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Feedback comments for LD51
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| Timestamp | Since previous | Game | Hawkin's comment | |
|---|---|---|---|---|
| Oct 5 02:17:32 | Neural Dodge | ♥ 1 | Incredibly clever use of rhythm and time! This was a nice challenge, and a pleasure to play. I appreciate the details like variation in rhythms and enemies, padding the level to give the player a warning about new enemies, and the post processing effects. Screenshot 2022-10-04 211534.png | |
| Oct 5 02:23:46 | 6m 14s | Frosten | ♥ 2 | The asset design was very nice! I especially liked the background village. The game was a new take on the "use past versions of yourself" puzzle. I did however find myself mostly waiting for the 10 second timer to finish, so it mostly felt like a limitation rather than a challenge. Nice job on the music and sounds! |
| Oct 5 02:38:00 | 14m 14s | EX SOMNIUM | ♥ 2 | The level design in this was madness! The length felt just about right for a game jam. The switch mechanic was a little daunting at first, but once I figured it out, it was really clever! Having to anchor yourself before running back to a switch was smart. The way you had the level change, just like dreams, was immersive. The overall atmoshphere (brutalist architecture and music) was fantastic. And as I ran toward the light, I felt like I wouldn't make it ... but did at the last moment. I don't know how much you timed the space between objects, but it felt just rightly balanced. Nice job! Untitled.png |
| Oct 6 00:49:59 | 22h 11m | Hey Can You Play...? | ♥ 0 | This was a really great concept! With a little bit more tuning (haha, pun?) I think it could be really well implemented. When I was able to get all the knobs and slides set right within 10 seconds, it was a really good feeling. But like others have said, the difficulty wasn't well balanced in the beginning. My suggestion would be to start slower, incorporate the tutorial into the game (maybe Angela could walk you through one setup), and then play a night with fewer knobs and sliders. (I'm not sure why others have commented there was no music ... there was, if you got the knobs set! Maybe they didn't realize they were failing, even though there was a record scratch. I dunno what to tell you @ryusui @phoenixofforce @raphaeltan) I'm so impressed by all the artwork, though! And the UI was pretty slick, sliding between the table and the record box. I will say, the pixelated font was hard to read. Were you adding a Pixel Perfect camera component? Or maybe some other piece was off. Screenshot 2022-10-05 194611.png |
| Oct 6 01:09:02 | 19m 03s | The Crumbly Fumbly | ♥ 3 | This was so polished! I really appreciated the opening tutorial. It taught all the mechanics in a very interactive format. And I must say, all the effects and textures were excellent. The movement felt a little floaty at times, but maybe I needed to improve my jump so that I didn't overshoot the target (and have to wait for gravity). It was smart to give the player limited dash -- did you decide this because the player can actually reset their jump off of walls? It felt a little like cheating to me, but I needed the help, lol. Your transition screens are a real gut punch XD Untitled.png |
| Oct 6 01:56:16 | 47m 14s | The Great Escape | ♥ 1 | This was a nice challenge! The art was simple but it was a nice fit for your game, like something out of a children's book! Very cute story. I was going to be proud of my score, but then I saw elsyia's ... and ... I'll just say, your hitboxes for the buttons could have been a little bigger :) Untitled.png |
| Oct 6 02:32:01 | 35m 45s | Loop Arena | ♥ 2 | You did a good job! The game felt very complete, and it ran nicely. The combination of elements was a little silly (a knight with a ray gun shooting blobs?), but you do you! :D I enjoyed playing anyway, the art was nicely drawn, and it was a good challenge. Thanks for the game! |
| Oct 6 02:44:42 | 12m 41s | Shutter Chaos | ♥ 3 | Another instant classic from the team. This one has so much laid back charm, a refreshing change of pace from your speed run challenge last LD (for me anyway, lol). The randomization was a fantastic choice -- I never got to tune in, so I don't know if this was particularly challenging. I could have done with a bit more variety of poses, but I started freestyling by the end of it. Some of my favorites! Untitled.png Loved the art and attention to detail as always, especially the opportunity to review all my photos at the end! Great work dudes! (Edit: no camera timer indicator??) |
