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Feedback comments for LD40
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| Timestamp | Since previous | Game | yokcos700's comment | |
|---|---|---|---|---|
| Dec 5 05:05:46 | Power Surge | ♥ 1 | hoo the upgrades in this are such fun! I know what the penalty is but I *can't pass up more damage upgrades!* This is great! | |
| Dec 5 06:13:44 | 1h 07m | Melody : Burden of Sorrow | ♥ 0 | rad game. neat music, looks sick. i thought taking away abilities would be boring but i was wrong. responsiveness a bit iffy from time to time. |
| Dec 11 13:40:16 | 151h 26m | Confusing Blade Hunter | ♥ 0 | For whatever reason it's super easy to accidentally hit spikes. Maybe the high gravity or something. Because of this the first two levels are way way way harder than the last two, very off-putting to me. I really like the createy-checkpoint mechanic. |
| Dec 13 11:57:49 | 46h 17m | Manifold Complex | ♥ 1 | I like this, it's cool. One problem though, despite the colours and architecture everywhere still kind of looks the same. |
| Dec 13 13:47:32 | 1h 49m | Too Many Cracks | ♥ 0 | Music and sound are pretty good and the chromatic aberration near the edges of the screen is very nice. Not being able to move diagonally killed it for me though, really not a fan of that, makes it feel cheap and clunky. |
| Dec 14 02:18:33 | 12h 31m | L.A.V.A.L.A.M.P. vs Evil Magic Alien Robots | ♥ 1 | Didn't expect to see an RTS in LD. Kudos for that alone. I find it interesting that having more units not only spawns more enemies, but also makes it harder to control them all to do what you want. While this is good in ways and is a nice secondary use of the theme, it's also kind of annoying not being able to select multiple units at the same time. I think that ability would really elevate the game. Music's serviceable. When attacking an enemy I'd expect the unit to immediately stop in place and start attacking but here they keep moving before attacking. |
| Dec 14 02:27:42 | 9m 09s | Beehaven | ♥ 1 | holy shit I love this freaking dog-bee and hippo-bee it's hilarious. I think the difficulty is good although it takes perhaps a bit too long to pick up the pollen. Maybe have flowers only carry 4 pollen each and transformations take 4 and 6 pollen? Or even less perhaps? Otherwise I'm sitting there jumping into the same flower over and over again. |
| Dec 20 13:34:46 | 155h 07m | Music city | ♥ 0 | so pretty much the strategy is to spam buildings as fast as possible? I don't know if there's a way to control which building is built; it seems kind of random but for whatever reason I keep getting the same building several times in a row. Novel concept, I like that much. |
| Dec 20 13:49:45 | 14m 59s | OverPowered | ♥ 1 | The audio is SO GOOD. The fact that the music cuts out for each tutorial room is a tragedy. Basic gameplay is really novel, I really like the idea of resource management in this way. Unfortunately at the end it kind of turns into "kite slimes and try to take just enough damage to be able to shoot the summoners" which is less fun. Enemies that spawn other enemies, it's a tricky thing to balance right. |
| Dec 20 13:55:17 | 5m 32s | Brick Racer | ♥ 1 | holy moly what a fun and cool concept - in order to win you have to really put your life on the line. it's like the russian roulette of audiosurf clones |
| Dec 20 14:08:00 | 12m 43s | Heist of Kharon | ♥ 0 | yoooo this is cool! I love how needlessly glowy everything is and the music is hype |
| Dec 20 14:14:58 | 6m 58s | Captain Alexia | ♥ 0 | This is so cool! Audiovisual style is rad, gameplay's awesome up to a point. When upgrades stop appearing, by that point the sound of one million bullets per second gets a bit grating and also the game doesn't really go anywhere. I guess that's the end of the game. Also some enemies appear to be randomly invincible? No matter though because they don't really offer much difficulty. One thing that's cool is that because all the bullets are flying out of the player radially it's super obvious where the player is at all times just glancing at where all the bullets converge. |
| Dec 20 14:19:01 | 4m 03s | Bike taxi service | ♥ 0 | I really like that the theme is incorporated in a natural way. Instead of directly saying "stuff gets harder when you have more X", you've made things harder as a natural consequence of having a huge chain of people hanging off the back of your bicycle |
| Dec 20 17:07:24 | 2h 48m | Tactical Marshmallows | ♥ 1 | Art, animations and music all really good. I like that this game has some motivation to sell towers, that's not really a thing you have to do in any other TD games except maybe to clear space. The little face and sound before every wave cracks me up. |
| Dec 21 20:02:37 | 26h 55m | Speed Skier | ♥ 0 | It's way way way too slow to start with but once some speed gets built up it gets pretty fun |
| Dec 22 07:37:24 | 11h 34m | Corridor | ♥ 0 | wahahaha, money coming round and covering up the screen it's such a cool idea |
| Dec 22 08:22:26 | 45m 02s | Reroute Reboot | ♥ 1 | Screenshot (166).png What's my prize? Some problems: The AI seems to do quite literally nothing. All their networks set to just the default, at least as far as I could tell. So when I find out a viable strategy I encounter no resistance whatsoever. This would make for a good multiplayer game. I'd really like to be able to click the city name to send all packets there instead of clicking twelve separate hexagons, or clicking and dragging - or both. I restarted once. For some reason I was expecting something like random starting spots but there was not. Would have been a benefit I think. It seems weird that none of the cities you capture apart from "main" cities create any packets. I get that you have to stick to the theme but that strikes me as a bit of a flimsy implementation of the theme and makes the game a little more clumsy as a result. You can redirect packets endlessly between your core and one adjacent city and you'd have as many packets as any other faction, with the added bonus of being invincible. I enjoyed the process of *trying to figure out* a winnable strategy, even if implementing said strategy was a bit dull. Playing around with what happens if I do X, Y and Z in this system is a lot of fun. Visual style is superb imo. @players: The strategy is to reroute all packets between two cities in an endless loop. You'll get a huge number of them bouncing between the two of them. You can then use this massive collection of packets to "nuke" an enemy city and very possibly get their central base too. You want to make sure that packets going to these two cities go through a bunch of your other cities too, make sure they don't get captured. |