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Feedback comments for LD51
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| Timestamp | Since previous | Game | red-stake's comment | |
|---|---|---|---|---|
| Oct 3 14:39:22 | Tank Factory | ♥ 2 | Hey :) I liked your game. The variety of upgrades was neat, and I love games with compulsive upgrade loops like this. Reminds me of flash games. I don't think I've played one where the upgrades reset, which was different. It would be neat if it was a little quicker to start - because picking upgrades when I hadn't played the game yet was a bit hit or miss. I also only got to wave 5 (I always got a difficulty spike on that one), but it would be cool if there was more interactions in each level, like walls to destroy or bonuses to collect. Overall, I liked it, and there's clear scope for expanding it into a bigger game, which I think would work even better. | |
| Oct 3 14:52:38 | 13m 16s | Onades | ♥ 0 | Neat stuff! I really like the look of the game, I used low poly geometry but yours looks even better with a strong color scheme. Great job! The subtle impacts and audio (which worked fine on Windows), on enemy hits work so well, it feels lovely and crunchy. My only issue is that after I tried spinning slowly in a circle as a tactic, that seemed to work a bit too well, because I started acing every wave. But that's not a big deal in such a short jam game, and I ended up playing way more of this than the other games I've tried so far. Thanks for the game! |
| Oct 3 15:42:11 | 49m 33s | Overdrive Blaster | ♥ 1 | I love the sprite work, ideas, and had a lot of fun playing! The concept of an overkilling gun that kicks in every 10 seconds is neat. I think it would be cool to increase the pace a bit (start a bit faster, have more enemies), and have the contrast between the overkilling at the regular gun be more distinct. Might make everything more intense, and give more ups and downs to the game. But honestly, I liked it as is, and I really liked the art style and mood. Great job! |
| Oct 3 16:00:06 | 17m 55s | deep_lab.escape | ♥ 1 | I liked this mechanic initially, I don't think I've seen it executed in this way before. I thought the story snippets were nice, it must have been hard to do that stuff within the 48 hours. I actually wanted a bit more - like what was going on with this place and why we were there, so that's good. I got to the level where there's a tiny gap between the sensors and tried it several times, but I found the timing was really tight on that and I couldn't do it. It was an interesting variation on the mechanic (e.g. having to jump at a certain time), but the timing was so precise I couldn't get past it. I'm not that great at precision platforming though, so maybe it's just me. I like the idea. Overall, I liked it, and I think if you cleaned up the graphics and fleshed out the content (i.e. one or two breaks from the sensors), you could have a really neat atmospheric experience. |
| Oct 3 16:10:51 | 10m 45s | Ten Second Survivors | ♥ 2 | I thought it was interesting that all the enemies move at the same speed and have the same direction behaviour. It meant that as long as there was a small gap you could escape them, and doing that in game felt really good, really satisfying. I also played this a lot! Replayed a bunch of times and went a really long run. It was surprised at the number of items for a 48 hour jam, that was neat. My only complaint is the graphics are a little eye-straining and too small. Aside from that, great game! |
| Oct 4 07:24:19 | 15h 13m | Coupled Explorers | ♥ 0 | I liked the idea of switching between characters that handled differently, but I did kind of struggle with how floaty the jumps were, maybe because I'm not great at difficult platformers. I think the core idea is a good one - you could have a lot of interactions between the two characters based on when they freeze (e.g. jumping off each other). |
| Oct 4 07:33:21 | 9m 02s | The First Fire | ♥ 1 | I like that there's an inbuilt pacing to the game where you rush around during the day and hang around the fire at night, which gives some tension to the night time. It would be good to make the night slightly shorter, and give you slightly more to do during the day, to add some extra action and tension on top of everything. I like the art style of the game a lot, and I would totally play more of this if you expanded it. Thanks for making, I enjoyed it :) |
| Oct 4 07:39:15 | 5m 54s | One Shot Death | ♥ 1 | It's an interesting decision to make enemy bullets destroyable with your bullets. From most of the bullet hell games I've played, that doesn't happen. It's neat because you can block enemy shots coming at you, but it also blocks your shots at them, making them often pretty hard to hit. I thought that was a really neat decision! Great job. |
| Oct 4 07:49:19 | 10m 04s | Bug Out | ♥ 1 | I like the goofiness - the death sounds and physics of the limbs flying about was neat. The combat often felt good with plenty of monsters, but it occasionally spawned way too many for me to be able to kill - you could easily expand this with powerups or extra weapons which would be awesome. I think the central idea of a shifting level and the wall disappearing so monsters can get you is super cool. Thanks for making this! |