| Oct 6 03:00:54 | 16m 12s | Shipanic! | ♥ 4 | Such a soothing game, despite being stressful! Now I know how air traffic controllers must feel :D Great work everyone on a solid entry! My personal favorite was the art and music style. The design was a good idea, making ships of different sizes affecting the gameplay. it was a challenge! I don't know how some people scored so high. Looots of planning and practice. I got 68! |
| Oct 7 02:40:28 | 23h 39m | Speed Dating for Misfits | ♥ 1 | That was totes adorable! I'm amazed at how much art and content you were able to develop, and with all of it feeling so unique! I loved the style. I was chuckling the whole way through :D Screenshot 2022-10-06 213904.png |
| Oct 7 23:54:48 | 21h 14m | Second Chance | ♥ 1 | This was a great concept! I liked how you implemented a choose-your-own-adventure story, and I could tell there was a system behind what was being generated (like the attacks and the HP). That gave me a sense of agency over how the story ended. I experimented a few times on different play throughs, and I liked that after building enough empathy, another option appeared. Very great! I could see this being expanded with even more stories and pathways. |
| Oct 8 00:05:07 | 10m 19s | 10s Bar Brawl | ♥ 3 | Hey! Good job working together as a team to make this game. Despite all the issues you know about, I can say that I had a good time playing. For some reason, the default resolution in HTML was huge ... maybe that's an itch.io setting? Once I hit the "fullscreen" button, it looked fine though. The only thing I'll add is that for your player controller, I moved faster when holding two inputs (diagonally) than when holding one (vertically or horizontally). That makes movement feel more jumpy. You can change that by normalizing the movement vector! |
| Oct 8 00:09:40 | 4m 33s | Every 10 seconds we flip | ♥ 1 | Given the description, "Tetris but the screen rotates", I wasn't expecting so much. BUT this had some unexpected constraints and strategy to it. The inverted colors and swapping blocks for negative space made this _really_ interesting to play. I do agree with others that I wished I could have also rotated blocks, but I'd say that's more of a nit than a complaint (especially for a compo!). Great job! I'm always pleased with Pico-8 titles :D Edit: I enjoyed the powerups too! Those very super satisfying. |
| Oct 8 00:31:14 | 21m 34s | Trackdizzia | ♥ 1 | This was a lot of fun, and a pretty innovative idea. Superimposing a new track was a new take on a classic racer. The controls felt good -- I'm not sure if drifting was an intentional aspect, but it sure felt like I could! My only observation is that it _seemed_ like opponents got some sort of boost when the track changed, like they suddenly appeared further ahead of me. Whether that was due to my racing or the way you tracked position across the tracks, I'm not sure. |
| Oct 8 00:36:21 | 5m 07s | HURTEC | ♥ 3 | It was a neat idea! I found that clicking LMB and RMB in binary sequences was a bit of an unnecessary challenge on top of everything else! The movement scheme (rotating, move forward or back) was challenging enough to dodge incoming fire XD The combination of the level resetting every 10 seconds AND when I lost all health made the level switching doubly hard to track. For that reason, the theme seemed a little forced. I did enjoy the different powerups (Q, E, R), and had fun blasting opponents away (when I managed to check the sequence). |
| Oct 8 00:55:04 | 18m 43s | Cockroach Hooray | ♥ 1 | This was a really solid game idea! It felt like something I would find on Windows back in the 2000s. The only feedback I'd add is that the enemies (people) could move through hiding places, and even squash me while I was hiding! That didn't feel fair ;) |
| Oct 8 01:20:23 | 25m 19s | Blast Shifter | ♥ 2 | This was cool! The art style was awesome, like a mix between a grungy Spore and a hellish Star Fox. Switching between 2D and 3D was pretty fresh. I do feel like the 10 second level switch felt a little arbitrary, rather than being a result of the player. That was definitely one challenge of this theme! Edit: there was an odd pause sometimes when I hit space sometimes, especially at the beginning. I thought it was the pause button first! Maybe something to optimize? |
