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Feedback comments for LD29
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| Timestamp | Since previous | Game | Jonochrome's comment |
|---|---|---|---|
| Apr 28 03:29:00 | Truth | Feels like making a simple turn in the dark takes too much trial-and-error, and the text goes by too quickly unless you frequently pause your normal walking pace (making them feel unimportant, even though the text is most of the story), but I like the ambience of it, and I like the idea of using a series of hallways as a metaphor. | |
| Apr 28 03:45:00 | 16m 00s | The world beneath | Gosh, that atmosphere is beautiful. Although, I find the seemingly endless paths leading to sealed pipes sorta irritating. And I had a lot of fun throwing torches around, so it bothered me that they were in limited supply, leaving you to stumble in total darkness if you run out. |
| Apr 28 03:55:00 | 10m 00s | Scratch | I got so engaged in that, and then--abrupt lovely confusion. That was quite enjoyable. |
| Apr 28 04:05:00 | 10m 00s | Ant World | Interesting gameplay mechanic, although I wish the ants moved a bit faster. Reminds me of Lemmings, in a way. I found it kinda fun figuring out how to navigate the ground until the level with eight apples... during which I came to the important life realization that I'm glad not to be an ant. |
| Apr 28 04:09:00 | 4m 00s | Reflection | I really wish the box above the surface didn't disappear when you switch to the bottom controls D: |
| Apr 28 04:52:00 | 43m 00s | Water Golf | This is more "on the surface" than "beneath the surface" but I was laughing at myself trying to figure out how to control the ball. It's appealing in sort of the way QWOP is appealing. Only real downside to me is that random level generation can cause the flag/hole to be impossible to reach. |
| Apr 28 05:21:00 | 29m 00s | Totems | I love the idea behind this, but all the notes you have to interpret are vague chords with confusing pacing. Wish it was more apparent which muffled note starts each four-note melody. I was able to successfully copy one of the melodies and just couldn't figure out the rest. |
| Apr 28 05:34:00 | 13m 00s | Sir Face goes Beneath | Ha, looks like we both made the Sir Face pun. I like it, although I think it's kinda cheap that multiple puzzles are solved by breaking specific bricks that look just like all the other unbreakable bricks. I think there needs to be some visual hint of their fragility. |
| Apr 28 05:40:00 | 6m 00s | Speak Softly and Carry a Big Stick | The collision detection feels pretty broken. But the art style is charming, and I chuckle at the idea of murderously slaying marshmallows. |
| Apr 28 05:48:00 | 8m 00s | Beneath Me | Really cool, relatable interpretation of the theme presented with gameplay that suits the concept well. |
| Apr 28 05:57:00 | 9m 00s | Raider of the depths | Very peaceful, but also very buggy. Managed to glitch through a wall a few times, one such time leading to certain doom. |
| Apr 28 06:19:00 | 22m 00s | Divernaut | Although I got too annoyed with the enemies to finish the game, I played past three boss battles and felt as though this is a surprisingly 'complete' adventure, if that makes any sense. It builds upon itself and reminds me of a retro Zelda dungeon. If this game had music, health upgrades (or more health to begin with), and maybe a larger mine blast radius, I'd say it would be very satisfying to play. |
| Apr 28 17:20:00 | 11h 01m | Poltergiest Is Friend | Collision is clumsy. Concept is nifty. Poltergeist is cute. |
| Apr 29 00:34:00 | 7h 14m | Balancitos | Today I learned that balancing an island is hard. Love this interpretation of the theme. |
| Apr 29 00:56:00 | 22m 00s | Doug | I like how, depending on the speed you play the game, it can be strategic or total chaos. Gives it some interesting replay value. Would be nice if enemies couldn't spawn right on the surface causing a near-instant death. <br/> <br/>I wonder if the gameplay would be fairer if the character's bombs blew up immediately so it would be possible to destroy enemies falling down rapidly from above. Not sure how that would feel in gameplay but it's an idea. |
| Apr 29 01:04:00 | 8m 00s | Water Beneath Mars | Just moving in one direction watching the scenery is oddly satisfying. Can't explain it. |
| Apr 29 01:10:00 | 6m 00s | This Might Be A Drill | Would benefit from more polish but I had some fun once I figured out what I was doing. |
| Apr 29 01:16:00 | 6m 00s | Ben Eath The Surf Ace | Hahahaha what bbbahaha |
| Apr 29 02:35:00 | 1h 19m | BENEATH the SURFACE | GHfsdfjfnkjnbbb. I think the collision detective is too frustratingly sensitive. I like the idea and the general execution. |
| Apr 29 08:06:00 | 5h 31m | Charly's Psyche | I didn't understand the game at all, and I was a bit annoyed that not every rock-like structure I ran into seemed to break. That atmosphere is WICKED cool though. |
| Apr 29 08:27:00 | 21m 00s | Seven Souls | I wanted to be sure I did everything that's possible to do in the game before closing it. It's laid back, mischievous, clever, and gorgeous. I'll gladly play it again when it's all done. |
