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Feedback comments for LD49
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| Timestamp | Since previous | Game | Apple Dash's comment | |
|---|---|---|---|---|
| Oct 6 14:14:35 | BoomBoy | ♥ 0 | It's alright. It's really polished and pleasant to the eye and ear, but the gameplay, imo, needs a bit of tweaking. I can kinda see where you were going with this, with chaining jumps on monsters, but I just feel like there has to be more room for error, because a single mistake can result in a loss, and I just don't feel like this balance fits the game all too well. I would, personally, try to increase player speed and decrease landing blast radius and see if it improves the game But yeah, overall, a pretty solid entry, great job | |
| Oct 6 15:02:39 | 48m 04s | Paranoia | ♥ 2 | So, I've managed to find a game breaking bug in 3-0/3-1. In 3-0, when the tutorial tells you to go to get the X-Ray -- don't, just jump down to the finish line. The level will end correctly, but at the start of the next one your character will not be able to move. So, 3-0 was the last level that I played. I would've replayed the game up to that point, but the introduction (and tutorials) are way too long. But regardless of that, I think I can describe all the problems with the game I found (and seeing as it's your first platformer, I'll try to go into more details, so the feedback is more useful to your future projects). So, the core platforming isn't all that fun. I get the constraints of a game jam, but the character animation is super important to get it to feel right. But I wouldn't even mention it, if it wasn't for the wall jumping. That one requires a clear indication that the character is sticking to the wall. What doesn't help with that is the lack of light. I think I get where you're going with this, but in the finished game, it's more annoying that anything else. It makes wall jumping even less clear and reliable. Platforming suffers from this too, but to a lesser extent -- sometimes the platforms are obscured by shadows so you have to either try to cheese the game by leaping from the platform and getting back or just take leaps of faith. I think the small tweak that you can do without breaking too much stuff is to make the light around the player a bit bigger. Or to introduce more lights into the levels on some essential platforms. Also, the spooky atmosphere is a bit pointless. If the levels had more details to make them creepier, then sure, that would click perfectly with the flickering light and spooky music, but as of right now it feels only half of the way there. But it's not all doom and gloom. I really liked the powerups, especially, the fact that they reset every stage, so it's more of a game about exploration, and *that* works really well with the whole darkness and limited light thing. So I do think there's something good in this, it's just the execution that isn't showing the potential So yeah, that was a bit long, but I hope it was at least helpful. Good luck with your future games :) |
| Oct 6 15:12:07 | 9m 28s | Fractured Edge | ♥ 2 | Oh my god, this is so stupid and gimmicky, I absolutely love this And the game is really fun as well And the soundtrack is really good |
| Oct 6 15:27:34 | 15m 27s | Unfairly Unstable Unfun Game | ♥ 2 | I absolutely hate, but, like, in a really good way But as for real issues, I have found only two. 1. The checkpoint needs a sound. Well, not, *needs*, it's pretty clear that checkpoints do their job, but, you know. It's a "nice to have" 2. The trick with disappearing floors got pretty stale by the end, even tho the game is really short |
| Oct 6 16:25:43 | 58m 09s | Router Runner | ♥ 1 | It's such a neat little game. It's nicely polished, the concept is great, it looks and sounds lovely. I like how hectic it gets in the later levels as well. |
| Oct 6 20:04:47 | 3h 39m | Block fight | ♥ 2 | It's a cool idea well executed The only complaints I have are weird controls and that AI can't build shit, so it's a shame that 2P mode isn't there yet, but I can totally see how cool and entertaining that would be But yeah, apart from these two issues -- a great entry all arround |
| Oct 6 20:40:15 | 35m 28s | Time Rift Racers | ♥ 0 | >The cars sound too much like normal cars lol Need to learn FMOD more You know what, you don't. I honestly thought that was a deliberate joke until I read that. Anyway, It's a fabulous idea, that has so much potential. The one that springs to mind is randomized portal placement and destinations. That would add so much variety, but I imagine how much time that would add for each level But anyway, it is still an enjoyable (if a bit dull due to AI issues) game even in the current state, great job! |
| Oct 9 19:35:14 | 70h 54m | Tipsy | ♥ 1 | This is a really funny idea and I've been wanting to play it since I saw you posting it. And I wasn't disappointed at all :) But I have a couple of, well, issues is not quite the right word, more like a suggestions. Some people suggested diagonal movement and I agree, but I think I'd try embracing the chaos and making the movement physics-based and see how this goes. Oh, and I also found a bug, the second level starts with something breaking and $16 "score" |
| Oct 9 22:08:13 | 2h 32m | Space Ace in: Meltdown Madness | ♥ 1 | A really solid entry. I feel like it's not as dynamic as it could've been, but it's just a matter of tweaking the speed of some things, as the idea and the foundation seems solid enough |
