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Feedback comments for LD50
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| Timestamp | Since previous | Game | leorid's comment | |
|---|---|---|---|---|
| Apr 4 12:54:18 | To Build A Fire | ♥ 2 | Using two hands to control one hand xD Innovative! | |
| Apr 4 13:03:00 | 8m 42s | Elite Disaster Response Team - Volcano! | ♥ 1 | I liked that you can't cheese it by blocking it's path ^^ |
| Apr 4 13:15:55 | 12m 55s | Heaven Fallen | ♥ 1 | Game doesn't start for me - stuck on the unity loading screen (just played a few other entries so I doubt it's my browser ?) |
| Apr 4 13:26:29 | 10m 34s | Eternal Crisis | ♥ 2 | The destructible enemies with all their different attacks are amazing! Some "I hit the enemy" feedback would be nice as well as a visual indicator on how damaged a specific part of the enemy is. Balancing was very nice. |
| Apr 4 13:29:47 | 3m 18s | Rockmageddon | ♥ 2 | Hahahah that ending message when you are bad at the game xD |
| Apr 4 13:33:15 | 3m 28s | Gary | ♥ 1 | I don't undestand the purpose of the boxes and bananas. But placing wood planks worked quite fine. Short & Fun. ^^ |
| Apr 4 13:44:20 | 11m 05s | The Arc | ♥ 2 | Aim for the green dots on the minimap should be the first sentence in the description xD The ending was very cool. Also it actually felt like a really heavy ship, great feeling overall. ^^ |
| Apr 4 13:52:27 | 8m 07s | The Poisoner | ♥ 1 | 116 - probably a pretty low highscore but the game is fun. With about 200 Agents on the screen it was kinda hard to see what exactly is killing me. Because the thing in the middle was only surrounded by agents, not by plants? Also you should add a screenshot to your description. ^^ |
| Apr 4 15:17:28 | 1h 25m | Summer Vacation | ♥ 1 | Very cool entry, everything works well together - the only thing I wish for would be a more precise UI for everything you have to keep track of. There seems to be only 4 UI-Images for every indicator (water, food, day/night, temperature) while the actual value has like 20 Turns until it kills you. Sometimes I would run past a puddle and two steps later I am already 1/2 dehydrated and then have to go back to drink. Also I didn't quite understand when puddles fill up at rain. Overall I had quite some fun with this entry, really digging the artstyle and mood. ^^ |
| Apr 4 15:37:32 | 20m 04s | Neon City | ♥ 1 | There is a special place in my heart for games where you can destroy buildings. (I know, the game is more about saving them from getting destroyed xD ) Good use of emissive materials but enemies spawning anywhere north are almost impossible to hit (even when you can see them with the see-through-outline-shader). Not sure about the tank-controls, I'd go for twin-stick-shooter controls, "A" is always left, "W" always up (in screen space). VFX & graphics are good ^^ |
| Apr 4 23:04:43 | 7h 27m | The Endless Junkyard | ♥ 2 | Are all those grapic assets from you? If they are third party, you should opt out this rating category. ^^ If they are, that's quite impressive. ^^ Also I think you nailed the mood of a scifi junkyard ^^ |
| Apr 5 03:20:40 | 4h 15m | Ceiling is Lava | ♥ 3 | I think this one is my favorite so far. Cool take on the theme and those puzzles are really great. Even when cheesing some of them with fitting a stone somewhere, where it isn't supposed to fit and blocks everything feels rewarding. Menu should have another key because ESC ends fullscreen in HTML5 build. But that's just a minor inconvenience to an overall great game. Edit: I must be blind xD There is a pause button on the right side of the screen where you can reset the level. |
| Apr 5 18:36:42 | 15h 16m | The Lars Mission | ♥ 1 | upakjsghd.png What a timing, you just updated the itch.io page (probably uploading a bugfixed version) and the download button seems to be gone. Send me a message (mention me in a comment here) once it is back online so I can play it. ^^ |
| Apr 6 00:42:20 | 6h 05m | I Will Not Die. | ♥ 1 | Made by one guy, incredible! It's stylish, it's moody, it almost feels like a finished game. Metroidvania level design is well done - while some backtracking could be avoided, that's basically part of the metroidvania concept, so I won't bash on it. Also IDK how but I knew I had to go back to the start to find another way with all my new abilities from there and was able to find the exit in a quite straightforward way. I'd say polish the hands a bit, so they don't get stuck under the earth as well as the slingshot (more air time at the azmuth of the jump, so re-grappling is easier with all the reorientation from the camera movement), add more abilites and areas to your map and ship it. ^^ Edit: some ideas for future abilities: - grab weakened enemies with tentacles and eat them immediately - spray acid on trees to melt them (also works on enemies but does very litte damage, but slows them down, maybe binds flying enemies to the ground) - Shield which makes you heavy (can drop on floors to break them, can drop on enemies to hurt them, can drop on shielded enemies to break their shields so you can attack them) - Thin tentacles which grab nearby food (costs one life but collects all life gems within a radius, useful when collecing gems inside spikes - can also be used to open specific doors which need the thin tentacles and pulling something from the other side) - Attack while hanging - Grab onto flying enemies to pull them down for some time - Grab onto strong flying enemies to fly with them - Tentacle spikes from the Floor (push your tentacles into the floor to emit an AOE attack, can cost life or have a buildup for balance .. or both) |
