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Feedback comments for LD39
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| Timestamp | Since previous | Game | JemSmith's comment | |
|---|---|---|---|---|
| Aug 1 09:34:25 | Unlit | ♥ 4 | Hiya - I really liked this entry, good job! I really enjoyed the minimal graphics and moody audio, so despite the simplistic graphics, you created quite a tense and ominous feeling. I had two main issues with the game: 1) It's pretty unforgiving, which provides a nice level of challenge, but as an impatient gamer I would've liked some checkpoints (ideally at the light orbs). That could just be me though. For jam games, I favor being able to play the whole game over being overly challenged. 2) The light mechanic fits really well with the theme, but I wasn't watching the bar at the top. Instead, I was expecting the scene to get darker and darker, until a point that it was obvious that I'd lose. Having the player suddenly lose without being able to see that in the world feels a little jarring. Also, having the light diminish to a small ring around the player as they run out of time could provide some interesting challenge (ie. having to memorize the last few steps to get to a light orb). Overall, really good job! | |
| Aug 1 11:32:44 | 1h 58m | Light Box | ♥ 0 | I like the presentation of the light box and its relation to the theme. I think as you mentioned, some sort of indicator of the next level would be good. It took me a while to figure out that just clicking the center bulb of the first level solves it. When I did that at first, I got the next level, which made me think there was something wrong with how the light logic was working. So a brief break and some audio/visual indication of the level being complete would be good. Anyway, good job! |
| Aug 1 12:29:21 | 56m 37s | Rats will kiss the gunner's daughter | ♥ 2 | Really awesome game, well done. I love these kinds of process-of-elimination games, although I did feel like I didn't always have enough to go on. Playing a few more times may solve that. This reminds me quite a lot of card games like The Resistance and Avalon. Nice work! |
| Aug 2 06:23:46 | 17h 54m | PoweRL | ♥ 1 | I enjoyed this. I haven't played 868-HACK, so I don't know how close they are in gameplay, but nevertheless this was fun to play! The new pixel graphics are a bit closer to 868's visual style, but I do agree they look like a better fit than the vector art which feels a little clip-arty. Is there a particular reason the critters are real life animals? I like how you've integrated with the theme too. Well done! |
| Aug 2 13:30:43 | 7h 06m | Escape | ♥ 2 | Really awesome game, especially for a jam - I'm really impressed by how much you guys managed to get in. While the draining power fit the theme very well, it also felt like it detracted a bit from the Limbo-style puzzle solving, which is where I could see the appeal being. I'd like to see a future iteration with this mechanic implemented differently, or just removed entirely, as the puzzle platforming is the game's strength. There are also a few things that aren't reset on a restart, which sometimes results in impossible to solve situations. That's something that you can iron out fairly easily though. Awesome stuff! |
| Aug 2 13:43:21 | 12m 38s | Night Driver | ♥ 2 | Wow, that was a really incredible game, well done! I can't think of any really significant flaws in your presentation. I would've liked perhaps one or two more features on the track (the ramps were fun, I was hoping for more satisfying things like that). Maybe some curvature to the road would make the environment feel a little more Wipeout-ey, but those are small issues. |
| Aug 4 11:31:38 | 45h 48m | Icebroken | ♥ 1 | Really awesome game, I love these power management games. Some audio would really complete the experience and provide some extra cues to players to help with timing, but still awesome for a jam game! |
| Aug 12 10:39:00 | 191h 07m | Wayside : A world awaits you | ♥ 0 | Hi! This was a really fun little game. I haven't looked through all the comments so I'm not sure what I'm repeating here in my feedback, but I'm sure it'll help to hear repeated feedback in any case. I had a lot of fun with this, but I'd much rather the power was just represented as a number of available jumps. Frequently it would look like I had one more jump available, and with that jump I'd reach the goal, but I'd lose on the basis of running out of power, which is evaluated before the win condition. I think it would be more elegant to see how many jumps I actually had, which also adds a bit of a strategic choice for the player. I'm also not a big fan of the physics on the character (in terms of the wind resistance/friction during a jump). It makes it a little harder to figure out where to land. A more consistent jumping arc may be more fun, but it's worth a try anyway. In terms of other small things: I like the graphical style a lot, but the audio looping is a bit jumpy, and the music loop itself is a bit too short. Anyway, those are small polish fixes anyway. Nice work! |
