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Feedback comments for LD41
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| Timestamp | Since previous | Game | Almax's comment | |
|---|---|---|---|---|
| Apr 24 23:02:47 | Bad Beat | ♥ 1 | Nice idea! Not seen many card based games :) Likes - Pumping tunes - Addictive gameplay Dislikes - Needs keyboard support - QWERTY for the cards would have been fine - 3 lanes and 5 cards led to quite a confusing start - thought I had to match symbol to card in that lane | |
| Apr 24 23:10:37 | 7m 50s | Shadowscape | ♥ 1 | That was a trippy experience, thank you :) |
| Apr 24 23:47:58 | 37m 21s | Quest for Gold | ♥ 1 | Winner winner chicken dinner! That got pretty close in a few places, but the shortcut over the top of the rocks really helped :) Excellent game, possibly the best I've played so far. Great work!! |
| Apr 24 23:54:18 | 6m 20s | Christmas Struggle | ♥ 1 | Lovely little survival game The dialogue was a nice touch, though hard to read sometimes as it didn't quite fit in the speech bubble Good choice of music, and lovely visual/sfx atmosphere. Main gripe was un-normalised input vectors. Not sure if intentional, but moving faster in the diagonal is just weird to me! :) |
| Apr 25 00:06:10 | 11m 52s | Star Brawler | ♥ 1 | Found controls awkward, allowing me to use WSAD or Arrows for move but only ZX to attack seemed like a strange choice, I'd recommend supporting left/right mouse clicks for attacking too. Otherwise game was pretty fun, the spin attack was very satisfying to land though the little attack felt fairly useless :) It would have nice to have a dash attack too, for more risk/reward manoeuvres |
| Apr 25 00:10:05 | 3m 55s | Rythm is Lava | ♥ 1 | Fun and well polished! If a little unforgiving :) |
| Apr 25 11:41:55 | 11h 31m | Rock, Paper, Scissors & Knuckles | ♥ 2 | What an amazing concept! Genuinely would like to see this expanded with more maps and unit types (rock, paper, scissors, lizard, spock?!) My only gripe was the replication mechanic, it felt forced and poorly communicated, I think the game would be stronger without it. |
| Apr 25 12:59:25 | 1h 17m | Triassic Park | ♥ 1 | Had to restart the game a few time because clicking on the main menu lost me button focus and I couldn't see the cursor lol Enjoyed the visual atmosphere but the SFX was quite jarring. Player movement animation was cute and made me feel I was playing a board game. Overall good entry |
| Apr 25 13:21:03 | 21m 38s | Photonic | ♥ 2 | I agree with @Vrarr it would be nice to get stealth back after X seconds or Y kills. I would also suggest lowering the enemy bullet speeds to make dodging more about skill than luck :) Otherwise a solid entry, didn't run into any bugs and the controls were responsive. Great work! |
| Apr 25 13:28:00 | 6m 57s | Shuffle Climber | ♥ 1 | Please add keyboard support! I've seen a lot of small hand card games this LD most of which require you to make quick clicks on the cards with no keybindings, which personally I find quite awkward and stressful. Number keys or QWERTY would be fine. Input rant aside, I really enjoyed this game; agree with the above comments on needing more contextual cards (no point in attack or shield if there is no enemy on that platform) and I definitely see it doing well in the mobile market. Great work! |
| Apr 25 17:24:41 | 3h 56m | Wreck 'em! | ♥ 1 | DON'T TOUCH MY LOOT Simple but so satisfying to whack enemy cars! Upgrades where a nice touch and kept me playing for longer. Music was cute, if a little repetitive. Overall excellent entry, no bugs, responsive input and fun to play! Well done! |
| Apr 25 17:33:42 | 9m 01s | Dirty Race | ♥ 1 | Fun idea and nice aesthetic, but due to poor communication of what's coming up behind you damage taken from other cars felt very unfair. It also took me a while to realise I could raise the car up with spacebar, at first I thought it was impossible to avoid some of the x3 spike rows. |
| Apr 25 17:57:22 | 23m 40s | BEAT KILLER | ♥ 2 | Great idea for the theme! Gameplay was challenging, fun and not too frustrating... when it worked... unfortunately the arrows kept falling down in wide overlapping chunks; disconnected with the music, which made the rhythm aspect broken and borderline unplayable for me :( |
