in the first turn the heal gets overwhelmed, so you just lose eventually regardless of your performance. I do wish there was some music to go along with the sound effects. I'd say your UI is the strongest part of the game its done. |
| Apr 28 00:13:02 | 32m 35s | Sven Treasure Hunter | ♥ 2 | To be blunt, it kind of feels like luck whether you live or die. All you can do is go down and hope a beer or gold happens to show up. I think it would help for the camera to be a bit more zoomed out or perhaps centered below the player since you can't go up. I'll point out that the goal looks like 1300 and not 300, so I was surprised when I managed to win the first level. I'm not a huge fan of the look of the dirt block and I agree with above that you need so variation in your blocks but your character design was pretty decent. The sound was pretty great, probably the most well done part of the game. Though I think I bugged it out at some part though as the character was making in grunt sounds in reverse. The only thing really stopping me from liking this overall is that lack of control you have. I would appreciate a bit more choice in your direction. |
| Apr 28 00:36:21 | 23m 19s | Dive & Dig | ♥ 4 | When The game say "Quick dig through the right wall!" I got confused by what was meant by that and was digging down through the right wall thinking it would get me more air. By try three I figured out what was wanted. I'm not sure if it's a bug or not, but it seems that sometimes rocks will refuse to be destroyed and I got stuck digging through unbreakable rocks. You should map the dialogue boxes and drill controls differently so that you don't accidently close the dialogue. The brief amount of writing was pretty good, if you were aiming for a sort of character who thinks they are better then they really are then you hit that really well. Your graphics are really good, despite using the same 4 blocks the whole time they never got old. Probably has something to do with constantly swapping them out. |
| Apr 28 01:35:36 | 59m 15s | The Colony | ♥ 1 | I agree with everything the two people above me said, except the freezing part that didn't happen. It would be a good idea to have different colors between the different ant types so its a little easier to tell what the fudge is going on. |
| Apr 29 00:51:59 | 23h 16m | Devil Diver | ♥ 3 | Since you're already aware of it I won't spend much time here but the aiming is still buggy sometimes. (playing 1.03) I do think some feedback for the fact that you take damage when you fire/sprint would be nice since its not clear that the top right is a health bar at first. I'll add another note that you should add a visual safeguard so the player doesn't accidently kill themselves too easy if they aren't looking at their health bar. The cultists were a bit annoying to fight since they can spam fireballs at a faster rate then you can you are just stuck strafing until you can get an opening. Since the rooms don't change its not exactly clear that entering the portal does anything besides upgrading. There's a lot of dead space you are not using for the game that the player has to walk through, you should fill this up with something. I think this game was a lot of fun, the music was pretty nice, combat was fun when you weren't shooting backwards, the use of combining stamina and health is pretty unique and I liked its addition once I realized that's how it works. |
| Apr 29 01:10:59 | 19m 00s | Deep Roots | ♥ 3 | The scrolling is the worst part of the game, otherwise everything else is really good. I think you could tone down the use of invertors since moving 3 roots already messes with my head enough, they make it near impossible to figure out what the heck is going on. At the very least you need an undo button so you don't have to go back to start because you hit the wrong key |
| Apr 29 14:21:53 | 13h 10m | Astronomical Assault | ♥ 2 | Seems like the shotgun is the superior weapon, really only defeated by toast (sentences you never thought you'd say). The front shooting weapons have the problem of putting them selves in the danger zone for the most common enemy and the side shooter are a bit awkward to use. The all shooters probably good since it fires in the most directions. Great work on this bullet hell game, good art, good sound, and lots of fund |
| Apr 29 14:46:28 | 24m 35s | Dwoblins | ♥ 0 | Two things to comment about here, the first one is that you need to change the game so you don't have to constantly click. The other one was mentioned just above me, but adding on to that, it happens if they step on a trap and die while being near you, you take damage. |
| Apr 29 15:58:02 | 1h 11m | Unpaid Serenade for Future Solution Group [2026 eCon Grief/Heartbreak Singalong] | ♥ 0 | This is definitely not a game I've qualified to critique which is somewhat ironic considering what it is. Really not a lot I can say except that the typing minigame was really awkward. I'm not sure how much it mattered though since the game doesn't really give any feedback on it. I guess another thing I should mention is that I don't actually know what you were aiming for with the "protester". The lack of visuals as to what actually going on during that scene makes it difficult to determine who's what's going on and the fact he only gets three words out before getting "touched" suggests that randoms are trying to throw him out rather then security. Plus His words go back and forth between civility and just causing problems. But ya, the writing is really good otherwise. |
| Apr 29 21:41:54 | 5h 43m | Disco Inferno | ♥ 1 | Great game here, loved almost everything about it except one thing... Your disco is not strong enough, you need more disco in your disco! ... Okay I'll also mention that the shooting was a bit awkward and could be improved, but that disco thing is WAY more important. (For the record I did like the music) |