| Oct 8 01:52:41 | 32m 18s | Endless Duel | ♥ 0 | The graphics were very smooth! You had a clear style, and it worked. I wished the enemies had a little slower introduction into the arena, as they abruptly appeared and started firing. That was hard to anticipate, and felt a little too punishing. As with other entries, the use of the theme as a "stage reset" didn't feel very strong to me, as it's not connected to the player's action. It's not really a reward or a punishment. I'm not one to say "you have to implement the theme!!", but toward the beginning of the game, most of the 10 seconds was empty space waiting for the clock to run out. For that reason, maybe a different way to implement the theme would have better maintained momentum. That said, the game you built around the theme was fun to play! |
| Oct 8 02:08:12 | 15m 31s | When The Night Comes | ♥ 2 | This was a fun concept! I was impressed by the coding of the caretaker, which kept track of multiple "requests" (like when I would click on multiple toys in order). For the music, it sounded good, but I don't think it fit the style or the environment of the game. You're a ghost guarding sleeping kinds, not dancing at a club haha! Good job to the whole team! This was a technical success! |
| Oct 8 02:28:09 | 19m 57s | Night of the Spook | ♥ 2 | Holy cow, the number of assets! The whole character and level voxel design was awesome. For a three person team, this game feels really complete! This didn't run too well on my laptop, so I'll have to give it another go back at my desktop. I kept getting drop powerups, but nothing for my spookmaster past the first time. Between that and the frame lag I was getting, I wasn't too effective in weaning the hordes ... Untitled.png But heck, I had a lot of fun! I'll let you know how my next playthrough goes :) |
| Oct 9 20:31:09 | 42h 03m | You've Got Mail! | ♥ 3 | @shores brilliant artwork, as always! You manage to fit so much personality into your pixel art. Love it! @makkeraad the music was fantastic! It got so manic when I got two strikes, it really added to the stress of doing the job right. Really smart! Overall, standing ovation to the team (including @sheepolution) for such a well polished and well implemented game for a jam. I'm impressed you were able to write so many different emails in just a weekend! Superb. I'd play it over and over again if it didn't make me super stressed XD |
| Oct 9 20:46:39 | 15m 30s | Junkyard Space Race | ♥ 1 | This was a surprise! Definitely a fun one, I could keep playing and playing, trying to min-max my ships. I liked so many aspects of it ... multiple ships, automated racing, the peaceful scavenging and build screen. The fact that this was just one person -- incredible! It was a little frustrating when teamshots depleted my shields ... but oh well, part of the challenge ;) Screenshot 2022-10-09 154629.png |
| Oct 9 21:15:35 | 28m 56s | Raiding By Myself | ♥ 1 | This was a nice instance of the "replay clones of yourself" puzzler! Not an overall unique idea, but I liked the way that you designed it! The liked the art style you went for. My only complaint is that the camera movement was a little sensitive at first, but once I got used to it, there was no issue! |
| Oct 9 21:41:01 | 25m 26s | Kangaroo Court | ♥ 2 | Haha, "Kangaroo Court"! That's such a great pun! The artwork, character/voice design, and overall story elements were a thrill! Great work integrating all of this together into a spectacular courtroom drama-esque game. The 10 second was definitely a challenge to digest all the information, and maybe not something you would have chosen outside this theme ... but that certainly makes this theme interesting. We're forced to play in ways we might not otherwise (gut decisions only). My only other feedback is that I had a tough time sometimes getting the gavel hit right .. lost a second here and there. |
| Oct 9 23:42:41 | 2h 01m | Ten Till Doom | ♥ 0 | This was a lot of fun! The second time I played, I knocked that overlord out of the world! I felt like all of the card types were unique enough, and I built a really strong strategy. Good use of art. The overall UI design was really clean and clear. Nice job! Next, you could add multiple stages with different enemies leading up to the shadow overlord. That would give the player a chance to learn the game while fighting "up the ranks". |
| Oct 9 23:56:46 | 14m 05s | Rockatoo | ♥ 0 | The music was mindblowing! Rock on!! Artwork was spectacular, as usual. Overall a superbly polished title. |
