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Skleembof

Feedback comments for LD53

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TimestampSince previousGameSkleembof's comment
May 5 17:00:35 Alien Parcels ♥ 2 This game is testing how well you know the rules, but something about your explanation, the manual, and the UI just confused the hell out of me, so I made my own tutorial at the end of this comment in case anyone else is also confused and needs some more help figuring it out. I like the idea, and it was fun once I figured out how to play, but it felt too stiff. There is only one solution for each package, and it's very easy once you know the rules. I think the game is missing another element to make the gameplay more dynamic. Maybe you could give the player a stock of stamps and allow them to add or remove stamps to complete a package. Or if a package has the wrong number of stamps, the player could compensate by selecting an alternate route, and maybe there could be a scoring system based on delivery time or package condition. The general idea is really cool and you could turn this into something like Papers Please with a bit more work if you wanted to. Here is my attempt at explaining the game: 1. Click the little white arrow on the bottom half of the screen to receive a package 2. **All you can do with a package is accept or reject it by clicking the check-mark or X icons** 3. Each package has a destination, a weight, and a symbol. Your job is to determine whether the stamps on the box are enough to cover the delivery ## How to know when to accept or reject a package Each stamp color is worth a number of units: * Green: 1 unit * Blue: 2 units * Red: 3 units Each unit can cover EITHER 3kg of weight, or 1 jump on the star map. So when you receive a package, count how many total stamp UNITS it has (remember the value of each color) and then do some simple math to determine if you should reject or accept it. The package must have the minimum amount of stamp units to fit the weight and distance ## Example/Tutorial Package weighs **12.5kg** and needs to travel **2 planets** away. The package has **one red stamp** and **two blue stamps**. 1 red stamp = 3 units 1 blue stamp = 2 units Total stamp units on this package = 7 units. Since each unit is 3kg, you need 5 units to cover the weight (4 units only gets you to 12kg) We have 2 units left. Since the package needs to make 2 jumps and each unit can cover 1 jump, then we can accept this package. Note that if we had 3 units left, we would have to reject the package because we cannot have any left over units. After you accept the package, you need to pick a space ship to place it in. This is where the symbol on the package comes in. The in game manual has a list of combinations that are not allowed (the hieroglyphics on the left tell you what combinations to avoid). As long as you don't make one of these forbidden combinations on one space ship, you'll be fine. Seems easy except the game doesn't show you the symbol of the package on this screen, so make sure you memorize it before accepting the package!
May 5 17:54:10 53m 35s Involuntary Nannies ♥ 2 The presentation was great, but the gameplay is absurdly difficult. Even on easy mode, it was just too ovewhelming. I do like the idea though and I think this could work but you need to ease in new mechanics instead of dumping everything on the player at once.
May 5 18:06:37 12m 27s CIA - Mailsystem ♥ 2 I like the idea of having to explore the office to find the right switch to redirect the pipes, but there wasn't enough of a challenge to make proper use of it. The graphics look nice and the game was well put together. My biggest issue however is that I couldn't find Pepe Silvia and am starting to believe he doesn't exist
May 5 18:17:27 10m 50s Level Delivery System ♥ 2 Allowing the player to play each level with any character is an awesome idea. This could be a really interesting game if it were further developed. Great job making a really unique game for LD. Also, Dave is the man!
May 5 18:33:30 16m 03s "idk, i haven't finished it" ♥ 1 I am not a fan of the "wall running" which was impossible to control and just felt unsatisfying. It felt more like glitching the game than using the mechanics properly. I like that you tried to create an interesting platforming mechanic but I think it definitely would have benefited from more playtesting. Part of the issue I think is the level design which doesn't let you really use the mechanic properly. You have to hit the containers at weird angles to shoot up and then quickly fight with the camera to try and land on the container. If the level was less vertical and you could actually run on walls and not just shipping containers, it would probably be a lot more fun.
May 5 22:11:52 3h 38m _F*CK Consumerism_ ♥ 1 Interesting premise, but gameplay was too simple. I think even an ammo counter and some pickups would have made it a lot more interesting, and I agree that the game could have used a hit marker or something to let the player know they hit an enemy. Also, I noticed that when you walk into the red circle, your gun gets turned around and pointed directly at you, allowing you to kill yourself. Is this intentional or a hilariously morbid glitch?
May 5 23:16:25 1h 04m Drony Delivery ♥ 2 That was a fun little puzzle game with a surprisingly good difficulty curve for an LD game. My only complaint is that the graphics are a bit too noisy. There's just so much detail and bright colors on screen that it was kind of hard to tell what was going on at times. I mainly had trouble finding and identifying the trays.
