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Feedback comments for LD38
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| Timestamp | Since previous | Game | tcstyle's comment | |
|---|---|---|---|---|
| May 2 07:02:01 | Bunosphere | ♥ 1 | Pretty fun! I think I still have one puzzle left that is time related (?). It ran a bit slower for me when there were a lot of trees, but pretty visually cool. Perhaps having the player collect the carrots verses just revealing it, but that's pretty minor. Great job! | |
| May 2 07:15:10 | 13m 09s | Paisley Princess | ♥ 1 | Really nice! Like the boiled down mechanics and progression. One thing I did do was buy the first shield and then pick up the crap shield which replaced it, but wasn't hard to still progress. The alternate fighting texts were pretty funny. Also found the secret passage. :) |
| May 2 14:36:26 | 7h 21m | The Tipping Point | ♥ 2 | Very interesting! The UI visuals were nice. I could only get up to around 190 people though before people started to forget about me. Walking around and seeing people highlight was nice, but going back to individuals didn't seem to have any immediate feedback for me - I was thinking maybe the radius of influence of getting to know people would increase or so. I would have liked to see the lvl of friendship as well. Pretty good experiment though! |
| May 2 14:56:19 | 19m 53s | Monolith | ♥ 4 | Hey, really nice visuals! The lock-on system did take a bit getting used to as it would move with your controls, I wonder if removing the cooldown for the lockdown would actually make it faster paced (then you can have more bullets and just slowly buildup the lockdown in glimpses of openings). Or perhaps just adjusting the speed of the cooldown. It was also hard for me to determine where exactly the bullets and the player were in space making it harder to dodge things... it is interesting to think about in terms of how the player and bullets map to the 2D plane. Maybe having the bullets that are close to hitting you turn a certain color/tone? Anyway great job! |
| May 2 15:22:54 | 26m 35s | Depth Gun | ♥ 0 | Visuals are pretty nice! Like the simulated 3d/billboarding effect. It was hard to aim without the lockdown, though the rectangle for the orientation of the "screen" helped. It was also a bit hard to tell when the bullets hit you, maybe slower bullets? Or have the bullet change as it gets closer? Anyway pretty cool, nice job! |
| May 3 09:03:17 | 17h 40m | Path of the Rabbit | ♥ 0 | Enjoyed it, though there were times I would be at the edge and at the whim of the rng, and would die waiting for the right tile. Some of that also seems to be just placing the tiles more strategically. Feels balanced towards a bit longer play times. Good job! |
| May 3 09:18:34 | 15m 17s | Enlarge your planet ! | ♥ 2 | Was able to get to 99.771% with a score of 532905. It's an interesting modifier on the idle clicker, since if it's going too fast or if you're not paying attention, your planet will explode and you will lose. Some things could use better feedback though, like knowing how much each thing cost and maybe warnings when you get close to 100%. Could be an interesting subversion of people's expectations of idle clickers now and designing against those expectations. |
| May 3 09:26:27 | 7m 53s | Tiny Battle World | ♥ 1 | Pretty polished, and really good job with the networking! It looks like I joined a game with an idle player (I suspect perhaps people are sleeping and just have someone in there so the game starts). The pixel art is nice too. I will try and come back to this! edit: Someone was on this time! Pretty good moments of trying to read the opponent and timing the dash attack. There does seem to be a bit of lag with the input, but you can sort of compensate that for trying to space out or read your opponent. I think favorite moments is pushing an opponent off right after they dash and miss you, or pushing an opponent off when they try to collect a powerup. |
| May 3 12:30:27 | 3h 04m | Solitary Freedom | ♥ 1 | So difficult! The timing of landing on retracted spikes is pretty small. I was able to beat it though! My time was 18.135. The art is pretty interesting, is it some of of pixel interpolation scaling thing going on? UI-wise, the health meter I think could have been made much bigger because it was a bit hard to see. In general it was readable, but as mentioned the color of the text could be adjusted so it stands out more. Good job! |
| May 3 12:46:00 | 15m 33s | Sillyzilla Rampage | ♥ 0 | Pretty fun! I would've liked more progression with the play, perhaps weird stuff like adding more limbs or bigger things to destroy or increasing limb speed? Pretty interesting with the extending limbs and how that's being drawn. I destroyed all the cities on the screen, it after that it was just slowly dying to the planes and tanks. |
| May 3 13:00:20 | 14m 20s | FoodCo | ♥ 0 | Game doesn't work for me on Windows, says it's missing OpenAl32.dll. Coincidentally I tried copying over that file from another love game I had downloaded from ldjam, but that still didn't make the game work. |
