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Feedback comments for LD34
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| Timestamp | Since previous | Game | Bumblepie's comment |
|---|---|---|---|
| Dec 14 09:19:00 | Peon | I really liked the style of the sprites, they were simple and effective, and really good for something made from scratch during a jam. Really good use of both themes, I feel like using the two buttons contextually for a number of different minigames was a great idea! The minigames themselves seemed a bit easy, as for the crystals and fishing one, you could just hold Z and win, but the wood chopping one was a nice simple timing minigame. I think that this game had a great concept, but was hard to execute on given the time limit on the jam (so scope had to be small). I really think this could be a great game if the two-button restriction was taken away (to improve usability) and with more development time. | |
| Dec 14 09:32:00 | 13m 00s | The Crazy Ball | Okay, I'll start off by saying that I really like this game. It is really well put together and has a clean aesthetic that doesn't distract from the gameplay. However, I do have some suggestions for improvements if you'd like to take this further: <br/> - Really run with the sound idea, base level design around creating music <br/> - Take out the scoring aspect and make the mazes more puzzely (if that makes sense) rather than a trial and error physics kind of thing. On that note, <br/> - Add a bit more variety into the gameplay through things like zones where you can't place lines, or areas/enemies that kill the ball. <br/> <br/>Like I said, I really enjoyed this, and would love to see what you do with this in the future |
| Dec 14 09:48:00 | 16m 00s | Santa Claus Down | Love the look of the game, especially the crashed sleigh at the start, very cute. I think this game could do with a bit more direction, perhaps if you were going around a set map with boundaries, delivering to specific indicated locations it could help give a sense of purpose. I felt like I was fighting the controls a bit, but it did make tail swiping cars more satisfying. As it was, tail swiping cars was really the high point of the game. I think this game could really work as a high paced drive around tailswiping cars and delivering presents to a destination kind of game. I couldn't find the grinch unless he was one of the default cars. |
| Dec 14 10:36:00 | 48m 00s | Growing experiment | It plays quite similarly to agar.io, and perhaps could have worked better from a top down perspective rather than a 3rd person one. I found that it was a bit difficult to control with the mouse, and extremely difficult to shoot enemies as you had to hit their heads and they moved so fast. That said, it is well put together and the enemy AI is good for a game made in 48 hours. |
| Dec 14 10:49:00 | 13m 00s | I've Bean Stalking You | I love the visuals for this game, it really is pretty. I also enjoyed the idea behind it, it was an excellent and innovative use of the theme Growing. With a bit of tuning, the platforming and charge mechanic could feel more intuitive and make it fun even without being able to take damage, and with dynamic enemies this would be a really enjoyable game. Like most game jam games, it comes down to scope, and it is really hard to reign that in during the short time allowed. Would love to see further work on this concept and visual style. |
| Dec 15 06:35:00 | 19h 46m | Spirit Serenade | I love the idea for this game, and it's clear you guys put in a lot of effort, the variety of enemies is great! The game is gorgeous, very visually striking, but extremely difficult. I think most of the challenge came from the controls: I think perhaps locking the player's direction to pointing away from the nexus could help, as I don't think the aiming of the sword really benifits the game. I'm not entirely sure of the value of parrying, I think I blocked a ranged enemy's shot once, but couldn't do it again and had to watch as it took my nexus down from 76 to 0 by itself. Is the ranged enemy Satan? Cause it's hard. <br/> <br/>I think that aside from balancing, this game could really be improved by locking the player's direction away from the nexus and adding a small knockback to the enemies you hit so that your weapon has more punch to it. And make parrying a tiny bit more forgiving. <br/> <br/>Overall though, great effort, can't wait to see what you guys do with this and look forward to the balanced version you guys say you're putting out soon :) |
| Dec 15 06:46:00 | 11m 00s | American Excess | Love the graphical style of the game and the voiceover, they were very cute. Really interesting mechanic to use the two button theme, and I guess your goal was to grow your debt, so well done on using both themes! If I had one complaint about the game, I guess it would be the lack of variation in gameplay. It would be good to have perhaps a security guard or debtors you have to avoid, or something. Really enjoyed the humour of the game, good job! |
