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henk

Feedback comments for LD55

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Apr 15 20:15:01 Lonely Hearts Demonology Club ♥ 0 Funny! It'd be nice if there were a bit more of a challenge to it, like if the cards you picked impacted the dating sim or the outcomes of dates affected which cards are drawn. As it is, winning is pretty inevitable once you've figured out the mechanics.
Apr 15 21:05:27 50m 26s Sminer ♥ 1 This is quite addicting - and hard! I'll have to bookmark this to play some more later, since I don't think I've quite got the best strategy figured out.
Apr 16 20:34:50 23h 29m Whispers of Lyra ♥ 2 A good entry. My left hand was a bit sore by the end there, though :P. The enemies' bullets felt a bit unfair at times, since I'd often find myself in a position where I couldn't dodge them, even when I react quickly enough. It wasn't frustrating enough to make me stop playing, though, so I guess I can't complain :).
Apr 16 21:53:03 1h 18m The Ballet ♥ 1 What a clever game idea! I like how far you were able to get while using the same shape for all of the levels. The "encore" caught me off-guard, but I managed to make it to the end.
Apr 16 22:40:43 47m 40s Shadow Seeker ♥ 1 I like the cut-scenes, menus, and original music. It would have been nice to maybe have some more variety to the gameplay; it felt a little repetitive after the first two or so enemies. The boss fight was a good addition, but I think it either needed more stages to spice things up or else less health to help move the battle along more quickly. Other than that, solid entry!
Apr 17 20:06:20 21h 25m Cthulhu Defense ♥ 1 Fun entry, it got pretty hectic by the end, there! I found the sounds entertaining. It could use a bit more of a challenge, though. As is, I was able to win by randomly clicking around without putting much thought into it.
Apr 17 20:40:29 34m 09s Dungeon Summoner ♥ 1 I like it! It's neat to see an entry with procedural generation, and I think the visual style and sounds work well, too. I wish the play time were a bit longer; the single small level left me hungry for more! A small thing, but I think it'd also be nice to have the map fill out all the squares in the player's field of view, rather than just the ones the player is standing on. It might make it easier to see which areas are still unexplored.
Apr 17 21:25:35 45m 06s Necromancy Survivors ♥ 1 A neat twist on the VS mechanic! It was a fun discovery moment when the first skeleton spawned. It would have been nice for the game to have an ending of some sort, since by the 20 minute mark it wasn't hard anymore and I had to decide on my own when to stop playing.
Apr 18 19:23:25 21h 57m WWWWW: Wily Wazza (the) Wizard's Wacky Wadventure ♥ 1 _"This is a simple test. To pass, simply summon anything other than a rock, boulder, car, or refrigerator."_ _"..."_ _*summons car above teacher_ This is great. The controls were a _bit_ tricky, but it reminded me of games like fancy pants adventure where managing your momentum is part of the challenge.
Apr 19 21:40:04 26h 16m Flower Run ♥ 2 The linux build crashes on launch for me with the following error: ``` LowLevelFatalError [File:.\Runtime/VulkanRHI/Private/VulkanUtil.cpp] [Line: 1131] VulkanRHI::vkDeviceWaitIdle(Device) failed, VkResult=-4 at .\Runtime/VulkanRHI/Private/VulkanDevice.cpp:1408 with error VK_ERROR_DEVICE_LOST Signal 11 caught. Malloc Size=262146 LargeMemoryPoolOffset=262162 CommonUnixCrashHandler: Signal=11 Malloc Size=131160 LargeMemoryPoolOffset=393352 Malloc Size=131160 LargeMemoryPoolOffset=524536 Engine crash handling finished; re-raising signal 11 for the default handler. Good bye. Segmentation fault ``` This is on Ubuntu 20.04 with intel integrated graphics. From what I've found online this is likely Unreal's fault and not yours, but I just thought I'd let you know.
Apr 19 22:15:41 35m 37s Cat Summoning Terminal ♥ 1 A unique idea, and I liked the art. A couple things: - A score or a win condition or something would be nice. After the first few successful summons, I wasn't quite sure what to do - `init:cat` seems to be totally optional; not sure if that's intended - Sound would help a lot. Even just a basic "clack" sound when I type, or an occasional mew from one of the cats. - I think there was a missed opportunity here for easter eggs/hidden messages. I typed "init:dog" and was disappointed :P - I'm having trouble finding the link to the source code. Have you posted it somewhere?
