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Feedback comments for LD41
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| Timestamp | Since previous | Game | honey's comment | |
|---|---|---|---|---|
| Apr 24 09:59:19 | El Sniffo | ♥ 2 | Did you spend all the time making environment graphics? Kind of worth it though, looks really good. But I got stuck in the second room, other were unaccesible. Also definitely any sfx would be much better, or actually attacking enemies or chance to quit the game. I know it's hard given the time, but should it been a smaller environment, it would be much better game I bet. | |
| Apr 24 10:09:15 | 9m 56s | RogueNite | ♥ 0 | I'm sorry, but I quite didn't get what am I supposed to do :( I found bouncing blobs, ran from them for a while, couldn't locate a weapon (or key to use any) then found out blobs were instakill. Hope you can avoid it next time and our next game will be less confusing and more fun ;) |
| Apr 24 10:21:48 | 12m 33s | Bloody Battle | ♥ 3 | Good one, man! Movement sometimes feels a bit floaty (should it?) and most of the weapons (or have I just spawned only the bad one?) are irritatingly slow in fire rate. On the other hand I very much like the body immune system (?) theme. Think weapons should be a little more abstract to fit it, but that's really subjective. Of course absence of SFX is a big downer in overall feeling, but given the time... :) |
| Apr 24 10:33:06 | 11m 18s | Dungeon Drifter -- A roguelike racing game | ♥ 2 | I just couldn't get into it, I'm sorry =( Maybe some greater allowance in the begining, or hitting the walls not being instakill, just rises damage bar? Just any sort of "getting used to" level. As it is, it was too floaty and incomprehensible for me, so I put it down pretty soon :( But that's pretty subjective I guess, hope someone's gonna have great time with it :) But I very much like the steampunk-ish setting! |
| Apr 24 10:45:28 | 12m 22s | Last Stand. [Web Play] | ♥ 1 | Man, this is just the "why haven't I thought of this" kind of game! It was fun playing this! Maybe I would just make the shooter part feel more "heavy" - more bullets, more rapid fire, more zombies (one-shot kill?). But still the best LD game I have played so far. |
| Apr 24 11:00:39 | 15m 11s | BoomBall | ♥ 1 | Thanks for commenting and rating my game, played your as well, it's very confusing in a very fun way :) not sure if my ammo is limited or is it resuplied during time? Had fun playing it! I agree that it is really difficult to predict any exact outcome, but for me it was actually part of the fun, just flying around and trying to manage it a bit. I would just like to see other players thrown around as well, to make it a bit more chaotic :) |
| Apr 24 11:13:30 | 12m 51s | Reverse | ♥ 4 | Everything was already written, I think. It's beautiful and can be even more given a bit more polish. But the gameplay isn't much fun when you have to run twice the same long and uninteresting way. Also the camera is bit awkward and so are animations, but I guess that happens in game jams and is pointed out just because the beautiful graphics of yours promised something of much higher production quality. On sidenote - I thought it was a local coop game until I realized how to switch between players. If you consider that as an opportunity and try to rethink level design and point of view (or at least camera manipulation), it would make a great and beautiful local coop I would definitely play with my gf ;) |
| Apr 24 11:27:00 | 13m 30s | Nightmare in the Woods | ♥ 1 | The jumping feels very bad - that was the leaving point for me, you float in the air for an uncertain amount of time and sometimes cannot jump again after landing for a while. Should you make a platforming mechanics, you definitely should make it feel like player is in control. A bit shame, I like the artstyle and mood of the game and probably would enjoyed it much more if it weren't for the frustrating jump :( |
| Apr 24 11:32:59 | 5m 59s | Dual 'Em Up | ♥ 0 | I have no idea what to do. At least controls would help very much. But looks good, so it's a shame it's that messy :( |
| Apr 24 11:41:22 | 8m 23s | No longer available - too bad quality | ♥ 0 | Great concept! Very slow and with not very good controls though :( But love the idea of color mixing potion brewing! Definitely work on that more! :) |