| Dec 15 06:56:00 | 10m 00s | Strong Like Orc | I have to say, I do really like the rough graphics, I think it really fits the theme of the game well. The ambient sound is also really good, I think it helps you get into a zone of smashing crates and jumping really well. I think you guys did a good job of locking down the core mechanics of jumping and smashing crates, because both felt satisfying, and it was great to be able to chain them together. I think something that I would like to see in this would be a score or combo meter that could go up as you smash more boxes in a shorter space of time, or something to add a bit of variety into the gameplay. Seeing a X4 multiplier or something coming out of the smashed boxes would really nail down the game feel, and showing the score going up could help give the player instant feedback on their performance, and help give it a spectacle fighter kind of element. I am really curious as to how you guys did the procedural generation, was it preset pieces fit together or randomly spawned walls? I think they both have benefits, but the former could really help make the level design flow more if it's not already in use (as well as take out some awkward situations where it's impossible to progress). Overall, I really enjoyed this, great job. |
| Dec 15 07:17:00 | 21m 00s | Build Town | This is a really nice effort, it is really difficult to try and create an ecosystem kind of game. It has a great ambient mood, which is helped by a great choice of music. I can see this game being great to just chill and waste time with. I think there's a bug at the start cause it said I only had one person, but there were two, only one of whom could collect things? Perhaps it's because I checked out the tutorial (which spawned two people) before checking out the main game. I think this game would be greatly improved with a cleaner visual style, but that is understandably hard to achieve in such a short space of time. Good work! |
| Dec 15 07:56:00 | 39m 00s | Super Stones | This is so ridiculously polished, so great job on that. The visuals are so cohesive and extremely well done, the effect of scrolling with the land coming up/going away was very impressive. You guys did a great job of setting a small scope and nailing down a simple core mechanic. Overall, this is a great, really polished entry. I am terrible at it, I wasn't able to get 1,000 let alone 25,000 to unlock a character! If I had to come up with a single improvement, I think it would just be that there isn't much variety in the gameplay, there isn't much to keep someone playing over and over. Adding in some modifiers like areas to avoid could help this. As well as that, the controls can be a bit over sensitive, so it is a bit difficult to control yourself (although that is probably intended). Overall, an extremely clean and impressive game, you guys can be extremely proud of yourselves. |
| Dec 15 08:33:00 | 37m 00s | Vines of Darkness | This game absolutely blew me away. It really is amazing for something made in such a short time! What got me most was that I was constantly learning about the mechanics. I didn't notice the help tooltips next to each resource, so I had to figure out what each of them did myself. I really like the subtelty of the mechanics, it reminds me very much of a recent game called Kingdom in that you more give suggestions to your helpers rather than directly controlling them. I learned a bit later in the game that unflagging all the resources would not recall all my helpers who would then help me clear the base of weeds and would instead result in them just waiting in base. Oops. Another great thing about this game is how well it captures this sense of paranoia about the vines creeping in, and the inevitability that you will get surrounded by them. The music and simple but effective graphics really help drive this home. I do have a couple of suggestions, mostly to do with the helpers, as they could be a bit unhelpful at times. It would be great to be able to direct them to clear an area, so like being able to mark an area for them to clear similar to marking resources. As well as that, I think having a lose state is very important in this, it helps to have payoff for all the paranoia. I think the base getting engulfed in vines would be appropriate. And a day/night cycle would help set the mood, and perhaps offer opportunity for variation in gameplay, with vines growing faster at night , making it harder, and letting you explore at daytime. This is almost certainly my favourite game so far, and one of the few i would come back to and play again. |
| Dec 15 08:49:00 | 16m 00s | RITUAL | Really great atmosphere, a really simple but effective way of storytelling. I love the simple graphical style, and the music was chilling. This game is amazingly well presented. My only problem with it would be that the gameplay is a bit lacking. I did a second playthrough and deliberately tried to fail, but could only be killed by the bandit. Don't get me wrong, it's scary to go off the path, but if something happened on the second night or something if you broke the rules, it would make the game so much more effective. Or be able to break the rules and explore. Overall, a really good interactive story, less good game. |
| Dec 15 08:54:00 | 5m 00s | Grow, Flower! | Really nice atmosphere, I enjoyed the background, and the music (although perhaps a more chill piano theme might fit the gameplay more). I liked the visual style with the exception of the raindrop, I think the main focus of the game should probably have a bit more emphasis on it. The gameplay was nice, if a bit simple, and would benefit from a few varying levels or something to add variety into the game. Really good job for a first entry though! |