| Apr 29 08:37:00 | 10m 00s | Lurid Abyss | I can get the game to function using the keyboard, with some effort, but there are a number of other problems with it at this stage in development. I don't know, it just feels thoroughly incomplete, save for that stunning background art. I'm sure I'd have a great time playing this if extra time is spent tidying it up. |
| Apr 29 09:35:00 | 58m 00s | Beneath The Surface | The concept intrigued me. But having to start from the beginning with every death, especially when sometimes you can't see death coming, was too unforgiving for my tastes. If there were checkpoints, I could see a reason for the ten-minute timer. |
| Apr 29 10:10:00 | 35m 00s | Persona | OOohhh how badly I wish there was a brief input delay on the choice screens. Every time there are options, I keep accidentally picking the first choice (Joker) because I press a key expecting to display the next full line of dialogue. That aside, I'm very fond of this perspective of the theme. |
| Apr 29 10:36:00 | 26m 00s | The Pond | Aaaaa... I don't like to be negative, but the hitboxes feel awful to me, and I hate that the breadstick-tentacles constantly get closer to you even if you're not running into anything. I don't think it adds to the tension, it just makes the consequence of failed jumps less clear, and it didn't feel like it was my fault when I suddenly got caught after having run flawlessly for a long stretch of the road. The artwork is pretty and interesting, although it's not obvious at first glance which objects you're supposed to slide underneath when you start having to use the slide. I thought I could jump over or on top of the logs in Level 2 the same way that I could walk through trees or jump over logs in Level 1, but instead, it slowed me down. The graphics would have benefited from better distinction between things you can and can't collide with, and things that do or don't hurt your character. I also feel like it should be possible to control the length of a slide, since a lot of the problems I had from Level 2 were caused by the protagonist automatically getting back up and hitting his head on the very end of a log even when I thought I'd timed it perfectly. Sorry. I hope my input seems constructive. |
| Apr 29 10:49:00 | 13m 00s | Sewer Rat Racer | Despite how buggy and finicky this is, it's still fun to play and I find the concept quite amusing. |
| Apr 29 10:57:00 | 8m 00s | Maniac PengMaku!! | Free-range bullet hell starring a penguin. I don't even. I like how the gameplay feels even though I don't have the skills to play this game well. |
| Apr 29 11:08:00 | 11m 00s | Deep Sea | Eerie and strangely compelling. |
| Apr 29 11:29:00 | 21m 00s | William the Wopol | My thoughts are similar to the previous comments, but I'd like to add, I like the detail of the animations and I think the Wopol is cute. |
| Apr 29 11:49:00 | 20m 00s | Beneath The Lab | The slow recharging of the bar seemed really irksome and unnecessary. All it did was make the puzzle-solving painfully slower. Voiceover was also difficult to hear and the wall-recognition didn't feel intuitive at all. But I like the tone and concept of the game, and the introduction to the controls is great. |
| Apr 29 12:01:00 | 12m 00s | Inside Look Activity Book | Awesome idea and presentation, although I managed to severely glitch out the game with loads of layers at once several times. Unless that isn't a glitch, but it sure feels like it wasn't intended. |
| Apr 29 12:42:00 | 41m 00s | Hyper Seed | Ahhh... Very clever use of colored lines. |
| Apr 29 12:47:00 | 5m 00s | Truffles | Web version didn't load for me, download did. The game's a simple, charming little experience. Could have done without the ear-scraping sound effects when you press buttons and use keys though. |
| Apr 29 12:58:00 | 11m 00s | Shadows of the past | Nice polish. Feels slick to play. |
| Apr 29 13:07:00 | 9m 00s | Air | I must admit I think the controls are extraordinarily unnatural. I like the minimalist color scheme and sprite art. |
| Apr 29 13:39:00 | 32m 00s | console.enable(); | The layout and design of this is just too perfect. Well done. |
| Apr 29 13:57:00 | 18m 00s | Kinetectonic | Solid, addicting gem. |
| Apr 29 14:12:00 | 15m 00s | UprightPath - Temple Depths | The aesthetic pleasantly reminds me of Chip's Challenge. |
| Apr 30 02:11:00 | 11h 59m | Delve | Simple gameplay but a cool experience. Trippy and organized at the same time. |
| Apr 30 02:47:00 | 36m 00s | ScubaBear | Looks good, feels good to play, fun world to explore, and props on the context-sensitive music. Only problem I had was that there's not much you can do to control the height of the bear's jump, and it's not 100% consistent in the water, so I kept running into enemies, but that's a relatively small complaint. |
| Apr 30 03:07:00 | 20m 00s | Where Is My Bone? | Had to use a walkthrough to realize you could bark at your owner from a certain spot, but wow. I love how well thought-out this is. |
| Apr 30 03:32:00 | 25m 00s | Forgotten Sea | There's not enough variety for the game to remain interesting beyond one or two levels, but saying it has a nice vibe is an understatement. So serene. |
