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Feedback comments for LD51
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| Timestamp | Since previous | Game | Tobius's comment | |
|---|---|---|---|---|
| Oct 5 22:39:05 | Comet Raiders | ♥ 1 | I really like the direction you took the theme with this. Having to plan out every 10 seconds of a battle is a great idea! I like the "timeline" mechanic that you used for planning your attacks, but I didn't understand why it would matter where I put my attacks on the timeline, only in the case of moving around a big obstacle would I ever need to move those attacks, and it didn't really seem necessary to do so. I also didn't realize you hade to click on the timeline initially, but that may have just been poor reading on my part. I think the animations, visuals, and environment looked great and fit together well. It was a little difficult to understand where in 3d space everything was clearly, maybe some sort of "dimming/blurring" for things further away would be helpful. The large meteors helped ground me a little bit, but I was constantly having to spin around each ship to make sure I understood where exactly it was going in the 3d space. Overall gameplay I was left wanting, I could definitely see this being more fun with other options than justs "attack" that made more use of the timeline mechanic. A blast that took 4 turns to charge up, or a speed boost effect for example would really add a lot more intrigue to the game. | |
| Oct 5 22:48:36 | 9m 31s | 10 Second Plan | ♥ 1 | I liked the take on the theme, restricting the players actions to every 10 seconds is a really neat idea. I think it mostly worked in this game, though there were definitely a few times where I had my plan figured out sooner, it would've been nice to either skip the remaining time, or have something else for the player to do to fill the time in those cases. Graphics are simple and straighforward, reminds me of those classic games I loved playing that came with windows, good nostalgia there for me. For gameplay, I like the programming aspect of it, the click to select and click to place wasn't intuitive to me but I was able to figure it out pretty quickly. I liked that each instruction was in a limited supply, definitely adds another dimension for designing the puzzles. One minor issue/critique I had was that placing an instruction on top of a coin caused the coin not to be picked up. That surprised me and made it impossible to complete the level. |
| Oct 5 22:54:39 | 6m 03s | Get The Last Spot! | ♥ 1 | Theme was done well, in the "group" of solving a puzzle every 10 seconds but in a way I hadn't thought of! I think it also fits well with the theme of driving. One idea would be to have a relay mode where you need to hit a sequence of spots every 10 seconds to double down on the theme a bit more. I thought the game play was fun, and the driving controls worked well. The drifting didn't feel 100% correct in that I wanted a little more control of my car while drifting, but I think that's also an area for players to grow more skillful. I don't feel that the replay of you failing added anything positive to the experience of the game, it just made the experience of failing more frustrating. I really enjoyed the replays when you succeeded though! |
| Oct 5 23:01:14 | 6m 35s | Silver Platter | ♥ 1 | Great take on the theme, in the group of "do a thing every 10 seconds", but splitting the game into 2 parts was a refreshing idea! I don't know if there was anything else that played up the theme beyond the harddrive breaking every 10 seconds, but one idea to include the theme more strongly would be to have a special power-up or enemy appear every 10 seconds as well. Art was well done, reminded me of a Putt Putt style game, or Earthworm Jim for some reason. It had a great aesthetic and everything felt cohesive. I think the animations looked great, like the wiggling of the disk head, or the jumping of the character. The gameplay was fun, but had a much higher barrier to entry than I was expecting. I think a future release might benefit from having the player first do each of the activities by themselves for a short period before having to do them both together. I don't think I made it more than 2 enemies for my first 15 tries, but once I got the hand of it and understood everything I was looking at / doing it became a lot more fun. I enjoyed the "parry" mechanic though it didn't feel perfectly crisp when executing it, there were somes times that it felt like it hit early / late (though I'm pretty bad at platformers so it could just be me). |
| Oct 5 23:13:51 | 12m 37s | Workshift | ♥ 1 | Good job embracing the theme! Doing a different mini-game every 10 seconds really feels like a theme-filled experience. Its hectic and fun. The music was enjoyable and playful, well done there. Maybe adding 1 variation, or simply pitch shifting it programmatically every once in a while would prevent it from getting too repetitive. Art was cute, could've used a little more contrast in games like the "save the people" but overall looked good together. A simple improvement to the art would be to add very minor shading and highlights to give some dept to objects like the vegetables. It doesn't take too much time but makes a big difference. Overall it was fun, though I felt all the games were lacking some cue to let the player know they were doing the right thing. For stacking boxes specifically, playing a chime each time you made a new stack would be great! For the save the people game, the "game design" of it was a little off as the best strategy was always to run into the lava to reset the level and then go "up" the screen and then back down to reset the game again. As simply waiting would cause people to get trapped in the lava you couldn't save. |