| Apr 27 17:36:00 | 47h 38m | Type n' Jump | ♥ 2 | Damn that was tight. Felt like learning a new instrument haha, finding the most optimum finger placement to type each word quickly! My only gripe was the music got repetitive very quickly :( but otherwise beautifully presented and well designed. |
| Apr 27 17:44:21 | 8m 21s | Tennis Hero | ♥ 0 | Beautiful aesthetic! And really tight, intuitive controls with well designed hit feedback and projectile behaviour. Lack of music really dampened the experience for me though. Something low-key and pulsing would have been ideal - particularly if enemy shots were timed with it. Otherwise fantastic entry, nice work! |
| Apr 27 18:09:31 | 25m 10s | Reverse | ♥ 1 | I quite like the interpretation of the theme "fire and ice" and the simple puzzle mechanics, but the snail like pacing of the game along with floaty controls and slow character movement killed it for me. Lovely aesthetic and it was cool to hear different music for each area, but for me, this was too much content not enough quality. |
| Apr 28 13:28:15 | 19h 18m | Dark Soil | ♥ 1 | Holy crap, how does this not have more votes?! Beautifully polished and excellent design. Needing to balance the rate at which you plant seeds against your level to make sure you don't screw yourself over is genius. The music was fitting and not too repetitive, and the graphics where just the right balance of cute and dark - reminding me a lot of Shovel Knight. Great team work, larger teams do tend to suffer sometimes with clashing styles or convoluted design, but this was a wonderfully simple, coherent and well directed experience from start to my embarrassing death being swarmed by the purple blighters near the hanging tree... |
| Apr 28 21:11:11 | 7h 42m | DUNK EM UP! | ♥ 1 | Damn that was super fun, I'm definitely bookmarking this to play again later. Hitting enemies is incredibly satisfying, and the SFX / VFX provide excellent feedback. My only real issue is that I found the controls to be a bit too floaty; specifically the fall speed being too slow, as there was a number of times I was waiting for him to fall and feeling frustrated I couldn't get to where I wanted to be faster. Other than that excellent entry! |
| Apr 28 21:54:25 | 43m 14s | Oni Hunter | ♥ 4 | Stunning game, flawlessly executed. I love the visual style and intuitive controls particularly. Honestly can't find much to fault with the game itself that hasn't been mentioned above, but personally I don't find it meets the "incompatible" part of the theme too well. Stealth and puzzle are very compatible game design elements that generally go hand in hand (it's a puzzle to complete a mission using stealth). Otherwise as I say, stunning game :) |
| Apr 28 22:13:06 | 18m 41s | Ultimate Hero Simulator | ♥ 1 | Wonderful idea, and very well executed. I struggled to understand the impact of the interactions with Flufsky for a few minutes - giving me the game over screen quite a few times. It would have been helpful to see +- numbers next to each bar when you give him food, pet him etc. But otherwise this is an excellent interpretation of the theme and a blast to play :) great work! |
| Apr 28 22:35:06 | 22m 00s | TPS: Top Person Shooter | ♥ 1 | Cool take on the theme and novel implementation. The game itself was pretty bare bones and easy to beat, if the enemy shot back at you or in straight lines it would add a bit more unpredictability and timing to the game. As it stands it's just a case of mirrored moving exploits - move when they are against a wall. I did find it funny that I could see the other levels when in first person view though - maybe not intentional but I thought it was a nice touch. Overall a great entry, I had fun :) nice work! |
| Apr 28 22:42:30 | 7m 24s | Platform Survival | ♥ 0 | Please upload again with the UnityPlayer.dll, also I'd recommend you add a cover picture for your game to increase visibility :) |