| May 3 13:16:06 | 15m 46s | A Perfectly Lovely Expedition | ♥ 3 | Pretty fun! The controls took some getting used to, but after I got that s was used to interact with things I just pressed it everywhere. I also though I needed to press s to dig, though after a while figured out down worked. I liked the item progression here, though sometimes the functionality of the item wasn't so clear. I thought the ore was going to be used to make a weapon, so the blue cloth (I guess metal plating?) wasn't clear to me for example. Also there was a battery symbol, but the battery was like a yellow light, so I didn't know for sure it was the energy source (though it wasn't too hard to figure out, but the visual language could just be more clear). Nice job! |
| May 3 14:00:56 | 44m 50s | RASHLANDER | ♥ 2 | Yeah, super hard! Love the visuals and the FX though. I got to level 2, and almost was able to land, but the gravity from other things was too hard to adjust for. In general, crevices and gaps between two things were too hard for me too account for in terms of control and working against gravity. I liked how the shadows and floating things gave a much better sense of movement though. |
| May 3 14:46:56 | 46m 00s | Flovala | ♥ 2 | Art was great! I would've liked the controls to be a bit better, or perhaps have a sense of progression where the smaller I am the easier I can move or so. Seems like there's some story with the growth as you turn into the eye thing, but it's not explained and also why the enemies swap is not explained either. Anyway pretty cool! |
| May 4 11:20:38 | 20h 33m | Clash of the Fungus | ♥ 1 | Pretty interesting! Took me a bit to figure out that the wind was really important. I do wonder how the fighting could be different between the different characters - perhaps the size of mushrooms or different effects. Definitely changes up the fighting conventions and adds a lot more anticipation. I think varying up how the defense is done would be really important since there's no movement. Good job! |
| May 6 15:59:16 | 52h 38m | The Deific's Guide to Creating, Exploiting, and Destroying Pocket Worlds | ♥ 2 | Really cool idea! I think it took a while to get, but after awhile was able to figure out there's a collecting phase. Played full screen at first, but the movement was kind of laggy making it hard to collect things so I just played in a window. Was able to get around 10 elements after playing around 30 min. I had collected a lot of the body element so I had an abundance of that, which in turn made it harder to get things like soul since I had less of that and was much easier to walk into body elements. I think I would play it again differently where I might get a lot of the base three elements first before slowly stacking on the new elements, the walking around and just randomly collecting things might actually end up making the play longer (though you have to do that for figuring out possible combinations). Would there be any loss in grouping elements together for the discovery? Anyway nice job! |
| May 6 16:13:47 | 14m 31s | Get Rekt | ♥ 2 | Interesting dodging game! The hitboxes on the white squares felt a bit big, but the dashing was pretty clear. The progression was pretty interesting with the yellow dots and the giant white chunks, though it took me a bit to get there - haven't survived past that part to see if there's anything else, but could be cool to expand upon with different spawning patterns. Starts to get in that bullet hell kind of feel, though you're also collecting the bullets and dodging them at them at the same time, which is cool. Nice job, I could see this as a jump off point for a game on mobile or so. |
| May 6 17:04:14 | 50m 27s | The Adventure of Malvin | ♥ 2 | Nice game! I didn't have a gamepad on me so I used keyboard. I think the wall jump timing was a bit too precise for me, sometimes if felt like the jump didn't detect (like around the third wall jump or so). I think the first level there were some spots where I wasn't sure if there was a landing leaf/spot, I guess either there would have to be better camera control or hints that there can be somewhere to land (either in the art or closer tile placement). I did like the wall run though, helped things go a bit faster. The spiders in the 2nd level were the hardest obstacle for me. The spacing was at a distance that wasn't the usual dash jump distance, and hitting them and losing a heart was pretty painful. Though it was doable so maybe just more of a rampup with easier spider placement first perhaps (like one with more natural jump distance spacing or just having one over a large hole)? Also story and boss wise I guess was a homage/ref to Mario? Anyway overall nice quick platformer game! |
| May 7 00:39:48 | 7h 35m | Johi Farm | ♥ 2 | Nice work! Took a bit to figure out pushing (would keep walking past), but got it after a few tries. It's a good balance between watering the plant and keeping bugs off the plant. The brown bug on the bottom was pretty funny, at first I thought it was sad because I was killing the other bugs? But it ended helping me out haha. The boss fight was good though it was pretty easy to hit the bird when it was diving. At first I wasn't sure what to do because it was just there and I had it hit it to start the fight sequence. Overall the animations and art are pretty cute and communicate well. Nice job! |