| Oct 6 21:43:29 | 22h 29m | Foodmnesia | ♥ 3 | ### Overall An enjoyable, fast past experience. It's just missing a win condition and a tutorial. ### Fun Enjoyed trying to fulfill the orders as fast as possible, though sometimes it would generate an impossible to complete combination of ingredients. I would've like to see some additional reward for finishing dishes early or having some "goal" to work towards. ### Innovation Definitely reminiscent of Overcooked, but having each ingredient show the countdown on it, and having such a short rapid-fire sequence of request definitely gives it a different feel. ### Theme Theme was well represented in the hectic gameplay, though I felt like there could have been some more "every 10 seconds" included in the game, like more customers lining up, hazards appearing, ingredients swapping places, etc. ### Graphics The 2d graphics in the game were fantastic, definitely gave a me "fast-food" vibes. Clean and vibrant. I think the 3d model for the character looked decent and was animated well, however they looked a little out of place next to the furniture and the 2d foods. The furniture looked nice, but could've used a little more contrast from the floor. ### Audio Good sound effects and cute music. Well done! I would've liked a little variety in the music track to keep it from getting too repetitive. Having the music pitch up when the timer was close to finishing would be a nice way to add some more urgency and variation to the music. ### Humor The banana peel was funny, but other than that, not much humor in the game other than the general craziness of it all but I feel that fits more in Mood. ### Mood I definitely felt like a short order cook, scrambling to get orders ready for my customers. So well done on the mood here. I think adding either ambient sound effects like customers murmuring, doing dishes, honking horns would add to the mood nicely. Adding sound effects unique to the different ingredients would also help in the same way. I would maybe suggest changing the "turn-in" to a drive-through window instead of a counter as well, as that fits better in my mind. Not a huge thing though either way. |
| Oct 6 22:05:52 | 22m 23s | DiscoTech | ♥ 5 | ### Overall Fantastic rythm based puzzler, loved the beat compositions once they started going. ### Fun Dodging the lit tiles was super fun, I really appreciated the "pre-lighting" to warn you where they would pop-up that's great game design. Choosing which beats and therefor puzzles you would add each round was super smart and really kept me engaged in the experience. Trying to think about what combinations of beats would be easiest to survive was really fun, though I wish I could've seen the other active patterns when I was making my selection. ### Innovation Exceptionally innovative, I've played many rythm games before, and games where you had to dodge lit tiles, but putting them together in this way was really creative. Especially because it seems like such a "no-brainer" idea to make this game (because the combination is no natural), I've never actually seen it done. ### Theme Perfect fit for every 10 seconds, using music is a natural fit for this theme. I also believe the "collectibles" appeared every 10 seconds though I wasn't 100% sure of that. That would be a good way to incporate the theme more if it isn't already. ### Graphics Really nice graphics here as well, the glow effects on the tiles were pretty and fit well into the game. I couldn't tell if they were actually providing illumination on the character or not, but it looked light they were lighting up the area. Character model was cute and anmimated well, I think the roll animation was slightly off in that it "hitched" right at the start and end of it, but overall well done. The tile pop animation and the graphic effects of getting hit by a tile was really good as well. ### Audio Great beat selection and combination. I felt like every choice I made created an enjoyable melody. My one critique here is that the start of each level the song would kind of half-start and glitch for a second for me. It would be nearly perfect if it looped 100% between levels. I liked the collectible sound effect, though I will say it did detract from the melody a bit. The only half-decent idea I had to improve that was to instead play the "chime" noise, on the next "beat" of the song, and only play a short "ding" or "distortion" right when you picked up the item. ### Mood Fantastic mood, I felt like sort sort of weird DJ making beats. It could've used some more ambient noise or "club" dancers in the background to double down on the DJ / dancer mood. |