| Oct 9 22:29:21 | 21m 08s | Prakzar's Problematic Potion Puzzle Pit | ♥ 1 | This is a very solid entry overall, but I think it has a few issues. First one is balance -- I think, it's a bit off. The yellow homing ball does basically nothing (which, I guess, is intentional, because of its strong tracking), but the poison cloud is basically an instant kill. I think, there are ways to improve it (like, relaxing the tracking on the yellow ball and making it viable to use it to destroy other potions) The second issue I found is the downtime. The combo system is very interesting, but the player cannot really use it to their advantage. I guess, there are boulders and fire, that can be used to destroy potions, but the best strategy is to completely avoid this system and just try to dodge the obstacles. I think making it so the potions destroyed by those effects don't spawn new effects would be a step in the right direction. Maybe, introducing some positive effects would be as well, I dunno. |
| Oct 9 22:42:03 | 12m 42s | STAR STRUGGLE | ♥ 1 | Oh god, this is so terrible to play, I absolutely love it. The game truly feels uncontrollable and chaotic, but that it could be mastered, and it's not just random for the sake of it. And the audiovisual stuff is also very well done. Great entry! |
| Oct 9 22:54:44 | 12m 41s | Grenade; Unstable | ♥ 2 | That was a fun idea, but from the description, I was expecting more of a multiplayer hot potato, than a platform defense thing. It was still kinda fun, tho. Especially loved the atmosphere, art style and music. Also, I have no idea if this was intentional or not -- you can push enemies off their platform yourself and kill them this way |
| Oct 10 23:08:21 | 24h 13m | Unstable | ♥ 1 | This is a kinda neat idea carried by its execution. I like the urgency of it all, that is helped by the music and the pace. The movement feels really solid and fun. The visuals kinda knock it down a notch (especially the UE mannequin). I really like, that it's not an infinite runner, because that adds tension towards the end As for some minor things, it is a bit unpolished. The transition is a bit awkward. I also found an annoying issue, where the shifting blocks could either stop the character or even throw him away in the opposite direction. It's not super common, but still |
| Oct 10 23:24:23 | 16m 02s | Shiine | ♥ 1 | I really like the spookiness of it. Especially the part when the window randomly went from borderless to fullscreen and back. But that's what I get for updating to Windows 11 Anyway. The game's really fun. I like that it's centered around one tower, so there's a quick way up when you fall. The movement is slidey dogshit, sure, but you can get used to it, which I found really neat. And the fact that it's really short helped too. I feel like if it was a bit longer I would get tired of long quiet time, but a checkpoint system (or just splitting the game into multiple levels the size of this one) would remedy that. Yeah, so, overall, a really nice little game |
| Oct 10 23:40:23 | 16m 00s | Nailey (VR Only) | ♥ 1 | Oh man, I never thought I needed a VR bridge builder, but here we are. It is a bit buggy with the movement, which can be disorienting even for me and I'm usually pretty good with motion sickness. Suddenly jumping on top of an object makes a lot of me scream internally, *but apart from that* it is a really good VR puzzle game |
| Oct 10 23:53:12 | 12m 49s | Moonpond | ♥ 1 | I love how weird and charming it is. Super subjective bonus points for feeling like something I would make during some LD. Light on the theme tho, but fuck it, it's still a neat idea that kinda sorta fits maybe. As for gameplay, well, I would add some more checkpoints, I guess, but overall it is well done. I do like this entry quite a lot |
| Oct 17 12:33:47 | 156h 40m | Saturday Night Cleaver | ♥ 0 | It's simple, but really well executed. I really like how satisfying it feels (mostly thanks to all the nice sound effects). Visuals are also really pleasant. Really solid entry overall, great job! |
| Oct 17 13:06:08 | 32m 21s | Death?Box | ♥ 1 | Congrats on your first Ludum Dare! And you have a finished game as well, which is also super cool. Unfortunately, I do have to agree with you -- the game is quite boring. And the worst part about this is that it didn't have to be. I think a couple of small tweaks could make the difficulty curve point in the right direction. So, here's a couple of fixes you could try - Make the shooting delay and particle speed dependent on the amount of atoms left. The less atoms there are, the faster the remaining ones should be shootings. This should make the ending harder than the beginning and have a different pace to it. You would have less emitters, but they will be shooting faster and the particles themselves would be more dangerous - Make it one continuous session and not multiple waves. You correctly identified the problem with the ending of the wave, so, why not sidestep it and just spawn new atoms as you go? - Make atoms move around. I dunno, I cannot really argue that one from some sort of objective point of view and I have no idea if this will actually make the game any better, but looking at your code, I can't see a reason why it would be hard to implement, so worth a shot Oh, and it does look and sound kinda nice. It's pleasant enough for what it is Anyway, good luck in your next Ludum Dares! |
| Oct 17 13:23:43 | 17m 35s | Switching Realms | ♥ 0 | So, I like a variety of locations. The visuals are also kinda charming. But the gameplay is a bit on the dull side. I think what hurts it the most is that you can just stand in the portal itself and whack enemies one by one as they are approaching. I don't think they should have a bit more health across the board, so you actually do have a reason to run around and actively engage them. I understand why you have one enemy type per stage, but a greater variety should also help with that And the combat could use a bit more feedback (and sound effects). It's just not as satisfying as some other entries this jam |