May 5 23:28:20 11m 55s Eyes of Odin ♥ 3 Wow that was hardcore. The raven was a little janky, but metal af
May 6 00:32:25 1h 04m Space Haulers Inc. ♥ 1 I like the overall idea of a resource management/colony builder with simulated physics in 2d. It'll be a lot cooler when you implement the orbital mechanics.
May 6 00:55:52 23m 27s Package Panik ♥ 4 I agree with others that its a bit difficult to understand based on the tutorial. I figured things out through trial and error. I think the best way to introduce complex mechanics is to have simple tutorial levels that only show a few mechanics at a time, but obviously designing a tutorial is not feasible within the time limit. Overall I liked the game and I would play a more fleshed out version with deeper mechanics.
May 6 17:02:37 16h 06m Shipyard Mercury ♥ 1 I really like this idea of building a ship piece by piece and trying to figure out where they go with subtle visual cues on the pieces. It forces the player to pay close attention to the layout of the ship which increased immersion and left me wanting to fly it after it was built.
May 8 15:52:47 46h 50m Delifery ♥ 1 Welcome to the world of game jams! This is much better than most people's first game in that it actually plays like a video game and not a broken disaster. The more games you make the easier it becomes to predict how long it'll take you to complete specific tasks, which makes time management easier. My advice is to spend more time planning and to make sure you get enough sleep during the jam. It might be fun to treat this like a marathon and try to pull all-nighters working non-stop, but that never leads to better results. I did that my first couple of jams, and can vividly remember staring at the computer at 4am being completely unable to follow any of the code I wrote.
May 8 16:04:43 11m 56s Witch's Familiar ♥ 1 Very well done! simple yet beautiful graphics and music, with fun and creative gameplay. You did a great job creating such a polished game for the compo
May 8 16:34:01 29m 18s Dungeons & Delivery ♥ 3 Really clever idea, but it needs a lot more polish to fully realize it. my notes: * One time, I clicked a dungeon and the character walked up to the door, and just got stuck there, ending my playthrough * The teleporter skulls would just stop working sometimes, usually leading to me being cornered by a skeleton and ending my whole playthrough. I don't know if this is really a glitch though and I couldn't really test it since exploring dungeons is almost impossible. * The most difficult part of the game is staying alive in the dungeons. I think you should rethink the dungeon gameplay to emphasize the business aspect of the game. I was never worried about running out of money or even thinking about the items I was buying, my main concern was trying to restock a dungeon without dying. Maybe make it so the player loses items from their inventory when they get hit instead of dying, and boost the movement speed of the character so they can actually out run the skeletons * Moving around the map was annoying because you have to click precisely on the road to actually get the character to move. I think free movement would have worked or just fixed node to node movement. * The menu that comes up after clicking on a dungeon is kind of misleading. I bought a bunch of items and then ran around the world looking for dungeons that needed restocking, but every item in every dungeons had a green "Have" icon which I thought meant that specific container had an item meaning it was already stocked. So I kept running around the world waiting for time to pass and the dungeons to get depleted. It took me a while to realize that "Have" means that I have an item in my inventory to restock the dungeon. This issue was exacerbated by the fact that I really didn't want to enter a dungeon if I didn't have to because of how dangerous they are. Overall, I LOVE the idea and I really wanted to play the game, but I kept running into issues that prevented me from enjoying it. Honestly, I think this idea has potential and recommend you develop it further
May 8 16:53:24 19m 23s Storky McStorkface Express ♥ 2 I hate Flappy Bird and expected to not enjoy this game but... it was actually really fun! I even beat all the levels. It reminded me of the old flash games I used to play on the school computers back in the day. The gameplay was very well balanced coming just short of being too difficult, and I found all the levels to be very enjoybale. I did almost have a run ending mishap when the elephant rotated mid-flight, but I managed to pull out a victory
May 8 17:52:44 59m 20s Deliver Inc. | A Delivery Simulator ♥ 2 After restarting 10 times, I was able to properly load into the game world once. Every other time, the truck would spawn into an endless void. The game seems really ambitious and complex for a jam game, but unfortunately I wasn't able tor really play it due to the game breaking loading issue.
May 8 18:11:05 18m 21s CIGOGNES : Baby Delivery Services ♥ 1 The main gameplay mechanic is interesting, but I think you should have cut back on the number of hazards and kept it simple. The game is interesting and engaging early on as you learn how to use the redirecting mechanic, but before the player has a chance to experiment with it, they get swarmed by enemies. Another issue is that I found it difficult to see the color of the baby, mainly because of how small and obstructed they are by the stork, but also because all storks have a green backpack, which was misleading when quickly trying to sort everything out. This is an impressive amount of work for the compo, and I like the overall concept, but the lack of polish made it difficult to enjoy the game, and I think you could have gotten away with only having a single hazard (maybe the witch)
May 8 18:20:13 9m 08s catchaHook ♥ 1 WOOHOO! Really unique gameplay idea, although the physics felt a little weird. It probably would have felt better if there wasn't so much drag or acceleration slowing the player down.
