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Feedback comments for LD35
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| Timestamp | Since previous | Game | NightShadow0's comment |
|---|---|---|---|
| Apr 19 23:56:00 | Infinity Access | Interesting concept. I didn't get that you were supposed to protest to gain GBs until I read the description. It's also tough to see the GB size of the circles when you're rolling so fast with so many circles attached, especially since the size of the circles doesn't really correspond to their GB size. I do like the premise though, pretty funny. | |
| Apr 20 00:22:00 | 26m 00s | Chamane | Froze time, fell through the still ocean, looked into a tree and saw the other world. Had little idea if i was doing well, but mashing the spacebar seemed to trigger the rhythm section so i did manage to complete the rituals. Super surreal experience, technically and thematically impressive. Great work! |
| Apr 20 00:29:00 | 7m 00s | Amorphous Space Widgets | The square's movement is really interesting. I got the square stuck really quick, and led the triangle to its death; i'm sure there's something i'm not getting, but it's a neat premise nonetheless. |
| Apr 21 00:51:00 | 24h 22m | The Maitre D | Haha this is amazing, how do you even come up with this idea? Brilliant mechanic, allows for some pretty interesting puzzles, though i have to say that the jumping-higher-while-deflating thing feels very awkward. Really enjoyable all around though, great work! |
| Apr 21 11:50:00 | 10h 59m | Flow | Super interesting mechanic, plays really well once you get the hang of it and allows for a surprising number of neat puzzles. Great job! |
| Apr 21 12:52:00 | 1h 02m | Through Oneself | Whoa, this is super trippy. Really cool mechanic. Finding switches and crawlspaces was especially interesting; with the platforming i usually found it easier to just feel my way through it. Interested to see how you could expand it further. Great work! |
| Apr 21 13:04:00 | 12m 00s | SUPER SHIFTER | This is a brilliant concept, though i had some issues with it. Equipping guns on the second and further rows didn't seem to have any effect, so i just kept expanding sideways; the kickback on the shots felt a bit too intense, started to get annoying; i destroyed the boss's weapons pretty quickly, so then i had to just stand there shooting at the core for a while. I really like the idea though, it has a lot of potential. Nice work! |
| Apr 21 13:13:00 | 9m 00s | Limber | Nice concept. The controls are intuitive, but not easy at all; something that used both halves of the keyboard would've been easier, IMO. The aesthetic is pretty cute too, especially the animations. Nice work! |
| Apr 21 13:20:00 | 7m 00s | Disarranged | Hahaha i did NOT see that coming, amazing! That music! |
| Apr 21 13:35:00 | 15m 00s | De Skogen | I see what you were trying to do, but there's no real ambiance here, nor real exploration to be had, just the same thing repeated over and over. I like that you can walk between the trees as opposed to them being just a solid wall; i wish you would've done something with that, as temporarily losing myself in the forest was the most interesting part in this experience for me. |
| Apr 21 13:45:00 | 10m 00s | Morphling | Oh i love this! I had a super similar idea several jams back, even the aesthetic was similar, but this is so much better executed. If i have one criticism it would be the lack of checkpoints, and those springs seem to have been placed in exactly the worst positions to make you take damage every time. You might also be given too much all at once, it might have been better to grant the abilities over time. Super well done though, great job! |
| Apr 22 13:18:00 | 23h 33m | Geomorpher | Fun! The announcer got annoying really quick, and the first few levels were a little too slow, but it gets quite challenging once all the shapes are in. Nice work! |
| Apr 22 13:30:00 | 12m 00s | Crazy Race | The controls are pretty floaty (gamepad on standalone build), the boat seemed to handle best but having the flag cover so much of your view is a bit annoying. The track is way too big, i played for several minutes and never lapped, and if you crash once you'll never see another car again, making it quite boring. Some music would've helped too. The idea is interesting, but too ambitious for 48h i think. |
| Apr 22 13:38:00 | 8m 00s | SharpShifter : Buckle Up, Britches! | It's basically impossible to aim the gun, and punching doesn't seem to work. Couldn't tell what triggered the transformation, never seemed to work again after the first time. The shop UI is really confusing too, i couldn't tell if i bought something or not or what my current transformation time was. |
| Apr 22 13:53:00 | 15m 00s | Bortman | This is great, shifting from bird and shooting an arrow in midair feels super cool. Difficulty escalated a lot in the first level though, and dying in one hit is pretty brutal. Dying on level 2 respawned me on level 1, which i assume is a bug. I see a lot of potential here, nice work! |
