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Wertle

Feedback comments for LD29

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TimestampSince previousGameWertle's comment
Apr 29 02:56:00 The Stanley Enigma Great atmosphere. The controls were disorienting and made me uneasy, which I suppose was the point :)
Apr 29 03:04:00 8m 00s Delph Ops Great coherent aesthetic! I had a little trouble with the dolphin and the projectiles being the same color, but I love how well the simple bubble effect worked.
Apr 29 03:10:00 6m 00s Beneath the Surface Creepy! And great story delivery. I must say my first instinct was to go right up to lantern wolf and see if I could talk to him. I thought he was going to tell me something interesting. Whoops!
Apr 29 04:17:00 1h 07m 50 Shades of Ray Ah, the risk-reward of ray reproduction!
Apr 29 04:22:00 5m 00s Drill, Baby, Drill I love the twists on this mechanic! Having different materials that adjust your speed is a great way to control the pacing and offer little "breathers" or moments of great stress. This also does a great job of ramping the difficulty so that things like self-crossing don't really show up until later. Well done!
Apr 29 04:30:00 8m 00s Where Gods Sleep Great interpretation of theme, and the concept is very nice if not a little rough in execution. The mood works with the weird aesthetic. I did run into a bug where I walked past a door off screen, then couldn't get my character back or do anything.
Apr 29 04:38:00 8m 00s Kitsuni Fantastic atmosphere, I love the little touches like the sound design on the flowers and mushrooms.
Apr 29 14:54:00 10h 16m Under the bed I like the different take on needing to move slowly and deliberately to keep the light up. The only problem there is that regaining progress after failure is pretty tough since you can't rush to catch up. Nice feel to this one.
Apr 29 15:02:00 8m 00s Colony 31 The pacing of how you teach things is very well done. Nice little polish elements.
Apr 30 03:38:00 12h 36m Necro Nice simple mechanic, albeit kind of gross :) I had trouble recognizing the yellow pickup as a "good" thing because it was kinda spiky like the bad things. but consuming flesh was gratifying.
Apr 30 03:46:00 8m 00s Crabathon Cute theming. I think this game could clean up well with a lot of feedback tweaks (things like camera work and jump/speed tuning on projectiles/etc). Great job for your first Ludum Dare!
Apr 30 04:09:00 23m 00s All is one Great sound design! It really added to the mood. The fog of war helped make simple exploration feel quite gratifying. Nice job.
Apr 30 04:21:00 12m 00s Dungeon Trap I liked the core concept but I could never figure out how to craft anything :( It was interesting how the mechanics and spawning felt stressful but the music was very cheerful and low key, so I felt very relaxed.
Apr 30 04:29:00 8m 00s Drill Delivery Pretty straightforward mechanic but I like how it forced you to plan ahead since you couldn't drill sideways. When I drilled a frog on accident, I felt like a terrible human being
Apr 30 05:08:00 39m 00s The Quest for Unobtanium Even though the pacing was slow, I found the core loop very compelling and made it all the way to the end. Nice job!
Apr 30 05:25:00 17m 00s Magma Dropper Solid little platformer, the economy is a nice touch. If you were to keep iterating on this game, I would suggest adding some feedback for getting hit and time about to run out. Like sound or flashing or whatevs, just a little bit extra feedback would go a long way. Nice job!
Apr 30 05:52:00 27m 00s SnakeFormer - Half Snake, Half Platformer Well done! This is a great twist on mechanics that people are used to separately and they go together in a great way. My one piece of feedback would be that the chompy sound was so great that at first I thought my goal was to eat all the blocks :) Maybe just call out the exit a little bit tiny bit more. Good job!
May 1 03:46:00 21h 54m DRAANG Soooo weird but once I figured out what I was supposed to do, it was pretty fun! Great aesthetic!
May 1 04:01:00 15m 00s Lost Sheep The delightful bouncing of the sheep made up for the fact that I drove him to his death repeatedly because of my inability to map up/down to isometric up/down. Very cute :)
May 1 04:12:00 11m 00s Under Earth Love the feedback. MOAR PLEASE. Thank you.
May 1 04:27:00 15m 00s Roots I'm assuming I won when I got so big I filled up the whole screen :D I often accidentally moused off the unity window which caused woes.
