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Feedback comments for LD58
Ace17's games and stats for all events →
| Timestamp | Since previous | Game | Ace17's comment | |
|---|---|---|---|---|
| Oct 7 18:30:52 | DRUNK HUNT | ♥ 4 | Great work on the sound effects! The overall look is also very consistent ; I wonder how many of us have actually played the original game 😄 | |
| Oct 11 19:48:09 | 97h 17m | Trash Dash | ♥ 3 | Really nice choice of music and graphics ! I was expecting megaman to appear at some point :D |
| Oct 12 06:21:03 | 10h 32m | Flock Off | ♥ 2 | ahaha this was so funny, I laughed so hard! These stupid sheeps falling down the cliff, the running dog, the sfx ... I must admit that I initially believed I was supposed to get rid of all the sheeps - maybe because of the title of the game? 😆 A minimap showing the location (and the existence!) of the farm would be a nice improvement. |
| Oct 12 06:43:30 | 22m 27s | CONTAINMENT BREACH | ♥ 4 | This game looks great, can't play it though, because there's no web and no GNU/Linux version :-/ Seeing the screenshots, I was curious about the engine, so I tried to download the source code (why do I need to identify myself to do download the source code?) I love playing and making these kind of 1st person horror/atmospheric/isolation games, and my biggest gripe this time was UV texturing of the walls. From the screenshots of Containment Breach (and also, Stavros (by @designernap )) I can see that you smartly dodged/avoided the issue - Seems like I need to add SSAO to my engine 😆 |
| Oct 12 07:24:12 | 40m 42s | Fire, walk with me | ♥ 2 | is kinda short... 😉 (the game, not the tech list 😆 ) |
| Oct 12 18:34:07 | 11h 09m | LudicrousOafishMagpie | ♥ 2 | Really cool idea! The graphics could definitly use some improvement - actually , you could have used a black screen and made an audio-only game! |
| Oct 15 06:27:08 | 59h 53m | The Pink Operator | ♥ 4 | Great realization, I loved the fact that the executable and the archive were ~small~ tiny ( mine is also custom engine C++, but the archive is 3MB big ! but at least, I have GNU/Linux support :D). I also loved the minimalist graphics, in a retro/atari style. > PS : There is a mathematical explanation according to levels. I have to find the key - which levels are solvable - which are not. If you have an idea, let me know. It could be a way to create many other levels. Thanks ++ I have a good news, and a bad news :-) The good news is that solving a level corresponds to an (probably easier) special case a known mathematical problem, called "search for a hamiltonian path in a non-directed graph". In your case, your graph is planar, and there's at most 4 neighbors by node. This greatly restricts the search space. The bad news is that this problem belongs to the "NP-complete" category, which basically means : solutions are easy to check in polynomial time, but there's no known algorithm to *find* them in polynomial time. Basically, searching for a solution implies to consider all the possible paths, which will get impossibly slow very quickly as the graph size size grows. Please note that this is not equivalent to "levels are hard to generate", actually I see many ways you could generate them (for example, starting from a straight path of a given random length, and repeatedly "folding" it (e.g an "I shape" becomes a "U shape" ) in a random way). This would always create solvable levels, but not necessarily interesting ones (especially considering that there would be no guarantee for a unique solution here). To rate the quality of a level, you would have to compute some formula based on the characteristics of the (hopefully unique!) solution : number of turns, locality, etc. As I said above, as your graph follows a grid, it might be possible to find the optimal solution for each level in a reasonable time. |
| Oct 15 18:16:52 | 11h 49m | Fire Fuel | ♥ 2 | Solid controls, effective graphics, snappy sounds, interesting gameplay, and challenging levels ; well done! |
| Oct 16 19:38:44 | 25h 21m | Echoes of Vorrune | ♥ 2 | Took me a while to figure out, but definitely worth it. I don't think I've already played a game with these exact mechanics before, this is a nice idea! ( You might want to hear how the web version sounds, in a chromium-based browser :D I would have suggested a workaround to this, but it seems the source code archive is incomplete (e.g I see refs to "screen.h", "game.h" which dont't seem to be included in the archive)) |