| Dec 15 09:02:00 | 8m 00s | Punch Beat | Absolutely gorgeous visual style, and the music was great. I enjoyed the simple gameplay mechanic, which makes good use of the two button theme. I also thought it was a really good idea to put a combo in with timing so that button mashing isn't as effective as carefully timing punches. I had a couple of issues where the detection of punching seemed a bit off, enemies on the other side of the screen would die, or enemies on top of me wouldn't get hit, but this didn't detract too much from the experience. I think a couple of things that would really bring the game to life would be to add the ability to knock robots into each other with the combo punch, and to really nail the explosiveness of the visual and audio effects on successfully landing punches. I'm talking explosions, fire hands, make it really satisfying to land the punches. Overall a really impressive effort. I would probably play this on my phone with a bit of cleaning up. |
| Dec 15 09:13:00 | 11m 00s | Nunsaram | I really like the visual style of the game, it's really cohesive and cute. Love the snowman. I think the scoring might be broken, it didn't stop going up for me. I'm not sure exactly what the AI of the people were doing, but they didn't seem to chase me. It was fun for a bit, just chilling (pun not intended) and going around getting bigger. Eventually I started chasing people down since they weren't trying to stop me but I couldn't eat them and they didn't kill me at that point. I think it was intended that you're supposed to stand still so that the people dont detect you, and if they do, they chase you down, and I really like that idea. |
| Dec 15 09:33:00 | 20m 00s | SAAAM | I played through 2 of the endings, an I have to say that this game probably has the best atmosphere of any I've played so far. The tension created through ambient sound and grungy visuals really sold the game for me. The voice acting quality was well above what I would expect for a Ludum Dare game, and the writing was mostly funny and well done. I would like for a bit more gameplay than a few binary choices (although I do see the theme connection), but overall it was a really enjoyable and impressive interactive set piece. |
| Dec 15 09:46:00 | 13m 00s | Kudzu: I Can Grow Forever... | I really like the use of both themes here, the controls feel natural with two buttons, and the growing theme is used extremely creatively. It is a lot of fun watching your trail grow and change the background of the level. I would suggest upping the difficulty a bit, either by increasing the rate at which the bugs spawn or perhaps more thematically, by making you go ahead of the sunlight and have your leaves get the sun. This may be hard to implement, but would be really cool to see. Overall, a really great, creative and atmospheric entry with a good core mechanic. |
| Dec 16 06:19:00 | 20h 33m | Yggshroom | This game is really polished, I really like the simple visual style and the sound effects. They work well to give it a charming mood. The gameplay seemed balanced quite fairly, I failed a few times because I was too careless about getting hit by meteors, but once you realise that the most important thing is dodging them and you don't really have to worry about the generator dying (because you can just heal it), it's not very difficult. One suggestion I have is to make the plant decrease in size over time, to force the player into a more active playstyle where they have to risk getting hit in order to grow the plant, rather than simply healing the generator and waiting for a gap in the meteors. As well as that, perhaps something could be done to put a bit more variety into the gameplay, perhaps enemies being more likely to spawn opposite to your side, or multiple types of enemies? I found that more often than not, they would just spawn under me and die immediately. Overall, this is a great compo entry, with a nice simple concept that was executed really well. |
| Dec 16 06:28:00 | 9m 00s | SpaceSnake | I really like the polish of the game. The visual effects on the snake and the background music really helped the mood of the game. Insane mode was extremely difficult, as it was hard to loop back on yourself due to the slow controls and fast speed! Overall, while not innovative, the execution of this game is really good. I would like to see some more features like enemies or walls or something added to increase the variety in gameplay. |
| Dec 16 06:42:00 | 14m 00s | Asteroid League | I love the concept behind this game and games like Rocket League have shown this kind of game can be really succesful! I found the controls extremely difficult, particularly trying to set the direction, I ended up rotating left then right then left over and over again, perhaps increase the damping, or have an option to, or even make tapping the button opposite to the direction you were previously going stop your direction rather than start turning you the opposite way. This game is very fun with friends, but I think it could be even better with powerups, obstacles etc to mix things up. Also, I think the audio is a little bit grating and takes away from the game a little bit. Still, it is great to see a multiplayer game in the Dare! |
