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Feedback comments for LD50
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| Timestamp | Since previous | Game | kjscott's comment | |
|---|---|---|---|---|
| Apr 17 11:12:05 | Slingshot Probe | ♥ 0 | Using WASD controls to change the thrust vectors was a little difficult and led to quite a bit of imprecise movements. Having a heading, which you can change at a very small cost of fuel, then using the main engine to move and/or having side thrusters might have given a more fluid type of control for this genre of game. Overall it was a nice little physics game. | |
| Apr 17 11:25:11 | 13m 06s | Godspeed, Boundless Abyss | ♥ 1 | The time for the game story text to appear on the screen was a little long, if the text was animated/scrolling on screen or the next paragraph appeared faster, or press a button to skip to the next line would have helped immensely with the immersion and pacing. I didn't want to interact with various story elements due to amount of time just waiting doing nothing or waiting for the same bit of text to repeat itself for the third time. The concept was good, a branching story themed in the FTL style. I can see from the static graphics where you were planning to go with the overall idea. I got to the end, was an interesting story concept. |
| Apr 17 11:31:24 | 6m 13s | That's a Wrap! A game about Death. | ♥ 0 | I'm curious what kind of time someone could get with an autoclicker for the space bar. |
| Apr 17 11:42:25 | 11m 01s | LD50 Of Drones | ♥ 1 | Really struggled with the controls on my computer, I did however manage phase 59 and about 150 enemies killed. Half to one third of the time when I attempted to start firing nothing would happen, turning seems haphazard if it would work or not, and I found if the game wasn't in full screen before I started playing it was even hard to control. Once I had figured out the best way of handling these, overall the game wasn't too bad and very good for being done in 48 hours. |
| Apr 17 11:52:26 | 10m 01s | Échec ⛌ Chess | ♥ 0 | 64 turns myself, could have lasted a bit longer. I didn't think that the opposition needed to be boosted up making it impossible to defeat in a single turn, just an endless supply of re-enforcements would have been sufficient enough as eventually your board position should probably break down. You can ramp up the re-enforcements by increasing the number or utility of the units as time goes on (say by eventually only spawning queens and knights). Overall really quite fun and would like a see a more polished version of the game. |
| Apr 17 11:58:10 | 5m 44s | Unsustainable connection | ♥ 1 | Hahaha, I love the way you've themed the game XD I would recommend changing the dragging to be right-click to toggle on and off as holding down any mouse button for an extended period of time isn't great feeling when you don't really need to. The music was a little loud but glad could turn it off. A volume scale would have be nicer but appreciated I could toggle it at least. Very cool game. |
| Apr 17 14:41:48 | 2h 43m | 書 shū | ♥ 1 | Using a trackpad mouse for this was really hard to control properly, if I was using a mouse or a pad with pen this would have been so much easier. The aesthetics were great, and the audio all went to creating a great atmosphere. The only bit I would say is the little bar at the top which went down with each failure/level could have been made into say an ink pot on ink line with the same art style as it could then have conveyed the same information whilst represent "spilt/lost ink" and just tied it all a little together and provided a little better feedback to the player as to what it was. Still an awesome game though. |
| Apr 17 14:57:02 | 15m 14s | Your Regime | ♥ 2 | A good game, my one main recommendation would be on mouseover the different things you can implement to get a vague idea of what the outcomes might be (good/bad/random/unknown) so you can have a little more of an idea of what might happen if you implement it. |
| Apr 17 15:10:56 | 13m 54s | The Squeel of Time | ♥ 1 | Felt like there were a couple of minor bugs such as the squeel time starting when you just put your nose out of the starting area but not enough so that when you head back it doesn't restart again, plus there was one when I ran out of (cooking?) time but it still allowed me to do some more jumping and try to complete the level (even after hitting another bit of lava). It also would have benefitted from an end of game scenario which didn't happen, you just retried the level again. I found the game pretty intuitive to figure out in the first few seconds, it played well, and the audio certainly matched the gameplay adding a bit of humour to the game which not every game can pull off. Nice job. |
| Apr 17 15:17:38 | 6m 42s | Mike Quarter (The Kitchen Porter) | ♥ 1 | Playing the game was very intuitive, the visual and audio feedback helped a lot in understanding what was going on very quickly. If the beeping was different for each belt or the light more obvious against the large screen then it would have been easier to keep track of things and be able to keep track of it all in your head. It was nice sense of pressure throughout and the steadily building up of anxiety inducing tension. Nice work. |