| Oct 10 00:07:34 | 10m 48s | Speed Court | ♥ 2 | Beautiful artwork!! It would fit perfectly in any sort of graphic narrative. My first playthrough (on Easy) was not very easy haha! Ten seconds was definitely not enough to read about the sordid case involving cryptocurrency ... but fortunately, you provided an option to play at a 30 second pace. I definitely appreciated that. The UI was a little bare bones. I think you could have applied some of the awesome artwork to it! |
| Oct 13 04:13:27 | 76h 05m | Dodgex | ♥ 1 | Simple idea, very well executed! Everything was very well polished, and you found a good challenge progression. Great job! |
| Oct 13 04:21:05 | 7m 38s | SENTRY_PROJECT_17 | ♥ 2 | Solid entry, especially for a solo compo! The feedback on firing was really satisfying (although I would have liked some destruction effect on the drones), and the movement following the cursor felt really weighty/inertial. That was all very excellent! Some additional challenge could have been added by perhaps limiting ammunition, or hiding the cursor during firing mode (to prevent the player from perfectly hitting distant shots). The choice to auto-switch modes every 10 seconds was maybe not the way the game would have been designed otherwise (for example, the player might choose when to switch) -- that said, themes like this force us to implement different ideas, so I think that's worthwhile! Great job! |
| Oct 13 04:28:27 | 7m 22s | Venge Of Mari | ♥ 1 | Great submission! I appreciated the message, especially in these times. Thank you for sharing! I don't have anything to add that other people have not already said, so I'll just say thank you for this! (Note: when the rockets fell from the sky, that was a very powerful feeling!) |
| Oct 13 04:35:26 | 6m 59s | Gnomageddon | ♥ 0 | What a nutty game! Loved the creativity. I had a little trouble with the controls, because I think I expected left-click to drag/select and right-click to move (like some RTS). Also, I found that I had to micromanage my forces more to attack skeletons, even when they were right nearby. I would have found it more fun to watch all my little minions just go crazy and chase down the skellies! |
| Oct 13 04:43:22 | 7m 56s | Every ten seconds, the game skips... | ♥ 1 | This felt like an irreverent (but loving) parody of classic adventure titles. Even if that wasn't quite the intent, it was refreshing! Once I understood what was going on, I just chuckled all the way through. Fantastic entry <3 (I agree what has been said about attacking the dragon, what with only being able to fire in the direction of motion, but I STUCK WITH IT and did eventually best the foe. Great ending!) |
| Oct 13 04:59:43 | 16m 21s | Convenience Catastrophe | ♥ 1 | Loved the fever-dream concept (hunger-induced mania, perhaps) and the overall style. Loved it! The gameplay wasn't too intuitive at first (Was the soda my food? Was I supposed to eat the popcorn things? Were they enemies? Both??), but I eventually got it and had tons of fun! Especially being a compo, you've got to be proud of this. (I had the opposite problem with the mouse as some others have mentioned: deceleration felt slower than I expected, so movement was "slippery".) |
| Oct 14 04:23:23 | 23h 23m | Tower of Kraduul | ♥ 2 | Good submission! I agree with others that the difficulty in the beginning is pretty high, but it evens out and becomes very rewarding. Enjoyed the music! |
| Oct 14 04:38:57 | 15m 34s | ASCII Arena | ♥ 1 | Wow! Addictively challenging. Clever use of ASCII characters for assets. Loved the light effects on the background. Everything was very visually engaging! I appreciated how quickly the resets occurred on death, as it kept me "in the zone"--although, I think you could have added a brief pause to the reset. Sometimes, I started the reset still moving in the same direction as last time, and it cost me a fresh start. Just something to consider! Untitled.png |
| Oct 16 15:12:56 | 58h 33m | DingDongDie | ♥ 1 | Beautiful submission! The artwork and effects really sold it. I also really loved the bullet-hell + freeze time gameplay. Being able to place bullets (rather than just shoot indiscriminately) was a lot of fun. Like some others have said, starting the introduction wasn't the most obvious. I tried moving around and clicking the screen before noticing the button in the bottom right. Maybe making the dialogue a little more centered, or allowing click anywhere to proceed? Just a suggestion. Like I said, this was a whole lot of fun and I would have kept playing! |
