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Feedback comments for LD51
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| Timestamp | Since previous | Game | indigo's comment | |
|---|---|---|---|---|
| Oct 2 22:20:19 | Negative-G | ♥ 1 | A very short platfomer! The idea is nice enough and the music and polish is cool, too bad there is no content/levels. | |
| Oct 2 22:31:58 | 11m 39s | Time To Live: 10 | ♥ 1 | Is this game playable as-is? I don't seem to be able to solve either level 3 or level 4, and the buttons Q and E do nothing. |
| Oct 2 22:47:57 | 15m 59s | Cursed Hotel | ♥ 1 | Shoehorned theme, here we go! ๐ I enjoy the music a lot. The game itself is a little slow to get started, it could have done with some re-balancing. Also, the UI is a little bland and could use some - redecorating. ๐ |
| Oct 2 23:33:33 | 45m 36s | Optimum Tasks | ♥ 4 | Fun that someone else would also come up with an NP-complete puzzler for the "10 seconds" theme. Cute and funny game! And it has two endings. Basically open world! Music would have been nice, but I suppose this is not the kind of company where you tune in on the radio while at work. |
| Oct 2 23:50:07 | 16m 34s | Red and Black's Discommunicative Communication | ♥ 1 | *Of course* I suck at this game. ๐ซ |
| Oct 3 00:08:56 | 18m 49s | Lights Out | ♥ 2 | Cool mechanic. I would love to finish this, but unfortunately the character controller makes me want to smash things... |
| Oct 3 11:16:22 | 11h 07m | Birdwatching | ♥ 2 | This is so fun! Birbs! Biiiiiiiiiirbs Also that fact about sparrows. Wow, I never knew that! Cigarette butts! Who would have thought! The typing speed is fine for me, but I suppose I also do type relatively fast. I agree that the resets are annoying though, it would be better to just accept wrong keypresses and allow the user to correct with backspace, or something of the sort - more similar to how real typing works. |
| Oct 3 11:32:03 | 15m 41s | 10 Second Apocalypse | ♥ 1 | Wow, now that's overscoped. ๐ Too bad you don't have time to gather resources before the enemies come rushing at you, I would have loved to try the crafting system. I don't know if it's just me, but there doesn't appear to be any sound in the standalone category. You may want to opt out of Audio. |
| Oct 3 11:36:24 | 4m 21s | What's Under The Teapot? | ♥ 2 | Great teapot! Not a big fan of the default Unity UI and fonts, though, they make the game look more bland than it needs to. |
| Oct 3 11:37:36 | 1m 12s | 10 Second Boss | ♥ 1 | The link to your game is broken, I can't find or play it. |
| Oct 3 11:55:10 | 17m 34s | Cobor goes farming | ♥ 2 | Cobor is very cute, though I am sad I can't program him in Cobol. I can't figure out the third challenge on the second level. The programming isn't the problem, I just can't figure out how to find a path from the cows to the last flag just using the detect part - there isn't anything to purposefully run into, like the barn... The game is definitely very solid for a 48 hours compo, though. The grass "texture" is fun and all of the models look good. Not to mention, this is quite a complex mechanic to implement in such a short time. The documentation is definitely better than my jam code's, too. :) |
| Oct 3 15:06:24 | 3h 11m | 10 Frame Adventure | ♥ 0 | A level generator is a pretty impressive feat to accomplish during LD, and a good one at that. It's a pity you didn't have time to use it to make more levels! R to restart doesn't seem to work when the player dies, but just hitting Escape to return to the main menu and reloading the level is also fine. |
| Oct 3 15:22:21 | 15m 57s | EARTHQUAKE | ♥ 1 | Yay, piano sounds! The rare LD game that actually takes a while to finish, this one took me 431 seconds, apparently. The platformer itself is fun, the levels are designed well enough. You could work on the mechanics a little for next time, the jumping in particular feels weak, like the character is just stuck on the ground. The theme mechanic is - well, to be fair, it was a terrible theme ๐ |
| Oct 3 15:39:40 | 17m 19s | Manta Fighter | ♥ 1 | I think the ship-to-ship fights are quite doable, as long as one takes the "speed" upgrades the first two or three chances one gets. (Otherwise, the enemy fighters are impossible to shake off.) I find the dogfighting physics/flying mechanics quite irritating though. When I stop accelerating, my ship just kind of - stops and stands there in the vacuum? That's not how I would expect it to work. I assume that in this game, the throttle sets the speed instead of the acceleration - which is what you would expect to happen. This gives it an 80s-arcade-ish feel that doesn't really work for me. Also, there are some hitbox and graphics issues. (When you fly away from the planet for a few seconds to shake fighters off your tail, the planet just disappears visually, and you better remember what direction you came from, or you'll just drift through nothing forever.) |