| Apr 30 04:33:00 | 1h 01m | The Valley Rule | Feels like a mix of Knytt Stories and Fez, and it has many of the elements that makes those games enjoyable. Atmosphere's lovely, scenery's lovely, everything feels pretty polished. It was just cumbersome when there was a tricky or unclear jump long after the last available save point, and the block-pushing was rather slow. I was also irked by the climbing segments where you had to jump away from the wall and air-jump back onto it because the controls didn't always allow the character to move back toward the wall for whatever reason. (This is all judging the Jam version of the game.) |
| Apr 30 08:55:00 | 4h 22m | Deep Blue Home | This right here is my kind of game. |
| Apr 30 09:02:00 | 7m 00s | Water Miner | *HOFF CHOMP chomp chomp* |
| Apr 30 09:14:00 | 12m 00s | Trapped Under Ice | Well, I beat all the levels and watched the non-existent ending. The design didn't always seem fair, but I had a good time. |
| Apr 30 09:28:00 | 14m 00s | Drip | The controls feel very 'janky' for lack of a better word, and it's really hard to tell what is a wall and what isn't sometimes. Can't really give the gameplay points for polish, but the mellow mood created by the artwork and sound is great and distinct, and the idea is pretty interesting. |
| Apr 30 09:38:00 | 10m 00s | Installation ZA-3 | Yeah, I don't see this game's relevance to the theme as-is, but it's a fun adventure. Love the way the gravity changes when you're outdoors. I kinda wish the enemy fire was easier to see amongst all the flying particle effects. |
| Apr 30 09:43:00 | 5m 00s | Leagues Above | I don't have a second player with me, so I don't know how to fairly judge the 'fun' factor as the game intended, but I liked messing around with the two sides and the game has a very nice feel. |
| Apr 30 09:49:00 | 6m 00s | Baum | Woah. <br/> <br/>Feel like there needs to be more of a pattern to the spiders so you can better strategize when to make your move, but... woah. |
| Apr 30 09:59:00 | 10m 00s | Soul Dive | Others have suggested for the sound effects to coincide with the different chords of the song, kinda like in Super Mario Galaxy. That's the main thing I would change about this, personally. I like the minimalism and the calm tone. |
| Apr 30 10:14:00 | 15m 00s | I Contemplated the Sun of Limbo | This made me feel surreal emotions I haven't felt since I was a child who hid under the bed during thunderstorms. <br/> <br/>Aaaaand it succeeded at startling me big time. |
| Apr 30 10:26:00 | 12m 00s | Beneath the Trolls | Being able to see the surface before you reach it is very snazzy, and the way that's utilized is also snazzy. I didn't understand why my upward mid-air dash didn't have a consistent height though, and Level 12 is just evil. |
| Apr 30 10:55:00 | 29m 00s | Keep the Gem! | The concept is brilliant. I wanted to attempt to play until the end, but there quickly came a point where the game ran too slowly for me to proceed. |
| Apr 30 11:35:00 | 40m 00s | Rewire | Very creative! Although I couldn't for the life of me figure out how Level 4 was meant to be solved due to how everything is knocked back randomly from explosions. It felt impossible to plan. |
| Apr 30 11:45:00 | 10m 00s | our god lives underground | Simply incredible style and setting. |
| Apr 30 12:12:00 | 27m 00s | Strawberry in the Underworld | My complaints are that the camera does a poor job following the player and the input keys feel really unnatural. Aside from that, fine job, the contrast between the overworld and underworld is humorous. |
| Apr 30 12:35:00 | 23m 00s | Water Hazard | I think this could use clearer/better voice acting, a more cooperative camera, and a less awkward control scheme. Making turns and shooting enemies was a pain. But I love the cinematic camera angles, general tone, and Playstation-type graphics. Kept me captivated. |
| Apr 30 12:44:00 | 9m 00s | Monstrenga | With some more animation, a visible indication of the people's line of sight, and a less eardrum-drilling sound effect for when you're seen, I'd call this gold. |
| Apr 30 12:55:00 | 11m 00s | Sea of Deception | I had no idea what I was accomplishing, but that's okay. The mood is absurd and swanky. |
| Apr 30 13:48:00 | 53m 00s | Nadir | Ehhh... I didn't enjoy it. The jump is too fast and not always responsive, horizontal movement is slippery and imprecise, touching a wall keeps you from going upward which is the difference between life and death while submerged, the slow camera zoom-out effect just obscures your view so you can't see what's coming right in front of you, and the checkpoints are unforgiving. I got to the screen with the spike-box blocking an air pocket in the middle of a long passageway a few times and was too annoyed to keep playing. Died 108 times and none of those times felt like my fault. |
| May 1 04:22:00 | 14h 34m | Sky sea | I don't know how it's possible to avoid so many buildings moving so quickly! Faster horizontal movement would probably help, but the visuals are nice easy on the eyes, and the game is pretty satisfying for reasons I can't put into words. |