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Feedback comments for LD40
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| Timestamp | Since previous | Game | Arden's comment | |
|---|---|---|---|---|
| Dec 10 17:00:13 | Double-Edged Arena | ♥ 0 | I like the basic idea here! I tried twice, got to wave 11 the second time. It seems like the better strat is to only pick up stuff that doesn't apply negative effects, even if that means not having more health or better stats! Fairly fun game. I enjoyed the audio. The art was cute (although there wasn't as much as I'd expect for having 3 artists!) and the mood was decent. I like the idea of cursed armor and how it fits the theme. That's definitely the main mechanic of this entry. Some cc on it: * I would have liked to see more interesting "curses" in cursed gear, or perhaps some funnier ones. (See Rogue Legacy for some pretty innovative examples), but I can see how what you chose fits the theme well! * At one point, I picked up an inverse Y helmet, and I expected that replacing it with a non-inverse Y helmet would remove the effect, but didn't. The way the armor applies "curses" didn't behave how I expected. I'm wondering if that's a bug or not? * The armor stats is a bit confusing read. Something simple like red text for curses, green for boosts, ect, might help the user experience. * My only other suggestion is it would have been nice to see the armor you pick up get equipped since the character is only ... 2 images? Perhaps that would have been your next goal if there was more time. Thanks! | |
| Dec 10 17:21:41 | 21m 28s | Minimalista | ♥ 0 | I spent the majority of my time on this entry trying to figure out how it worked π As the player, I expected different items to yield different effects to your weapon, rather than upgrade tiers based on weight. That probably took me the longest to understand. I think it's a decent concept. It seems like the main goal for the player is to strategize what to keep and what to drop. Which is a good tension to live in. Some cc: * as someone mentioned above, hitboxes for the robots are too large. * Some sort of effect (graphic and audio) for bullets hitting robots might help quite a bit with feel. * The pacing of the game was too fast for me. with all the chaos on screen and all the different things introduced right away, I spent most of my time trying to understand all the information presented to me, then would die because I was trying to take it in rather than fight. A slower progression of info would help this game out quite a bit, I think. Regardless of ways this game could be improved, I think it's pretty impressive for only 8 hours of work! |
| Dec 10 17:41:56 | 20m 15s | Growing Polytheism | ♥ 2 | I feel like it's usually unlikely that people can make a jam game that has me playing for more than about 10 minutes. Sheer curiosity and seeing the growth of my village managed to make that true for me on this one! I liked the music and laid-back pacing. Fairly fun! Some cc: * I didn't feel like I ran into any kind of tension or challenge in this game. Even with a long list of Gods, I had no trouble managing resources. I suppose that's what your note about disasters was about. * I also had trouble finding the theme of the game in here. I think the intention is that the more gods you're appealing to, the more difficult it is to keep them all happy? This entry would have worked just as well with only small houses and farms, fewer resources, or whatever else you could have cut from development time to get the main tension of the game in. That would be my biggest suggestion. Thanks |
| Dec 10 18:38:40 | 56m 44s | ARTIFACTS | ♥ 1 | WOW, this is a challenging title! I did manage to beat it after about a billion attempts. haha. π Graphics and audio were great. The hook is challenging to master, but I started getting used to it near the end. Not much cc on this one. Great entry! |
| Dec 10 21:29:25 | 2h 50m | The More the Not So Much Merriblobs | ♥ 1 | This was a pretty fun game for how simple it was. The movement mechanics were very fluid and visually appealing. Probably the biggest reason I played it for as long as I did! I think it had the right amount of forgiveness before giving you the loss, considering some levels are almost impossible. π I didn't feel the size of the levels lead well to the theme. I almost didn't catch that it was happening. This is a good example that simple graphics can work, if polished well! |
| Dec 15 00:47:16 | 99h 17m | Breakpoint | ♥ 1 | Very interesting entry! Quite innovative. I ended up beating it, although I didn't feel I understood my objective at any point in the game. The graphical fidelity you managed to create in such a short time was quite impressive, but the gameplay mechanics seemed to be missing something. I also don't know if it was intentional to make depth confusing, but it sure was! Even with changing the camera angle, there were several times I couldn't tell what height the surface I was trying to get to was at. Weather or not it was the intention, it "felt" like a design flaw from my perspective. I also don't know what the "noise" was about, other than cool looking. Great entry! |
| Dec 15 00:59:29 | 12m 13s | Wonder Tsum | ♥ 0 | fun concept. Felt really polished for the first few levels. It eventually got hard enough that I lost interest (the level with two cookies and a mushroom) Solid entry though! |
| Dec 15 01:06:44 | 7m 15s | To the other side | ♥ 1 | This entry reminds me of an old DOS game π I liked how the wizards powers change with the more crystals you collect. Until I ran into one of my own "bubbles"... and died... that was a sad day. haha. Cute and fairly fun. |
| Dec 15 01:14:16 | 7m 32s | Catch for cash | ♥ 1 | really fun entry! I especially liked learning I could stomp on the guard's heads. Haha. Might be slightly more fun with a progression of levels and a dollar amount requirement? |
| Dec 15 19:12:45 | 17h 58m | NoteBoy | ♥ 1 | fun idea, and pretty challenging. I found the jumps to be a little less forgiving than I'd have liked, which made timing jumps harder than managing multiple "notemen" |
| Dec 16 17:12:05 | 21h 59m | δΊΊζ°γγγγοΌοΌ~Be popular!οΌ | ♥ 0 | Humorous idea. I loved the concept of being asked to ACTUALLY sign an autograph before continuing. Controls were rough, and I got stuck between fans on the third? level. |
| Dec 16 18:04:51 | 52m 46s | Runaway Corruption | ♥ 0 | great compo entry! The game mechanics (particularly that you could fire multiple directions at once) were interesting, but definitely not bad! |
| Dec 16 18:10:45 | 5m 54s | Boiler Room Defense | ♥ 0 | really smart entry. Well done |
| Dec 16 18:30:32 | 19m 47s | The Crushed Sky | ♥ 0 | *whew* that boss was challenging! I beat the game. I guess I missed the theme, I didn't find what you were talking about. I also died several times in the first few levels because I ran off a ledge right as "navi" started talking, which prevented me from jumping. I also might have missed some critical dialogue because of it. As others have said, the controls felt challenging, but not exactly master-able. Well polished and interesting. |
| Dec 16 23:56:38 | 5h 26m | Sofra | ♥ 1 | Terrific entry... This is the best I've played so far. Solid mechanics, cute art & sound design, difficult but fair challenge. . . and and ending that leaves the player feeling something. . . I think the only thing that could be tightened up at all are the controls. In my opinion: * Jumps should only trigger when the jump key is pressed, not if being held. * Switches can be finicky if carrying rabbits. Perhaps make them auto trigger when touching them. It adds interesting complexity or strategy in some levels, but feels more like an flaw with UX than intentional game design. Again, great entry. This will probably be in the top in at least a few categories. |
| Dec 17 04:06:15 | 4h 09m | Cardhoard | ♥ 1 | fun and simple entry! |