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Feedback comments for LD51
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| Timestamp | Since previous | Game | squimmy's comment | |
|---|---|---|---|---|
| Oct 7 09:53:29 | Run hunt repeat | ♥ 2 | What a clever idea! The presentation is a little spartan, but not enough to be off-putting. In fact, it works pretty well as a distinctive style for the game. I particularly liked some of the emergent gameplay effects that occur, such as goading enemies to get close as possible to you so you can catch them easily when the timer flips. It makes for an interesting risk/reward system. | |
| Oct 7 09:56:20 | 2m 51s | Dichotomy | ♥ 0 | The visuals and music were great, but I found the trial-and-error gameplay to be a bit too tedious for me to stick it out to the end. Some way to speed up the timer when I was finished entering my moves would have helped a lot, especially because the presentation and polish of the game were great. There was also a bug(?) wherein if I entered my moves too quickly, the cube would attempt to move into a square before it had finished spawning, which would kill me. This certainly didn't help with the impression the game first gave me of being a little tedious. |
| Oct 7 10:16:00 | 19m 40s | Escape From Post-apocalypse | ♥ 2 | Other people have mentioned it, but the view pulls to the right constantly and I fell through the elevator at the end, so I don't know what was supposed to happen after that. Otherwise, the game seemed mostly complete; things did what they were supposed to, nothing crashed, and I was able to move around and complete the quests. Good work! |
| Oct 7 10:22:36 | 6m 36s | Bullet Hellth | ♥ 1 | This was an interesting idea but it seemed like there were some bugs in the execution (particularly relating to pathfinding). It also seemed like enemies sometimes took as many as three shots to kill, but would only drop two shots worth of HP, which makes it seem a bit fatalistic and not as gripping as it could have been. |
| Oct 7 10:39:32 | 16m 56s | ShortDay Survive | ♥ 0 | I ran into a funny bug where I got knocked out of the playing area. I was able to attack the enemies without them being able to fight back until eventually a monster found its way out of the playing area and instantly killed me 😅 |
| Oct 7 11:07:16 | 27m 44s | Grim Light | ♥ 1 | This is visually quite impressive and the atmosphere was very well-crafted. I didn't find the gameplay very engaging, and the ending was a little bit disappointing, but the way the sound and visuals all came together at least kept me hooked long enough to see the ending. |
| Oct 7 11:23:56 | 16m 40s | Chaos Exam | ♥ 0 | The difficulty seemed a bit all over the place, particularly with the computer science quest being the only one that required a minigame -- and a fairly strict one at that. Otherwise, the game was fairly well put together. Good work. |
| Oct 7 12:24:22 | 1h 00m | Breacher | ♥ 2 | Other people have already commented on the hard-to-read visuals. Yes, bigger or slower-moving bullets would be easier to see, but also sound effects or visual effects when they are fired or when they hit you would also be a bit help. I also felt like some of the hitboxes were quite unforgiving, I was taking damage when it didn't really look to me like I was standing on acid. Some music would have been really great to fill-in the dead time on your way to the computer after killing all the enemies. If you don't feel up to making any, I suggest wolfram tones (https://tones.wolfram.com/generate). it's not great, but it's better than nothing when you need to fill dead air. |
| Oct 7 12:57:53 | 33m 31s | Swipe For Victory | ♥ 1 | First-person platformers are very hard to make fun. not being able to see exactly where you'll land makes things frustrating to begin with, and without features to make it more forgiving (for example a double-jump), things only get more irritating. Unfortunately in this game, the extremely slippery controls and a complete lack of convenience features (like jump-buffering) only make things worse. I also don't understand what you were aiming for when designing levels and gauging difficulty. normally, difficulty is there to give the player a sense of achievement when overcoming a challenge. in this game, the levels simply felt unfair and when the player finally clears an obstacle, it feels more like luck than anything else; there's very little sense of achievement. What's more, in some cases the player gets launched so far that they have to wait for a long time before they die and can try again, which only compounds the frustration. There's a noteworthy comment in this interview with Koji Igarashi (https://www.gamedeveloper.com/business/a-i-bloodstained-i-q-a-with-koji-iga-igarashi), where he says that they ensured the bosses were fair by requiring the developers to defeat them without taking damage. I wonder how reliably you're able to beat your own game, @frostpower, without dying. That being said, the game is complete and playable and from what I can tell is largely free of bugs. This kind of game is especially hard to make fun, so you were starting at a disadvantage, and you deserve recognition for what you were able to achieve in the short timeframe you had available. |