May 1 04:39:00 12m 00s Hyper Seed In the Hall of the Mountain King makes all games better always. I had trouble at first because I thought you could only swap adjacent roots but once I figured that out I had a lot of fun! Seems like this would be great on a touch interface. Well done!
May 1 04:54:00 15m 00s Helevenium Nice feedback on the melee. My mouse was super laggy so it made it hard for me to play but I'm gonna try it again on a good mouse :) It was challenging but I think in a good way. Good job!
May 2 03:14:00 22h 20m Neath Stellar aesthetics! Great job on the atmospheric sound and the stylized visuals. Of course I would like to see more :)
May 2 03:27:00 13m 00s Infection Great work! Since you asked for thorough feedback, here are a few things I think you could do to improve the game: <br/>1. The hit reacts are great, but the death reaction looks very similar, so that when something dies I usually shoot it several more times until I realize it's dead. I'd recommend doing some manner of drastic, immediate feedback to say "this thing is dead don't waste bullets on it" <br/>2. Placing turrets often got me killed! If you aren't going to have any breathers between waves that would be good for turret placing, consider auto-aiming the turrets so I can place them quickly, and not die in the process of trying to adjust them. <br/>3. I didn't realize what the cell pickups were for a long time. I think the reason they didn't read as pickups is because there was so many things in the environment that were also glowing, so it didn't stand out. <br/> <br/>Nice work!
May 2 03:33:00 6m 00s Blue-Ball Escape Every time I left click the game freezes up on me :(
May 2 03:43:00 10m 00s In Hiding OMG :O
May 2 04:00:00 17m 00s Focus Shift Great mechanic! I managed to get all the way to the end, though it took me awhile to map my brain to my fingers properly :) Well done!
May 2 04:17:00 17m 00s The Sun And Moon Fantastic mechanic! You have excellent pacing and level design skills. The level of challenge was just right and the level design often made me feel like a badass. Great work!
May 2 04:26:00 9m 00s The Sea Has No Claim This one was tough! I think because I don't have the intuition for how the pings were working so it took me awhile to grasp how I should be pinpointing this. Definitely made things feel pretty futile :)
May 2 04:34:00 8m 00s Drowning in Problems Introspective and a little depressing -_- I'm going to go think about my life now.
May 2 04:39:00 5m 00s Seismic Charge The automatic ramp-up actually felt pretty good, I think going in to a menu to upgrade things may have broken up the flow. Maybe time pressure would be nice. Good job :)
May 2 05:00:00 21m 00s Drill18: The Mars Project This had really great pacing ramp-up. I loved how at the end everyone was frantically scurrying around. It felt great! Nice work :)
May 2 05:07:00 7m 00s Trench War I like the idea of amorphously controlling a single squad of people, the trenches worked out well as a way of getting powerups just by wrangling your group.
May 3 15:50:00 34h 43m Poopy Kitty Defense The art is adorable, although this is a surprisingly challenging game with no way to avoid obstacles if you blow through your "meter" too fast. Way to stick with the joke all the way :)
May 3 15:57:00 7m 00s Wormhunter It might be helpful to add a little more feedback on the beacons to convey what they are doing (do they have range, etc). Occasionally I thought I was out of range of the worm because I wasn't on his shadow, but he still chomped me. Nice job making it feel very desolate with the small characters on screen and big open space (sandstorms are a nice touch)
May 3 16:07:00 10m 00s Eskimo Run I like how the theme is integrated with the mechanic. Going under the water was a nice twist on a standard runner (although I usually just ended up getting myself killed when I went underwater, those fish are tricky!) The difficulty ramp-up is pretty intense, if you keep working on this, some intermediate difficulty levels would help with this. Nice work!
May 3 16:15:00 8m 00s async The forward momentum makes landing really tough, but I love how you had checkpoints on platforms midway through. In the very beginning I didn't realize the ground would kill me, perhaps some visuals there might help convey ground = death.
May 3 16:26:00 11m 00s Ice Treasure A couple things that might help polish this up: Some kind of feedback when you click on a block to indicate "you have selected this block the torch will go there next" so that it doesn't feel like a bug when I click and nothing immediately happens. You could also use this to indicate if there's a limit on how many blocks you could queue up. Not sure if it's intentional for the puzzle, but not being able to see through the flame to see what I'm melting can be tricky. Good job on your first Ludum Dare entry!