Apr 19 23:22:20 1h 06m Life As A Lich ♥ 1 I liked the visuals, and the puzzles had me stumped for several minutes (I played the fixed version of the game you linked), good job. I was a little frustrated by the controls, though. If I tap a movement key three times, I expect the character to move three squares, but instead it seems if I tap a key while the lich is moving, the input is ignored. My next instinct was to hold down movement keys for continuous motion, but that also didn't work. The puzzles were good enough to keep me playing in spite of that, though, so I think what you have here is super neat. Like others, I also missed that the skeleton needed to be collapsed on the sigil for it to work. It's obvious now, but for me, the "Ascend" graphic appeared to be depicting a normal skeleton and not a pile of bones.
Apr 20 12:56:21 13h 34m Defense Trap ♥ 1 A unique idea. I think the arrows add a nice extra bit of strategy. I had one run where I did pretty well, I think, but after a while some of the squares became un-clickable, forcing a lose. The final score display is also broken for me, which makes it difficult to know how well I did.
Apr 20 17:54:46 4h 58m Age of Research ♥ 2 This is great! I love the long, satisfying play time. The edge scrolling was a bit tricky for me, so I found myself just holding down space and right-click to zip around the place. I never used the smaller turrets, and didn't realize how to use the (shield, I think?) until I was already seconds from winning. Other than the lack of sound, this feels very complete. Also: the source you posted seems to be missing most of the project files and assets, so I'm not sure how I would compile and run this locally. I may be misinterpreting the rules, but I thought it was required to post all of the source files needed to get the game to work, not just script files.
Apr 20 19:13:21 1h 18m Doe The Dragon ♥ 0 I got to level 13 before I had to stop; my cortisol levels were getting too high... This is definitely great, though. The idea is good, the platforming is solid, and the challenge feels "fair" enough that I was blaming myself for failing rather than the game for killing me. Some issues I ran into: - walking into a pillar doesn't cancel horizontal momentum, so you kind of get "stuck" in it for a fraction of a second before you can turn around. - Some of the spike balls don't seem to actually kill you. I almost don't want to report this one with how many times that saved my bacon :P - On my first attempt I somehow got the game stuck in a mode where the player character wouldn't stop walking left, and had to restart I think the LMB/RMB for the side walls was a good choice. Besides the issue with Q/E you already mentioned, I've played platformers which use those keys and have frequently run into issues caused by the low key rollover on my laptop keyboard.
Apr 20 20:10:17 56m 56s Hell's Empty ♥ 1 Decent game, it's cool to see something made with C and SDL. The mechanics of placing the dog and the box felt strange until I realized that it places on mouse _up_ instead of mouse _down_, which I think is somewhat unconventional. It would also have been nice to have some audio.
Apr 20 21:11:20 1h 01m Asmodeus Web Summons ♥ 1 Ahhh, rust. Nothing like waiting 6 minutes for a game to compile before playing it :P. The ending got a chuckle out of me (I think the panic on exit was intentional?). I liked the visuals, and though I don't know what language the recipe was in, it didn't take me too many guesses to pick out the important words. It could use some sound!
Apr 21 13:12:51 16h 01m MATLAB ♥ 1 I think the visual aesthetic of this game is solid, and I loved that you were even able to add some voice lines (although I accidentally skipped one of them by walking straight into the laser :P). Some things: - The collision/player movement felt _really_ wonky to me. Walls seem to have infinite friction, and trying to walk onto that moving platform in the second level without immediately falling off took me many tries. - The puzzles could have used a bit more variety. I feel like there isn't much thought required to complete the levels once you know what each of the summonables does.
Apr 21 13:31:40 18m 49s Messiah OS ♥ 1 What a fascinating game, I'm not sure whether I'm meant to be spooked or chuckling. I think you may have an off-by-one error on the month in the computer date display, or maybe that's part of the whole thing somehow and I just don't get it.
Apr 21 14:16:04 44m 24s Spring Must Come ♥ 0 I liked playing this, and made it to the end; the level design felt especially well done. One criticism: I'm not sure having the player take damage in the non-springified level portions added much value to the game. It doesn't seem to affect strategy much at all, and doesn't add enough difficulty that I was really thinking about it all that much, especially in the later levels.
