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Feedback comments for LD41
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| Timestamp | Since previous | Game | Local Minimum's comment | |
|---|---|---|---|---|
| Apr 26 15:47:58 | Idleshot | ♥ 1 | Fun game! It took me a little while to see the +1 for the shots and realize you gained by shooting but then I was all onboard. First waves I also felt a bit like you could cheat the game by just clicking and not triggering the aliens. Until I hit the level that they didn't wait at all for me. But still, perhaps they should be on a timer on the first levels to not let the player exploit that they are waiting? I really liked the graphics and the audio. Some minor things with the graphics though. It would have been nice with a larger in-game cursor so as to make it easier to keep track of where I was aiming. And the UI for selecting different options was a little buggy. There was some option behind the others. I tried upgrading the speed of the shots and with autoshot and this was good, but I also didn't see what else would help me gain more speed with the generation of shots after a while and reaching to the 500 to open a door seemed a bit too far off. So perhaps, I would suggest tweaking the power-ups and the stats. Maybe making more of them visible at the same time, maybe hiding some that you are too far away from anyhow. I'm not exactly sure which way to go. In any case, really nice game! | |
| Apr 26 15:57:53 | 9m 55s | GattaZoid | ♥ 1 | Wow, like I was playing this peaceful game, not exactly understanding the complete aspect of it, how the rhythm aspect worked, but enjoying the shooting puzzle being kind of relaxed. Not caring if I was playing optimally or not. Having turned the volume up. And then 💣, I died and that loud effect almost scared me off my chair. So you can almost add surprise-horror to the genres. I think the game could benefit from some feedback as you pass a wall. At the basic level, just how many you got by, but perhaps better some score reflecting how well you did on it. Really nice game. |
| Apr 26 16:06:58 | 9m 05s | My Witch Shop (unfinished) | ♥ 1 | Cool start. I liked very much how physical, it felt with a the shots. The graphics were also great. It was a bit annoying to only be able too shoot left-right and at times it felt like the controls were a bit slow compared to the monsters. At least for level 1. On the other hand my shots traveled a bit too far, I think because I was hurting things I couldn't see. Speaking of which, it was btw possible to leave the visible area of the game. I wonder what treasures were hiding out there... |
| Apr 26 16:15:11 | 8m 13s | Guerrilla Gardening | ♥ 1 | What an obviously good combo of themes! Very good setting. And good fun game too. In the beginning I was just shooting drones, because I had forgotten about that other button. And then when I remembered and started planting I almost had them die on me before I figured out the watering. Perhaps because the water ball wasn't iconic enough to recognize from start. A simple mouse ui showing the two actions would have been helpful with that. |
| Apr 26 16:29:04 | 13m 53s | Splendid Adventures on a Sunday Afternoon | ♥ 3 | Very interesting and good game. I played through it twice to get to see different parts and I must say I think the is genuinely a very good idea to build something upon. The text, maybe particularly the font and the solid blackness of the color felt a bit off with style the game and the content (maybe make it partially transparent and not perfect black, and shop around for fonts?). In contrast, the word "RUINS" that you screenshot above felt more like how the text should interact with the story. It would have been very fancy if the text was moving and such on some of the dreamy parts. The controls of the character and how the ends of the more abstract levels were indicated could be worked on. But now it's starting to sound like I was displeased. And that I wasn't, it was a really marvelous entry. Very well done! |
| Apr 26 16:57:46 | 28m 42s | Dear Clicker | ♥ 0 | I really liked this entry and what you did with the theme. The absolute slowness of the game and everything up until the end. It would have been nice with a little more poetry or just being able to circle through as I might not have played it the fastest way. The game got quite silent after it was gone. Some ambient wind and ocean sounds would have also added a whole lot. The ending was very good to, and it would have been even cooler if the poetry foreshadowed it a bit. (Maybe it did and I didn't pick up on it.) I really like clickers in ld-games and I love me a walking sim. So this was a near perfect combo. I played Dear Esther, but can't remember if I completed it. It was nice not having to click yourself to death with it too. Mostly everything with this game was very nice. One little detail with the poetry. It would have been nice to have it on a special button close to WASD. |
