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Feedback comments for LD30
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| Timestamp | Since previous | Game | KevinZuhn's comment |
|---|---|---|---|
| Aug 26 05:12:00 | Waterfly Octus | The look and atmosphere is really nice, though I felt the controls were too imprecise for the tight spike-filled corridors. The urchins felt a little unfair since their puffing animation disguised their collision boundary. Otherwise, it's quite nice. | |
| Aug 26 05:22:00 | 10m 00s | Heart Star | This is so adorable it hurts! I had one stumbling point around the time I needed to know that the characters can carry each other. I had the impression that they were completely immovable when I wasn't in their world. I figured it out eventually but you may want a level that more directly forces it to happen. Just a thought. Fantastic work, as usual! |
| Aug 26 05:32:00 | 10m 00s | Shadows | Interesting concept, fun to figure out. Though I'll say, the level was designed in such a way that I could skip all of the platforming challenges by just sticking to the physical world and only ducking into the shadow world briefly to get past walls. |
| Aug 26 05:43:00 | 11m 00s | Chipset-0 | This is fantastic in every aspect. |
| Aug 26 15:19:00 | 9h 36m | Taxi Copter | I had a lot of fun with this! Landing on the boat was super challenging, not sure if it was even worth the money! |
| Aug 27 11:54:00 | 20h 35m | Tinyverse | The game feels really nice, and the puzzles are interesting! |
| Aug 27 12:12:00 | 18m 00s | RED Thread | The final level was a bit of a struggle, and I kept misusing the 'shorten' button and getting stuck. But by slapping my keyboard a few times I discovered that pressing Z would lengthen the string again. I don't think you said that anywhere in the game, and I guess it wasn't necessary to do for most of the levels. I like the aesthetic and the parallax effect. |
| Aug 27 12:28:00 | 16m 00s | DUAL Adventure | Your level design has a lot of unfair elements, like drops that send you directly into water that you can't see before the drop. You wouldn't know to dodge left or right until you had already been killed once, so it becomes trial-and-error and without checkpoints that gets frustrating. There are also tight corridors that the game expects you to leap out of, which the jump controls don't really support. On a positive note, I thought the art direction was nice. |
| Aug 27 12:38:00 | 10m 00s | Fluid Perspectives | This is really cool, if sometimes finnicky and teeth-clenchingly difficult! I especially like the waterfalls and the smooth transition between the players' worlds. |
| Aug 27 12:42:00 | 4m 00s | The Chain of the World | The art style is really neat, I hope you go on to finish it. |
| Aug 27 12:58:00 | 16m 00s | Heaven or Hell | The graphics and theming are really strong, and I like the simplicity. I think the difficulty balance in the character spawning could use work. By level three it was routinely spawning good guys right in a row at such a distance that I literally couldn't support both of them. And devils would overlap with good guys so that supporting one meant supporting the other. Later on it felt like I was just working to mitigate mistakes and push the game towards an average positive gain, which was a slow and sometimes unrewarding process! I think it could benefit from a crowd-control ability, like being able to push good guys back in order to better sync up with a group behind them. <br/>I still really like the game, though. |
| Aug 27 13:18:00 | 20m 00s | Jeru's Tower | This game is really solid in all areas, but especially level design. If I have one gripe, it's that I think the movement is too slow for the amount of walking you have to do. But that's a minor complaint, and the game is wonderful. |
| Aug 27 13:38:00 | 20m 00s | Sinister | That moon dropped the bass on me. |
| Aug 27 13:47:00 | 9m 00s | Pulley Planet | Quite nice in all aspects, the game feel and audio cues were especially well done. I would love a version where there is some end goal or other reward to work towards! |
| Aug 27 14:33:00 | 46m 00s | Tough Love Machine | A real brain tickler! The first level is definitely a trial by fire (I felt the fourth was way easier), but the ropey arm mechanics provide very interesting puzzling. |
| Aug 27 14:50:00 | 17m 00s | Our Worlds | Interesting game, the art and music are very nice. The dynamic music was interesting, though I think some of the sounds clashed with it (most notably the sound for moving platforms, which was kind of annoying). I liked the 'magic' power, it was very interesting, though it was hard to use due to the control scheme. Since A, D, Enter, Space, and Mouse are all used, I don't have enough hands to play normally. So I had to frantically switch around to use the magic power and that delay often caused the bridge to disappear and send me into lava. If jump was W and switch was E or Shift, that might be more convenient! |
| Aug 27 15:05:00 | 15m 00s | Schrodinghost | Very nice art style, very smooth controls! A few issues. The wall sockets don't really look interactable (other interactive items are bright red) so it took me a long time to start using them. Also, it's real easy to lose a level and then watch the opening again, which gets frustrating. Otherwise, cool stuff. |
| Aug 27 15:22:00 | 17m 00s | CyberSwap | This is outstanding! The combat especially is way satisfying even though there's not a lot to it yet. I was happy to explore and look for secrets, especially in the digital world. I would love to see this game finished or expanded. In fact, I'll be sad if it isn't! |
| Aug 27 16:20:00 | 58m 00s | Star-crossed lovers | Well, that was interesting! |
| Aug 27 16:29:00 | 9m 00s | The Salt Pleeease | The art style is definitely unique, and I like how the simple inputs lead to very complex movements across the level. |
