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forrest

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Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
201740The more you have, the worse it isCrystallone - False Starscompo3563.352.893.033.443.853.121.893.35

Performance over time

overall score (left axis) percentile (right axis)

Correlations

Feedback left by forrest

forrest leaves an average of 17.0 feedback comments each event.

LD40 — The more you have, the worse it is (17)

CalligraTree by Roaring Cat Games 2017-12-18T09:15:22Z ♥ 1

Beautiful game. My only gripe was that I didn't have much of an idea of how far the branches would grow or exactly in what direction as the chaotic-ness of the growth tended to move it outside the original trajectory a bit more than I expected, which made survival difficult through randomness (which I don't imagine a player finds very comforting). A bit of tweaking in the chaotic aspect would be preferable. A bit more time on the timers would be nice too. I felt like my trees didn't get nearly as large as I wanted them to be (not a large amount extra but another second or two would be great).

Headstuck by fullmontis 2017-12-18T06:10:12Z ♥ 0

SFX were a little annoying. Bubble-like sounds and filtered white noise sometimes can work for those types of sfx. Example: http://www.superflashbros.net/as3sfxr/ Screen Shot 2017-12-18 at 1.15.04 AM.png LD site doesnt allow wav or sfs uploads, but if you copy the below and paste on the page it should automatically setup the sound for you. 1,,0.0581,,0.13,0.7221,,-0.5529,,,,,,,,,,,1,,,,,0.5

Jazzy Beats by Moski 2017-12-10T19:08:09Z ♥ 3

Great polish, but the enemies just approaching you can feel a bit swarmy at times. It did not feel very varied. Over time, a clear best strategy became apparent. Apparently the enemy AI is not smart enough to avoid getting pummeled by swarms but I can easily get away from them if I use my skills properly. The power skill converting all the enemies right after pushing them back and additionally backing it up with punch kick combos becomes nearly unstoppable. I need a reason to not spam that strategy. Gorgeous art, fantastic music, and wonderful sfx. All in all a fun playthrough but I think with more variety you can increase player longevity as well.

Mineral Hunt by ping78 2017-12-10T00:48:26Z ♥ 0

A lot of content; not a lot of content variation. It was interesting to encounter the two types of enemies I came across. I assume there were more, but the game was a bit too slow paced for my tastes. Either allow for faster transit to gem locations or make notably different encounters closer by. The world felt very static and thus I did not feel very engaged. I advise adding more content in the way of things happening in the world. Whether I can interact with them or not, right now the world feels very empty and I don't feel very immersed in my character's reason for doing what he/she is doing in it.

Black Hole Star by wowa 2017-12-10T00:30:48Z ♥ 1

The little dude sound effects were a little annoying. I would advise dividing it into two separate sounds: a) a low-pitch movement sound each one (or a group of them together) makes, b) a much less frequent vocal sound like the one currently played. Higher pitch sounds become annoying to players when they are too frequent. Add a bit more stuff the little guys do as their actions are currently not very interesting.

Overall, good music choice for the application of it, great atmosphere, adorable characters, good animation, and nice premise.

Babies! Babies! Babies! by Local Minimum 2017-12-10T00:24:12Z ♥ 0

Found it a bit odd that the jump faces toward the wall regardless of my movement direction.

Mushroom Délicieux by TRASEVOL_DOG 2017-12-09T06:38:09Z ♥ 1

Got stale relatively quick. There was too much going on at once for me to recognize all of the cool things that were happening without really thinking about it so I didn't even notice changing levels. Something needs to feel more different between levels (maybe some a quick powerful transition you could make the transition more clear (but it needs some interspersed "nothing is happening" or it goes by unnoticed by contrast)).

POKED - be social by Faktori 2017-12-09T06:20:21Z ♥ 2

WATER ME PLS <--- the new meme of the ludum dare. jkjk. but for real, add more, WATER you waiting for? This game is great and I need more... Water. :P

Quantum's Rick by cortexdeveloper 2017-12-09T06:06:17Z ♥ 2

This was hilarious to play with friends. Definitely should market as a party game.