| May 7 05:35:49 | 4h 56m | Exhaust of Earth | ♥ 1 | Nice idea! I see you've compiled some of the feedback. Overall I ran into a lot of the same problems. Some other things: - Sometimes it felt like my missiles weren't attacking even if there was a UFO right next to them. If I could know which one they were targeting (closest one makes sense) and if I could see that there's a cooldown state. - Particles are nice but overall end up confusing there the actual weapon/hitbox for the bullets or lasers are. I would try making a clear bullet or laser game object first, and then have the particles augment that/make it even more clear. Right now the particles end up feeling fuzzy. The explosions for the mines work well though. - UFOs parking side ways on the side of continents feels a bit weird - Really liked how the water would start draining from the earth! You could probably expand on that if you're doing a post compo and have the earth in different states of degradation just by using different colors and so. |
| May 7 05:36:30 | 41s | littleBLASTplanet | ♥ 1 | I liked the variations between the falling missile and spike worlds. I haven't made it past two worlds yet though, it's pretty hard for me. The aiming took a while to get used to as it's always tangent to the circle, but once I got that I was able to get a bunch of enemies from that angle (it was easier than aiming up to hit missles). It also helped that I could hold down to keep shooting. I would get confused though as to what direction the arrow key would go in if I got surrounded and would go the wrong way and die haha. I like how all the worlds continents are generated, though could be nice if the pixel density was the same as the rest of the game. Anyway nice job! |
| May 7 20:15:11 | 14h 38m | Intergalactic Gold Rush | ♥ 0 | Hello, nice jam game! My highest score so far was 6240. I like the generative terrains, though was a bit confused with the rings and the gold until I read they multiply my score. One game I had a bunch of monsters chasing me and it felt pretty good was I was able to get the invincibility and clear them out. The fx is really nice though personally it feels a bit too blown out for me (might just been the bloom or blur or something). The controls feel a bit slow making it pretty easy for me to walk off the edge - might just be a bit slow running on the browser for me. The lava was pretty interesting as an unpassable terrain - I assume getting invincibility would allow me to get through (though I didn't have it that game), could be cool if there's something special pass the lava or something like that that rewards the player for risky exploration. Nice job! |
| May 7 20:44:32 | 29m 21s | Antagonistic : Hamburger Hill | ♥ 1 | Pretty interesting! I also only saved 44% of the burger. I liked how the hamburger got smaller and smaller and the silly sound effects when the bugs exploded. The UI was functional but may have worked better as hot keys, I wasn't sure if there was a big benefit of building mounds that could have more warriors and I could just have two mounds with two warriors and then I would also have more obstacles for the beetles to deal with. I would have also liked to know what percentage of the burger I had verses what the beetles had. Overall aiming was a bit difficult too but you got a bunch of feedback on that already. Overall good job! |
| May 7 21:08:37 | 24m 05s | Tiny Hadron Collider | ♥ 1 | Cool game! I liked the art and the music fit really well. Overall some notes to the gameplay: - It feels a bit weird to me that you died if you go offscreen but not if you hit the spikes. It makes sense in your design that your speed is your health, but then dying offscreen feels too harsh. Maybe if you bounced off and lost speed, or if the camera just followed the player x-wise? - The orbital lines on your ld page look pretty helpful for navigating, it would be super cool if you could get something like that in the game, since controlling something with acceleration can be pretty hard. - The color change (I guess phase change) was really cool, but at first I thought I had to collect the newer blue spikes since they're a similar color to the first collectible. - I thought collecting the green circle would also have a phase change but the game just went faster. Perhaps if there was something there like speed lines or a speed+ notification to know that I'm going faster (and same when I'm slowing down) - Maybe just a speed bar or something so player knows how fast they need to go to the next phase change, perhaps? - To me it looks like the spikes are random, which can make the controls pretty hard as the player doesn't know what to expect. Maybe random set patterns would be better? Mostly a design choice. Good job! Best of luck if you continue to work on it! |
| May 7 22:00:44 | 52m 07s | Pixlets | ♥ 1 | Pretty fun! I had it going for a while. It feels like a nice mix between idling and managing what trees and pixlets were in the game until the next thing was unlocked. I was sort of expecting a thing where maybe a pixlet needed to eat another pixlet for food, though that didn't happen haha. The progression was pretty good - though I wished there was more of a reward with unlocking - could really just be more varied content (different trees, or a bigger ask would be more some pixlet interaction). The scaling animations were pretty funny just to watch things bounce around. Overall nice job! |
| May 9 07:51:47 | 33h 51m | Bad Panda 2 | ♥ 1 | Nice short game. Ditto on the collision stuff, it should probably be much much smaller (should feel like you're actually touching something before you die). Nice change up with the boss, though I would end up dying before figuring out the right way - I think it would feel better if the player had time to react and possibly get through verses figuring it out and having no window of success. Keep up the good work! |