| Oct 3 16:01:47 | 22m 07s | Sneak Guy | ♥ 1 | This is a fun and creative idea, really solid execution as well. My main suggestion for improvement would be regarding the level design. As it stands, it's quite easy to get caught out immediately at the spawn, before you can even get your bearings. That's a little un-fun. By the way, is this a game maker game? That's so retro. BTW: for anyone else who didn't get it, you have to hold the Down button to hide. I was about to throw this game out as obviously broken before I figured that one out... |
| Oct 3 16:55:05 | 53m 18s | Swords of Carnage | ♥ 0 | Screenshot 2022-10-03 185339.png Yeah, I don't think I'm winning this duel... ๐ Up until here, the game was quite easy to beat by just maxing constitution, which made me quite unkillable. But now my opponent won't die either... |
| Oct 3 17:41:35 | 46m 30s | Oasis Escape | ♥ 1 | It's a game and you finished it! That's the most important thing. For the record, I don't think that the camera makes the game unplayable. The game feels a little wonky in general, but the camera is only part of that problem - you'll learn how to make player controls "feel" better as time goes on. For now, celebrate your success of making a game (and actually playing creatively with the theme a little, which wasn't easy this time)! |
| Oct 3 19:12:06 | 1h 30m | Sheeple | ♥ 0 | The embed here seems broken for me, I can't play it on either Firefox or Chrome. Do you by any chance have some other place to host it? |
| Oct 3 19:29:57 | 17m 51s | Orzeล | ♥ 1 | This is a really fun platformer! I actually didn't think it was too challenging at all, I quite liked the difficulty progression. Earlier segments taught well what you needed to know for the later ones, Graphics and audio are also very enjoyable. You say you didn't have much time and it's basic, for that I think it's quite nice and polished. |
| Oct 4 15:44:44 | 20h 14m | The Only Way Is Forward | ♥ 1 | Ah, the most famous video game genre of "not a game at all"! Well, at least it's not a walking simulator. ;-) I'm joking, of course. No, I agree with the other commenters, the mood, graphics and audio are all really well done. I enjoy how polished it feels - there isn't anything about it that screams "I was done in 48 hours" to me. Another great example for why you should always go for a minimal idea in LD and polish it to completeness, instead of trying to do everything at once and only ever finishing half of it. |
| Oct 4 16:04:47 | 20m 03s | 10 Steps to Elysium - Sword Practice | ♥ 1 | This one is a cool puzzler. I love the novel idea. I did take me a moment to get how it's set up to work with the spawn timers and so on, and I really think the idea is quite well thought through and well implemented. The random tile spawns that one can offset by deliberately using up tiles that one already has too many of make it so the game always feels challenging, but never unfair. Also, this game is actually a good fit for the theme: having to plan 10 seconds ahead after the game is stopped "every 10 seconds" really puts the theme in the spotlight. |
| Oct 4 18:14:27 | 2h 09m | 1000 Meters to Shade | ♥ 1 | This is some top-notch Pico8 programming, me thinks. Great graphics, nice sound cues, simple gameplay, annoying chiptune, what's not to love? The only thing I might want to improve is the controls, they are a little finicky and it can be quite hard to position the player behind a cactus, even when trying to correct the position after stopping. Although I suppose maybe that makes it challenging. :) |
| Oct 5 08:12:28 | 13h 58m | Before the Tide | ♥ 1 | The wave clear doesn't seem to work for me at all, even though I lucked into joining at the same time as some other players, that kind of defeated the purpose. Great concept though. EDIT: Ah, I get it now, the wave doesn't clear the drawing completely, but only fades it out. OK, so it's kind of working, but indeed very slow, and it loses the whole "sand at the beach" vibe. |
| Oct 5 12:01:33 | 3h 49m | Crazy Carrier | ♥ 1 | Hey, I made the leaderboards! Nice, this is mechanics-wise one of the most fun games I've seen this LD. No idea how you got such a high score though, as my planes always end up glitching out so I can't select them to start them anymore... (i.e. the planes marked with white and black circles can't be selected). |
| Oct 6 17:10:23 | 29h 08m | Sunburn | ♥ 2 | Hmm, this entry is hard to rate for me. On the one hand, I really love the idea and like the cutesy art style; on the other hand, the execution is just not really there, unfortunately. My main gripes: - The bad worldgen that was already mentioned. In my opinion, if you can't find the time to implement a good procedural worldgen (which indeed is a lot of work, and probably out of scope for most LD projects!), just accept that you'll have to manually create like five levels that are fun, and then just randomly pick one of those on startup. Player frustration will be much lower. - The graphics are endearing, but there are no animations at all. A very-low-frame-count "flipbook" animation would have been a cool effect, and probably not too much work to implement; for example, for the insects, you could have gotten away with just two frames, probably (left legs in front, right legs in front). - The enemies like to spawn nearly on top of the player, giving the player no time at all to react when they immediately charge them. This one is such an easy fix coding-wise that it makes me think it may have been intentional, in which case: please don't do that, it's just frustrating and not fun. A good gameplay improvement (in addition to giving the player a little bit of distance) would be to have the enemies be "frozen" for a second or so after spawning, such that the player can plan their moves. All in all, it's a nice entry though! I'm just trying to give constructive advice. ๐ |