| Apr 6 03:20:22 | 2h 38m | The Hero (...Always Wins) | ♥ 2 | The game is fun but I am unable to see the end, if there is any. Seems like the heros strength scales linear? In a Tower defense game you probably want a spheric curve for the waves, so they get 1.5 times as strong each wave instead of +10 health. I let the game play for half an hour and the heros still die at the very same spot. Or maybe the scaling bugged out? I have about 45k coins to spend and way, way more towers down the road which are not required as the hero never get's that far. And then a full area where I haven't built a single tower or anything. If I would build all of that the game would have a duration of several weeks I assume. Voice Acting is very cool and funny, overall design looks good but could enhance the gameplay with more animations. Hero stepping on spikes or affected by poison areas, hero getting hit by bullets. The things where the description says that they explode could explode with some particles, the hero could visually show his damage with a shader that reveals scars or by spawning arrows in his body, minions could jump on the way. I know, I know, limited time. My advice would be to go for a way smaller map next time (whatever game you might make in the next jam, most will have a map tho) and use the bonus time for gameplay VFX/Particles/Animations/Balancing. Nevertheless, I had fun with it, liked it overall and hope to see you all again at the next jam :D |
| Apr 6 04:40:22 | 1h 20m | Wicked flame! | ♥ 2 | Really liked it but I can't get through the last room - can anyone upload a video of the ending so I can see it? ^^ (I tried like 50 times after reading the comments here, holding W, going back and forth, running along the walls until the flames extinguish, I think I tried everything human possible xD) Still, cool entry. |
| Apr 6 04:51:50 | 11m 28s | Erefos | ♥ 4 | Great entry, very cool take on the theme. I feel like this has a lot of worldbuilding even with not a single ingame text pointing at it. Not sure about the negative feedback loop of getting hit a couple of times because you don't understand a certain mechanic or how to reach a spot and then not seeing anything. BUT that's actually just nitpicking, the game has such a good style and mood. And it was never really frustrating because of generous checkpoint placement. |
| Apr 7 13:28:56 | 32h 37m | Super Cyber Jelly | ♥ 1 | Made it to LVL5 but then died. The movement of the lasers, quickly entering the screen from out of sight and starting to rotate without anticipation as well as the rotating moving ones that smack you, combined with a very short jump are way too hard for my skills. I wonder if this game has an ending. Graphics are awesome, you also added transparency effects so the objects in the surrounding don't block your view and the moveset actually has a dash and jump which I only found out about at my second try. Animations/VFX for those are great. I just wonder if this is an endless game, why the level counter goes 1, 3, 5 and what it means (if it is an endless game I'd go for "Round 1, 2, 3, 4, ..."). If it actually means this game has levels and an ending, then I'd not reset all progress when the player dies but instead keep the current level. And: interesting take on the theme! I had fun playing it, thanks for the stylish entry. |
| Apr 7 21:39:34 | 8h 10m | Bitboy | ♥ 2 | [Spoilers] [Spoilers] [Spoilers] [Spoilers] I think I played the game three times right now, all loops and I really want to know what's the name of the thing talking to me. And I just realized I am stupid xD The last thing talking to me was the creator and "We'll meet again" means that he will attend in further Ludum Dare Game Jams. Ok, that explains the last voice. So Characters: Bit, Prof, I (Player), Voice of unnamed thing, Voice of Creator. Is the thing ... "Proxy"? Or .. system control? Or .. hmmmm. Also very nice attention to detail that [even more Spoilers] the voice responds when you F5 mid-dialogue. |
| Apr 8 20:19:31 | 22h 39m | All Lines lead to boom | ♥ 2 | Ingame Text would've helped so much in this game, it isn't that complicated after all, it's just hard to understand that the triangles are characters and not actions. And that you can tell them to do their thing with right click. More than half the game was understanding how things work - which isn't a bad thing, for me, because I like puzzles. xD But from a game-dev perspective, I'd advice to use ingame text and .. heads for the characters, instead of triangles. In general game language: Circle / Round Shapes = selectable. Triangle / Spiky Shapes = Danger/Action to perform. So what do I mean by ingame text: Have a box, somewhere at the edge of your screen and when you click on a person, it tells you the name and what ability this person has. "Currently selected"-text above the box. Same with stations: Station name (can be "Red-Line Station 3") & status (no effect / ongoing evacuation / trains don't stop here). To move the person, maybe add a dedicated move-button inside the box, same for the action. All the different keybindings for making things bigger on screen, changing colors & visibility of objects -> put them into an options menu that can be expanded. When the game is paused - there should be a pause icon or just the text "Game is Paused" somewhere at the top of the screen. And with this one box of text and the options menu, you wouldn't need a tutorial at all, players can jump into the game and learn it as they play. If they click on things, it tells them exactly what they can do, along with a button to perform the action. All actions are written (inkl. move), if they click on the red box, it tells them that this is the bomber and he is on his way to arm the bomb and so on. Seems like it was made in godot, so you can think of the box as "Ingame-Inspector-Window". But as mentioned before, for me, it was fun figuring out all of the above, the hacker, the policeman and so on, how people move, how they perform their actions, remembering who is who, so I had my fun with it. ^^ |
| Apr 21 08:00:34 | 299h 41m | First Contact | ♥ 1 | Played the game about 5min, then quit out because I didn't know what to do, nothing seemed interactable and you stated that the game is unfinished in your description. Then I went to the comment section and saw the hints from @ludevum . Went back and finished the game after a few tries (went to the second island without getting the axe first, slid off the cliff after getting the axe, pushed the statue the wrong way, just to name a few). Somehow you should show the player that he has to find things and that there are interactables before letting him explore the whole map. Still - cool entry, I loved outer wilds and after understanding that your game is like it, I also understood some of the puzzles (without hints). |