May 8 18:42:36 22m 23s Morse Messanger ♥ 1 That was a surprisingly fun puzzle game! I imagine this isn't much of a game for someone who is already familiar with morse code, but it was a new experience for me. I actually managed to beat the game but I had a little trouble with the last one because I deciphered the message out of order, as in I didn't know which character started the message.
May 8 18:58:11 15m 35s HOTARU - Guider of Souls ♥ 2 The gameplay is very simple, but very unforgiving. A single mistake and you have to restart the entire game! The environment looks very nice, and the character animations are adorable. The background music is beautiful and soothing and the little sound effects for the footsteps are a nice touch. I think the game would benefited from giving the player more horizontal velocity when they jump, because jumping on moving platforms felt really awkward. Some more playtesting would have improved the overall experience, but I know playtesting is impossible during ludum dare. Great job overall guys!
May 8 19:07:06 8m 55s Chain Mail ♥ 0 I liked the graphics and audio, simple but added character and created a unique mood. The gameplay was very barebones, but the character controlled well and it was at least fun for 2 levels. The UI and overall presentation was top notch
May 8 19:13:34 6m 28s Delivery Drive ♥ 1 Something about the car crashing sound effect combined with the difficult driving mechanics was kinda hilarious The gameplay was very simple but surprisingly fun! Trying to avoid damaging my car, making tight 3 point turns, trying to park as close to the sidewalk as possible while also racing to deliver the letters in time was a hectic and engaging experience
May 8 19:41:01 27m 27s Saving Captain Cino ♥ 1 Interesting premise, but not much of a game in its current state. The goal of delivering a cup of coffee seems completely impossible because of the sheer amount of enemies thrown at you. The weapons having limited ammo and no mechanic to dodge bullets kills any chance of being able to complete the mission. Also it wasn't clear how the compass was supposed to be read, so I just picked a color and followed it until I fell off the map. I think you should spawn the character inside the coffee tent, I mean there really is no reason not to since there is no risk or reward before finding the tent. My first playthrough I didn't see the tent and just ran aimlessly around the world getting shot at by the enemies and found nothing of interest. My 2nd playthrough spawned me close to the tent and I picked up the gun and coffee, however I ran out of ammo and my coffee got obliterated before I was able to pick up another gun.
May 8 20:46:13 1h 05m The Overlooker ♥ 1 Simple. but very difficult. I like how the difficulty ramps up significantly with each new rule. You get a false sense of security with the timer early on, and then quickly realize you have to be quick. Overall, it was a fun experience and I enjoyed the challenge.
May 8 22:25:29 1h 39m F. Ragile ♥ 1 The music and audio are great, the gameplay is fun and well designed. I like how the two enemy types behave differently, making the player think about what they have to do to avoid damage and deliver the package instead of just mindlessly dodging flying mailboxes.
May 8 22:37:28 11m 59s Legendary Hero ♥ 0 I followed the signs and walked to the castle and was told that Gary was scripted to walk aimlessly around the map. Then I walked all the way to the sage who told me to go back to the castle. Then I ran all over looking for Gary but I could not find him. Then I realized, as I wandered aimlessly around the map, that perhaps I was Gary all along.
May 8 23:33:29 56m 01s Syntech Surfer ♥ 2 I don't know if this was a glitch or intentional, but holding W made you a lot slower than just tapping boost. I like the idea, and even the way you set up the delivery points, but the hoverboard mechanics could have used some more tweaking. If you accelerate the board along the ground vector instead of just the camera direction, I think the movement would feel better, and as others have said the board slows down too quickly which kills the feeling of building up speed. Obviously playtesting and fine-tuning physics in 72 hours is basically impossible, so you guys did a great job within the time frame. The graphics and the audio were very well done and created a cool, gloomy atmosphere
May 9 16:03:44 16h 30m Uberroo ♥ 2 Cool idea, although the level design could have used a bit more...level design. The graphics are well done, the parody fast food buildings looked great, and the main character was very detailed. The UI also looked very refined and unique. I also loved the music, I'm currently humming it as I write this comment! As for the gameplay, the main thing I didn't like was the lack of any feedback for the boost mechanic. Having an invisible cool down made it feel really unresponsive, almost like it was broken. If you didn't have time to create a cooldown bar, I think it would have been better to not allow the player to use the boost until it's fully recharged so they don't end up with unsatisfying mini-boosts. Also, I didn't even realize the seagulls had an effect on gameplay since they never really got close enough to do anything. I guess that's more a balancing issue than anything. Overall though, great job on an almost complete Uber simulator!
