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Feedback comments for LD26
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| Timestamp | Since previous | Game | mcc's comment |
|---|---|---|---|
| Apr 29 04:25:00 | climbing 208 feet up the ruin wall | This game is of unusual difficulty for me because the trackpad on my laptop is broken, such that I must exert great physical force for any one click to register. (Most people who try to use my computer can't even pull off a single click.) When clicking on like one thing or two this is negligible, but when clicking something repeatedly it becomes noticeable and then very seriously hampering <br/> <br/>My broken hardware caused the physical process of playing this game to become basically the same as what its narrative described <br/> <br/>Every hand up further exhausting my tired arms <br/> <br/>Not certain I can physically make it | |
| Apr 30 03:33:00 | 23h 08m | Naked Shades | Hi protensity-- we fixed two bugs with corpses during submission hour, one gamebreaking, and this would have been uploaded after you played. With the bugs fixed we tested and it is possible to win. Porpentine has done it. |
| May 2 02:24:00 | 46h 51m | The Game Without Controls | Wait, is this actually Windows only? It looks like just a flash projector. |
| May 5 02:34:00 | 72h 10m | Mandala | My game session ended when I entered a room, all the exits to which had already eroded away. <br/> <br/>Very beautiful both as a concept and as an experience. |
| May 20 06:45:00 | 364h 11m | Sense Certainty | It was interesting! I admired the commitment to the bit and I was pleasantly surprised there was more going on here than I thought at first. The one problem I did have was that it felt like it fell prey to what a lot of Twine games do, to wit, you are given no way to "advance" gameplay except "click every single button available to you". This wound up even more frustrating than normal in this case because so many of the plethora of options to try were "fatal" and started you over at the beginning. Still, I enjoyed my couple of short playthroughs after which I decided qlvat jnf rabhtu pybfher sbe zr. |
| May 20 07:06:00 | 21m 00s | F*** This Job | This was definitely one of the best interpretations of the "one button game" concept I've ever seen!-- I loved how it felt like a reinterpretation of speedrun games, with the annoying parts (key-mashing) abstracted away and the parts that excite me (timing and strategizing) left in. Some of the levels did work better than others, I felt like the ones where there was a timing question around how many times to run back and forth in a trapped place (thankfully this only happened once I remember) felt tedious rather than fun, and it seemed like the level design lost its clockwork-beauty element on levels where it was possible to jump onto a ladder, thus messing up the timing of all elements after that. What felt beautiful about this when it worked best was that due to the restriction of choice, every single thing the player did was precisely what the game designer intended-- down to every keypress, every bit of timing. The ladders, by creating a critical half-second or so of fuzz in either direction, made it feel like I was no longer on that perfect clockwork path. <br/> <br/>One more complaint of sorts, rot13 for spoilers: V nyfb zhfg nqzvg V jnf irel sehfgengrq jnfgvat znal yvirf gelvat gb uvg gung qbbe crbcyr xrrc zragvbavat, naq orvat sehfgengrq ol jung sryg yvxr n pbyyvfvba oht— v.r. vg YBBXRQ yvxr V fubhyq or noyr gb whfg whzc bire gur svefg qbbe, vs V whfg gvzrq vg evtug, ohg guvf jnf abg cbffvoyr va snpg. Gung sryg zvfyrnqvat engure guna "chmmyr-l". |
| May 20 08:04:00 | 58m 00s | Canon | This was exquisite. I loved so many things about it. <br/> <br/>I loved the help menu, right off the bat. <br/>I loved how the board looked as an abstract symbol even before you started moving. <br/>I loved how I couldn't play at first because I was much too busy just playing with the arrow keys trying to make tiny instrumental music. <br/>I loved how the center block was just barely large enough to put all four "players" in your peripheral vision, meaning you couldn't rely on platforming and had to focus only on the rhythm. The block movement became a metronome. <br/>I love how this is— seriously— as far as I can remember, the only rhythm game I've ever played that made me feel like I was playing a musical instrument. AND I'M INCLUDING HERE THE GAME WHERE THE CONTROLLER WAS A LITERAL MUSICAL INSTRUMENT. <br/>I loved the "oh, heck yes" moment where I realized "how to beat" level iii-- a precise set of muscle instructions that allowed me to "play" the level on a groove-- and I loved the moment where I realized, after like 3 attempts to beat the level ended with me screwing up on the last jump attempt, that my level iii strategy derailed completely when the first block left the screen (thus putting a hole in the rhythm/groove I'd put myself in). <br/>I loved how throughly the game resisted my efforts to put it down and do anything else. <br/> <br/>My one frustration was how the jump was very small and the game was thus quite unforgiving, even more so than seemed necessary to keep the rhythm feeling consistent. I wished the squares' hitboxes were circles. <br/> <br/>I got to level V and stopped there, exhausted and with aching fingers. I will be playing more of this. A lot more of this. |