| Dec 16 06:46:00 | 4m 00s | Puzzlerun | The aesthetic appeal of this game is great, the pixel art has been really impressively done. The mechanics of this game are also simple but effective, and it is a great concept behind it. As well as that, the procedural generation of premade parts put together ensures consistently well generated maps rather than impossible random layouts. One thing this game suffers from, however is a bit of lack of clarity in the mechanics. I found it difficult to internalise that going down into a gap or an enemy would kill me, but that going sideways into them was fine! As well as that, the levels generated did get a bit repetitive due to the limited number of premade tiles, but that should be easily remedied with more development time. Really like the idea behind this game, good job! |
| Dec 16 06:56:00 | 10m 00s | Nebular Worm | I really liked the variety introduced into the gameplay from the enemies. They really made the game more enjoyable. I also enjoyed the rainbow visuals on the snake, and the controls were tight. I remember seeing a game (made by Nocturne I think for one of the GameMaker Community jams) in which you had to constrict larger objects to eat them, and I think that could be applied here to destroy the larger asteroids. Or cut through them or something, it just looks odd to eat a giant asteroid! Background music would be a great addition. I think with a little more polish, this could be a really great game. |
| Dec 16 07:02:00 | 6m 00s | Just a fatty cat | The graphics of this game are absolutely adorable! The music also helps set a really nice chill mood. The controls really helped add to the difficulty of this game. I think it would be really good to perhaps add in a katamari damaci style thing where once you get big enough, you start eating the trees, and so on, changing the visual style as you go on. It was a bit unintuitive to do so with the dogs, perhaps they should change sprites when you can eat them? Nice, chill game. |
| Dec 16 07:11:00 | 9m 00s | WALKER | Well, I got to the end, this could be a nice interactive story game with a bit more work. I can see where it gets its name, the guy walks so damn slow! might want to turn that up a bit, it's very frutrating. I like the pixel art for the game, well done. |
| Dec 16 07:19:00 | 8m 00s | Fatness - The Epic Buffet Journey (Read Controls) | Really simple endless runner game. I liked the main character's visuals. I think the controls make it a bit hard to play, they are really quite unintuitive at first. |
| Dec 17 10:55:00 | 27h 36m | Hope | I enjoyed the simple nature of the game, you did a good job of setting the scope, coming up with a core mechanic and focusing on that. I also liked the visual presentation, it had a really charming quality to it. The gameplay was a nice boss fight kind of thing, it was challenging but fair. I think it could be improved a bit if you couldn't shoot while repelling, as otherwise there isn't really a choice, it is always better to be repelling than not to. As well as that, I think there could be a bit more clarity as to what things do. It was a bit unclear what I was supposed to be shooting, if it was doing anything and whether saving the black balls was damaging me or the enemy. I think some audiovisual feedback could go a long way to improve the playability of the game. Overall, a nice entry, well done! |
| Dec 17 11:15:00 | 20m 00s | Decider in Chief | A really simple text-based adventure, it had a good sense of humour and was easy to play. I would have liked to see more depth, perhaps a longer campaign where your choices earlier affect those later rather than being a kind of decision tree. |
| Dec 17 11:42:00 | 27m 00s | Cultivate | I actually played through this several times (5+). This is easily the best story based game I've played so far, the writing is engaging and really personal, it makes me want to know more about what's going on, even with the limited information. I can see why there's the whole "empathy increases by 5" thing, but it does kind of cheapen the experience for me. And it's difficult to quantify 5 empathy, it doesn't really mean much to me (although I can see it affects things later). I also think there could have been a bit more payoff at the end of some of the arcs, especially Simon's. James' ending was good though, nice and simple. There is a bit of false choice in the game as well, which does make the meaningful decisions stand out more but is a pain for multiple playthroughs. But that is all just nitpicking because this is a great effort, especially considering the restrictions of the compo. Great work. |
| Dec 18 08:32:00 | 20h 50m | Growing Ice | I really enjoyed the visual style of the game, the pixel art was impressive, and a good level of detail was put into the main aspects of the game. The endless runner mechanics were solid, but I think a few design decisions could have been better. One example is the monsters which you have to be the same size to kill, it feels strange taking a hit from a tiny monster when you are so massive, and the icicles already give you an incentive to shrink. As well as that, there wasn't really an incentive to go fast, I think that perhaps slowing down enough should also lose you a life, as it could really help the pacing of the game. This could also show off the monster better, and make it feel like more of a persistent threat rather than a reminder of your health. Overall a great job though :) |