Mortal Komba by kokirisandfriends 2017-12-09T06:00:02Z ♥ 1

Adorable artwork. I would advise some other things going on in the bg, but for a game aimed at kids (which I'm assuming it is) this is perfect. A bit more musical variation would be great (try horizontal resequencing, I bet it'll help).

Cardhoard by HacksawUnit 2017-12-09T05:57:04Z ♥ 1

Without a doubt the most fun of the ld40 I've played thus far. I highly recommend some music bgm though, but the sfx are spot on, even in large rooms.

Slightly annoying traffic by JOrbits 2017-12-09T05:51:14Z ♥ 1

Needs more stuff happening inbetween. Game feels overly slow-paced (which I can understand if this was intended as this is typical of annoying traffic ;)). Less time between waves perhaps may help with the pacing (optimize it). With a mouse it can be a little hard to click on individual cars (I'm concerned players could easily get carpal tunnel playing this on PC) and it definitely lends itself better to being a mobile game. I would however recommend zooming in a bit on the cars to allow for easier clicking and also faster waves.

Balloon Baffoon by B34k3rM33p 2017-12-09T05:44:23Z ♥ 0

I was a bit confused when I first played without reading the instructions. My first design test for any simple game is if I can figure out what the game is and how its played without reading rules. Avoid rules that are unclear and try to make the effect of in-game actions as obvious as possible. The physics was a bit slow and floaty. It would have been nice if there felt like there was more weight in my character's movement when I have a lot of weight. Understandably this is hard to do without much animation so I'll give it the benefit of the doubt. That said, I would be interested to see where it goes (this game has a lot of potential to expand).

HELIRESCUE MENS by voxel 2017-12-06T07:59:44Z ♥ 0

Gotta say, the game was very fun to play. I wish there was an ambient bgm (play around with audiosauna.com/studio; may be useful). The sfx were all well placed. Controls were a little unwieldy at times but not to the point where it was too hard to play. Arguably, past level 3 though, it required either high precision or lots of patience. Not sure if that was desired but it made it feel tedious after that point. Level progress determination was unclear but I assumed it was until all people were not on the screen anymore (dead or saved).

SHROOOMS by theloneplant 2017-12-06T06:37:17Z ♥ 1

My biggest concern is I had no controller plugged in and was surprised to find the A button unable to be used to 'eat'. Perhaps for keyboard use mouse (and for controller use stick) to aim so you can keep the buttons consistent?

A Spark of Light by TurbulentWinds 2017-12-06T02:04:08Z ♥ 1

Thanks for including your build as a web build. I often prefer that as its easier to test.

Nice experience. I first tried the game without reading the rules. I found it took me about 30 seconds to learn the rules (excluding the walls, which I didn't understand until it was too late. After having read the rules, I found the game to not have quite enough going on or driving me to action. If you add more stuff encouraging playing I think the game will be more enjoyable, but overall I found it fun.

Alone with Everyone by 1Gary 2017-12-05T01:50:32Z ♥ 1

Please lower the volume. Its blasting on my headphones. Also the difficulty was a bit too easy for me and when I got hit, I pretty much lost instantly. Maybe add temporary invincibility or allow for some sort of AI moving away action to give me a chance to get away. The levels repeat but nothing much changes; I advise maybe adding a new person, or perhaps give more direction to the player as to why they want to move between areas. As of right now there is not much keeping me from staying in the same location and continuing to remain there.

Maybe have the AIs notice the player (visibly; like an '!' above their heads and facing the player while stopping for a second). Also, real people do not usually walk back and forth. Maybe have certain checkpoints they walk between and stop at for regular intervals? if you want the player to avoid interacting with people, make some of the AIs approach you (and maybe stop if you do something that offends them, like walking very far away).