| Apr 29 22:14:26 | 32m 32s | Enemy Territory | ♥ 1 | I honestly have no idea what was happening in the game. I changed what I did between attempts and it largely didn't seem to affect anything. I don't really have a problem with there being no lose conditions but it sort didn't feel like anything mattered. |
| Apr 29 22:47:00 | 32m 34s | The Mine to Sentience | ♥ 1 | Not a huge fan of the sounds the robot makes when he takes damage, it's a little annoying. you should add the esc key to the shop, I was sitting there for 5 seconds or so trying to close it with escape then just walked off to realize it would close on its own. The brown platforms were a bit annoying to deal with since the robots momentum made it hard to position to get on top of them. The earthquakes kind of made them worse since the game is rushing you to escape. the game needs transitions between screens, it'll feel better if something occurs before the entire screen changes like a fadeout for reaching the top, or a rockfall for running out of time. The art is definitely the strongest part of the game, though i do have to ask: why does the robot look like a rundown mess compared to his shop icons? |
| Apr 30 01:09:16 | 2h 22m | Dwammings | ♥ 2 | So when I say your game, i got somewhat jelous that a game thats somewhat similar to mine in a few ways was getting more views then mine (even if that has more to do with not having time to rate games a lot this week). But seeing that you had 4 team members doesn't make me as jealous anymore. I can tell I've played my own game too much since mine doesn't use the number keys to do things. So I'll ask the same thing that I'll be doing in my own game eventually: combine hotkeys with the mouse. This game is quite good. I think that most of games problems could probably be fixed if you started with less dwarfs. They all start on top of each other so it really difficult to get use out of any more then 2 of them at. I'll also say you should lower the price of the beer cask, I find it a bit too expensive. I'm gonna be trying a new strategy of saying "screw you" to all the grouped up dwarfs and kill them all off |
| Apr 30 01:37:05 | 27m 49s | The Deepest Dungeon | ♥ 3 | You need some transitions between enemies, its really jarring for the left to disappear and the right to appear. (on further analysis this is because I was playing in full screen, not sure if that's a worry for you considering the layout.) I really like the art and the music, it reminds of the NES era I never got to be a part of. I don't bash for oldness. That's all I'm going to say, I'm not not a huge fan of idle games so I'm really only gonna criticize things that I can do fairly |
| Apr 30 02:08:37 | 31m 32s | Deep Mine | ♥ 1 | Got to say I'm really disappointed right now... ... How could you not add sand to the thrusters or the other ores?! oh geez what a game, the engine you have here is bloody amazing. Your drill clearly doesn't appreciate how impressive it is though since it gets stuck on things a lot. Your artwork could also use some improvements as well, but im not sure how in the cards that is for you. IF your really only goal is making a tech demo though, I'd say you'd passed that test with flying colors. |
| Apr 30 03:24:56 | 1h 16m | Grave Hammer | ♥ 3 | The game looks really good, i do wish there was a swing animation beyond just the hammer but other then that really good. The hammer itself is feels really good, the hitboxes are slightly off though. You need a shop or if there is one it needs to be more obvious where it is. |
| Apr 30 04:18:20 | 53m 24s | Town of Monsters | ♥ 1 | The mood is definitely not my cup of tea, but if was I would probably like it., Its just a bit too much for me. The combat is a bit confusing since there's no visual ques for whats happening... Ya that's all I got, sorry. I'm sure other people will enjoy this type of things but its just not for me. |
| Apr 30 07:04:12 | 2h 45m | Explory Story | ♥ 2 | As I said in the stream, you guys need to take this game and run, don't look back. This is a clear gem for ludum dare and it needs to be continued. Anyways critique time... Your collision should only be based at your feet and shrunk slightly so your not trigger words quite so easily. You should remove the plain damage words and make them effects like revolver and devil, your charm comes from the effects. You should also make them escapable. You should change healing words to checkpoints and have healing be passive. Also add effects to the words. |
| Apr 30 21:53:11 | 14h 48m | Bones & Guns Elevator runs | ♥ 1 | Its not innovative but it's definitely fun. I had a run where enemies were getting stuck somewhere resulting in a softlock. Honestly it was disappointing since the gunplay is really good and i wanted to keep going. You should find a way to get rid of all the guns that end up lying on the floor. I found myself trying to avoid the 30 or 40 guns lying around because i liked the one i had. |
| Apr 30 22:39:06 | 45m 55s | Lost Contact | ♥ 1 | Definitely a great game, if I were to criticize anything though it would be the art. not because it's bad but because of all of the unused pixels. Other then that i think this was really well made |
| May 2 00:23:04 | 25h 43m | Zombie Movie Marathon : A Game Remotely about Zombies | ♥ 2 | Hey thanks for the stream a few days ago Codeman. Unfortunately I got to beat up your game a bit, sorry. I'll start with the artwork and say while it looks good, I don't really like the clashing art styles between pixel art and realistic 3d. The gameplay was a bit empty but this since most of the enemies don't appear to damage you. You audio and music choices were pretty good. The game isn't very innovative, but that's not really a bad thing. If you were to continue this it could be a great reimagining of something that already exist. |