| Aug 12 11:12:05 | 33m 05s | Comms | ♥ 0 | Really moody, atmospheric game, well done! I wasn't really sure what I was looking for in terms of the enemy's movement patterns and whatnot, and didn't fully understand the point of the floating balls. It could have been pretty cool if the invisible presence knocked them around as it moved (I'm not sure if that was what was happening, but I didn't see any getting knocked around). But on the whole, you created a really good degree of tension and atmosphere. Edit: I've read the initial description and your comment about the light - that makes more sense. I should've used the lights more extensively. I like the power mechanic related to this, but it might also have been cool to have that shown somewhere for the player, to have the kind of power management/balancing stuff found in Five Nights at Freddy's. Still, awesome stuff! |
| Aug 12 11:20:41 | 8m 36s | Cosmic Influx | ♥ 0 | I made it home! Although this had quite a simple mechanic, I enjoyed it. You could throw in one or two extra twists and see what emerges. Good work! |
| Aug 12 11:29:28 | 8m 47s | I Once Had Power | ♥ 1 | I really liked this! Your graphical style is deceptively simple, but really effective. I enjoyed the way that the spear was effective for a while after attacking, so I could sort of run through my opponents, and then turn around and have the spear tip hit another opponent. It would've been cool to have the spear head change color or something to denote when the tip is in a damaging state. Great use of the theme, and the powering down mechanic was very original. I also like the little bit of storytelling in there. The player does power down in really big stages, but I think this works well in the context of a short jam game play through. The theme is therefore communicated to its full extent. Good work! |
| Aug 12 11:40:42 | 11m 14s | Power Grid Graph Nightmare | ♥ 1 | I like what you were going for here, but I would like to see a version of this without the random draw of 3 tiles. I know that's the point for the most part, but with all kinds of interesting zones on the board, I feel like there could be a better optimization-style puzzle in here. The small random tile deck meant that I often had to place a few random wires in cheap zones just to get the tile I needed. I'm not sure what else would have to change if you had an unlimited deck, but it could be interesting to try. |
| Aug 12 11:54:42 | 14m 00s | Plugzzz | ♥ 1 | Really fun puzzle mechanics, and great graphics and atmosphere! I felt like the physics cables could've used some work (mainly in their floaty gravity), but I really enjoyed the puzzle mechanic that I saw emerging. It feels like there's quite a lot you could do with this. |
| Aug 12 12:19:34 | 24m 52s | SPHEER | ♥ 1 | Really fantastic game, well done! It's very reminiscent of the Talos Principle, as you say, but that's not a bad thing at all. I think you've added a twist or two to the mechanics there, so it was really enjoyable to solve those line of sight style puzzles. You've done a lot for 72 hours, though in a future version, I'd love to see a few more rooms. Great job! |
| Aug 19 11:13:56 | 166h 54m | Dont ask me to stop being a outdated junkrobot | ♥ 2 | Really fun game! I found the difficulty became frustrating at times though, almost entirely when I found myself running into an enemy's attack. It almost feels like sometimes they would do an attack even when I wasn't close, and then I would run into that, though I may be wrong. Other than that, really fun to play, and great looking visuals and audio. Well done. |
| Aug 19 11:27:02 | 13m 06s | Fading Light | ♥ 1 | I like that despite not having audio, you managed to create quite a compelling mood and environment by using harsh lights and shadows. The distant shapes of those curvy "statue" things was quite spooky, especially when they cast huge looming shadows down the corridor. I didn't really know what to do, or understand the theme mechanics, but it was certainly an interesting environment to explore nevertheless. |
| Aug 22 12:41:32 | 73h 14m | Lost Light | ♥ 1 | This was quite fun, but I think it would've felt a lot easier to play with a crosshair, which would create a more intuitive connection to the aiming/mouse look. I think the cursor was also not locked to the window, as I kept minimizing the game accidentally. Aside from these issues, this could be quite an interesting set of mechanics to play with. The limited vision with top down shooting is interesting, especially when hearing those crazy enemy sounds, which creates some good tension. Good job! |