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Feedback comments for LD41
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| Timestamp | Since previous | Game | CaptainDreamcast's comment | |
|---|---|---|---|---|
| Apr 23 04:04:19 | Hyper Beat Engine | ♥ 1 | You know a game is gonna be good if it has Hyper in its title. I guess the most important part of a (50%) rhythm game is audio and you really nailed that. I has a nice untz beat to it. I'm also a sucker for vector-style graphics, you really went the extra mile with that, I love the design of the ship and the particles. There were a lot of nice details hidden here and there too, like being able to control the ship at the title screen, I only noticed that after the fourth or so time. One thing I would maybe note is that the beat counter and the boost arrow keys felt too far removed from each other. The main difficulty when going for the boost was - for me at least - moving my eyes away from the beat counter and the road. Though I'd take that with a grain of salt, maybe it was only me. So yeah, the gameplay is really unique, I keep trying to think of whether I've seen something similar before, but the best I can come up with is a part in Space Channel 5, but that was hardly a racing game. A great job on all fronts. | |
| Apr 23 05:01:24 | 57m 05s | Impossible Car Game | ♥ 0 | I liked the humor, the quips after dying and the tutorial were fun. Oh, and the premise, the title is what originally made me interested in your game. Cool idea. |
| Apr 23 05:41:01 | 39m 37s | ASM Hell | ♥ 1 | It has a nice sense of pacing, the way the levels introduced more and more felt well-designed. I had fun playing it and progressing. The only time I got stuck was at the very beginning, because I misread the move syntax. |
| Apr 23 22:59:51 | 17h 18m | ZombieGun Clicker | ♥ 1 | Thanks demonic grandmas, always the greatest allies in a zombie apocalypse. The game really took off after unlocking autofire, that's when it really shined. Firing the gun felt satisfying, my only problem was that at about 25 bullets/sec in both regeneration and autofire, you became pretty much invincible. Of course, I still kept increasing my bullet count, after all, you can never have enough bullets 👍 |
| Apr 23 23:38:52 | 39m 01s | 1on1 World Cup 2018 | ♥ 1 | Platforming and football is a cool concept, I look forward to see where you're taking it in the full release. The best feature is the players jumping on each other's heads, they should add that to the real 2018 world cup. |
| Apr 24 00:30:36 | 51m 44s | FLAPPYKARUGA | ♥ 2 | Tried real hard to get to 10000 but only made it to 8000 points on my best run before a high gate->low gate combo ended me. Tested it with a Xbox 360 controller for PC, so yeah, controller input works. I appreciate how many input methods you added to the game, both with the Q/E combo and mouse input. I think it was interesting to see you improve Flappy Birds in a way that doesn't break the original's simplicity. Ikaruga's switching mechanic was a good fit, as it goes along well with the original concept. As for the Flappy-Birds-with-knobs-on thing, I'd say that's only mostly true for the beginning. When multiple enemies start appearing, the Ikaruga stuff comes more into play and that's when the game becomes more fun than Flappy Birds. I had fun and some exciting close call moments past 5000 points. |
| Apr 24 01:47:00 | 1h 16m | Good Boy vs The Bad Boys | ♥ 2 | "If you gaze long enough into an abyss, the abyss will gaze back into you." - Admiral Flopsy, shortly before leveling a building due to a lack of turn cards. I think the lowpoly art style went well with the cartoon plot of a robot saving the city from UFOs. It felt very bright and energetic, the laser looked awesome and the enemies threatening, invoking some Metroid vibes. The music fits the mood as well, it's a real high-quality piece, whoever made that can feel proud. The voice acting was a bit goofy, but I think it actually fit with the mood the game was going for. The RNG based gameplay is both the game's biggest strength and weakness, I think. On the one hand, it can be really frustrating when you only get turning cards and straight shots while enemies move behind you, on the other hand, it adds a level of strategy to the game that the protect-thing genre usually doesn't really have. Like, do I use my spiral shot card now, or do I use something else and hope I get a turn card. Those kinds of moments make the game exciting. I had fun with it, although I absolutely suck, I can't make it past 2:30 no matter what I do. Good job. |
| Apr 24 02:27:51 | 40m 51s | TS 3001 | ♥ 0 | Made it to the end, I really liked the way you used the level design to teach mechanics. Like shooting enemies to unlock the door or using the bomb to avoid getting trapped by lasers, I thought that was neat. All in all, I think it feels pretty polished. |
| Apr 24 15:55:19 | 13h 27m | Daxua | ♥ 1 | It really covered all ranges of emotion. I did not expect the ending, I encourage everyone to play the game till the end, you will not be disappointed. Great job. |
| Apr 25 04:48:11 | 12h 52m | Toppen Ultimate Anime Defense | ♥ 2 | Whoa, I didn't know Studio Trigger took part in the LD. But seriously, this was hilarious. I loved every second. Usually, when games have RNG elements, they tend to break the game for me, but here, every card was useful so it never felt like you drew a dud, that was neat. Don't really have anything I didn't like, the only thing I'd note is that it took me a while to figure out I was supposed to click the health care packages and that clicking X to make the victory screen disappear feels a little anticlimactic. But those are minor nitpicks, like I said, it's a great game. |
| Apr 25 07:05:41 | 2h 17m | Mortal Keybat | ♥ 1 | Dangit Jerry, every time. I enjoyed the intro story and the whole framework, it was really well-written. I guess the ability to advance the text manually would have alleviated the problems other people had with its length, skipping it altogether would have ruined the story, at least for me. The gameplay felt very polished, I think you struck a nice balance of difficulty. During level one I thought it was too easy, but then the other levels happened and I got pleasantly surprised. On that note, the structure was really well-done, every level was more fun than the previous one. So yeah, cool idea, great execution. |
