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Feedback comments for LD40
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| Timestamp | Since previous | Game | aurel's comment | |
|---|---|---|---|---|
| Dec 27 20:37:49 | The Hoarder's Curse | ♥ 1 | The game was fun but could definitely use a bit of balance. The day 4 Mad Rush of Thieves either makes you lose, or gives you enough gold to finish all the towers, at which point you just sit back and there's nothing else you can do in the game other than wait to see if you win or not. However, good job matching the theme! | |
| Dec 27 20:43:25 | 5m 36s | Yuri The Greedy Spaceman | ♥ 0 | That was really, really fun, but I think I have to echo the sentiments of the others when they said that the game doesn't really feel like it's easier when you have less keys. |
| Dec 27 23:44:23 | 3h 00m | Pirate Game | ♥ 0 | The first time through I tried it with 100 enemies. At first it was easy... but then... it become much tougher. I then tried again a few times with smaller numbers. I was able to clear out 30, but 50 was too much. |
| Dec 27 23:55:20 | 10m 57s | Mesus VS The Broman Empire | ♥ 1 | Played through this enough times to get to about 13 followers. It got a little bit chaotic at that point. Either way - it was fun. The sound effects were pretty funny, and the only thing I wished for, would be a timer for how long I have until I can throw the next fish, and how long until the next follower spawns. Otherwise, solid fun :) |
| Dec 28 00:07:08 | 11m 48s | AdBlock Doesn't Work! | ♥ 1 | I can only imagine how annoyed you guys must have been from hearing those YouTube videos for however long that took to develop. The game was pretty fun, but I felt like it would've been nice to use some sort of feedback for mouse over. There's a slight feedback for Mouse Down on the X's but, it's so subtle I hardly could see it. |
| Dec 28 00:28:46 | 21m 38s | Super Huber | ♥ 1 | Pretty fun game. My only gripe here was that it was not obvious that I had to collect things in groups of three. Some sort of countdown or UI indicator of how many I had collected out of the three would have been helpful to strategizing a little bit better. |
| Dec 28 00:35:50 | 7m 04s | The Worse It Is | ♥ 1 | Wow, you definitely nailed mood. I'm a bit confused what the theme was, what was worse the more you had - nerves to talk to the girl? The linear progression reminded me a little bit of Thirty Flights of Loving. Nice job! |
| Dec 28 00:49:42 | 13m 52s | Jade | ♥ 0 | Well, I've played through it twice and won the second time, but I'm not really sure how. I have no idea what I did and if I did it correctly, but I got the ending screen. It took me a long time to understand that you're supposed to turn the screen using Q and E, as there were no instructions pointing that out. I suppose I could've read the instructions better, but yeah. I was trying to not spoil it for myself and trying to figure out the puzzle. |
| Dec 28 01:13:56 | 24m 14s | Defense 2160 BC | ♥ 1 | An interesting take on the Tower Defense Genre! Had a lot of fun. Played through about 4 times until I finally got a bit too big to lose. I really loved the help at the beginning of the game - that was very nice. However, it was hard to remember what each tower icon represented the very first two times I played through it. A few other potential points of improvement: - It is possible to place towers underneath the money HUD in the top right and then it's unclear what you have there. - The game could use a bit of balancing, but from the comments above it's obvious that it's understood that balance is really hard to do during LD timeframe :) - Some form of Wave Counter would be nice to know how far I've gotten in the game :) |
| Dec 28 01:36:27 | 22m 31s | Disintegrate | ♥ 1 | Holy crap... that was enjoyable. This might be one of the most enjoyable games so far that I've played this LD. The puzzle was clever - my only gripe is that there wasn't enough game because it was super fun. I really enjoyed the mood of this and level design was so obnoxiously confusing that it took me forever to find my way around. |
| Dec 28 01:56:50 | 20m 23s | Phrygian Fantasy | ♥ 1 | Other than the annoyance of the controls (My tendency to press Space vs. W to jump), I only found one game breaking bug. Once you've spent your gems for one type of unlockable, I can just extract those gems out and use them for the other unlockables. This meant that by the end of the game when Revolution came about, I had only collected 22 total gems and I had unlocked everything. Otherwise, I had a blast. It was really fun, and the ending was quite funny. |