Apr 21 16:10:41 1h 54m Astro Heart ♥ 0 I've never played Carnage Heart, but I like the programming and combat simulation idea. It's also impressive how many features you were able to pack into the game given the time limit. It didn't _really_ feel like I had much control over the ship, though. Trying to strafe the enemy bullets using nothing but random offsets feels pretty limiting, and I was heavily relying on flaws in the enemy strategy when making programming decisions (something which did _not_ help me in level 6, which I was unable to beat). I think it would help if there were some math operations available, like addition, subtraction, scaling, dot/cross product, etc. Some other thoughts and things I noticed: - "rotate towards" often taking the long way around is pretty frustrating to deal with, since it felt like it was pretty much random whether the ship would move in the way I wanted it to - The tooltip delay seems a bit long. It might be better to simply not have a delay before the tooltip appears, since I needed to check it frequently for things like weapon range and timing. - I couldn't really tell what units the lengths were in, so it might have been nice to have a message like "the arena is X units wide" or something, or even an on-screen ruler. - It'd be nice to maybe have a way to look at the enemy software/hardware before the round starts - I couldn't tell which weapons were thermal weapons vs the kinetic and energy weapons just by reading the description, and it was even harder to do so for the enemies' bullets, which are just barely-distinguishable colored dots. I had to do a series of test runs with each shield type to see which one was actually the most effective. All in all, though, it's a solid entry.
Apr 21 16:41:53 31m 12s My First Summoning ♥ 2 A funny and simple game. The friendly smiling demon at the end is a great punchline. Unfortunately one of the "broken" phrases has 4 possible alternatives, while the other has 2, which means the game takes up to 8 attempts to win if that's the _only_ thing you're unsure about. I was also unsure about candle placement, though, which meant the ceiling on the number of required attempts for me was closer to 32. A hint about what specifically you got wrong when you fail might help with this. The "abomination" was also covered up by the book when it appeared, so to me it just looked like a particularly sad dude.
Apr 21 20:25:42 3h 43m Abyssal Diner ♥ 1 This is a fun premise, and it'd be nice to see it fleshed out a bit more. For me, the "battle" portion was a bit too hard, and I couldn't make it past the second wave of gremlins (and not for lack of frantic clicking). Another thing I noticed is that the viewport size seems to change with the window size, so using a smaller window means I see less of the play field.
Apr 21 21:10:33 44m 51s Too Many Minions! ♥ 3 I spent more time in freeplay mode than I did in the actual game :D. Everything about this feels perfect: sound, graphics, animations and gameplay. I didn't realize "summon a horde of bodies" could have a puzzly aspect to it! It's also super polished compared to most of the entries I've seen written in plain C.
Apr 24 20:48:37 71h 38m Number of the Beast ♥ 1 I feel like there's a certain special tension to working on something with a lot of tedious detail that you have to keep in your head. I suppose for programmers that's basically part of the job description, but it's interesting to see it leveraged for horror purposes. Having a game with a lot of detail in it like this also seems like it'd be super hard to pull off in the time limit. In spite of that, you've managed to have good sound design, decent graphics, and a satisfying ending. Good job!
Apr 24 21:22:05 33m 28s Conjuring Critters ♥ 1 After enough levels, it stopped giving me any symbols and just gave me a circle over and over again. It would be nice if there were some sort of win condition or a score or something, as the game is somewhat unsatisfying without it.
Apr 25 21:07:34 23h 45m Haunted Forest ♥ 1 > I wonder what the old man is for. > > Maybe he wants a log to sit on. > > ...no? > > These stones need a combination. > > Perhaps if I give the old man this bucket of water he'll give me the combination? > > ...no. > > Ah, I see! A hearty batch of mushroom stew. Surely the old man will love this! > > ...nope. > > Perhaps if I bring him some string to help tie his shoes he'll ...oh. Oh dear. At least I managed to feed him some mushroom stew in the end :P The sound worked super well on this one. I didn't think the difficulty was too high, but I guess with jam games people don't have a whole lot of patience. I'm still not sure what the big rock was for. Maybe to press the pressure pad? It seems I didn't need the rock to go through the passage, though, but maybe that was a bug?
Apr 25 22:25:03 1h 17m Summoner's Circle: A Murder Mystery ♥ 1 This had a lot of depth for a compo game, and I liked that there was quite a bit of humor sprinkled in as well. So many questions, though: Do all rocks have ghosts? Do all inanimate objects have ghosts? How does a rock "die", exactly? If I split a rock in half, does that count as killing it? Are the two halves each new rocks that get their own ghosts?
Apr 25 22:53:26 28m 23s The Wheel ♥ 2 This is perfect. The gameplay was top-notch, and the story was a true statement about modern times. I don't think I will ever be able to look at wheels the same way again.
