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Konstantin Boyko

Feedback comments for LD39

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TimestampSince previousGameKonstantin Boyko's comment
Aug 1 16:28:56 Drain ♥ 0 Great mechanic and nice concept for the story. It would have been nice to see some more clever uses of the light/dark mechanic in the level design.
Aug 2 17:44:14 25h 15m Mountaintop Groovy Robot Laser Battle ♥ 0 Nice concept, for sure. Unfortunately, I found the music in this game to be 100% inscrutable and could never catch the beat and time my actions to it. I'm admittedly bad at anything rhythmic (though I can get by in most rhythm games), so I was glad to see others in the comments having the same issue as me. I would suggest using a song with a much more apparent baseline.
Aug 2 18:12:20 28m 06s Centripetal Power ♥ 0 Congrats on your first game. It took a few tries for me to understand how the game works, but I'm still confused about the power drain. It seems to drain at a constant rate, so why wouldn't I always hold Shift? The game goes by a bit too fast with the rate of drain, too, I could only ever reach level 3 and my performance was always based on the luck of the draw in whether I happened upon the level's exit quickly. The ability to spin your character by rubbing against the walls was actually really cool, I just wish it had a gameplay impact.
Aug 2 18:31:43 19m 23s Color Run ♥ 0 It's a nice, straightforward idea. The concept behind the difficulty ramp is very and intuitive, best part of the game. Unfortunately, it isn't executed well enough to really pay off. I put the source on my own webserver to play it. You'd probably get more reviews if that weren't required.
Aug 2 19:30:47 59m 04s Tunnel Bad Trip ♥ 0 Interesting concept. It would have been better if you scrapped unnecessary features (like the cannon aim) entirely rather than leaving in the control but not having any use for it. I beat the game after I figured out the systems (which is a good thing, plenty of games are unwinnable).
Aug 2 21:52:21 2h 21m A Really Bad Bomb Defusal Team ♥ 1 Build link doesn't work. Perhaps you didn't hit 'Public' in itch.io
Aug 2 22:02:23 10m 02s Say Hello ♥ 1 Decent polish, an actual game loop, and a quirky style. Well done.
Aug 2 22:16:10 13m 47s Roadside Radiance ♥ 1 Interesting concept to use your squad size as a health/power mechanic in a twin-stick shooter. Difficulty may be ramped up a bit too high.
Aug 3 16:08:03 17h 51m Ride Out ♥ 0 Thanks for getting in contact with me after your build went up. It was worth coming back for this one. This looks like a runner, plays like Guitar Hero, and is probably the most polished game I've played so far. I'm not huge on rhythm games, but I stuck through it on this one and beat the whole game. A little disappointing that 'C10' didn't have some sort of victory screen, but hey, it's a jam right?
Aug 3 17:28:56 1h 20m Tetris Climber ♥ 0 I figured out the game after a few tries: You can pick up pieces with LMB and drop onto the big brown platform near the machine. It's a pretty clever mechanic. The Tetris pieces imply a puzzle game element, but it's really more of a resource optimization and building mechanic, like in Minecraft. I never quite understood the rules for when pieces are allowed to be placed. They seemed inconsistent, so I assume there are some bugs there. This is one of the few LDJ games I've played where I was actually engaged and trying to beat the level, rather than only feeling like a reviewer trying to get through it. My best scores so far. Great job!
Aug 6 02:01:08 56h 32m Stellar Blackout ♥ 0 Note: the game seems somewhat broken in Edge, but fine in Chrome It's nice to see this type of game, and it's on the nose with the theme. It took me a little bit to understand all the mechanics (and I still think I'm misunderstanding some) but it got fun once I did.
Aug 6 02:23:06 21m 58s Power Ownage ♥ 1 I made the masochistic choice of playing this game with a trackpad, and I still had a blast. It has a very interesting control scheme and a truly old-school vibe. Not just retro in aesthetics, but in level design philosophy.
Aug 6 02:34:40 11m 34s Rocket Bow ♥ 1 It's an interesting concept, but unfortunately not executed well enough to really see how it would play out. Any potential future update should focus on getting the game balance to a point where there is challenge for the player. It's too bad, as the core mechanics are well-implemented and promising.
Aug 7 22:07:32 43h 32m The Path of Wonder ♥ 1 The idea of having specific ingredient targets is an interesting way of changing up players' goals in the middle of game in an intuitive way. I think the game would have benefited from some changes in balance, I sometimes felt that the simple gameplay didn't keep me engaged enough, even though I did want to make progress in the game. Ramping up the difficulty faster as you play would have been appreciated. Nice to see Baba Yaga starring in a game =)