| Apr 24 12:27:49 | 46m 27s | Alida of Arx | ♥ 4 | It's beautiful and despite it's flaws it's much more than anyone can expect from a 72 hour game jame :) My personal pet peeve - dialog should end/continue automatically after a certain time, not just after click, that stuff annoyed me a bit, but not like quitting annoyed. But I'm sure that and plenty other things is that polishing you don't have enough time for in game jam, otherwise amazing work and I like it very much! :) Also thanks for playing and rating my game to @svdvorak who brought me here in the first place! EDIT: Oh man, and that classroom! <3 |
| Apr 24 12:57:02 | 29m 13s | CDR the game | ♥ 1 | It works well, looks good, plays fine, it just feels like there's not much to it. Great work though, keep it up! :) |
| Apr 24 14:52:25 | 1h 55m | Top Hat Defense | ♥ 1 | Good looking and smooth feeling game, very polished, finished game. Unbelievable :) |
| Apr 24 14:56:59 | 4m 34s | Space Pong Invaders | ♥ 0 | Awesome, there's never enough local coop games, especially interesting ones! Wouldn't say that it strongly fits the theme, as it is more of a combination of superclassic, than incompatible genres, but doesn't really matter to me when it's fun! :) |
| Apr 24 15:06:30 | 9m 31s | Sneaky Dancer | ♥ 0 | Why have you opt out of humor category? I found your concept extremely funny! And execution as well, like it very much! |
| Apr 24 15:14:53 | 8m 23s | Slide or Die | ♥ 1 | This is very unusual! Like what you did both with the theme and with the time! |
| Apr 24 15:35:11 | 20m 18s | Bouncy Bullets | ♥ 0 | Great one, only thing that really bothers me on this game is there aren't more levels! Good work! |
| Apr 24 15:44:34 | 9m 23s | Praxre | ♥ 0 | Bizzare stuff, love it! Especially fishing music after what goes on previously, pure gold! |
| Apr 24 17:05:34 | 1h 21m | A Fistful of Shrooms | ♥ 1 | Actually pretty clever genre mixing, too clever to get it at frist glance it seems :) I played only on gamejolt and all the enemies were getting pretty quickly down the bottom edge of the game screen. Also there's no way to resize or fullscreen (properly) the game, which is a shame. Don't know whether or how you can adress it, but it would be appreciated :) Also seemed like enemy hitboxes are not up to their "heads," but maybe the reason was also gamejolt. |
| Apr 24 20:38:12 | 3h 32m | A Knight's Bounty | ♥ 1 | I actually had fun for that little while between I found out how to play it and when I won the game, so that's happy me it happened and sad me it didn't last longer (don't get me wrong, I'm not complaining, 48 hours is not much). In the game current scope I would definitely say that the biggest issue are those invisible walls - better graphical representation is neither hard to implement nor it is anyhow time consuming to do so, so that is wholly up to your head that you're confusing your players. That being said, the rest is quite tight and good feeling and looking, so that's why I had fun, even though I first had to learn that things are not what they look like :) I also pretty much agree with @Richard Weug and @TwinGhosts with their pros and cons, although I don't think that lack of features or enemy types is that big of an issue when you make your game during a weekend. Thanks for your game, it was a very intense experience :) |
| Apr 24 20:49:52 | 11m 40s | Puck Off | ♥ 1 | Great idea, great execution, really fun game! Thank you for that! :) |
| Apr 24 20:54:45 | 4m 53s | Goal Defense | ♥ 1 | Nice idea, just the goalie feels a lot floaty, I don't find that very good, but maybe it is on purpose? |
| Apr 25 14:14:30 | 17h 19m | Hadecken | ♥ 2 | Is there anything you wanted to do differently or didn't make in time? Cause it doesn't seem like so to me, feels pretty much finished and pretty deep and complex gameplay :) Just had some trouble controlling it on keyboard (block sometimes doesn't get noticed, no idea why), but apart from that, I had some serious fun! Thank you for that! PS: Maybe just one thing - allow player to rebind keys, a bit uncomfy playing on qwertz keyboard with Y down the left shift ;) |
| Apr 25 14:42:08 | 27m 38s | The Fast Dating | ♥ 1 | Really great idea and great concept! :) However, I noticed the same issues as guys above - jumping is unresponsive, the obstacles are kind of blended into the road and the waking up after hitting anything is wayyyy toooo sllloooooooowwwww. On the other hand your voice acting is funny as hell, so if that was your focal point, I can get why :) |
