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Feedback comments for LD50
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| Timestamp | Since previous | Game | infinitycore's comment | |
|---|---|---|---|---|
| Apr 5 07:45:17 | Carrot | ♥ 1 | a swing animation would have been nice | |
| Apr 5 08:04:51 | 19m 34s | Electro Rush | ♥ 1 | will have to try it again later with controller. Controls nice, level 2 is an instant difficulty spike. I'm assuming the mouse camera is tied into your dpi, because it was virtually unusable (not to mention inverted, ugh). otherwise, it controls better than most LD games, not to mention 3D Platformers. |
| Apr 5 08:25:28 | 20m 37s | Rat King | ♥ 2 | Best game I've played so far. Fun, funny, plays well |
| Apr 5 08:54:48 | 29m 20s | Decontamination | ♥ 1 | It's a very good start. For now, it isn't what I would call a "game;" there isn't any way to fail. With a bit more polish in the story and gameplay, it could be something special. Very pretty, mood is spot on. |
| Apr 8 09:28:30 | 72h 33m | Ready... Set... SLOW!! | ♥ 2 | It controls very well. I imagine that it would be much more fun to play 2 player, but I don't have anyone to play with. It fits the theme (we had a similar idea, but a different way of doing it) very well in a different way. That being said, I can definitely see why racing games are better fast. Multiplayer would lead to shenanigans that would be very fun, but alone it gets pretty tedious waiting for the computer to finish a race. One idea to add would be to make both players interact with both snail trails. Whether it be that both provide boosts or that the opposing trail slows you down, it would give an extra bit of strategy and chaos to the situation. Also, the game looks great (I've never seen anyone do superFX-style 3D in Pico before), but going with the snail trails, why not make the players snails? could give the game just a bit more charm. |
| Apr 8 21:04:51 | 11h 36m | T Knight againts the Hydra | ♥ 1 | controls very well, is fun to play, could use sound and a better camera |
| Apr 10 07:55:32 | 34h 50m | Large Number Collider | ♥ 1 | just a few niggling issues, otherwise good: sounds get really annoying really fast, many times the balls don't combine when directly colliding with another that is the same color and number, and many other times they don't behave as they should when you shoot one (sometimes they just stick, other times they knock the other balls around). Also, the game over felt incredibly arbitrary, I could understand if it ended when/if you literally couldn't shoot any more, but for a certain number of particles, it just felt a bit cheap (especially because I could swear that I had more than that at one other point and when it was bleeping, I brought it back down but the bleeping didn't stop). |
| Apr 16 00:52:18 | 136h 56m | DOWN the DUNGEON | ♥ 2 | It's good, it could use a reticle for aim (it gets incredibly hard to see the mouse in all of the chaos). Also, I find myself so focused on dodging and shooting that I can't read the powerups when I get them; it would be a better idea to have the text appear either in the middle of the screen or just above the players position. Finally, I like the idea of every floor being more procedural based upon where you fall down, but what is keeping you from just falling through every floor to the boss without bothering to fight the other enemies? I'm not sure the upgrades are enough of an incentive to not do this when the enemies are too small to reliably hit or take too many hits to not get hit in the process. Maybe instead of infinite waves on each floor, you have a single wave that if you beat them all, you get a more substantial upgrade, but if you don't, they fall through the floor as well, adding to the chaos (even falling to the boss floor); this would provide enough of a reward to avoid falling as long as you can while also providing enough of a punishment for rushing through the game. |