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Feedback comments for LD37
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| Timestamp | Since previous | Game | stuffedgravy's comment |
|---|---|---|---|
| Dec 11 22:15:00 | Not Enough Meatballs | my itch embed worked. You can get a LD-specific link inside the project embed settings I think. | |
| Dec 12 03:16:00 | 5h 01m | Space Attack | the embed is a little too large for the screen and I had dialogue size issues, but this was great! First LD game I played for a significant amount of time. The dialogue mixed between levels was awesome. I think there are some balancing changes you can probably do (shields seem kind of underpowered) but for a compo game this looks and feels great! |
| Dec 13 00:26:00 | 21h 10m | Tower of Doom | Audio sound effects are a bit loud and spammy. The gameplay is decent, but I'd describe the overall experience of the game as frustrating instead of difficult/fun. A great title screen though, and I like that there was effort put in for local multiplayer! |
| Dec 13 00:53:00 | 27m 00s | Orb Protector | That background tile needed to not have light speckles like that! <br/> <br/>Aside from that I didn't feel like there was a real punishment to letting your orbs go. You can camp out in a valley (valleys are easier to defend than hills!) and basically just sit there with 1 or 2 orbs for forever. <br/> <br/>I think instead of awarding a bonus for orbs, you should have implemented a punishment for letting orbs go. That would have helped keep the game more dynamic, and would have forced me to care about all orbs. Overall though, I enjoyed playing the game and played for more waves than I expected to! |
| Dec 13 01:01:00 | 8m 00s | Finding Home | cute ending and awesome graphics! The end location especially looked really good. Congrats! |
| Dec 14 00:17:00 | 23h 16m | The Crystals of Gingledoof | That was fun! The resolution of turns was not intuitive (I should have escaped the dynamite blast, but instead it hurts me and prevents my move!), and there were a few bugs with throwing that made it a little hard to predict what would actually happen with your turn. The controls also took some getting used to, but I enjoyed the fact that you had multiple enemy types and I enjoyed myself playing it! Also, the humor really helped with the overall game. |
| Dec 14 00:45:00 | 28m 00s | Life.exe | I enjoyed what I could of the puzzles, but got stuck after the first one. I would suggest a link that has a quick walkthrough for people looking to review the game! Of what I saw though, I enjoyed the humor and the puzzles seemed satisfying (911 was pretty crucial for solving the first, wish it kept giving you hints). The audio started getting a bit repetitive, but I don't think it's intrusive enough to get on anyone's nerves. This is one of the few game that I've seen that actually engaged with the theme outside of "we only coded one room"! |
| Dec 18 21:38:00 | 116h 53m | Alchemist Slave | The main challenge in this game is grappling with the way information is displayed.. Which is not ideal for a game that requires the player to learn/memorize a lot of information to succeed. For this game to succeed, you would need an easier way to get information, and then create some sort of constraint that keeps the game interesting (and avoid you being able to figure out the formula to win). It's definitely an interesting idea though! Haven't played anything like it for LD yet. |
| Dec 18 22:01:00 | 23m 00s | Gentleman's Darling | The room-changing animation is pretty wonderful. I don't love the way bullets work (it seems like my bullets hit walls or miss way more than the enemy's) but it worked well enough! I do like the reload mechanic a lot. The fact that there were static rooms took me a bit to even notice, and even after that it was annoying to potentially go back a room when you meant to go forward with the levers. Overall, it was an ok game. |
| Dec 18 22:26:00 | 25m 00s | Arcane Incrementalist | Reviewing the Jam version: If you're interested in making an idle game for LD again, then I would suggest having it be sped up significantly for reviewers (maybe a "review mode"?). I love the theme and art for this, but there needs to be more strategy to an idle game. The sanity/knowledge trade-off is a good start, but not enough to actually promote that many strategies or progression routes, and the grimoire purchases are just another step in a linear path. I see the potential though, and I'm sure not all of your ideas are in the game. Aside from that, the art looks wonderful and I appreciate the attempt at the genre. |
| Dec 18 22:52:00 | 26m 00s | Floor is Lava | I actually suck and can't beat the first level, but I still enjoyed it! This is a good way to fit the theme into a platformer. I think the character might have been better themed as a cat or some other small animal that can jump, though having a super-baby that grunts like a dude is pretty wonderful. The lava is definitely tense, though I think a slow rise would make it more impactful. Lava grows so quickly you basically don't notice it until you're dead. |