| Dec 18 08:44:00 | 12m 00s | BREAKING MOUSE :) | A simple game, with simple mechanics executed well. The game had visual appeal and offered an uncomplicated kind of fun. I think the game could be improved with a few different enemy types for some gameplay variety, and the collision of the bullets with the enemies could be tightened up a bit. The game definitely has character, I love the little things, like the aliens falling out of the ships! |
| Dec 18 08:58:00 | 14m 00s | FUN BUNNY SQUID MASTER | This game is super polished, especially for a compo entry. Nice job on the presentation! The gameplay was also simple and compelling. However, I felt like there were a lot of situations where I couldn't do anything against the enemies, possibly due to random spawning, possibly due to my position on the map. Really good effort. |
| Dec 18 09:15:00 | 17m 00s | Spirit Hearts | This is a really well polished game, the visual style is gorgeous, and the sound design is beautiful. The level design does a great job of teaching players mechanics and then combining them in interesting and unique ways. The main gameplay issue with this entry lies in the camera. It's really difficult to react to enemies coming from offscreen due to the way the camera drags behind the player. I see what the idea was, to ensure smooth camera movement, but when the player takes up so much of the screen, and they're so far towards the edge, it can be an issue. As well as this, it does make the situations with blocking the lasers with the box more difficult in an unnecessary way. I don't see how either of the themes was used at all. A great game for 72 hours work, but not an amazing jam entry because of that. |
| Dec 18 09:26:00 | 11m 00s | Orbital Panic | I like the concept behind the game, it's a clever idea that fits both themes really well. However, I think the execution fell short a bit, here, it is really difficult to make something like this easy to control, and it is quite hard in this game. The physics kind of felt a bit off, which kills the game a bit for me. Would love to see this with more dev time. |
| Dec 19 06:44:00 | 21h 18m | Frolf | A nice simple game. Good use of the two button controls restriction. Would like to see more levels. |
| Dec 19 06:51:00 | 7m 00s | Shoot the Moon | I like the use of both themes. It has a simple and fun core gameplay mechanic, the only issue I would have with it is the lack of variety in gameplay. Perhaps add more targets worth more points, or even negative points in order to make aiming more of a decision and less just shoot and hope. |
| Dec 19 07:08:00 | 17m 00s | Help!!! IM A CACTUS!!! | The game has a simple charm with easy to learn gameplay and a good use of the growing theme. I think this could be better with a cleaner UI and a bit faster gameplay. |
| Dec 19 07:26:00 | 18m 00s | Adder & Squoji: Daily Grind | I really enjoyed the simple charm of the game. The story and visuals were cute, and kept me playing, and the gameplay made good use of the two button restriction. One thing I noticed was that you could just press both buttons, and you would land in time to dodge the next guy, so you didn't really have to predict or react to which way the enemies were going. This can be easily remedied through changing the timing of the enemies though. Good entry! |
| Dec 19 07:40:00 | 14m 00s | Fellowship | I really enjoyed the creativity of this game, the idea behind it was really great, and the simple graphics didn't detract from the gameplay. However, the camera movement really made it difficult to click on things, as the mouse's position in the world would change as the player moved. In particular, there were some sections where you had to click as the player was in the air, which was extremely difficult. This could be addressed by either slowing down the gameplay a bit, or giving the player some leeway before the camera starts following him. |
| Dec 19 07:53:00 | 13m 00s | Spectral Sprinter | A nice simple endless runner. I like the way two button controls were used to do several things, but it did feel a bit odd, I kept trying to jump while phased. I think the platforming design could be improved a bit, perhaps by introducing slopes rather than blocky levels. It was really annoying to get caught on a one block high wall. I like the simple aesthetic though. The music was great, especially for 2 hours work! |
| Dec 20 04:06:00 | 20h 13m | Milgram | Story games like this one always impress me. I have no idea how people manage to find the time to write stories during the short time in the jam. I would definitely recommend that everyone tries to find all 3 endings, or else you won't really appreciate this. One suggestion would be to be able to skip some dialogue you've already listened to. |
| Dec 20 04:38:00 | 32m 00s | Mount FuJ | I really enjoyed the visual style, and it was funny how the music and mood of the game was really chilled out despite being about a volcano. The gameplay was simple but effective, and it was great how it was challenging despite the simplicity. One improvement I might suggest would be for more enemies with greater health, or with a minimum time between shots, so that you have to focus down some enemies. Overall a really fun game. |