May 3 16:32:00 6m 00s DIG! DIG! DIG! Hard but fun, I kept wanting to keep trying. Spamming the button became quite painful pretty quickly, i kind of wanted to just be able to hold it down and dig (my tendons really wanted this to be the case). I love the dramatic dutch angle at the end when you die. Nice work!
May 3 16:40:00 8m 00s Space to go Really well done! This flowed together perfectly with the pacing of both the game, and the music, and the humor with interstitials. It was clever on many fronts. Great work!
May 3 16:47:00 7m 00s Ripple Runner The beat synching and sound effects on this are really great! I love the color shifting at checkpoint, too. Sometimes I struggled to map when I should ripple and when I should jump under pressure, maybe consider some extra feedback for which one you need to do (platform shapes or colors or something?) Otherwise it was fantastic!
May 3 17:00:00 13m 00s Orlok's Ordeal OMG those drawings, so good, so cute. Sound design is stellar and the animations were so very cute. Have I mentioned cute? Also cute. Nice work!
May 3 17:08:00 8m 00s Rabbit Hole This game is so hard but it made me laugh so hard! Those birds! The delay between pressing space and doing the anti-bird flail was a little tough, it made it hard to react to the birds since they were so fast. I still laughed a lot though, I love that bunny. Good job on your first Ludum Dare :D
May 5 01:16:00 32h 08m Tiny Haunt This is a really fun concept! It was a little easy, most of the powers are currently a little OP. Would love to see a version of this game with more time to properly balance the difficulty, but a promising start.
May 5 01:27:00 11m 00s Dig Hard Excellent feedback on the weapons! Those mines made digging a cautious instead of mindless activity. My one critique would be the abrupt camera transitions when switching directions are a little jarring. Hilarious concept, well done!
May 5 02:06:00 39m 00s Last Dive This was a game with a lot of nice ambiance! My one note would be that it tended to drag on after the whale bone scene. Was very forgiving until the end boss as well.
May 5 02:15:00 9m 00s BENEATH the SURFACE A simple concept executed well, but a bit too highly tuned. The jumps got awfully difficult very quickly.
May 5 02:37:00 22m 00s Alien Lobotomy Complex math under time pressure isn't particularly fun. My strategy ended up being randomly connecting things and hoping the number would get to where I needed it. The idea is interesting but it just needs playtesting and iteration on explaining what exactly the player should be doing. Lots of playtesting with new players.
May 5 02:44:00 7m 00s Square Rooted This was super cute and cohesive design. The sound was great! I like how it's casual in the sense that the move counter counts up and you aren't trying to beat a limit unless you choose to. My one suggestion would be to celebrate the "win" of a level a bit longer (maybe a momentary pause while the wind chimes play - also old man dancing) but that is a minor bit. Nice work!
May 5 02:53:00 9m 00s Food's above & Danger Beneath the Surface! Very enjoyable and super cute game! Learning curve was a little high, but after a few mistakes it became clear what had to be done!
May 5 03:21:00 28m 00s Sail This was really ambitious for a 48 hour project and you totally pulled it off! I would love to see a version where you have even more time to refine these themes because good job.
May 5 03:31:00 10m 00s Refracture Nice solid shooter! I liked the graphics but they started to give me a headache after awhile. The music was great and fit with the aesthetic as a whole. Nice job!
May 7 04:16:00 48h 45m denudation I love this mechanic! It is so different and yet it is very simple to understand what's going on with your feedback. I also like how it inherently controls progression. It was very clever how everything in the world was a square except the enemy projectiles, nice job on that :) REally well done!
May 7 04:36:00 20m 00s Project Isla Very strange, unusual experience :) I thought there were a lot of nice little touches, especially the mind trippy parts, like some kind of crazy unfinished anti swan chamber. 3 minutes is a hair cruel though. Nice work!