| Oct 8 00:02:11 | 25h 56m | DRILL BILL | ♥ 2 | ### Overall Very polished brick-breaking platformer shooter with excellent music. ### Fun Really enjoyed the combined puzzle + platformer aspect of the game. I think the controls worked very well and everything felt good with regard to shooting and moving in the game. It was also fun to kind of "think-through" the level before you started, trying to map out where and when you needed to shoot each color of blocks. ### Innovation Fairly innovative, level based platformers aren't anything new, but doing a sequenced color block puzzle was something I hadn't seen before. I also think the setting of a steampunk temple security system was unique as well, I don't think I've seen that before! ### Theme Good use of the theme. Solving a level in 10 seconds is one of the main "types" of games that came out of this theme and I think this game did it very well. I think the looming threat of the giant spring, and timer was a good way to keep the theme a clear focus of the game. ### Graphics Fantastic graphics, probably one of the best I've seen so far. The characters, levels, UI, lighting and effects were all wonderfully detailed and polished. Even the "outside of the level" background looked great. The animations were very well done too, I would say visually this game is ready for release. ### Audio Great music. I love the electronic soundtrack and the music composition was really enjoyable. Sound effects in general were good, though I don't recall hearing any sounds for moving / jumping I may have just missed it due to the music. I would suggest having either a different instrument in the same melody to change it up between levels, or a few different songs to cycle through to break up the monotony of the song though. |
| Oct 8 22:32:44 | 22h 30m | 10 Seconds Cycles | ♥ 1 | ### Overall Crisp and polished wave annihilation game with cycling power levels. ### Fun Pretty fun, I really enjoyed the "enrage" mode, you felt really powerful and it was enjoyable to try and survive in the normal mode and line up the enemies for maximum destruction as that timer counted down to the enrage mode. One critique is that I felt like my shots didn't aim quite right, it was always shooting the ground too close instead of where my mouse was which was frustrating. ### Innovation The enrage mechanic was fairly innovative to put on the player, usually that sort of thing you see on enemies instead. Good thinking with that idea! The rest of the game was fairly typical however. ### Theme Great use of the theme, using it as a cycle timer is one of the more unique interpretations I've seen! I would've liked to see more of the theme integrated into the game as well, with maybe an extra large wave of enemies that spawned every 10 seconds, or another type of power-up that spawned every 10 seconds. Just wanted a few more ties to the theme to really make it shine. ### Humor I didn't find the game particularly funny. This entry doesn't seem a good candidate for this category. ### Mood Decent job on the mood. I did feel like a robot on the edge of space killing endless waves of robots. The laser effects and noises were very sci-fi and played into the mood well. I would've liked to hear more noises while moving the robot or when destroying the other robots, though maybe because we're in space there's no noise? I think some sort of "drop-pod" or other visual/audio cue for where these waves of robots are coming from would help the mood as well. |
| Oct 8 22:49:56 | 17m 12s | Sweet Nightmare | ♥ 1 | ### Overall Fun and whimsical "flat"-former with randomly changing controls and abilities. ### Fun Pretty fun! Trying to collect the fruit while avoiding enemies and hazards is always a great time. Having to adjust to the randomly changing control scene was definitely interesting and kept me on my toes! The different "modes" were each surpisingly different feeling which was pretty fun as well. One critique is that there wasn't great feedback on whether enemies were taking damage. I felt like I shot them alot and they didn't die, which was a little disappointing. I also didn't like that there was no way to heal (at least that I could find). ### Innovation Good innovation here, using similar game-styles in this way was really smart. The level designs worked for all modes of gameplay surprisingly well! I've never seen a game that transitions between those gameplay styles like this before, very well done. ### Theme Great job with the theme, changing controls schemes every 10 seconds is always fun and I think you pulled it off well. I would've liked to see more things in the game tied to every 10 seconds to really double down on the theme, but because the game itself was sort of changing already every 10 seconds, it might be fine without it. ### Graphics Adorable, well executed graphics. Everything fit well together and was just perfectly fruity. I would've liked a little more color variation and contrast. Maybe some green kiwis and shadows / outlines would help that. Overall, very well done. ### Audio Cute audio, I liked the melody! I think it fit well with the art and gameplay as well. I really liked the two different sountracks! I think it would be a great improvement to even have slight variations of the melodies for the different game-modes to really enhance that experience of swapping between game-modes. ### Humor The whole thing is pretty ridiculous its funny. Some of the different game modes like the gold one actually made me laugh! Because the sort of implied humor though I didn't find much humor in the game itself. ### Mood This game has got a definite "whacky-cute" vibe to it. I really enjoyed the mood of the game, it was all a bit absurd and cute and fruit. |