| Apr 28 22:16:54 | 79h 34m | Crystal Library | ♥ 2 | If more time was put into the sprites and lighting to be a bit more atmospheric, it would be definitely "sleeping with lights on today" stuff, but still the mood is strong with this one, and the audio is very guilty of that. If you're gonna expand this into a bigger game, do some more work on the sprites and lighting, and (most importantly?) let the player explore some lore or story (in the books?) to hopefully find out what the hell is that librarian creature and what the hell happened in this library, then I'm so into your game! Controls feels smooth and comfy and librarian navigation feels very good, like you do have a chance, but still there's pretty strong sense of threat. Great work, thank you for that, I really enjoyed it! |
| Apr 29 09:08:53 | 10h 51m | Sumbot Fighting! | ♥ 2 | Got to go back and read the comments to actually understand that I have to hold space to move the parts unless I wanted them to disappear! Which I instantly forgot after I succesfuly made first command plate so it disappeared soon after I let go of space after I picked it up and then the basic plate dispenser (dark green) bugged out and stopped working - it only gave me glitched half plate which could not be picked up and also never gave me another working plate. Besides that, the controls feels a bit floaty, I think that is partly on purpose (as the ride on that little wheel), but still think it is a bit too much for my liking. The idea I find briliant and with more precise control (and few debugging rounds, but hey, 72 hours) bursting with potential. The game is fun when you finally get what you need to do and the artstyle is really cute and awesome! Thanks for making this, enjoyed plaing it! |
| Apr 29 09:24:27 | 15m 34s | Road Pump | ♥ 1 | Man, I suck in this kind of games! But still I agree with @Flaterectomy - the notes don't match the beat (at least not all the time) which is a big shame in this kind of game. Also some penalty for randomly mashing buttons (like multiplier for precise streaks) would help to avoid button mashing issue. I hade a similar issue as @jcwelgemoed with the car blocking notes, even worse, from the beginning I expected that the car should hit the notes, not the bumpers down. Maybe it would work that way too? I however very much like how (even when not in the precise rythm) notes change with music pretty joyfully and the song itself matches the game very well! Overall I enjoyed playing it, thank you for that! |
| Apr 29 09:49:55 | 25m 28s | Claude Van Clam Presents: Roberto Fishermun's Horrific Fishing Adventure 2019 | ♥ 4 | Sometimes towers can't be placed on some spots without any noticable reason. Also the fishing on/off space key thing doesn't always work precisly, no idea why. Although very nice game, spend a while playing it and would probably be still playing, if it weren't for the last boss wave that ended my experience. It seemed to me that money was never enough for upgrades and renewing your towers, but I know that balancing economics in such a short time isn't the easiest stuff. Also agree that music does exact opposit of supporting mood and theme of your game, which is a shame, the rain was very nice touch and had it been accompanied by proper music or sfx and maybe a bit of lighting/color change, the mood could have been pretty dense! Still I had fun for a pretty while, so thank you for that! |
| Apr 29 10:04:48 | 14m 53s | TwoForOne | ♥ 0 | Playing on keyboard is really complicated :( still an interesting idea and pretty good execution in five hours :) |
| Apr 29 10:11:49 | 7m 01s | Dainty Deprivation | ♥ 2 | "So I'm supposed to drive or... Oh, what are these cute little creatures? What am I supposed to do... oh no, why would you do that? Why would anyone do that? They're too cute and too young! They don't deserve it!" Nice work, great artstyle, cute little fellas! |
| Apr 29 10:19:41 | 7m 52s | Last Man Green | ♥ 1 | Awesome work! Idea, graphics, sound effects and that very familiar but still unexpected ending! Enjoyed it very much, thank you for that! |
| Apr 29 13:34:18 | 3h 14m | Pieter Post Apocalypse | ♥ 2 | I don't know, I really didn't like the car movement, felt too floaty and slippery. But I loved the artstyle and idea as well as setting in that war zone! Very well done! |