| Dec 28 02:14:38 | 17m 48s | Santa's Delivery Service | ♥ 1 | I think this might be one of the most clever interpretations of the theme that I've seen to date. Really really, but it was annoying that I had to close the game and reopen it every time I wanted to try out a new track. |
| Dec 28 02:24:10 | 9m 32s | Survival Christmas Madness | ♥ 2 | That was really funny. I had a blast playing it :D |
| Dec 28 02:32:16 | 8m 06s | Pumpkin Massacre | ♥ 0 | I really enjoyed the post processing effects - particularly the Chromatic Aberration as health goes down. That said, I didn't really understand how to get more ammo after you run out. At that point, the game just ends and you're screwed. Played through it a few times, but I never could get past about 4 rooms. |
| Dec 28 03:06:36 | 34m 20s | CalligraTree | ♥ 1 | That was very beautiful and a nice break in the reviews from all of the violence, to find something focusing more on beauty and rest. tree.png |
| Dec 28 03:22:17 | 15m 41s | Demon Hunt | ♥ 1 | Nice job on the animations on the player and the baddies. I played the Post-Jam version, so I think a lot of the complaints people had above were resolved. A few things I think I could see as points of improvement: - Add a timer. If one of the goals is survival, maybe a timer could help identify how long you've survived, otherwise there's no incentive to stay alive long. - Add walls around the edges so that you can't fall off. I got cornered once at low health and fell and there's no reset for falling off the world map. - Turn down the specularity on the material for the ground - it's very shiny, and grass isn't usually that shiny :P Otherwise, nice job! For doing something during the Jam, this is a lot of work to get done - so I'm pretty impressed! Feel free to check out our game, as we too are struggling to get the necessary votes in this last day. |
| Dec 28 04:17:55 | 55m 38s | 42 Lightyears | ♥ 0 | I think the most fascinating the part of this was understanding how the AI for the repair bot worked and timing things well with its pace to make sure that I could proceed as fast as I could. Overall, really fun, but I wish it had a win condition or at least a way to determine how well I am doing. I hit 42 and I didn't see anything happen. :( |
| Dec 28 04:24:38 | 6m 43s | BIGHEAD | ♥ 1 | Got to about 400 coins once I figured out that there was a Slide option... Pretty fun - I think the game could use a bit of work in the procedural generation to prove if something is actually solvable or not. Right now, there are coins that are unreachable, and jumps that are impossible - there's gotta be some way to generate hard jumps that are still doable if timed correctly. But that said, I had a lot of fun playing it |
| Dec 28 04:37:57 | 13m 19s | Get Rid of It! | ♥ 1 | Ended up winning. It looks to me like the multiple item combo seems to be the best. My strategy was to side slash, throw things against the wall, then slash down to get multiple combos. Fun entry :) |
| Dec 28 06:23:40 | 1h 45m | Birty Land | ♥ 1 | Man, the enemy that shows up at 1 minute is pretty tough. Once I got to about 5 minutes or so I just lost interest, however, as there was no obvious sense of scaling or progression. Maybe some form of reward, or more ways of increasing the difficulty? |
| Dec 28 06:26:30 | 2m 50s | Hesperidian Trees | ♥ 1 | Once I figured out the main premise of the game, it became a bit too easy. I think a bit of balancing could go a long way to trying to get just the right level of difficulty - maybe have the enemies scale up over the course of the game? |
| Dec 28 18:23:01 | 11h 56m | Intelligent Fireball Cleanup Detail | ♥ 1 | Nice job with the pathfinding and the navmesh jumping - pretty cool. It would've been nice to know if there was a goal of some sort (like, destroy X number of balls). My biggest gripe is that you didn't lock the cursor. It kept going off my other monitor. (At some point have a script that just sets `Cursor.lockState` to `CursorMode.Locked` or something like that.) |
| Dec 28 18:34:30 | 11m 29s | Room Shuffle | ♥ 0 | I'll be perfectly honest. This is one of my favorite games I played this LD. For some reason it wasn't as glitchy for me as it seems to be for others, but the gameplay was just pure fun. I really loved the puzzle mechanic and just had a lot of fun with it, despite the lack of textures, etc. |