| May 2 00:36:47 | 13m 43s | Into the Mines | ♥ 1 | I feel like this would be one of those games that would be better if there was less slow down. Maybe its just me but I think the game should be more focused on the adrenaline rush of going fast then the red light green light cause by the dynamite. Don't get me wrong the dynamite isn't bad, it just shouldn't put the player in a spot where they have to wait for it to go away before going. I did find the game fun, and was kind of disappointed it ended so quickly but its ludum dare, what can you do epically in these speed focused games The art and sound is pretty nice, I liked all of that. |
| May 2 18:08:03 | 17h 31m | Workplace Sleep Syndrome | ♥ 3 | Definitely a great job on the art direction here, i think you got everything you wanted out of it. I didn't really enjoy the pillows hitting you since they messed with the physics and getting touched usually resulted in me falling off a platform. I kind of felt that there was no point not to go for coffee since the game has you in a race against time before you fall asleep and maxing it out simply means you can't see for a few seconds. Plus pillows were usually not in a position to make maxing out awakeness. There were actually a few jerk moves I didn't like the coffee trail that leads to a bottomless pit or the pillows that are guaranteed to hit you if you keep walking and make you slip off the edge. |
| May 4 05:10:59 | 35h 02m | Arctic Drilling Team Simulator | ♥ 1 | I think my biggest criticism of the game is that i can't tell who's who between the icons and I keep moving the wrong person when one of their stats gets low. I will also say that moving people around between rooms was kind of awkward since I'd have the game paused to determine my moves and then the game complains when i try to turn on the power in a room. So what usually happens is I press space, push the room buttons, pause, move people, unpause push more room buttons. The game is really well designed, i do like the really simple artstyle and the gameplay is pretty nice. |
| May 4 18:48:06 | 13h 37m | The Circles of Purrgatory | ♥ 1 | First off, you need to take a lesson in cat pawns, you can't have a cat focused game and NOT have cat pawns. I'd definitely recommending checking out cat's quest for that. and now that i've gotten the important matter out of the way... My main issue I was having was that the text didn't make it obvious which circle the cat was supposed to go to. Like there were several cats that didn't really qualify for any of the categories by their description. So the most obvious thing would be to put them in limbo except they have owners which lands them in needy even though they weren't. The only other criticism I had was that your arm was 2d while everything else was 3d. And I'm all out of critiques, the game is really good except that one problem. Get cat puns, its the most important thing here! |
| May 4 19:58:35 | 1h 10m | Undermined | ♥ 1 | That's almost too perfect @ausstein great game, I'm surprised there wasn't a combo bonus for chaining, but i bet the only reason i did as good as i did was because that wasn't there. |
| May 8 02:24:58 | 78h 26m | Titan Abyss | ♥ 1 | I will say that the atmosphere is definitely the best part of the game, but the game itself is lacking in substance. |
| May 8 02:30:59 | 6m 01s | Hunt For The Merchant Royal | ♥ 2 | The game is a bit picky about hitting things, you can just barely touch the walls and take damage. I noticed that the best technique for getting up and down was to flash the lights to see where everything was. Also the fish/light mechanic kind of became irrelevant since you get all your light back when you die. Game was pretty short but there is definitely some quality in here. |
| May 8 02:48:59 | 18m 00s | Don't Pop Descent | ♥ 1 | The only thing I can claim to dislike is that the shot sound effect keep overriding the music. I really like the second levels music, so this sound issue annoyed me a lot. You should add transitions between the themes though, its a bit rough to jump from one theme to another I was really enjoying just exploring the place, which I guess is a complement to the art. I was kind of disappointed it ended so soon. Both levels I stumbled upon the exit on accident, which is fine by me If i want something more out of this game, its more balloon animations. They don't have anything unique for moving and i think you could give them a lot more character. |
| May 8 03:05:02 | 16m 03s | Hell Train | ♥ 1 | I think there's really not enough time spent thinking, everything just sort of blurred into each other. What I think you should do is make the timer much longer and have us use the mouse to find things so we actually know where we found them. One thing I do like though is that all you need to do is have an item to be able to use it, It makes things easier. One other thing I will mention is that the game was a lot longer then i was expecting, for a second you had me thinking that the puzzles were randomized and would never end and I would be cursed to hear that elevator music forever... ... You should do that, just constantly solving randomized puzzles with an annoying elevator theme playing, till you break out of the loop. Would be a great way to claim your games name. For the record I think the other themes are better then the first. |
| May 8 03:34:28 | 29m 26s | Lone Miner | ♥ 1 | Great entry, the only thing holding this game back is that snake at the end of the game. I'd love to see more of platforming/mining. Critiques wise, you should of made money do something if your going to have it and explain what "needing power" ment since it never seemed to do anything. Other then that this was well done all around. |
| May 8 04:33:10 | 58m 42s | Deep Dive | ♥ 1 | Definitely a unique mechanic, I enjoyed the game. Then it exploded a bit, which made it more fun (at least for me, maybe not as much for you XD). Does the game have music? This game would be infinitely improved with music. |