| Apr 29 13:45:27 | 11m 09s | Super Slime Slasher Ultra | ♥ 3 | Dude, the mouse control is bug-level broken, I don't think it's against the rules to fix this kind of problem, it's not like enhancing the gameplay, it's more like making it controlable. Besides that, the idea is great and the artstyle is cool and cute, audio is good as well, so playing on controller is actually pretty fun! Congrats on that! |
| Apr 29 13:59:29 | 14m 02s | Lost Without You | ♥ 1 | Two things on my mind - I would suggest making the firefly snapping stronger, sometimes I had to go back chasing firefly that i missed just by milimeters because it couldn't catch me. I don't really see the point to be able to escape the firefly you wanted to hit. Second - it's kind of luck game, you just have to hope you hit the right turn (or have I missed something?), so it would be great if there was something you had to actually think about more than just roaming randomly. Second one is minor for the actual rating because of the time constraints, but maybe for the future development I think it'd be great to think of something like that. Apart from aforementioned, I loved the experience - the idea of time dependent changing is really clever, visuals are great and audio really helps to set the mood, which is overall very strong! So thank you for that, I really enojyed playing this game! |
| Apr 29 14:12:00 | 12m 31s | Roulette Knight | ♥ 0 | I found what seems to me as bug - I bought something in the shop, equipped it in my inventory, when suddenly my money went to zero and stopped increasing. Very beautiful game, great sounds and brilliant mash-up idea! |
| Apr 29 14:21:10 | 9m 10s | Midnight Thief | ♥ 1 | Harder to get into, but great idea, great execution! |
| Apr 29 14:42:32 | 21m 22s | Scarry | ♥ 2 | Great idea with that microphone stuff. I just roamed around for a while and nothing was going on until I found the first whatever you collecting, and then it happened! But man, what have the world ever done to you to deserve invisible walls around the game space? :( Nevertheless, very nice game! |
| Apr 29 14:55:40 | 13m 08s | The Passage | ♥ 1 | Dude, pretty difficult right from the beginning! But seems to me that it has potential if you work on it and think it through. Right now it took me pretty while to even realize what to do and what not. Even though - very interesting experience! |
| Apr 29 15:05:40 | 10m 00s | Rose-Coloured Dungeon Life | ♥ 2 | I don't really get how the combat system is supposed to work or to be any fun :( Close-to-impossible to hit what you want and avoiding hits is nearly the same. Maybe some introductory enemies that let you know the combat system better without killing you in instant? Besides that I very much like the fluffy lion taco and the work you actually put into the characters ;) |
| Apr 29 15:12:47 | 7m 07s | pressspace | ♥ 1 | Great idea, really! Even the presentation, dropping pieces of a story! Really clever and fun! Thank you for the experience! |
| Apr 29 22:31:45 | 7h 18m | Peculiar Adventures of Dorothy Hops | ♥ 2 | Actually suprised I didn't notice any Kingdom reference throughout the comments, the water striked me with it, even though it could use a bit of a displacement map :) Still like the game very much, very dense atmosphere, great art style, well chosen palette, super sweet gameplay with tight controls (I mean - you surely know your stuff with that jump allowance <3 ) and the game over screens made me smile when it insulted me with drowning in a puddle :) Glad I found this game and I'll be definitely looking forward to more of it! |
| May 1 14:47:11 | 40h 15m | Elaab Bark | ♥ 1 | The mouse sensitivity was damn too high, the jumping mechanic not very well done - the jump should allow you to hit the button in the very last moment, maybe even a bit after that (meaning when you already a bit off the platform), also you should always keep in mind how high and long your jump is when designing levels, otherwise the game would feel frustrating instead of fun. And dude, the pendulum, that's not how swinging works, go out to see some kids in the park ;) There's really lot of stuff you have to get into when making games, even when it comes to basics, but you never learn if you never try, so I think it's great you joined and I'll be definitely looking forward for your next jam (or any other) game, where you use all the stuff you've learned from this jam and from feedback :) |