| Apr 17 15:31:41 | 14m 03s | Generations against Time | ♥ 0 | Pretty decent game over all, I liked how each time you were hit you moved on to a different stage of your life. That was a really nice touch. A few times when hitting the timers nothing seemed to happen, and on occasion it didn't even look like they connected either disappearing before they had visually collided (might just be a check and removal before draw update). It'd be nice if the mute option for the audio was inside the game rather than just the menu, and it'd help to identify the highscore in the top right so you know what it is compared to the current time in the top left. |
| Apr 17 18:06:41 | 2h 35m | Artemis-17 | ♥ 1 | It would have been nice if there was a directional arrow allowing the player to know where the asteroids are coming from. Visually if you had the cracks underneath the city landscape you could have had two types of damage being displayed, one from the planet cracking up and also different stages of building collapse. I loved the little details on the vehicles, weapons, and the sound effects that went along with it. It was nice to play something which just let me worry about moving rather than having to aim carefully at every asteroid that was coming. Nice game! Your asteroids are almost exactly how I wanted to do mine but I didn't want to put more time in to make them look as pretty as that XD |
| Apr 17 19:15:27 | 1h 08m | Elbativeni | ♥ 1 | The audio for the groan could have been dialed down just a little bit but it did add a great grating sound, which if I'm right got louder as the monster got closer. It would have been nice if you were able to just click on the exit and it would autopath you out as often would get caught on the edge of the exit and would then waste precious time there. The game concept is really simple but with the time pressure it works really well once you get a hang of it. Really nice work there! |
| Apr 17 19:51:38 | 36m 11s | Rapid Reentry | ♥ 2 | After a couple of restarts, after I vaguely knew what I was doing but I could barely find a strategy that could get me just into orbit 4. The setup of requiring 10 components in the first orbit then increasing by 5 each orbit I can see as ramping up the difficulty but if combine the fact if you have under the required components it still consumes them all AND damages the station it makes it nearly impossible to get beyond orbit 3. The balance between ore generation and refining feels completely off. One drone can keep up with two refineries but if you get two drones the sheer cost of building a refinery and inflated cost of saving the station means you'll barely get anywhere into the game. The game controls feel a bit off, when not in full screen if you put your mouse cursor to the edge of the screen it doesn't scroll which is pretty common for this style of game. The map might also scroll and puts your camera into a weird position right at the start of the screen which wastes precious seconds. It might be better to start off your initial drone at a ore node and give the initial building some bare bones level of refining. I can see a lot of potential for this game, with a little bit of extra time refining the issues and a bit polish you'll see a lot of dividends from this. |
| Apr 18 09:46:15 | 13h 54m | Hopes | ♥ 0 | Cool concept, I loved how each time you got a pill you became smaller and smaller. That was both the great aspect of it and also one of a few niggling issues of the experience. I think the same green pills were shared between the different levels and occasionally respawned. If you had different pills for each level (say blue for one size down, purple for next size down) and kept the original green ones but scaled up it would have added to the immersion sense of scale you created. Music was really cool. I did encounter the odd bug with sometimes being off screen then jumping back to off center. |
| Apr 18 10:01:45 | 15m 30s | Shakhmaty | ♥ 1 | I had for a moment wondered if it was possible to "win" the game after capturing a piece through a bit of luck, then more pieces started to spawn in and it dawned on me I was going to lose... Nice game! The only thing I would mention is music just ended at the end when it's been played just felt a little sad. Would have been nice if there was some music inbetween since it was nice to hear. |
| Apr 18 10:10:44 | 8m 59s | Smog | ♥ 1 | I really loved the visual style, the minimal but very appropriate SFX and music worked wonderfully with the game. I would have made the interaction F key and the dialogue key E the same, also have E to fast forward through dialogue sections for people like myself who read a lot faster than it was being displayed on screen meant it was a little frustrating. There was a tiny visual glitch when the text went off the edge of the screen before wrapping itself back around, the wrap around needed to happen one character earlier. I Would have skipped the quick time events and the small interaction at the start just stuck with it being a visual narrative as it worked best with the story you created. Overall though, really good work. |