| Oct 5 09:49:56 | 26h 00m | Catacombs 51 | ♥ 1 | I really enjoy the foundation of this, and there's so many cool things you could do with this! I love top down shooters too, so I played this for quite a bit. I think everyone's ideas on the 10-second theme are interesting - I agree that forced you to make snap decisions, which I liked, but there often wasn't enough time to interact - like one level I was stuck in a corridor and couldn't explore at all. Maybe if the level were a tiny bit more open with less walls, or they were smaller, they'd really fit the 10-second time better. Just a thought. Overall, I really liked it, and would play more if you decided to expand it! |
| Oct 6 08:19:15 | 22h 29m | Shimash | ♥ 1 | Making not just 1 minigame but 3 in the 48 hours is super impressive! I felt like they were all really good fits for the format, the pacing across all of them is great, and the challenge was a good steady increase. My only note was that I felt like the arrow firing minigame was a bit more challenging than the others, so whenever it came up, I knew I was probably going to lose a life. But maybe that's just me being not great at it. That and, as others said, would've been good to have the lives on the UI, but that wasn't a problem. Overall, great entry, good work! |
| Oct 6 16:07:29 | 7h 48m | Avelainho | ♥ 1 | I love the central mechanic of having 10 seconds but losing time as you get hit. It works really well, great job! |
| Oct 7 22:34:08 | 30h 26m | Defense Engineers | ♥ 1 | The interplay between the battery/radar/turret is interesting, I don't think I've seen anything like that in a tower defence game before. It does make the first level a bit more difficult than a first level probably should be - though maybe I missed something obvious. Other than that, I think it would really heighten the challenge and force more thought from the player if there were less spaces on the level, and maybe some spaces had better stats than others, because it'd make your have to consider that decision a bit more. But those are small considerations, because overall I think the core of the game is good, and I'd encourage everyone to try it out. |
| Oct 7 22:49:19 | 15m 11s | Battle of Nephthys | ♥ 1 | Making an entire strategy game like this is super impressive, and there's a decent amount to do as well, which is even more awesome. As other people said, the music is nice, it fits really well. My only complaint is the balance felt a little off, because it felt a little too easy at times. I didn't do a good job at defending my base or scouting, but I was able to win a bunch of the fights. With a little expansion and some balancing, I would totally play more of this. Thanks for making it :) |
| Oct 7 23:18:59 | 29m 40s | Channel Flipper | ♥ 1 | I'm so blown away that I've now played multiple games that did minigames, and handled them so well. That's crazy, being able to do all that in 48 hours is so impressive. I also loved the unique setup, and how all the minigames tied together, it made great use of theme. Thanks for the good game, I enjoyed it! |
| Oct 8 00:53:42 | 1h 34m | That Time My Dog Got Space Hiccups | ♥ 1 | This is a genuinely really clever idea, and I loved how my brain would jump to "Now I can do this thing!" whenever it swapped location. It works so well for this theme, and 10 seconds feels about right. My only issue is that I'm not great at puzzle games, so after the first 3 or 4 bones, I found it to be pretty hard, and I lost track of what I was doing once or twice. I still enjoyed it, but it just tipped over into the "too challenging" section, but that's me, not the game. I think overall it's a great idea, and it's been really well executed. The art works, it's innovative, and it fits the theme really well. |
| Oct 8 12:32:14 | 11h 38m | Spooky Glitch | ♥ 5 | What a great idea to enter Ludum Dare as Uni students! Well done on the effort you put into these minigames. I've been blown away to see minigame collections in this jam, since working on all those must have been really tricky, so well done. Overall I liked your game, but I think there are a few areas where you can improve: - The Music looping felt a little abrupt, especially when restarting the game. If you keep the music going, and ensure that it loops well, it will work even better. - Some more info about what controls are required for each minigame would help beginner players adapt quickly to each game. - Do try to reserve time to add sounds. They really do support feedback in the game. I know it's tricky (I didn't manage all the actions in my game), but if you can get the key ones (picking up coins, jumping), then it adds a lot to players enjoyment, and helping them learn what's happening. Overall, good effort, and well done. I liked the theming of the games, and they connected well to each other. Lots of potential, keep up the great effort! |
| Oct 8 12:53:27 | 21m 13s | Cult Of the Сelestial Knight | ♥ 3 | Absolutely beautiful artwork, well done! I liked the dark atmosphere, and the sound effects were thematic and really aided the experience. Great work! |