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Crefossus

Feedback comments for LD32

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TimestampSince previousGameCrefossus's comment
Apr 20 19:30:00 A Night Warden I only made it (and died) on the first boss. I do wish there was more of a sense of progression b.g changes or music changing or something. I was about to give up then the boss showed up and whooped me. Checkpoints for the weak? I would love to see your other bosses but don't want to replay the first part. <br/> <br/>The mechanics are really interesting (having to clear if you attack) and your choices can be interesting as well. At first I thought it was bugged because of dying with 5 lives (but then I read the description more carefully about attack/clear). The clicking input is a bit odd. I suppose it worked though! <br/> <br/>Excellent artwork...especially those player animations.
Apr 22 06:37:00 35h 07m Lamb Cannon 10200. I was kind of struggling at first until I tried trying to make them land on the platform instead of shooting them AT the platform. <br/> <br/>Pretty hilarious. I respect the level of polish with the sfx, streak text, background art, tween text.
Apr 22 07:03:00 26m 00s Jar of Rainbows Hisss - Interesting... I felt like the spikes is unfair. I just didn't have time to mess with it. However, it's great to know other perspectives. <br/> <br/>Avek - Interesting. If anyone else experiences falling through platforms let me know what browser+version you're on. There isn't much I can do since it's default Construct 2 though. <br/> <br/>As for failing to pick up pickups - same thing I never saw that so which browser and if you could take a screenshot of exactly where you are when you try to pick it up and fail that would be grand. <br/> <br/>Yeah it's messy because of the time crunch (~2hrs). Sadly I didn't really do anything innovative so it kind of kills it, but it is what it is! <br/> <br/>Re: floaty controls - also interesting. Thanks for this feedback I didn't think about it being floaty but should have noticed.
Apr 22 09:10:00 2h 07m Where's Manno I love the sfx and ambient noises. Using the chicken as a weapon to keep your sanity is definitely an interesting take on the theme. Art is great. <br/> <br/>Need to trap the mouse in window, the vfx are fun but start to get me dizzy after a while. The light might be brighter or more obvious in chicken mode - it's especially misleading if you use the chicken in a place where there are no lights. The "over here" could be positional if it's not. <br/> <br/>Overall excellent atmospheric entry just not that fun for me.
Apr 22 21:17:00 12h 07m Just One Banana It was exciting although I had no idea what's really going on. The sfx really helped I'm glad you had time to do those. <br/> <br/>It was a bit easy/not really much challenge once you realized you had to duck.
Apr 22 21:34:00 17m 00s Exotic Butterfly Net Really fun game, great energy and music <br/> <br/>Maybe tone down the saturation on the colors ? The background sort of blends into the gameplay.
Apr 22 21:56:00 22m 00s Latvian Milk Really fun and polished game overall. It might have been more fun if the enemies forced me into something other than circle kiting. <br/> <br/>I loved the death art and variety of weapons. <br/> <br/>It was fun to have different strategies with each weapon and pushing the barrels. You're onto something with the setup phase with the barrels and then having a new wave spawn. It's a good break in the pacing.
Apr 22 22:08:00 12m 00s UNIVERSALIS The mood is very relaxing and the art is great. Collecting the energy is somewhat addictive (nice graphics) but since there is nothing to spend it on or objectives it gets old. <br/> <br/>Not sure what it is but maybe the planet texture is standing out as low res compared to the shaders/glow graphics. <br/> <br/>There tends to be a bit of input lag or something where I can not press anything but it goes off on its own.
Apr 22 22:17:00 9m 00s B000MERANG Really polished with an innovative weapon! Great job balancing the difficulty. I like the sfx, win music, and attention to detail on the enemies and art.
Apr 22 22:37:00 20m 00s BulletRain Liked the audio and art + innovative new attack. <br/> <br/>A bit difficult for me and had keyboard ghosting issues. The wrecking ball mechanic was fresh but didn't pan out. Maybe there are just too many attacks? Shift+wrecking+main attack is a lot to manage for me. Maybe if it was more powerful or the sole attack (probably not fun though) and difficult to control. <br/> <br/>Seems like the straight forward shot (space) was mostly dominate.