| Apr 26 17:37:48 | 40m 02s | Infinitris | ♥ 1 | Interesting idea. I had a hard time getting past the part with two blocks, though. I think it would have been better not to both increase the speed of the character and the complexity of the puzzle at the same time. With games like this that have a really quick loop, it is also very important to put the player back in the start position for another round as quickly and easily as possible. And right now it was the opposite of that since you had to let go of the keyboard and click the mouse. First times with the blocks I also thought it would work like tetris and was surprised that I could move through the ground, but more importantly though, it would really have been nice to add a feature where I could manually lock the piece in place too. One feature that could also be cool for a game like this would be if you gave the player jump control too, so that you don't have to put the pieces perfectly but just good enough that you can also jump were you missed. But maybe you already had that and I didn't get to it since I couldn't manage the two-piece puzzle in time. Anyways, I would add such a feature not from the start but after the player has passed some puzzles. |
| Apr 26 17:49:11 | 11m 23s | Wordelicious | ♥ 0 | Interesting game, and sometimes really challenging when you couldn't come up with words or the ones you did come up with were not known. I didn't mind the leftkey/backspace. But I wasn't focusing too much on trying to be very fast. It would have been fun if customers returned and remembered what the got the previous time and had ideas what they wanted next based on it. |
| Apr 26 17:59:10 | 9m 59s | MATCH3+CONNECT4 | ♥ 1 | I tested around against myself a little and it seems really complex and challenging game to be good at. Cool idea. I almost gave up before coming to the game, which might be a pico8 thing but having enter give you a reset kind of option in the menu was really confusing. |
| Apr 26 18:10:49 | 11m 39s | Twine Walker | ♥ 1 | I was quite confused how to rate this game for 'fun'. As a concept game it was near perfect. I really enjoyed it, yet in some other senses it was rather the opposite of fun. I tried to read some bits in the beginning. And it was really quite hard. When the texts got longer... I can't say I didn't do too much reading then... I might never have appreciated double-jump as much as when I discovered it was a thing here. It would have been nice with some player shadow or similar because it was really hard to get a sense of where ground was for myself. But on the other hand, this game was everything about making it hard for the player, so perhaps that was perfect as it was too. Very good use of the theme! And an interesting experience. |
| Apr 27 16:11:26 | 22h 00m | Keyboard Army | ♥ 2 | Cool game! I got to the second round. I must say I focused mostly on what I could draft and trying to remember which would cause both drafting and playing the card. The scores I never saw really because they were too far off to the right. So I would suggest moving them to the drafting area to give the player a chance at seeing how they are doing while being busy typing. Some times I got stuck because I didn't realize I was missing a space on a card that I just had happened to fill up partially while dealing with other cards. So perhaps it wouldn't hurt a bit to not include space in what is needing typing. I general a really well made game though! |
| Apr 27 16:40:58 | 29m 32s | Xx_skateboarding_xX | ♥ 1 | Fun game! I might not have gotten very far, but made it a bit into the level with the things I were supposed to shoot while in the air. Perhaps it would have increased the fun a bit if first level with those was a bit easier. I was happy each time I managed to shoot the first obstacle while the level was resetting me. |
| Apr 28 13:26:03 | 20h 45m | LogiCars | ♥ 2 | I tried a couple of runs, and it's an interesting combo. I never got very far until I had 0 score and then it seemed like I could no longer play the 3 in a row game yet the car kept running. I found no retry either so I had to restart the game. If zero score was a loose state I think the feedback from the game has to be clearer. The match game should probably also not respond like it does when you can move stuff around when you can't. I would also suggest giving the player more score if score was a currency for the match-game to make it a bit easier. |