| May 9 08:07:06 | 15m 19s | WIP: World In Progress | ♥ 0 | Cool looking game! It ran like <20 fps on my laptop though, with the windows build, on windowed (Tried several sizes) and fastest. Kind of cool to fly around alongside planets to destroy them. There was a lot of visual background noise, which made it a bit harder to know what was going on. Keep up the good work! |
| May 9 09:04:34 | 57m 28s | Mr-Vpn | ♥ 0 | Pretty good! The compo version didn't work for me at all (couldn't double click and open anything) so I played the stable version (on windows). I got stuck after going to the wallpaper page. I was also able to push Mr. VPN off the level by moving a window and pushing him off the edge. Would like more hints on how to proceed, but pretty cool idea! I wish the platforming was a bit better since Mr. VPN seemed to get stuck on edges sometimes, but good execution. Nice job! Edit: Figured it out, but it's pretty difficult to do so, since people may not pay attention to the task bar. But saying that is at least a hint for people to figure out. Overall I think more puzzles introducing the mechanics in the game, otherwise people won't be aware of what pieces they have to solve the puzzle. |
| May 10 08:32:23 | 23h 27m | Lead the Ants | ♥ 0 | I got to lvl 20 before I messed up the pathing and got the ants stuck. All in all really nice idea! In level 9 there did seem to be a bug where ants with food would go through the ant hill coming back and just keep going, but it didn't happen again. The progression was pretty slow to me, it kind of felt like the levels were randomly generated but I don't know if that was the case. It was more interesting when you had to transverse through or around the green area. I could see more exploration in that area, like a maze or so, but the game does seem to have a solid base to build stuff on. In general really enjoyed the mechanics, but the user experience could be a lot better with speeding up time or level resets. Anyway great job! |
| May 10 08:53:10 | 20m 47s | Be Like Bee | ♥ 1 | Haha, interesting way to reinterpret fps controls. The visuals were very nice looking with the minimap. Gameplay wise collecting could be interesting, but there's no reason or motivation given for why the player should collect them (other than that they are a bee). For example if it was more of an exploration thing perhaps the flowers are harder to find and you only get a radar or sensor telling you it's nearby. Or if it's more action based perhaps you're dodging things to get to the flowers. There's any number of ways the design could affect how the game plays. Anyway, keep up the good work! |
| May 15 00:18:28 | 111h 25m | Carefulzilla | ♥ 1 | really nice! I was able to beat it with various times and various damage (haha)! Overall the controls feel pretty good and I kind of like that you let the foot go and have it land. I did "throw" a foot too far though so I couldn't click anything on screen and had to wait till the timer ran out. I don't think you should sell yourself short on the music/sound and mood categories, since all the categories are judged separately, there's not really any harm in seeing how you do there, especially if there is music and mood (at least personally I feel mood is sort of a combination between game feel/art/polish/aesthetics of the game). I wasn't able to accomplish this, but technically since you can still move both legs in the air someone could take advantage of that and "float" over the buildings to the monster. Some buildings are pretty high though and it becomes a lot more about timing so it still kind of works in that way, haha. I liked how the buildings were color-coded, I assumed the white buildings (churches?) were worth much more and I figured out you could step on the brown ones since they looked slightly more sturdy. I guess if there's still confusion in that area though you could add more supporting visuals (overtly, like a sign, or perhaps just more structure like steel beams or something.) Nice job overall! |
| May 15 02:26:59 | 2h 08m | Ain't Big Enough | ♥ 3 | Nice game! Love the intro. Interesting mechanic, you have to think in both directions since the bullet can loop around. Some things I experienced: - The alcohol didn't read super well to me, but I got it after collecting it, I guess maybe making it more bottle shaped or making the xxx bigger or so - At first thought I couldn't jump since you can only jump when you're not moving. Perhaps some visual indicator (might as well use the ground there there's space there?) that I can jump, if you want to keep it like that. - I didn't know what the weight did at first, but this made more sense to me after I figured out the jump. - Wasn't sure what the bullets were for, so after shooting some boxes I realized it was for reloading. Which is a bit confusing since there's a number counter for bullets left and a bullet meter for collected bullets. Since the collected bullets are more visually dominating than a counter I though those were the bullets I was shooting. Maybe adding a UI for the bullets loaded too? - One time I died as I was jumping and I kept floating up, haha. I didn't see this happen, but the idea that your opponent could jump over the bullet and you could end up shooting yourself is pretty cool too. Nice job! |