May 10 03:57:00 71h 21m [Work in Progress] I like the idea of the texture swapping for properties, it was pretty cool and I can see how you could develop that further beyond just heavy and light. I almost got to the end but at one point when I swapped a texture on a refrigerator it vanished on me, and then I lost an anvil by bouncing it up beyond reach, alas! There's some great feedback in this game (for example, coloring the wireframe the previous texture) but you can still clarify a few things, like make it a little easier to tell which texture I currently have selected. I want more textures like the tree that show the UV unwrapping in the icon :) Nice work!
May 10 04:17:00 20m 00s StrataGEM I can definitely see the seed of a really cool strategy puzzle game in here, I think your challenge is just going to be clearly teaching people the skills they need to play the puzzles. This is totally doable! Just break down each interaction and layer up until players have mastery of each step and then I think it'll be really great. There's an edge case where when you view straight on different layers of the same color blend together, not sure what to do for that case but it's not too common. Nice work, you should totally keep working on this!
May 10 04:33:00 16m 00s Elder Sub Nice job, my one suggestion would be to really figure out how to push the contrast between interactables, things that need to be interacted with, and the decorative background. Right now things can get a little lost. I can definitely see how this will ramp up in difficulty with future iterations. Well done!
May 10 05:08:00 35m 00s Surf Camp: The Legend of the Surf Ace This game is amazing! It is so cohesive on all fronts and has just the right amount of variety while still tying it together as a whole. I will say I was sad to be forced to the dark side and use a wrench when I wanted to win on my own merits, but such is life :) NICE WORK!!
May 10 05:13:00 5m 00s NOPE Very clever and surprising :) I wanted more! Mooooooooooooore! I'm sure you're planning it already ;)
May 15 19:35:00 134h 22m Epilepsy I can see where you guys are going with this and I think it has potential, just gotta work on that interaction being smooth and solid and not overly frustrating. It's a little difficult at the moment. But, i like the overall aesthetic and I thought it went together nicely with the music and what you were shooting for with the theme.
May 15 19:44:00 9m 00s Lazor Fish Nice solid little shooter, I liked how the lining thing mixed up my typical shooter strategy (which is normally shoot all things forever regardless of aim). My biggest piece of feedback to make this game better would be to pause a moment when you get hit by another fish before jumping straight to the You Lose screen, to allow my brain to catch up with what has happened. That will also help people to learn how much collision box they have to deal with so they can try and improve. Some extra feedback on the water going down would also help, it was pretty subtle and I was so focused on my fish that I didn't notice it. One easy way of calling this out might be a background pattern that's called out by the lowering of the water level. Nice work! Love the angry fishy faces!
May 15 19:52:00 8m 00s Balancitos I love this idea! Even though I feel terrible for consistently murdering entire populations of casual vacation-goers :( I found myself instinctively trying to use Maya controls to rotate the view. Maybe not great for the general populous, but it might be pretty awesome to have alt controls in there :) it was occasionally difficult to tell which weights were in the background and which were up front, maybe size or color feedback on that could help (like the ball in front is always the most lit or something). Excellent work!
May 15 20:02:00 10m 00s A Day in the Life Contemplative! I like where you're going with this, but it might be nice to tell people that it's impossible to have everything so they don't agonize for ages in depression about trying to figure it out. Such sad! Nice work!
May 15 20:11:00 9m 00s Must Thrive I had fun with this though at first the movement wasn't working for me so I had to refresh a few times. I love how you change over time as you evolve and the upgrades are pretty fun. I thought the sonar was a bit unusual because usually anything it could detect was already on screen anyway. Nice work, seems like this could definitely be expanded!
May 18 18:11:00 70h 00m Upstream Great use of theme in the puzzle mechanics! I think the puzzles are very solid and the look is really cute. I think there are a few small things you can do to just tune up the overall flow and pacing of introduction. Here are some suggestions: <br/>- When i was first introduced to the bubbles, it took me a moment to realize I could push them from any direction. I'd assumed they worked like the chests <br/>- the buoy level was pretty tricky! That might be a good one to break down into 2: a very simple puzzle to introduce the concept, then go to the more advanced one (also, i only used one buoy in that puzzle, was the other one a red herring?) <br/>- The level right after that one is great in how it is both simple but advanced, but since there was no buoy involved, it might make for better pacing to do it just before the buoy level instead of after, since it's good to do a couple buoys in a row <br/>I didn't get to finish because I had a time constraint, but I want to come back and finish! Nice work!