| May 1 15:00:16 | 13m 05s | Soccer Fight | ♥ 1 | Pretty fun game, but I don't quite get why the ball doesn't bounce more, instead just stays in place of last hit enemy? I think that more bouncy ball would really add a bit of frenziness, one shot could bounce all around on multiple enemies, but also player would have been more careful about where he's shooting and with how much energy not to completely lose control of the ball. Anyways pretty nice entry, thanks for that! :) |
| May 1 15:43:32 | 43m 16s | Crafty | ♥ 0 | Definitely needs to put discovered items right into inventory and items should swap in the crafting boxes (the dragged one should go in, the previous one should go automatically back to inventory). That's kind of basic UX. The idea is very clever though, interesting storytelling indeed :) Not sure how to go about the trial and error proneness of this concept :( |
| May 1 19:03:44 | 3h 20m | Type Hero Adventures | ♥ 2 | This is genuinely awesome! You should play and rate other games to make your game more visible, because it would be shame if you couldn't make it to 20 ratings or just if people would not know about your game! |
| May 1 19:08:21 | 4m 37s | Robozes | ♥ 0 | Is it just tetris or have I missed something? |
| May 1 19:25:11 | 16m 50s | Office Tactics | ♥ 0 | I have no idea why boss was angry, all the work was done :( |
| May 1 19:28:35 | 3m 24s | Cooking Mecha | ♥ 0 | How do I do like... anything? |
| May 1 19:48:52 | 20m 17s | FPS - Fugly Puzzle Shooter | ♥ 1 | I probably shouldn't mention the controls when it was already pointed out in every comment here, but I don't want to break the combo and also the controls are pretty bad, renders shooting with mouse totally useless, it would be much better if you'd be shooting with space or whatever, then maybe it would work better. Apart from that it's very cool idea and pretty good start of possible future project! |
| May 3 10:43:30 | 38h 54m | I'm Not a hero | ♥ 2 | Very nice idea, would be great to see what you can develop it into! About more critical feedback: that background might be great, but that dimms a bit the foreground where the action is, so I think it'd be great if you reconsider balancing your contrasts and palettes, so that it will be more balanced (That doesn't mean I didn't love that background sunset stuff, sure I did!). Also part of the problem, look up something called "the squint test" - basically it is very difficult to distinguish which objects should be avoided (or are in any way important for the gameplay) when they're the same visual level as everything else, so the crates or barbed wires should stand out instead of blend in (as they pretty much do now) so they can be distinguished even when player squints her eyes. Besides, the position of the crates relative to player's looks like they're not even in the player's way. Player always needs to be sure which objects are just background and which should she avoid or interact with. Overall I liked your game very much, I think the idea could be expanded to a great game and also it looks like your team is capable of very neat production quality, but still you need to keep an eye on very important aspects of the gameplay that could potentially harm the outcome! Good luck with it and thank you very much for the experience! |
| May 4 10:12:28 | 23h 28m | The Ace | ♥ 2 | Great visuals and overall artstyle! |
| May 4 10:24:07 | 11m 39s | Witch's Escape | ♥ 1 | The spike pit never stopped me even when I didn't hit both the spells in time. But great experience overall, very nice effects, nice artstyle, fun gameplay! In the first run, it caught me totally by suprise that more spells are needed for obstacles, so maybe I would introduce double spell obstacles sooner in lower speed so it breaks a bit the boredom with slow coming one spell obstacles in the beginning (didn't seem that long to me, but some guys actually pointed it out in comments) but also informs player that the difficulty will be increased also in this way. Overall I enjoyed it very much! Thanks for that! |
| May 15 17:32:06 | 271h 07m | Numbness | ♥ 1 | Nice one! Though the platforming feels a bit floaty and also has the unity well known "wall stand" issue (just literally try to stand on the wall and you'll see), still the music set pretty good mood and some visual effects were very well done! Overall I enjoyed the experience, thank you for that! :) |