| Apr 28 23:11:12 | 28m 42s | Robocalypse: Xtreme Pool Master | ♥ 1 | Awesome concept, kept me playing for a while, I like the simple yet deep strategy in potting your turrets but making sure you're actually protected by them at the end of the turn. Genius! Graphically very simple and I did encounter a game breaking bug - getting stuck inside a wall so the zombies couldn't reach me. But otherwise this has great potential, you should definitely consider taking it further, it might do particularly well on mobile :) |
| Apr 30 12:30:06 | 37h 18m | Sleeping Titanium | ♥ 1 | Feedback on energy/s (both gain on purchase and current) for each item would help make progression more satisfying and help players understand how to min/max - which is one of key addictive features of a cookie clicker game. Otherwise I really liked the idea and it's a pretty zen game to play. Nice work! |
| Apr 30 12:38:23 | 8m 17s | Stealthy Frickin' Ninjas | ♥ 0 | Took a while to understand what to click on or what to do, a quick overlay at the beginning explain the UI and game objectives would help a lot! I got a "You Died" message as soon an enemy attacked my barracks, which seemed odd - I assume buildings should have health or do I have to stop enemies from entering my base? As I say, you need to explain the rules in the game :) |
| Apr 30 12:47:02 | 8m 39s | Spin.ENG.RefleX | ♥ 1 | I tip my hat to you; a fun educational game; I actually learnt things! Woop! |
| Apr 30 12:54:08 | 7m 06s | Skate'n'Snipe | ♥ 1 | Genuinely had a lot of fun playing this, the music was over the top and silly as was the concept. Visuals were pretty simple but this reminded me a lot of the old shooting games on Miniclip, nice work dude! |
| Apr 30 14:31:24 | 1h 37m | Sure You Can! | ♥ 2 | Cool idea but the controls are more frustrating than fun :( Loving the pixel art though, and while a bit repetitive the music fits well :) |
| Apr 30 17:42:59 | 3h 11m | Golfing Dead | ♥ 1 | Fun unique idea but I struggled with the controls, having to look down all the time made it frustrating to navigate, though I'm assuming that was by design to increase the tension from not knowing where zombies were :) |
| Apr 30 18:05:57 | 22m 58s | Dungeon Exploder | ♥ 1 | I loved this! The visuals and audio were cute and blowing stuff up into little cube was incredibly satisfying. My only gripe is the controls felt a bit too floaty, I struggled to get through door sometimes and it put a dampener on the fun. Otherwise awesome entry! Great work :) |
| Apr 30 18:31:44 | 25m 47s | Idle Shooter | ♥ 0 | Damn that was a blast! So satisfying to see all that moolah drop :) I kept playing until the 5-6th level but had to stop because the screen shake got too much - I'd suggest putting a clamp on it lol |
| Apr 30 19:47:40 | 1h 15m | Infernoculus | ♥ 0 | This is honestly the most complete game I've seen in a Ludum Dare, and reminds me a lot of Blood Bowl. Music wasn't too repetitive, pixel style was spot on and the gameplay was excellent: both easy to learn and with enough depth to keep things interesting. 5/5 will play again soon :) |
| May 1 14:54:39 | 19h 06m | Super Slime Slasher Ultra | ♥ 2 | I struggled with the mouse input somewhat, but controller was fine :) super cute style and good execution. Would be nice to see some abilities - maybe a dash attack or AoE ground-pound to mix things up as combat gets repetitive, but otherwise awesome work! |
| May 1 17:16:24 | 2h 21m | Topdowngrounds | ♥ 1 | Not really a fan of battle royale games, but this was an interesting spin. As mentioned above the AI didn't seem to do any damage to me but it was pretty fun to explore the world. I could see this doing really well with an XCom style action points system and point to point pathing rather than queued manual movement. Otherwise cool entry :) |
| May 1 17:30:23 | 13m 59s | Heart of the Cards | ♥ 1 | I loved this! As above it would have been nice to see wider variety of card effects and a combo system, maybe represented as held cards, so you can cast or hold a card (right/left click). E.g. * Electric = 1 damage to enemies within a cone * Ice = Freeze enemy in place So by having 1 electric and 1 ice in your hand your next spell might freeze enemies in a cone. My main gripe was how the cards threw from the right, which made predicting where they'd go really difficult, but otherwise really fun to play, great work! Edit: Also the enemy animations were super cute :) |