| Apr 22 14:04:00 | 11m 00s | L.I.G.H.T. | Man, do the eyes never stop chasing you? Once i found the tunnel it was pretty simple, never felt the need to shapeshift from insect form unless an eye was chasing me. I see potential in the idea with some more intricate level design. Nice work! |
| Apr 25 00:37:00 | 58h 33m | Ocean Rig 452 | It's a little annoying that you can't do everything with the mouse, especially since the direction isn't apparent with the board's perspective. A reset button would also have been useful. Solid entry though, nice work! |
| Apr 26 00:39:00 | 24h 02m | SLAM_SHIFT | This is interesting, the tank controls took a bit to get used to but i enjoyed the challenge they presented. Turning into a ball and keeping the momentum is quite clever, too. I didn't notice there was a timer and was a bit disappointed when it went off though, maybe a separate mode without it could be fun. Nice work! |
| Apr 26 00:50:00 | 11m 00s | Private Tom, Dick, or Harry | Oh this is such a clever idea! So much potential, would love to see it expanded. Brilliant writing, too. Great work, full marks! |
| May 3 00:39:00 | 167h 49m | Prince Charmless | I like the main mechanic, super simple one-button control, works really well. The mirror part is... different. Not really my cup of tea. I can definitely appreciate the inventiveness, though, and the amount of content is impressive. Other than that, i just wish the upgrades persisted after the game ended. Nice work! |
| May 3 00:52:00 | 13m 00s | Square Peg in a Round Hole | Solid mechanic, though it does start to get repetitive after a while. I enjoyed the tonal shift of the narrative, and the "rough" aesthetic is very charming. Nice work! |
| May 5 00:17:00 | 47h 25m | Shape Struggle | You might want to add an epilepsy warning, those flashes are intense. <br/> <br/>Solid entry, gets repetitive a little quick, having the screen always so full doesn't really allow the game to show off the different enemy behaviors. |
| May 5 00:26:00 | 9m 00s | Chromeshift | Damn, that starts off quick and stays quick, might want to introduce a slower difficulty curve, or increase the rotation speed. I'm color-weak so i had a little difficulty with the colors, found them a bit too desaturated. Solid entry regardless. |
| May 5 00:45:00 | 19m 00s | windowframe | Oh wow, this is amazing, both from a technical and a design perspective. Impressive amount of content, too. <br/>It works perfectly with the fake window, but i had some issues with the real window where the game would slow down and the screen would keep flashing white; this eventually made the game completely unplayable in the second boss level where the screen is slowly descending. <br/>I really enjoyed my time until then, though. Brilliant work! |
| May 9 00:13:00 | 95h 28m | Bloodbearer | Could use more feedback when you're hit, first time i died it just suddenly restarted and i didn't quite know what happened. The collision box is a bit off too, you can hit the enemies from quite a bit away, especially the boss; once i figured that out, the game became really easy. Solid entry though, nice work. |
| May 9 15:54:00 | 15h 41m | Tremor | Very stylish, but it's really hard to make out the obstacles most of the time; i don't know if that was the intention, but it's more frustrating rather than difficult. A score counter would've been nice. |
| May 9 16:03:00 | 9m 00s | Aftertile | Cute artstyle, if a little inconsistent. It was not apparent to me at all that you could go into the walls for the longest time, the level design did not reflect that, there should probably be an impassable passage earlier on. Once i accidentally figured that out i found no reason to ever leave the walls for long, so the difficulty disappeared. |
| May 9 16:12:00 | 9m 00s | Ghost Bird | The world effect is supper trippy, it does make it tough to spot the spikes sometimes but it looks really cool. I wish there was audio, would've helped the atmosphere immensely. Nice work! |
| May 9 16:19:00 | 7m 00s | Fast Dungeon | This is absurdly difficult, the bats respawn too quickly and they shouldn't take more than one hit to kill, it's silly to have to grind for experience in a game like this. The controls are also too floaty for one-hit spike traps. I do love the graphics though, even if the attack feels over-animated. |
| May 9 16:29:00 | 10m 00s | Breaking Fat | This is pretty challenging, losing the key after you get hit is really frustrating, and you might as well just restart if you hit a skeleton at any point. I did make it through the first level eventually and the second one was more enjoyable to me, felt more like it had a puzzle element to it. Would've liked to see it expanded, the idea definitely has potential. Nice work! |