Ludum Dare 36 is officially over with the close of the feedback phase tonight — a bit anti-climactically, as there was no ratings given this time around. Only comments were given, through the new Feedback Friends site.
The ratings system was given a rest as it’s been decided by the powers-that-be that it isn’t working any more, and has more problems than it was worth. But I really liked to have a quantifiable method of comparing my games to others, and seeing my progress from compo to compo. Of course, I fully understand that the numbers are highly subjective and that the ratings shouldn’t be taken seriously, for many reasons (judges being biased, judges not being able to cover the entire competition, etc.) but none of that really mattered to me.
I would have really loved to have known how Ancient Technologies would have done in the rankings if they had done them this time. While I think the lack of originality in creating a simulation in homage to Atari 2600 Asteroids likely would have hurt it overall, I think it would still have fared decently as a well-crafted interactive experience, and done considerably better than my previous submissions in many categories.
I hope they have a new and improve rate and rank system in place by LD37. The most important thing about the rankings system was that it made it easier to find good games. No matter how many times I sift through the submissions, I always miss some great games. I know because I always find out when the rankings come out and I look through the top 10 or 20 games, find some titles that I never spotted even when I looked through every page of submitted games, and invariably these are pretty well done, the 48 or 72 hour creation time notwithstanding. I did find a few games that I felt were well worth playing, some of them truly great, but I’m sure I missed many others, and that’s too bad because without the ranking system, I don’t know how else I’ll find them.
As for the comments, I gave 85 comments, earning me 163 “coolness” points, and an overall balance of 105 coolness; the top-ranked coolness game on the Feedback Friends site had 121 net coolness, so I feel like I was pretty cool this time around.
I figured out that a comment’s point value basically varies by 1-3 points, depending on its length. Follow-up comments on an entry where you’ve commented already earn you 0 points, no matter how long they are, so they’re encouraging you to review as many games as you can, but not to have lengthy conversations with any one creator. To get the most credit for your feedback, then, your first comment should be a long-ish, multi-paragraph length. A quick one liner will only get you 1 point; a few sentences will give you 2 points.
My game Ancient Technologies received 37 comments, all of which were very favorable, and I think objectively speaking this game was my best-made effort I’ve created to date. I think a lot of LD48 reviewers are just naturally friendly, encouraging, and generous when leaving comments, and are reluctant to say that they don’t like a game. Even when I’ve played a game that was just terrible, I often see many positive comments and compliments. But I, for one, think that if there’s a problem with a game that it should be talked about honestly. Otherwise, feedback only serves to stroke the ego and doesn’t help you get better where you need to.
I get bug reports pretty reliably, which is very good; but if something sucks, people don’t seem to be willing to say that. If there’s serious design or implementation problems beyond a simple bug, people don’t seem to be forthcoming with that kind of criticism. If the game crashes, or if some feature described in the game description doesn’t work, or if there’s an obvious glitch with the sound or visuals, I’m sure to hear it; if I just made a game that sucks, wasn’t well designed or implemented, or wasn’t very fun, people don’t want to say that.
I guess that it’s refreshing in a way, considering how oftentimes comment sections are cesspools of abuse, and I’m not saying that I want to see abusive comments on my games; but I would definitely appreciate if players who give feedback on my games cared about them enough to offer suggestions on how to make them more fun, and to do that by pointing out a problem with the game and a proposal for how to fix it, wouldn’t be bad. Even if the suggestion isn’t one that I agree with, I’d rather hear that. Better some negative points than all positive encouragement, yet empty of criticism.