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Feedback comments for LD49
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| Timestamp | Since previous | Game | Jeremy Ryan's comment | |
|---|---|---|---|---|
| Oct 5 00:07:08 | RadioFrog | ♥ 2 | Nice entry! Strong points: - **Art and character design** - The frog looks great! I love the little details like his throat puffing out when he's eaten a radioactive pill. - **Concept** - This was a neat take on the theme and the main mechanic was interesting. The clearest area for improvement is adding an objective of some sort and communicating it to the player. Am I just trying to survive for as long as possible? Then put a timer in, and have it display the score when you die! That way you know how to get better and can compete with your friends for a higher number. For a game that largely consists of moving around, avoiding enemies, and collecting things, you definitely want to make sure your movement feels good and consistent. It took quite a while for me to get the hang of the movement, which doesn't feel like a traditional platformer (for instance, your jump is really floaty on the way up, then you fall very fast). There are also interactions with walls, etc. that make it more difficult that I imagine you would have fixed if it wasn't a game jam game. Overall solid entry! Especially for 72 hours with a small team. | |
| Oct 5 00:41:33 | 34m 25s | Go On Without Me! | ♥ 1 | Fun entry! I will say that the difficulty is quite high. I thought I could get away with using a trackpad, and did so for level 1, but definitely needed the mouse for level 2. Level 3 had more to keep track of, but I ended up getting it in one try (after spending twenty minutes on the previous level). The story is simple and fun. Three worlds of sci-fi/fantasy tropes start up their portals to save all (but one) of their crew. The animation across the top is amusing, although I sometimes wish I could watch it with more than my peripheral vision while I push buttons! And the sheer number of lore drawings you put in is impressive, and while they were obviously made in a hurry to be finished in 48 hours, they get the point across well enough. I liked the music, and especially the way each story had its own theme that played differently during the gameplay and the game over screen. Nice work - your games are different every event and it's always a pleasure to play them. Hope to see you again for LD50! |
| Oct 5 01:19:54 | 38m 21s | Unscrambler | ♥ 1 | Really creative premise and clean execution! The visuals, music, and gameplay worked really well in combination. I'm not sure what the little dudes were doing around the edge eying my cursor, but whatever it was, it was working. Some of the perfect solutions were a bit out there. If you had more time, or a nicer dataset, it would be nice to limit it to, say, the 5000 most-used words for the puzzle generation (but still allow obscure ones as solutions). I will say that, once I got the hang of the puzzles, it became a bit trivial to solve them. Save all your Hydrogen, divide duplicates and subtract one-offs to get more Hydrogen, then throw your least-wordy elements into the math blender until you have the pieces of a 3-6 letter word (and multiply all your Hydrogen away). It's definitely one of the more innovative word games I've seen for a Ludum Dare though! Excellent work for 48 hours. |
| Oct 5 01:38:40 | 18m 46s | Un Stabl | ♥ 3 | Nice entry! The premise and controls were hilarious (We had similar ideas around "unstable"). I saved all the friends! Also - was this made in Multimedia/Clickteam Fusion? I recognize the lightning icon. (and reminder that including source code/engine file is required for Compo!) |
| Oct 6 01:27:03 | 23h 48m | Tip-See-Saw | ♥ 1 | Capture.PNG Nice entry! The premise was really neat, and was a great take on the theme. As the game progresses, it becomes harder and harder to keep the platform stable. At times it felt like the platform moved unpredictably, and suddenly I'd have to move my entire character with five boxes to the opposite side of the lever to stop it from tilting (even though only 2 or 3 boxes had fallen). I'm not sure if there was some hidden information that threw me off (like different boxes having different weight) or if you're approximating the lever physics for the sake of making it work as a game. The art and sound are simple but get the point across. I appreciate that you designed the background to have a very prominent horizon since it makes it easier to tell if you're slightly tilted. Great work for having only a month of experience in your engine, and hope you come back again for LD50! |
| Oct 16 17:21:42 | 255h 54m | Unstables | ♥ 4 | Hilarious! I agree with @marvin-chong that the lowest-hanging fruit for improvement would have been sound effects, although unfortunately this is a theme where getting sound effects that would fit (like horse clopping) might be difficult. The gameplay is fun and hilarious, although it did seem like you could get lucky or find a weird strategy that makes you do better. I found grabbing the tip of the horse's tail and then just spinning as fast as possible can get you 30 points or so if you get lucky. It might be nice if the hands and feet grabbed as one unit, rather than two, since getting unlucky and having your hands grab when they're spread apart completely cripples your movement/reach until you reposition. Great visuals and sound for a game jam! |
| Oct 16 20:39:23 | 3h 17m | Meltdown | ♥ 1 | Nice entry! Agree with others that the level introducing ??? was quite difficult, and the rules are a little ambiguous there (do you just have to check up on him every so often? or should you be looking at him any time you're not actively doing anything else?). One minigame change that would be nice is the one with the joystick and the triangles; there were times I would move the circle, then almost immediately after leaving it takes damage (presumably because a triangle spawned right next to it). Adding some kind of "safe area" around the circle where triangles can't spawn would be nice; that said, the health is pretty forgiving so it never made the difference for me. Art is pretty simple but gets the job done. And the fact there were so many modules kept the game interesting. Great work for 72 hours! |
| Oct 16 20:49:11 | 9m 48s | Sexy Saxo Snake | ♥ 1 | Nice entry! The aesthetic and camera switching was hilarious. I think having tighter controls and a less "floaty" feeling might help; the purple boxes were a nice mechanic, but it felt like I didn't have enough control of the character to effectively time jumps. It just felt like I was getting lucky or unlucky with what state they were in when I landed. |
| Oct 16 20:56:59 | 7m 48s | UN's Table | ♥ 1 | I think this is the best strategy, at least against the AI: can.png Game was fun and funny! Nice work for 72 hours. |