| Oct 16 15:22:41 | 9m 45s | Sneak Guy | ♥ 1 | Hats off for a very polished compo entry! I really loved the style, and I'm a big fan of stealth games. I agree with others that the hiding mechanic wasn't the easiest to understand. It seemed like hiding when the lights were on had no real effect, or at least they tended to find me more often than not. It'd be nicer to know when to expect I've done a good enough job, otherwise I get pretty discouraged. Great job on all the artwork and pacing, though! |
| Oct 16 15:29:57 | 7m 16s | Rock the Rule | ♥ 1 | Neat idea, combining exploration and cards that change the rules. The goal (3 barrels) was easy enough that the rules never really had a big impact. Maybe if I had to explore longer. I suggest you think about the choice of assets more. For example, your character model had a sword and shield, but there was no way to actually use them. In that case, I would have removed them from the model. Also, stylistically, knights and monsters + space and rockets didn't make too much sense to me. Using free assets is fine, but the game feels much more complete if they all sort of "match"! Great work, and keep going! |
| Oct 16 15:36:05 | 6m 08s | Just fly around shoot rocket i guess | ♥ 1 | Whether you felt it was complete or not, I had a blast!! The effects were really really satisfying, down to the smallest details like impact heat and cracks on the enemies. I also appreciated that I could destroy incoming missiles. I'm curious what you envisioned to be the "final product"! |
| Oct 16 15:43:35 | 7m 30s | Etencey | ♥ 1 | Definitely had the spooky vibe!! Great sound design, especially in the introduction. The cracked mirrors ended up being a little more goofy than spooky, maybe down to them bugging through walls. For example, the first one spawned in the door that I opened, so it was less of a surprise and more of a "is this supposed to be here? Is it a glitch?" Maybe scripting their introduction would give more of a spooky effect, such as the player walking toward one, and it starts moving unexpectedly. The lamps seemed to move only when I didn't have the light on them, and that was definitely a good effect. All in all, I think the design was smart. Hunting for the light switch to make all the spooks disappear was very motivating! Great job! |
| Oct 16 15:47:58 | 4m 23s | The Phaser Machine | ♥ 1 | Nice puzzle game! With some more hours, some sound effects and music, it could have been nicely polished. I understand being unmotivated by a theme. This was definitely my team's least favorite, so we were upset when it was announced. We started off by deciding what we _didn't_ want to do, and that helped us find an acceptable idea. Keep playing and rating other games, and you'll find some really neat interpretations of the theme! Thanks for sticking with it and uploading a submission, and good luck next time! |
| Oct 16 15:54:44 | 6m 46s | LaborSwap | ♥ 1 | Awesome arcade concept! I can easily envision friends side-by-side having a blast at this. The animation of the characters switching was definitely a nice touch. Unfortunately, I don't have any one else at home to try it with me. That's the limitation with making a 2-player game :) Even so, I had fun giving it a try! Some sound effects would have amped it up even more! One complaint with this theme is that a 10 second timer is sort of arbitrary. It does make us make design choices we might not have made otherwise, which is definitely cool, but I also wonder how we could have implemented it better into the story. For example, in your cart, is there a reason why "10 seconds"? Like maybe the gun overheats, or something about the level forces the switch (like maybe enemies spawn on one side or another)? |
| Oct 16 16:01:39 | 6m 55s | Shuffle Dungeon | ♥ 0 | Nice job! The artwork was very very cute. I agree that some element of 'fun' was missing. I can't say what for sure, but it wasn't very satisfying to play. Maybe the sword fights were a little slow, and the corridors a little narrow for the gun. Maybe also the lack of music? Hard to say. As far as the controls, maybe you intended controller? Certain objects said to interact with 'A', but it ended up being Space on keyboard. Also, not a big fan of the "controls changing" idea, as I'd rather just wait it out than try and invert my mind :) I've never looked into the Top Down Engine .. how was it to use? Maybe our team could have saved some time using that instead of coding our own. Those were just some design nits, but overall, you achieved your goal! So good job! |