| May 1 19:09:34 | 1h 39m | Wizsnooks | ♥ 4 | Great submission, I thought it was a really clever mix of genres and the art was fantastic. It would have been nice to be given some sort of a reward for clearing a room and a tracer line to show the direction of shots would have helped a lot too. |
| May 1 19:19:53 | 10m 19s | Modern Bowlfare | ♥ 0 | Cool idea, but I experienced a few bugs :( * Teleporting around every time I jumped * Pins disappearing/teleporting as soon as I threw the grenade * Game didn't seem to end, but allowed me to keep throwing grenades Would definitely benefit from a trajectory indicator but other a pretty solid fun experience - explosions where particularly satisfying |
| May 1 20:22:40 | 1h 02m | Super Ice-Cream Roller Ultra | ♥ 1 | Reminds me of playing overcooked, solid graphics and audio, but the controls made me want to rage quit. I understand a big part of the game is the difficulty navigating, but it still felt frustrating. Nice idea though. |
| May 1 20:33:11 | 10m 31s | BIRKANOID | ♥ 1 | Super cool idea and well executed, I liked the simple to learn hard to master elements of the cards and the complexity/madness introduced by multiple balls. I did however encounter a crash (read: hang): Untitled.png Otherwise I had a lot of fun playing and it's always nice to see games made in fantasy computers :) |
| May 1 20:42:52 | 9m 41s | Bubba Illegal Construction INC | ♥ 0 | The game made me laugh a few times with the physics, but I felt like I should have been able to jump on top of the single story buildings. It became very awkward trying to build my own buildings. The audio was nice, but the stealth aspects never seemed to be a concern as no one did anything as I stole/built things. Unfortunately I got pushed under the ground twice while playing which made me give up, see the screenshot below Untitled.png |
| May 1 20:53:20 | 10m 28s | Patrick's Shoot Towers Pew Pew! | ♥ 1 | I didn't know what to do in the beginning but after placing my first turret I didn't seem to need to place any more... I got to wave 15 before giving up. Do the waves get faster or stronger? I did like the audio though, it's fun to see games that do all their audio with voices :) |
| May 1 21:05:24 | 12m 04s | Underground | ♥ 2 | I wasn't sure what the skeletons or fireballs actually did? Was I meant to hit or avoid them? The car controlled well until I hit a wall, which ejected from the level on two occasions. It was fun and satisfying knocking the skeletons over and the audio cue while doing so added to the whole effect. |
| May 1 21:16:57 | 11m 33s | TinyWorlds | ♥ 0 | Really nice concept, and well executed. I found the fire rate being per player rather than per tiny world frustrating, as it wasn't always obvious when I could fire and ended up spamming the button :) Excellent music and beautiful graphics, great work! |
| May 1 21:20:50 | 3m 53s | pressspace | ♥ 1 | Nice idea, the music and SFX were great. However I didn't even realise it got faster until I read the comments, but maybe I suck. One thing that did irk me though was no capital letters after full stops! :) |
| May 1 21:28:54 | 8m 04s | Magic Rocks | ♥ 1 | Quite enjoyed this, shooting fireballs was satisfying and there was a good variation in cards/abilities. I found the character movement a bit awkward and floaty and would have loved to see card combos. Otherwise good choice of music and nice graphics, awesome work! |
| May 3 13:18:33 | 39h 49m | Witch's Escape | ♥ 1 | Really liked the pixel style and the music was epic! However like many above I just spammed buttons with no penalty which sucked all the challenge and fun from the game :( I also felt the pacing was a bit boring. It would have been cool do see more than one enemy on screen at once and for the character to slow down - almost like a quick time event where I had to hit the buttons in the right order. As for penalties, perhaps every time the wrong button was pressed - i.e. a failed cast - knock the wizard backwards towards the chasing knights. When the wizard reaches the knights it's game over. |