May 9 17:17:17 1h 13m Watch The Hungrys ♥ 1 Very quick and hectic. That was fun early on until the performance made it impossible to play. I think you could have gotten away with a LOT less animated characters if you placed them more strategically. The music and graphics you chose created a bright and upbeat atmosphere which complemented the fast paced gameplay.
May 9 17:31:51 14m 34s Resource delivery ♥ 1 I like the demolition mechanic, seeing the houses come apart as you worked was pretty cool. I dismantled the entire log cabin before quitting. The main thing I didn't like was how long it takes to make money. I think the pacing would have been better if you got at least twice as much money for each piece as you do now.
May 9 18:06:19 34m 28s Mech Express ♥ 1 Cool twist on the tower defense genre! The animations really added a lot to the gameplay as they made the picking up and slamming down cats and crates extra satisfying. I agree with others that the gameplay gets to a point where it's just a bit too fast. The game isn't difficult at all, in fact I walked away for a few minutes and left it running before coming back to write this comment and the game is still alive (with the cats crowded around the house). The low difficulty made it so that when it got too hectic, I felt really demotivated to actually move the cats around since I was at no risk of losing and keeping track of everything felt like it wasn't worth the effort. There are a lot of features you could add to improve the gameplay, here are some suggestions off the top of my head: * Bonus zones that spawn in periodically. If you place cats in these zones, they have increased fire rate or infinite ammo or something. This way the player would move the cats more often to take advantage * Make the green tanks fire a timed missile that does massive damage. This way when a green tank spawns, the player has to prioritize taking them down and redirect their cats as soon as possible. * Cover system - Put sandbags and stuff in the world that gives cats defensive bonuses * Flanking system - Give the mechs a damage boost if they shoot a tank from behind. This way the player has to weigh the value of the increased damage against the time lost picking up and moving the cat. There's a lot you could do to make this game really cool if you guys decide to develop it further
May 9 23:23:33 5h 17m Wormpocalypse: Battle for Chornobyl ♥ 1 WOW that was so much cooler than I expected! The fully voiced intro sequence/mission briefing was a great touch and not something you normally see during ludum dare. The gameplay was simple but the car controller felt very good, although a bit janky inside the worm. The minimap animation was cool, and I love how the music started off suspenseful and then became a full blown action theme when in the worm.
May 10 17:33:41 18h 10m Desert Delivery Man ♥ 1 You did a great job with the environment art, creating a giant city with a few modular pieces. The music was a wild ride, I gotta say. Running around the world was surprisingly fun with the characters mixamo animations and the many twists and turns of the city. My only issue was that there was no way to really figure out where to go other than losing and restarting the game. A map or compass of some kind would have made the game a lot more playable.
May 10 17:53:12 19m 31s Frontline Express ♥ 2 The idea is unique and a good take on the theme, but the gameplay was just a lot of waiting around. It wasn't particularly difficult to keep the camps stocked since the resource depletion was really slow, which didn't motivate me to drive all the way back to camp to restock. And in the 3rd level, I gave up after getting to the east camp and then looking up at the timer and seeing there were over 3 minutes left of waiting around. I think the game would have been more fun if you had to drive past enemy fire, and the over all timing was reworked to increase the intensity. I think there's a lot of potential to turn what you made into a unique experience, one that I don't think has been done before
May 10 18:18:31 25m 19s Great Race of Mercy ♥ 1 This is a cool take on the theme and much more unique than most other games which mostly involve some variation on playing delivery man. The character controller felt polished and was fun to control, and the sound effects really added to the atmosphere thanks to the lack of music and desolate environment.
May 11 15:41:25 21h 22m DIVE or DIE! ♥ 2 A combination of technical issues and poorly explained mechanics made the game very difficult to play. Sometimes the character would drop a crystal on the mining platform, and the game wouldn't let me pick it up. I would have to leave the platform, hold the collect button, and then walk back onto the platform to pick up the crystal. I also could not build any robots, the ring that forms around the robot icon would stutter just short of completing and the robot would not build. Because of the lack of feedback (other than the stuttering) I didn't know if this meant the game was glitched or I didn't have enough crystals. Then the enemies would steal my crystals and I had no way to protect myself so all I could do was wait for them to pass before filling the platform storage, or just slowly climb back up whenever my bag was full. The concept is cool, the graphics are beautiful, and the amount of work you guys did in such a short amount of time is very impressive. Unfortunately the lack of polish on the mechanics got in the way of the gameplay
May 11 16:26:34 45m 09s Commutator ♥ 1 I think what you've done here is prove to the world that the metaverse will take place entirely within Microsoft Paint, and I expect you to port Doom for LD 54