| Oct 16 16:13:59 | 12m 20s | Neon CGTD | ♥ 1 | Solid tower defense game! The art style was simple but well executed--it focused me on the gameplay rather than a bunch of extra effects. The card-based mechanic was a little overwhelming at first. The game starts, and I've not yet understood what all the cards do, so it took me a while on the first level to build up a defense. But once I did, I had a lot of fun with the different types. The 10-second hand refresh, combined with the slow energy gain, was an interesting design element. It forced me to strategize to save up energy for when the big cards came around, as I couldn't rely on gaining enough energy within the hand that I saw it first. |
| Oct 16 16:18:55 | 4m 56s | DUNGEON I/O | ♥ 1 | Very nice idea! I would have liked to be better at it. I don't think the 10 second timer was the right choice for this kind of game, at least in the beginning. I needed more practice to be that quick at math XD Especially when the input constantly changing. Maybe if the enemy got to move every 10 seconds, but my input changed the same until I "submitted" it, I would feel similarly motivated, but more in control. But controlling the player with mathematical operations is a really novel idea! I like it! |
| Oct 17 01:58:03 | 9h 39m | The Show Must Go On! 🥁 | ♥ 2 | Definitely a unique entry! And the art style was super cute. I'm not sure I understood the mechanic completely. If I slowed down to get more people through a gap, it didn't seem like I had enough time to speed back up to make it back in tempo. But maybe I was just bad at it :) Also, I replayed the first level at the beginning, but after that I was always unlocking two levels ahead (for example, after the 2nd playthrough of level 1, it unlocked level 3!). |
| Oct 17 02:13:32 | 15m 29s | 10 Seconds or Less | ♥ 1 | Love the concept! Reminded me of arcadey types, like Pro Skater. I had a great time playing! Also, like has been pointed out, I found the physics hiccups sometimes funny (I finished the rest of the level like this!) Untitled.png |
| Oct 17 02:17:54 | 4m 22s | Faraday Uncaged | ♥ 2 | Such a great implementation! Perfectly complex, and with the charming artwork, I enjoyed every moment of it. Great work on the swinging cables and electric effects! |
| Oct 17 02:35:28 | 17m 34s | Trineko | ♥ 1 | The cat artwork was definitely cute, and the gameplay had a good design. You clearly defined the rules, and designed good puzzles to make the player think about the solution. Also, including a "reset" button was very smart! I did encounter two issues with the colliders. One, after I fell down a hole, I was able to run along the bottom of the world (out of the camera) hehe. A second issue, I was able to fall between the tilemap colliders. You may have had an issue with padding (see the spacing between the tiles)? Untitled.png By the way, the embedded version wouldn't load, and I wasn't sure if your download was the original submission or the update. In the future, you should make it clearer which version you would like rated (within the guidelines!) :) |
| Oct 17 02:40:41 | 5m 13s | Treasure Mapper | ♥ 0 | First off, I really like the idea! It reminded me of retro titles, especially as challenging as it was! I really wanted to take it further. I think the puzzle mechanic could have been more finely tuned. For example, the enemies didn't always end up in the same point in their path during the observation and planning phases, making it mostly a roll of the die on how to time your movement. I think it could have been neat to add more options to player movement, such as doubling back on yourself (or waiting). In the end, I didn't feel like I had enough tools to really be successful, at least without making a lot of short moves. Like I said, I really like the vibe you had! |
| Oct 18 00:27:01 | 21h 46m | Town (町) | ♥ 1 | LOVED the concept you were going for. I usually prefer "teach as you go" tutorials, but I was willing to sit down and study the tutorial because I could tell you put a lot of work into this design. First off, the UI was very intuitive and responsive. This theme was definitely a challenge, in that a 10-secomd timer doesn't fit all game types, especially when it forces quick play. That said, I feel like you integrated that into the story (seasons passing) very well! In that aspect, you reward the player for practicing and getting good, which encourages me to play more than once (I did!) Like others have noted, replay is broken. This is a common issue with certain variables or states not being reset when a scene loads (for example, not initializing fields in start calls). Easily passable for a game jam, though. Closing note: Godot, nice! Hats off to the team, great entry! |