Apr 22 23:04:00 27m 00s Revenge of the Slimeball: Episode 9 The platform movement is okay but the bouncy movement is really hard to control. I feel like if you had the s key take you directly out of the bouncy movement on demand that would help bring back control to the player. You get out of control for a really long time so failures become frustrating. <br/> <br/>Also there could be feedback for charging up, maybe a dashed line indicator? Maybe reduce the range of motion or charging so there are less variables. That could make it feel clunkier so idk. <br/> <br/>The art is really great all around. Some parts blend in a bit, maybe it's the background tiles? Can parallax?
Apr 22 23:23:00 19m 00s Safer in the Dark Mood was good (fitting music/sfx) and the mechanic worked very well. Maybe you could show the outline of the level while in eyes closed mode. <br/> <br/>I liked how you reset the enemy velocity so you don't get jumped instantly. Maybe you could have different enemy types like ones that charge when they see you.
Apr 25 00:43:00 49h 20m Scary Rocks Slick and innovative w/fitting ambient music sfx etc etc! It's really impressive. For me it's only missing on the fun factor. <br/> <br/>I wonder how it would play if you didn't need to rotate the asteroids around completely. As in - if it automatically reversed the direction on bubble entry. Would it make it too easy? It sorta feels a bit tedious to perform the same revolution every time. Although I just realized you can create the gravity orb &lt;anywhere&gt; and not just near the earth surface. <br/> <br/>I sometimes get lost in which direction the asteroid is going to go. Maybe my brain thinks the triangle could be both a trail and a direction indicator? Practice I guess..
May 1 19:01:00 162h 18m Bubbles Pretty good. I like the character/bubble animation and impact animation. You nailed the theme. <br/> <br/>Spike jumps with low roofs are tricky - maybe have a one block solid nearby for practice? Gets tedious if you fail near the end, some checkpoints cause death immediately if you're moving before. Platform movement is weird if you jump from under.
May 1 19:11:00 10m 00s TiMeD Nice idea that works. Pretty impressive! The first area could be more forgiving/teaching. There is a bit of disconnect between the circle and what's going on as it took me a little bit to figure it out. Maybe if the pickup animated into the wheel when you collected it, that could help. The enemies that fly at you right away is pretty brutal. <br/> <br/>Choosing to skip the dash instead of picking it up was my way to escape that first part but seems kind of not intuitive. That could be a good puzzle for later.
May 4 11:26:00 64h 15m Makeshift Defense Innovative, sort of like a tower defense. You're onto something here. I like the energy of the animations and chaining deaths. If you could set that up yourself (like a weight above the ladder so they all die) <br/> <br/>I think you could gain some inspiration from play some of the popular ones. Maybe you could place some of the traps yourself? The pacing seems a little slow/tedious. <br/> <br/>The balls are hard to control. The weight picking is off - I think it should drop if you click anywhere on it (String or weight) as it's a bit finicky as is.
May 5 13:06:00 25h 40m Stoned Scarecrow Wonderful artwork (esp death animations) and it's super impressive to get gameplay with upgrades in this short amount of time. <br/> <br/>It looks like you've probably already addressed what I'm about to say in an update but I don't want to corrupt my rating. It's a bit slow and tedious - probably due to the way the shooting works. Picking each skill point is blind and represents a lot of effort(as in you don't know exactly what it will do). I tried damage and speed. I didn't get past the hands though. SFX are a bit grating, but they still add positively to the game. <br/> <br/>Having said that.. the hooks of rpg are working. I wanted to at least see what the leveling up did and it felt good to earn the points.
May 12 00:20:00 155h 14m Pencils and Salt I like the level building mechanic. I think the controls should just be movement and mouse or look at Minecraft for inspiration. Something like wasd/1,2,e &amp; mouse? <br/> <br/>I got stuck at the button in lvl2 which I assume removes the wooden plank (I spammed keys but no dice). <br/> <br/>Please upload source since it's a compo entry; I might progress past this if I could open it and see how that works.
May 12 00:30:00 10m 00s My Dear Pencil Having to memorize the positions after the first bounce reminds me of "leap of faith" issues - but it's very easy to memorize. So it ends up working and even being fun. <br/> <br/>I liked the sfx for hit, although the music could match up a bit better.