Apr 25 23:44:41 51m 15s Graveyard Kerfuffle ♥ 1 I feel like after summoning 15 zombies you'd have an inkling that your relative ain't going to come back the way you remembered them... I loved the online features, but missed them on my first run because of my ublock settings, so I had to play again. You may want to have some sort of indicator for when the game's running without a server connection so unusually paranoid people like me notice when we've broken something :). Some have criticized the randomness in the fireball targeting, but I feel like that's where most of the game's fun is coming from. Otherwise, killing the zombies would start to feel somewhat mechanical after the first two or three. With the randomness you have to strategically combine targeting and kiting, which makes for much more interesting gameplay.
Apr 26 20:48:24 21h 03m Urgent Meeting ♥ 1 This is great; the platforming was just challenging enough to be entertaining, but easy enough that I was willing to play again until I got all 4 endings. The sound design was also fairly good. I do wish player horizontal movement were momentum-based rather than fixed-velocity, since fixed-velocity makes the controls feel rather stiff and unnatural. Some spelling errors: - "To be honest I invited you here today to make a *decision on whether to fire you or not" - "I trust you'll make the *decision that's best for the company" - "left click on a spirit when close to summon *its essence" Also, to go on a bit of a tangent, you mentioned: > the game uses some gimmicks that makes a Web build impossible Godot may not support it, but opening multiple windows that can talk to each other is actually a well-supported (if well-hated) feature of the web. Most browsers require a user-engagement gesture of some sort before opening the window, but your "enter the spirit realm" button would probably count. I'd be curious if any game engine would consider adding support for something like that.
Apr 27 17:50:03 21h 01m Unfamiliar ♥ 1 Sadly, I gave up early trying to figure out what the 4 aspects did and went to check the source code. I regretted it immediately, though, since the mechanics are actually quite well-considered, and I would have had a great time trying to figure them out. After spoiling them, I still wanted to play for quite a while afterwards and managed to get a high score of 33. Maybe a hint or an explanation of the basics with a big `SPOILER WARNING` above it might be helpful for the less patient, since I think the game is still fun, stregy-wise, even when you know the mechanics. All in all, a great entry!
Apr 27 18:04:36 14m 33s LD55-summoner ♥ 1 It's the start of something good, at least! The little noises the minions make are really entertaining, and it held my attention for much longer than unfinished games of this size typically do. Your username is apropos :P
Apr 27 19:29:27 1h 24m Sacrificed ♥ 1 I wish demons had as strong of a preference for milk as my customers. This is quite featureful compared to the typical "custom game engine" entry; I noticed particle effects, models, textures, positional sound, rigid-body physics, and a camera raycast. I would have thought this was a Unity game, had I not read the description. Random thoughts on the game itself: - Blurry texture upscaling is pretty ugly to my eyes. I think using something like GL_NEAREST would be much nicer visually, even if the "pixelated" look lacks realism - The "electrical hum" sound should always be the same frequency everywhere, assuming the shed isn't in a different country from the shop - The twist was funny and caught me off-guard, since I wasn't reading the task list and just wanted to click the customer to figure out what they wanted - That time limit is just a liiitle bit too tight, I think. When you're _constantly_ moving from one second to the next, you start to get super frustrated at the little things like getting caught on corners or the ever-so-slightly-too-short raycast distance when trying to reach the magazines - For how stressed I was by the end, I was hoping for a bit more of a satisfying ending :P Good job!
Apr 28 16:30:06 21h 00m Cubic Showdown ♥ 1 I'm really awful at this, but there's no score, so I can pretend I'm actually really good at this. Overall very fun, even if it's lacking some music or a score. I think the flashy bullets add a lot, and the little hopping animation the cube does is funny as well. It'd be a great to be able to play something like this against friends who are equally bad at it, rather than NPCs that keep owning me :P.
Apr 28 18:14:34 1h 44m John's Visage ♥ 1 It's a funny take on the theme. I'm disappointed there are only three endings, though. With the "accuse" option on the final dialogue I was hoping there'd be an ending where the witness is executed instead of the defendant.
Apr 30 19:38:13 49h 23m Court Summons ♥ 1 I love the music and sound effects, probably the best quality I've seen so far in a compo submission. I also tried "colorblind" mode to see how it was different, and it felt a bit like enabling easy mode :P. The numbers above the imps' heads should probably rotate towards the camera, though: sometimes they end up facing backwards or sideways, which I think maybe increases the difficulty unintentionally. I was also hoping for a secret ending if I refused to summon myself, but instead I got to summon a coworker, I guess.
May 1 22:12:44 26h 34m He Who Sleeps ♥ 1 Just a heads up, but I think the "play in browser now" link at the top of the page is pointing to the wrong game. The visuals here were pretty well done, and I think there's something mildly terrifying about the little red priest floating across the gap to the little green priest (although I suppose in this case I'm playing as the terrifying thing).