| May 15 02:53:12 | 26m 13s | Mr. Smith | ♥ 1 | Ooof, nice idea, I beat it! The falling fast through the screens is pretty stressful for me, but after getting over some of that I was also able to figure out some shortcuts to the keys after dying or misjumping a bunch of times. Perhaps making the fall speed/max speed sightly slower, but that's more of a personal thing for me because I was getting feelings of vertigo, haha. Maybe adjusting the camera control to track the player a bit faster. A minor pain point is usually with platformers I like to jump off the very edge, but in this case I would wrap around last sec and die. Perhaps introducing some delay (with an animation or so) with turning the corner to prevent the last sec gravity switch. Oh, after staring at the tiles I realized it was water with docks - at first I thought it was metal plating or so. I think the platform-part of that is a bit harder to read. I could see a bigger game with this all about finding secret islands and exploration, with crazy weird speed runs haha. Good job! |
| May 15 03:26:51 | 33m 39s | Gaia | ♥ 1 | Nice art, loved the low-fi feel! The gameplay was a bit too finicky to me, especially with the timed platforming. The way the clouds interacted felt inconsistent, sometimes they went to the side or up. Perhaps having it so the player doesn't collide on the platform from the bottom, verses being sucked up into the cloud and taking up more time (might solve the first issue too?). Crates feel a bit game trope-y to me, but gets the job done I guess - why not just reuse the ball? The ball not moving (in the x direction) with the platform also made it hard for me. Since the player has to restart if they miss the time window and the clouds goes past the wall, why not just get rid of the walls and have the player fall and have to restart? Since technically the player can die as well if they get crushed by the blue cloud and the wall. I liked the ending though, perhaps seeing the other animals somewhere in the levels (maybe finding or releasing them?) would be nice. Good job! |
| May 15 03:34:45 | 7m 54s | It's a Small World | ♥ 1 | nice start! The text was a bit slow, but I could was skip to the full thought so it was fine. Liked the story so far, and the art is good. Could be cool to see more if you continue to work on it! |
| May 15 04:30:22 | 55m 37s | Lunar Depot 38 | ♥ 1 | Nice art, music, and writing! Love the planet rotating as you walk around it. My first playthrough I went to the shop after after first wave ended and I think it got in a stuck state, so I restarted, but realized I hadn't talked to the mole (I think I tried the one painting first before the one at the door). I failed wave 3 and 4, but then was able to get all the upgrades (other than the floor kibble...) and after that it wasn't so bad. I like that with full upgrades you could possibly hit the angels before you see them as the bullet would also travel around. Interesting back and forth between the door and the painting. There was a meter for the painting, but not one for the door which felt a bit weird since both are important. Perhaps if the UI was presented as meters with the different moles or so. I thought some of the platforms on the planet (other than letting fish rain down) would be used for specific enemies or maybe even for bring down the angel ship but I guess they function mostly as just obstacles to get between places. I also thought the rainbow pool might have some functionality (I guess because it felt like a landmark). I felt some of the stun states for the angels could be a bit clearer since they since they are pretty small, but that's more of a minor thing. Nice job! |
| May 17 03:06:29 | 46h 36m | Aquarium king election | ♥ 1 | Interesting game! It was pretty hard for me, but I managed to beat it with 135 time remaining and score of 260. The sea anemones could look more dangerous though, I ran into them a couple times before I realized what was going on! I would've liked to see the entire screen of animals walking around to vote at the end, but that's more of a polish feature. Found it interesting how different animals had different speeds and sizes. Could be interesting to experiment with different paths and obstacles. I think general strategy is to just wait until it's safe. Since there were so many animals there's one side of me that wanted to see what path they would all take back (strategizing and playing it safe), but there's also one side that is more reactive and wonders if I could go in and make it (though I think the controls would need to designed for that). Perhaps that could be present in the different creatures you control. Good job! |
| May 18 02:57:32 | 23h 51m | Hops and Fever Dreams | ♥ 1 | Beat it! Interesting concept with the jumping! The art style was clean and polished, and the physics felt good. I like that it's particular, but it was really hard to judge how high you would jump. My general strategy was once the legs touch the ground and to be moving side to side a bit. I think it could probably benefit from additional feedback - for example if dust clouds appeared right when you landed so it was more clear when you could immediately jump again. A UI/meter with how high you would jump at the moment would even work and reinforce that the controls are supposed to be particular. Nice job! |