| Oct 6 17:50:56 | 40m 33s | Termination Imminent | ♥ 3 | I knew when I saw the title screen that this was going to be a great game. This is a really innovative, new game idea, that goes especially well with the theme, even though nothing goes really well with the theme. Full props for creativity. And on that note, a banger soundtrack and, again, great title screen too. I like how you teach the gameplay as well, introducing the two main elements separately at first and then quickly letting the player figure out how they play together. The game gets hard fast, but in a way that feels fun and fair: as the player, I always feel like I know what I need to know, and I am absolutely aware that the reason I keep respawning is that I suck. Actually, on that note, maybe the one exception is the (really hard) last challenge: the fact that the enemies can see you a little bit before you can see them means that memorizing the movement patterns of that enemy with the machine gun in the center and just blindly shooting in their direction with the shotgun is pretty much the only way to beat the level, from what I saw. Maybe half a star deduction for that, even though I'm aware that memorizing some of the initial movement patterns is part of what makes the level fun, too (it's pretty much the only way to get out of the spawning area anyway, as you just have to know to point down the shotgun blindly and shoot the two enemies there, or you're just toast). For the graphics, I like your pixels, but I feel the game would have made more sense in a top-down perspective. As it is, it just looks as if everyone was glued to the wall. Still, all in all, the best game of the compo I saw so far. |
| Oct 6 18:23:09 | 32m 13s | Witch in a hurry | ♥ 1 | I hate you so much for this. Very fun game, really cool pixel art, I love the palette. The sound effect when you step on the cats is hilarious. I broke a lot of glassware too. Overall very few bad things to say about this, the one gripe I do have is that it is not easy to tell ahead of time when the controls will change. This wouldn't be such an issue if it didn't sometimes happen while you're already pressing the key that will kill you next. Oops! Because that's unfair and frustrating to the player, you should have either given a clearer video or audio warning before the change happens, such that the player can react and stop moving, or made sure that the kill buttons are never prior movement buttons. The other issue is that the "flavor text" before a level starts isn't displayed long enough to read. Since you already have a skip button, the timer was probably superfluous to begin with, and such a short one is annoying. Nice soundtrack, on the other hand. Very solid entry overall. |
| Oct 6 18:33:12 | 10m 03s | History Repeats | ♥ 0 | What. I can't figure out how to get the key to the first lock. Everyone else seems to have figured it out, so I guess I'm just stupid. ๐ |
| Oct 6 18:40:48 | 7m 36s | It's A Match! | ♥ 1 | Fun idea! Too short in my opinion, once it starts getting frantic, the "You Win!" screen appears almost immediately. I wouldn't have minded a few more levels of clicking. Regarding the clicking, this is maybe my main complaint about this game: the hit boxes of the matches are somewhat hard to hit, because they're so narrow. This makes it feel less like a frantic matching game and more like an FPS training tool. Overall a solid entry. |
| Oct 6 19:28:16 | 47m 28s | 10 Second Mixtape | ♥ 3 | Oh my god, this is so fun to play. I have absolutely no suggestions for improvements, this is just all around awesome. I actually disagree with suggestions to improve the melody editor, I think it's perfect as it is. It makes it feel like a real jam session, which is the whole point. Absolutely well done. I lucked out and my band got an *amazing* cat lyricist. |
| Oct 7 13:22:14 | 17h 53m | Der Schlieรmuskel | ♥ 1 | Alda, was? Might be better if you had less than 10 seconds to QC, actually. As it is, it's just kind of impossible to see if they're good or not, maybe because there's no template to compare them too. Might be more rewarding if the time controls were tighter, but the defects more noticeable. Hee-hee, I said "tighter". Too bad that there's only music on the menu, but not ingame. I'm not really sure how to suggest improvements, because I lack the artistic vision for... this. |