| Aug 27 16:42:00 | 13m 00s | Omnis | I like the art style and the general concept. I feel like something's off with the sword, it feels as if I'm missing a lot of my swings when they can clearly hit. Either something's off with the hitbox, or the enemies have a long invincibility period. There also seems to be a gap between when I hit with the sword and when they react. Because of that, it made it hard to close in, deal damage, and escape safely. I haven't beaten the game yet, and the wall of difficulty right at the start makes it prohibitive to keep trying. |
| Aug 27 18:43:00 | 2h 01m | HopSlide | A lovely mindbender, I liked how each puzzle explored a different way in which the games were connected! |
| Aug 27 19:24:00 | 41m 00s | Parallel Horizons | Very nice looking, and you got a bit of milage out of the central mechanic! I do think the controls and collisions are too loose, I had a lot of near-misses or even hits that felt unearned. Otherwise, interesting. |
| Aug 27 19:43:00 | 19m 00s | Legacy of Lamas | The art is excellent, as is the game feel, I just wish there were something to do with it all! |
| Aug 27 19:58:00 | 15m 00s | Ignis | The effects are rather nice, especially the fire and reflections. I have yet to beat it due to the difficulty. I spent the whole time staring at the reflected world, as it seems like nothing in the above world actually mattered. |
| Aug 27 20:07:00 | 9m 00s | Copulus | Boy, I cannot get these goblins to live, even when it spawns a bunch of them for me. I can't seem to see any health indicators on wolves, so I can't tell whether my people are hitting them or not, and sometimes I get goblins that just don't fight or wander off into the corner of the map and starve. It makes me wish I had some kind of rally point to send them all to, and/or gather and share food so that one strong goblin doesn't keep killing and eating all the wolves before the others can get there. |
| Aug 27 20:16:00 | 9m 00s | The Lion's Song | This is a fantastic mood piece, I really felt drawn in by the story and the audio set a good atmosphere. I liked the small touches in Wilma's dialog choices. No complaints here. |
| Aug 27 20:28:00 | 12m 00s | Honko's Worlds | Wonderful art and music work, though I agree that there should be some checkpointing, it's a long and at times tedious adventure. There are a lot of beefy enemies that aren't that dangerous but take a lot of hits, and those can be a pain to encounter too many times (the trees were the worst offenders). Otherwise, a nice experience! |
| Aug 27 20:37:00 | 9m 00s | Chaos Heart | I thought it was fantastically funny, and good looking, and joyous to play. I'm not particularly good at it, and I had to wonder whether the planets exploding was my mistake or my intention. Either way I'm having a great ride. |
| Aug 27 20:44:00 | 7m 00s | Connector | I really like the graphics, the atmosphere, the physics, it's a very interesting game to play. I do feel like I was sunk the first time I played, because I accidentally connected a turret to a random planet and could not get it unstuck, and it shot down any attempt I made at connecting it or the nearby planet. If there's a way to un-connect cables, I don't know about it. Otherwise, a rather nice entry! |
| Aug 27 20:57:00 | 13m 00s | What Could Possibly Go Wrong? | The feel of this game, especially regarding the gunshots and the alien noises, is really compelling. I'll have to see if I can make it to the end of this. |
| Aug 27 21:10:00 | 13m 00s | On the edge of Earth: 5000 | I really loved all of the little interactions hiding on the ship, it really sold the sense of the world and the isolation and drudgery that went with space ship life (but without actually being boring). This is one of my favorites! |
| Aug 27 22:24:00 | 1h 14m | Ice Box | 508$ |
| Aug 27 22:42:00 | 18m 00s | Cablage | Wow, that atmosphere really worked on me, I felt like I had to finish it even when I was lost and confused. I feel like the method I used to win (falling off an edge and trying to catch a certain hole) was not the correct way to do it. If it was indeed the correct way, then it was kind of frustrating since it took quite a while to get back up and try again. But that's alright, Cablage drew me in way too much to care. |
| Aug 28 04:14:00 | 5h 32m | Disconnecting People | Alright, you asked for feedback so here it is! <br/>The look, sound, and feel of the game are all very nice, I especially like the little sigh that comes out when I break a connection and the aesthetic shift during bonus time. The use of theme was also pretty interesting and I haven't seen much like it. <br/>I wasn't clear on how scoring worked. I noticed that I was getting labels like 'glitchy', 'amazing', and 'awesome' but even after playing four times I can't figure out what makes a score amazing. Is it the size of the connection? Is it the two-color connection? Do I have to hit it at a certain angle? I couldn't really tell, and it would be nice to have an explanation of how to maximize my points. A minor note, the numbers that came with the text were a bit too small and fast to read so I wasn't sure how much the point value changed either. <br/>It seems like if I head off in one direction I eventually reach a vast empty space with occasionally one person in it. It would be ideal if it could stop me, or wrap around the screen, or even just spawn more people out in the distance. <br/>One more thing, the level music ends pretty suddenly, it would be nice if it had a sort of lead up to the ending so I could tell without looking at the timer that I was getting close to the end. <br/> <br/>I hope that feedback was helpful! I had fun playing your game and I hope to see more that you make in the future. |
| Aug 28 05:03:00 | 49m 00s | The Warehouse Connection | Neat concept, I liked having the talk it over with my friends to play. It seems like I ran out of levels with content, and we were just walking straight into the doorway for a while. Still, I'd like to see more in this vein. |