| Apr 25 14:11:46 | 7h 06m | Twine Walker | ♥ 1 | It's a great take on the theme. Gameplay-wise, I'd think my only complaints would be that, at times, it was literally impossible to read the text due to the background and/or the text density. Other than that, I didn't know what Twines were before playing this game, so it took me a while to figure out I was supposed to "select" stuff (Though I guess that's on me for not googling it beforehand). I found it quite captivating and went through it multiple times. My favorite was the Tower of Chaos section, that had me giggling quite a bit. And you really had fun with that ledge level design, didn't you? Regarding the whole "rewarding the player" thing, I wouldn't worry too much about that, I think the branching paths were well-written enough to make the player want more. All in all, great job! |
| Apr 25 15:36:54 | 1h 25m | Type n' Jump | ♥ 3 | I'm clocking in at 90, though I died a couple times due to panic-typing "sttrkrop" instead of "stop". attempts.PNG I had lots of fun, it is the kind of game where you want to try again and again to reduce your score, which gave it a lot of replay value. It had a nice sense of balance and structure with the way commands are introduced. One thing I liked about the art style was the CRT shader(?) it used, I couldn't help but notice how much that improved the presentation of the game, together with the "juice" effects like when you mistype a command. Great work, you really put a lot of thought into this! |
| Apr 26 05:22:45 | 13h 45m | Shoot 'N Hockey | ♥ 4 | This. This is what ice hockey needs, giant spikes on the walls and projectiles. Fund it. I think it was a great idea for the theme and a fun implementation. The violent death stuff and the surreal feel with the bumpers and the bananas gave me some serious Mutant League Football vibes, which was cool. Music went well too and helped support the game's mood, I'd say the sound design in general was really solid, with the bumper sounds, the cheering and the spike splish sound. All in all, great work! |
| Apr 26 06:37:42 | 1h 14m | Survival of the Smartest | ♥ 2 | I won! I guessed the last two doors but it worked out somehow! I got pretty spooked by the lighting and sound design choices. The background ambience and the door noises in particular had me scared. Whenever I was unsure if I got it right, walking through the door became a nerve-wracking experience, after all I couldn't know whether there was a jump scare waiting ahead or not. From what I gather from the comments, there weren't any jump scares in the game, but I didn't know that as a player, so I'd say the mood of anticipation was set perfectly. I also liked your take on the theme, it's the kinda thing that makes you snap your fingers and say "Of course". Great idea, great implementation! |
| Apr 26 07:34:23 | 56m 41s | Kiss all the ladies | ♥ 1 | I did it, I kissed them all! I thought the genre combination was neat, you managed to put an interesting twist on it with the you-can't-build-on-the-way-back mechanic, that made for some cool puzzles. Would've loved to see more puzzles with the red blocks, I was sad to see it end when it ended. But hey, wanting to see more is the sign of of good LD game, right? |
| Apr 26 07:51:57 | 17m 34s | Ce n'est pas un jeu de pointer-et-cliquer | ♥ 1 | I think you really nailed the mood with that sound design. The changing name plates steered the player in enough of a direction so the puzzles didn't feel unfair or anything. Sometimes with these games you feel that you're just trying stuff randomly to get a reaction, I think you managed to avoid that pretty well. Very cool! |
| Apr 26 08:06:42 | 14m 45s | Turn the Fight | ♥ 2 | Very charming game. I liked the design choices you made with this, like the comeback after your enemy fails their finished combo. Those kinda things show you put a lot of thought into gameplay. I thoroughly enjoyed it, great take on the theme! |
| May 10 15:04:48 | 342h 58m | Hungry Rabbits | ♥ 2 | Made it to 30 coins after a few runs, not sure what the average amount is, but it felt like a good run. You really nailed that satisfaction aspect, it's great to harvest that four-coin plant just a turn before bugs get to it. I think the only thing I would have wished for was a way to manually discard cards, even at a penalty or something. Then again, not sure if that would water down the strategy part of the game. Either way, I got really into it, so great job! |
| May 10 16:31:50 | 1h 27m | SHIRO NO OJO | ♥ 0 | I did it, I made the princess love me! The red/green change was what kept me on my toes, it added a new layer of tension to the game play which I enjoyed. Most of the times I was overwhelmed by the demons was when I pressed the wrong button and got out of my rhythm. Thankfully, it's not that much of a death sentence and you can bounce back from that, that was nice. There were a lot of other satisfying design choices too, like the enemies appearing in chunks. I think the music helped elevate the game play too, it felt really fitting. The beat was a nice guide in timing shots. Very fun game, great job! |
| May 10 17:16:06 | 44m 16s | mechROMANCER : a top down shooter dating sim about relationships | ♥ 1 | Made it to the end too, after the final question I turned invincible, at least I'm sitting at -7 health right now. But I also formed an invincible bond with combat unit 00! I thought it was fun (only thing I'd note is that the hit detection felt a little off), the humor was on point, and mixing shooting space bugs with ro(bo)mancing was a concept I really enjoyed. Great music too. Really cool! |
| May 10 17:37:12 | 21m 06s | Blitzingo | ♥ 0 | What a brilliant idea, I loved it. Though I always seem to click away numbers that are actually on my board. Well-designed too, the random-numbers button was a good inclusion. Fun game! |
| May 10 20:34:20 | 2h 57m | Type Ball | ♥ 0 | Got to level 5, I learned that I reallu have a tendenct to miss the y key. The idea to scale points with distance was an interesting. Sound design worked really well, thanks to the sounds, I never had to look at the timer to know how much time I had left, I thought that was neat. Due to the quick game play loop, it's really addicting when you get into it, a cool take on the theme. |