| Dec 20 04:58:00 | 20m 00s | Simultaneism | A really great entry, similar to multitask. The difficulty grows really quickly, and it is a lot of fun to try and beat your high score. It does a great job of making you feel like you're improving, and each time you die, you really want to do better, and focus on the minigame you failed, making you die on another one! A really fun game, great work. <br/>My Highscore was 89, although that was slightly because it bugged out when I was at 60 something and let me start from 70 despite not reaching it already. <br/>https://gyazo.com/343d3c8d2c42ddd9b6ffd4c4667c2109 |
| Dec 21 09:26:00 | 28h 28m | Dryad | I really enjoyed the art direction in this game, the level select in particular stood out to me as being really creative and clever. The mechanics of the game were also quite creative, it was a refreshing take on the platformer genre. However, it was let down a bit by the controls which seemed a bit inconsistent and sticky. I would really like to see this with more development time, cleaner controls and more levels. |
| Dec 21 09:30:00 | 4m 00s | Nukaland: corruption | This is a good first effort, and I think you can take away some really valuable lessons from this experience and apply them to games you make in the future :) One thing I noticed is that you move a lot faster diagonally than straight up or down, which I believe comes from the horizontal and vertical velocities just being added to each other without scaling down afterwards to have a consistent magnitude. I think this could be a step towards balancing the game more in the players favour, as you can make the enemies slightly slower than the player so that they only catch up if the player makes a bad decision about where to go. I really enjoyed the creativity in this entry, and would really encourage you to keep making games! |
| Dec 21 09:33:00 | 3m 00s | Lumberjacks Must Die: The Story of Treesus | I like the creativity behind this game, I think it's a great idea that could be made into a really interesting game. I would really like to see that brought into the game mechanics. It would be really interesting, for example, if it was more of a stealth game: you had to sneak around the lumberjacks, and if you moved in their sightline they chase you and try to cut you down, but you could kill them from behind and stand still to pretend you're just a normal tree. I enjoyed the visual effects added to give a bit of feedback. |
| Dec 21 09:43:00 | 10m 00s | Blood Cleaner | A really creative use of the tow button theme in order to provide a really varied gameplay experience. It was really clever to allow the player to rotate to change weapons. I think the difficulty could be lowered by a substantial margin initially, and then slowly increase it, as it becomes a bit too bullet hellish before you really get to grips with the controls. |
| Dec 22 07:44:00 | 22h 01m | Snake Dungeon | I'm really impressed that you made an editor, that's a great achievement for such a short competition. I like the idea behind a more claustrophobic kind of snake, with narrow winding hallways etc, but I think the level design could be improved a bit. I can see that you were doing things that are fun for a game designer, like hiding stuff behind the player's spawn rather than things the player would enjoy. This is an easy trap to fall into. I think the game would also be better if growing affected the gameplay in some way rather than being purely visual. This could really work in the game's favour as it could become a puzzle based game where you have to figure out which diamonds to collect in which order so that you aren't too big to navigate the maze properly. |
| Dec 22 08:10:00 | 26m 00s | Solar Fly Trap | A nice simple game with good use of both themes. While the visuals vary (there are three distinct stages), the gameplay doesn't really have a lot of depth. I would really like to see multiple types of enemies. |
| Dec 22 08:30:00 | 20m 00s | Empyreal Roving | I really think this game is fun, a very good take on the two button themes. As others have said, it is a bit too difficult, bordering on impossible due to having to restart from lv 1 every 3 deaths. However, I believe the issue lies not in the damage taken, but in the lack of inertia of the ship. This really made it a little too difficult to control, especially to turn around and go left. Overall quite a good effort for the jam. |
| Dec 22 08:44:00 | 14m 00s | Sumo Master : The way of the sushi | A really creative use of both themes, love the concept behind the game! I think the eating phase could possibly be a bit harder, perhaps add in some sushi that has gone off that the player has to avoid? Conversely, the combat phase s really unforgiving. It's brutal. I think the visual feedback could be made clearer, and this would make it much more playable. |
| Dec 27 00:18:00 | 111h 34m | Melissa - A Game of Choice | Man, that was a little messed up. Not my kind of game, but I can see why people would find it compelling, so I rated it based on that rather than my own enjoyment. The production value is very high which is impressive. |