| Apr 18 10:22:12 | 11m 28s | From Dust | ♥ 1 | For a compo entry you're supposed to add a link to the source code (I think the jam is more flexible and doesn't require the source code). I liked how the dust cloud appeared infront and behind the player, trying to manage shooting and jumping was an interesting challenge which I've not encountered really encountered in this particular style of runner game before. Overall not a bad entry! |
| Apr 18 10:30:35 | 8m 23s | Last of the Sky Folk | ♥ 0 | It took me several attempts to figure out how to effectively move around, and it may have just been the laptop I was working on but the game ran horribly slowly to begin with for a run or two before it finally seemed to calm down and catch up (fogging and limiting the render distance might have helped a bit with that). Definitely a few issues with getting inside the draw boxes of the different objects but considering it's a compo entry a pretty solid effort there given the time constraints. I think a more polished version of this game could be quite interesting to play as it has an unusual gameplay mechanic. |
| Apr 18 10:45:40 | 15m 05s | Clickity Clackity, this is a Strawberry! | ♥ 1 | The audio levels need to be a more little balanced between background audio and the game SFX, the initial beep you hear as the game loaded was a little jarring (audio volume sliders in the menu would fix that). I -loved- the speed slider, which more tower defense games had this. When I click upgrade I wish there was a way to back out of it, rather than discard upgrade as you've already spent your cash and I hadn't realised for a while it was doing that. Using a set random seed modified by the current luck value allows you to check upgrades before committing to it as you might not want to spend the cash right at that moment and just want to check out the potential upgrades first. I did get a 50% range increase followed by a 50% range increase and wasn't sure if the two applied together or if the second 50% range increase overwrote the first one, UI would helped a little here. I did really like the range of different upgrades, rarity and the luck factor though. Very cool implementation. I would have liked to be able to click off a tower once it was selected. I kept playing this over and over again to try out different strategies, so that in and of itself marks itself out to a good game. Great work there! |
| Apr 18 13:41:56 | 2h 56m | Fated Fantasy | ♥ 2 | I had to plug in my mouse as my trackpad was really not working with this well at all but after that went a lot better. Was a slight issue when you got a large number of creatures on screen (or spawned overall) as the framerate tanked a huge amount but I'm sure with some extra time you'd be able to resolve that. I managed to defeat the eye and scored 10th overall (at the time of writing). I really enjoyed how you did the mechanic for this, definitely worth polishing out the rough edges. |
| Apr 21 16:23:16 | 74h 41m | Help Pete Delay The Inevitable | ♥ 0 | A really nice idea. With a bit more polish such as letting blocks fall down when there is nothing underneth, a bit easier to destroy blocks you're next to, and a form of double jump to prevent you from getting stuck so easily it would have been an amazing game. |
| Apr 21 16:30:14 | 6m 58s | Down The Rabbit Hole | ♥ 0 | Nice idea. Some time at the start before the first obstacles appear would give the player time to experiment and get use to the controls before the game really starts, I would sometimes start the game and die within 40ms. I think the start button being in the center would help also get the player very quickly into the idea of how the controls work might help. |
| Apr 21 16:44:28 | 14m 14s | Crash Defense | ♥ 0 | Really nice idea, I liked the physicality of having to run off to get the resources in order to build up your own defenses. The delay between animations starting/stopped and when you interact with things caused a little frustration, having accidently clicked the chop one too many times meant that during this incredibly tight get was losing a lot of time because of that. I did really like the partial upgrades that you could do, really nice idea there. |
| Apr 21 16:55:58 | 11m 30s | Demons don't breathe | ♥ 1 | I liked the healing mechanic, slowly regaining health as you killed enemies. I would like to see the difficulty build up a little quicker or introduction of other enemies faster as repeating the same effectively level over-and-over again was a little tiresome. There was on occasion where the enemies spawned right next to me, a little exclusion zone around the player would help prevent that. Nice little entry though! |
| Apr 21 17:15:06 | 19m 08s | Drained | ♥ 2 | I didn't know closing down ads and not allowing cookies could be so fun XD Really interesting take on it, I loved it. |
| Apr 21 17:22:00 | 6m 54s | Conctoww | ♥ 0 | I love how the music plays when you hit each of the different towers, and it's nice that you have to actually hit towers or each you lose a lot of points. My first go I ended up with -100 or -200 because I was just spamming all the time XD Finally ended up with about 450 points before I lost. |
| Apr 21 17:38:17 | 16m 17s | Island Management | ♥ 1 | Outputting the current turns happiness, power requirements, pollution etc would have been super useful and made the game a lot more intuitive to play. Also a retry button would have been good. After reading the rules was able to do a lot better compared to my first game, nice idea for a game. |