| Dec 19 00:37:00 | 1h 45m | Dungeon Market | I really liked the ambiance, and what you managed to do with the art assets. The gameplay was ok. If there had been more transparent info (how much the base cost of an item was to start with, if people were happy or upset with purchases, when bargaining was over, etc) I think I would have enjoyed it a lot more. It would have been nice to see something unique with the monster setting. I didn't see anything different from Recettear's bargaining. The scope of your game was well executed and polished, though, and for a game jam this is a great effort! |
| Dec 19 00:49:00 | 12m 00s | Cursed King's Court | This NEEDS to be turn based. It's way too frustrating as a player to have to click that fast while barely reading your cards or knowing what you'll be doing with your clicks, especially when the game looks like it has some awesome strategy options. I love the art and the music fits well. It's also a good sign that I have that strong of an opinion of the turn-based, since you actually had me engaged! Overall, I think this is a great game. Don't think it fit the theme very well, though. |
| Dec 19 01:00:00 | 11m 00s | Tamagogeek | In two days I became a master and my skills were so amazing I could sysadmin at any company I wanted to. I also ate 20 pizzas and read 5 books. The scale of a day seems a bit off :) <br/>This game was very fun! It was pretty simple, but the job progression saved it. I enjoyed myself a lot! Congratulations. |
| Dec 22 01:27:00 | 72h 27m | A Matter of Time | Was fun! The gameplay was a bit simplistic and the boss behaviors didn't change that significantly, so you basically had one set of behaviors you performed for all of them (or at least until bomberman, where I couldn't go further). I liked the grpahics and the music and sfx were perfect, though! |
| Dec 22 01:47:00 | 20m 00s | Cancelled Refuge | So much fun to play! And the looping was a great way to keep to the theme. This is one of my favorites so far, congratulations! Very polished presentation with interesting gameplay, what more can you ask for? |
| Dec 29 19:14:00 | 185h 27m | CORE | This was an awesome mechanic! <br/>I think better instructions would help significantly, but once I understood how to move and shield, it became very interesting. Good job! |
| Dec 29 22:24:00 | 3h 10m | Idle Office Simulator | Not a lot of variation for a clicker game, but the visual upgrades definitely saved this. I played (almost!) to the end. I think there's some balancing issues, since passive income was pretty outclassed by clicking, so there wasn't really much of an option until the very last 2 before engines. Also, not sure what's going on with the carpet, it seems to be scaling way too fast and the texture is all glitchy. |
| Dec 30 19:38:00 | 21h 14m | The One Room Experiment | Great aesthetic and fun to play! The game was balanced very well, and the platforming was surprisingly clean (I was worried the top-down perspective would cause me headaches, but I never felt like the game was being unfair when I ran into spikes). The level design really elevated this game for me. The combat mechanics are pretty simple, but the placement of pillars and spikes made each room different enough, and the difficulty escalated at a steady pace. Good job on that! If this game had a combat/movement mechanic that encouraged strategic choices I would have given this a perfect score. |
| Dec 30 19:54:00 | 16m 00s | levelone | Best narrative in a game so far. The controls were a little raw, but that fits the story perfectly. The only thing that felt out of place was the bg music, especially when compared to the narrative/story/sfx. But if all I can find to complain about is the bg music, you're in a great spot! Congratulations. |
| Dec 30 20:06:00 | 12m 00s | Walkie Talkie | The text version of that draw-your-bike flash game from a few years ago! This is very cool, and was a refreshing take on the theme. The ascii features are really cool. My ONLY constructive criticism is that I wish there was a bit more vertical whitespace between messages, so the platforming isn't as cramped (but I can also see how that would affect the look of the chatroom negatively). Amazing job! |
| Dec 31 18:05:00 | 21h 59m | Unfinished Shaman Game Demo | Unfortunate that this was unfinished, since I see some cool potential here! The art style is beautiful, but I'd recommend working the other direction next time (get the clicking parts working first, then make pretty art). I liked the animations, and I appreciate the attempt at making fire-building more interesting (at least hypothetically) by having it use both moss and wood. You should consider doing the Jam with another person so you can focus on drawing and animation! |