| Oct 19 03:20:28 | 26h 53m | Cascading Clockwork | ♥ 1 | Very addictive! So simple yet absolutely pleasing. The two-color aesthetic was brilliant. And the music was quite thematic and well-timed to the theme. Well done overall! |
| Oct 19 03:25:51 | 5m 23s | Time to Serve | ♥ 0 | I'm definitely on board with the art style! Very spooky. I totally understand the limitations you hit, but would love to see an update! I'll drop a follow! (It looked like you had a 4-way character animation, but didn't get to implement anything but front-facing in the demo. That's a shame!) |
| Oct 19 03:43:48 | 17m 57s | BLOODKNIFE : KNIFE OF BLOOD | ♥ 2 | So much going on!! I loved the whole vibe you had going. The level design left something to be desired (maybe a little large for 10 seconds), but the character designs were great. I had a heck of a lot of fun, even if I didn't end up fully figuring out all of the mechanics. I really loved the dodge spin attack :D As fast-paced as the gameplay was, I didn't feel like I had a good chance to learn exactly how vial collection worked. It seemed like I might have needed to be nearby the kill to collect it? Also, a little grace period once leaving the forge/shop would be nice, as I sometimes died right when spawning back in. Even still, I kept replaying again and again cause it was just so much fun. Here's a thought: you obviously meant to make the carnage the highlight. In order to heal, the player needed to purchase it with blood vials. But when the player needs the heals the most (at least early on in the game), they are more likely to play conservatively in order to not die ... which means less blood! Instead, what if you rewarded the player's aggression by healing automatically when blood is drawn? It's obviously a different design (and there are many equally fine ones), but thinking about what behavior you'd like to get out of your players is a big next step! |
| Oct 21 00:46:45 | 45h 02m | Picking apples | ♥ 0 | You've got the basics down! Keep it up! |
| Oct 21 00:56:34 | 9m 49s | Groovy Gremlinz | ♥ 1 | Pretty groovy concept! I had a great time! The artwork all integrated nicely, and the instrument tones definitely gave me underground vibes. My code: 108,111,406,;202,110,103,;103,401,;111,413,513,;113,407,401,;101,407,110,;101,108,;102,504,; |
| Oct 21 01:05:20 | 8m 46s | Swipe For Victory | ♥ 0 | I won't add anything about the player controller, since you are already aware :) Adding sound effects (a form of feedback) is another thing you can add to increase player fun! Little things like a jump/land sound effect, or a whomp when the player gets hit, ground the players actions. Thanks for the submission! Keep at it! |
| Oct 21 01:15:15 | 9m 55s | Darkstar Sailor | ♥ 2 | Your _own engine??_ Wow, super impressive! Some notes on my experience: visually, very intriguing! The music errored out after a little while, and stopped altogether. As far as game design, since it was more of a tech demo, I would have given the player much more cannonballs (and even cannons) to just go wild. As it was, I used the first 3, then balls spawned, what, every 10 seconds (ah I guess I get it). A lot of waiting around watching my hull get pummeled, but overall not very much skill required! Also, requiring people to download a beta browser isn't the best tactic to get ratings :( |
| Oct 21 02:56:46 | 1h 41m | Jam Session | ♥ 1 | This was awesome! Very satisfying to play. Loved the music and art style. My only feedback is on the randomness of the upgrades. At first, I thought I had my selection of the 3 every 10 seconds, which made me think strategy. But as it is, I'm really at the mercy of RNG. I did like that some of the "upgrades" helped the enemies ... what if somehow the player got to choose upgrades, but eventually, they had to take the enemy upgrades as well. So the more they buffed themselves, the more they eventually buffed the enemy. Just a poorly formed idea :) All in all, this was a great implementation for a weekend! Great job! |
| Oct 21 20:02:16 | 17h 05m | Blink | ♥ 1 | Incredible job! You never cease to amaze with your game designs. The design itself is always well thought-out and polished. On top of that, the visual presentation is super effective. Hats off to experimenting with different technology (QR codes)! That was very unique. Great job on the music as well! It had a long enough loop that it never got tiring. And I liked the pitch effect in Hell. |