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Zach Danz

Games

YearLDThemeGameDivisionRank
201738A Small World👥Ludum Deijam
201738A Small World👥Ludum Deijam
201738A Small World👥Ludum Deijam
201738A Small World👥Ludum Deijam

Feedback left by Zach Danz

Zach Danz leaves an average of 2.0 feedback comments each event.

LD38 — A Small World (2)

Tiny Planet Defense by Doccrazy 2017-05-18T22:05:55Z ♥ 1

The perspective was probably the hardest part about playing this game. I was pretty confused at first, and I didn't actually realize that you could look around as if you were a big person on this small planet. I believe that some more UI indications on the planet and a viewpoint that is further away from the planet would solve a lot of the problems this game has. UI indicators could show you where enemies were coming from (red circles that get larger as the enemies get closer, perhaps) and could show the range of the towers.

Also, when I was a person on the planet, with a collider, I could actually force the enemies away from the planet. This, I believe, kind of broke the game when the enemies were rocketing off into space, instead of colliding with the planet. Perhaps a solution to this problem (in a vacuum, without the changes discussed earlier) would be to make enemies explode on contact with the player, dealing damage to either the player or to the planet (whichever you would choose to implement). Additionally, like others have said, if you could turn off collisions with towers as a player, that would make the game feel much better, instead of punishing the player for putting down towers.

Otherwise, a fun game!

The Last Colony by hekst 2017-05-18T21:56:46Z ♥ 0

Sound design was pretty good, the resources do drain pretty quickly as mentioned earlier. It really depends on what you want out of this game; if you want a single-player hectic experience, then perhaps have more resource to manage but a slower rate of drain. Also, it would be very helpful if you were to flash some kind of red-light on a "bad" cargo load; for example, one that is infected with aliens. It may be too easy if you mark every cargo load that is not meant to be docked with red (including ones that have no cargo to transfer), but I think it would make the game much nicer to play. Trying to manage the keys as well as the UI at the bottom of the screen is really what makes this game difficult.

If it is meant to be a game you play with friends, keys will need to be switched around to allow multiple people to comfortably interact with the keys (unless you want some sort of twister scenario), but in that case, keeping track of one line of that UI element is probably much more manageable than keeping track of all the cargo spaces.