| Oct 9 13:44:40 | 48h 46m | Star Sweeper | ♥ 1 | The visuals were clear and distinct and did their job very well, but I'm sad to say I bounced off the gameplay. I'm not a huge fan of trial-and-error to begin with, and the way the game encouraged me to play quickly, but then forced me to wait out the timer when I had locked-out all my options with padlock cards, meant it got tedious fast. The general idea probably has promise though. It's just a matter of fine-tuning the level design and difficulty to focus more on the feel of frantic clicking and less on waiting out the clock when you have no moves left. Sadly, that kind of fine-tuning is difficult on such a tight deadline, and there's not really much you can do about that... |
| Oct 9 13:57:52 | 13m 12s | Encoded War | ♥ 2 | I really like the idea and the way it's presented is great. Unfortunately I had trouble trying to work out how the game expected the timing of dots and dashes to work, and the ten second wait between receiving a message to be sent, and being able to send that message, was frustrating enough that I didn't have the patience to keep trying to work it out. An option to say "yeah, I know what to send, let me send it now" would have been sorely appreciated. |
| Oct 9 14:07:15 | 9m 23s | Katuns Fall | ♥ 1 | There are a lot of rough edges (as is to be expected for a 72-hour game), but the game is not without potential. However, it seemed like I was able to build mines and lumber camps wherever I wanted and the monsters would mostly ignore them, so I had all the resources I wanted and didn't really find any challenge to the game before I got bored. You'd need to come up with a good solution to this for the game to really shine. |
| Oct 9 14:13:03 | 5m 48s | Dreamare | ♥ 1 | The objective of the game wasn't very clear, so it felt like I was just aimlessly wandering around, which wasn't great in terms of making me invested in the game, or giving me a sense of agency. Also, like a lot of people have already mentioned, the room transitions were too jarring. I don't know if it was supposed to feel surreal and dreamlike, but exiting a room to the south only to enter the next room from the east felt more like a bug or an oversight. |
| Oct 9 14:20:55 | 7m 52s | Pillagers Plague | ♥ 2 | This was a neat idea and I agree with other people's comments about how it solves a problem lots of tower defense games have where you're encouraged to place all your towers as far forward as possible. That being said, I think a little more polish would have gone a long way to making the gameplay feel more engaging. The transition between levels was so abrupt it was almost confusing, and some sound effects or even just a little more visual effects would have made it much clearer when important things where happening, like enemies being killed or the castle taking damage. |
| Oct 11 13:27:25 | 47h 06m | Renew my Subscription | ♥ 1 | What a delight! This was an absolute highlight of Ludum Dare for me. On one hand, I'd love to see more of this, but on the other hand, it's so concise and fully-realised that I don't think there's anything you can add without diluting the experience. Absolutely brilliant work. |
| Oct 11 13:36:41 | 9m 16s | Ťɦȩ Ɽḗḋ ꓤⴃὄⴅ | ♥ 1 | This was a good idea and, on the whole, fairly well executed. I feel like there was a bit of an over-reliance on keypads -- They look identical and it took me a couple of loops to realise there were multiple keypads. It also made the puzzles feel a bit samey. Perhaps adding full-text passwords or maybe a multi-dial combination lock would have helped (though that would obviously take time you probably didn't have). That being said, there was a surprising amount of variety in way the various combinations were hidden. I ended up doing a lot of screen-shotting, though, and I think if the game had added something to make this less necessary (maybe a simple quest-log or even just more striking and memorable passwords) it would have felt much more complete. Good work. |
| Oct 12 12:55:51 | 23h 19m | The Curse of Tencond | ♥ 1 | This was pretty good! Clever, imaginative, and very polished for a compo entry. The way the game unfolded was fun and silly without ever quite becoming annoying. |