| Apr 28 13:47:29 | 21m 26s | Murder in the Refuge of Retired Monsters | ♥ 1 | Really well made game! It was kind of fun how it felt like some characters were really screaming at times due to their texts being short "Kong doesn't know!". The 3D assets were really well made. I consider hiding/locking the mouse cursor. I kept clicking outside the game all the time. And in general the camera got confusing as a result of that. Consider properly tagging the downloads on itch (Windows), so that they can be played in their app. I never solved the murder, but I enjoyed playing. |
| Apr 28 14:03:55 | 16m 26s | ULTRA BAE | ♥ 1 | That's a very incompatible combo and very ambitious to make a mobile and computer game. I didn't quite understand how the rules worked on `baedar`. I just got faces with comments and a yes/no button and no indication that there was any strategy to what to do. In `ULTRA BAE` I got past a couple of ladders until I lost the last of my life. Very interesting combo though. It would have been even cooler with swipes on the phone-app. And perhaps if the computer game was made a little more clearer, maybe top-down? With some tweaks I could see this as a quite fun coop game combo. |
| Apr 29 09:18:24 | 19h 14m | Shootaball | ♥ 0 | I quite enjoyed the rag-doll ball shooting competition. It was challenging and interesting. I did win the tournament, but it didn't feel easy. That's a really hard thing to pull off in a LD, so well done there! Though, it felt that it made it slightly too easy that the mouse cursor wasn't hidden, I could just make sure it was over the ball. Perhaps hide the cursor and if anything is needed, then have a cross-hair at a fixed distance from the gun in the direction that you are aiming. In contrast, the bullets could be a bit more visible, maybe leave a trace or simply be a bit oversized. It was also a bit too workable a strategy to just sit in the back corner and shoot at the ball. Not the best strategy, but too good. (I found it better to shoot myself into the air and then hit ball straight on.) Anyways, that corner hugging kind of didn't match with the feel of the game and one way to fix it would be to make walls bouncy. As for the stripping, I don't think it added anything and I agree with @jshaffer94247 that it needed something interesting and unexpected that inverted the tropes of striptease to justify its inclusion. Or that it somehow fed back into the game-mechanic, i.e. clothes were a hindrance and you/the opponent get better with less clothes. Not sure why that would be though. |
| Apr 29 10:07:34 | 49m 10s | PROJECTIME | ♥ 1 | Gorgeous game, stunning really. I got to the third level and I know I could have completed it, I just got a bit annoyed the fourth attempt while taking down the cone and falling off the grid because I though I was one off from where I were. And I'd say that is the one thing I'd focus on: Improving sense of height and sense of grid position-position. The first made it hard to know if bullets would hurt or not. Here one way to illustrate that more clearly would be to blur bullets that are on different height. Or work with their colors or something like that. The light effect showing height over ground was really nice but it was still hard to know if I had landed or not. Basically just hoping that I was on ground rather than feeling sure I was. Perhaps making that height effect a bit more exaggerated and have a specific landing effect (could be audio). That would probably also resolve the grid position-issue. Another thought, perhaps be nice with gold and silver medals (or similar) based on the clock-time it took to complete the level. A really great game though. Very well made. |
| Apr 29 10:10:29 | 2m 55s | Beet Boy | ♥ 1 | I tried launching the game through the itch-app but I only got a grey screen and nothing happened. (On Windows) |
| Apr 29 12:44:07 | 2h 33m | 'Lil Lost Squashy | ♥ 1 | I really liked the graphics of the game, and audio was nice too! Jumping was a bit too hard though, especially when I got those `jump --- jump - jump - jump --` bits. I also found that the best strategy was to enter the texts for all commands and just arrow around, which kind of was opposite to the game idea. My suggestion would be to only allow repeat the last command (if any) and rather make the game easier. At least in the beginning. Even if I got helpful texts (very nice), I would also have liked to have a command to list commands. And the command `PLAY` and `EXIT` in the menu. Because really there should be no need for a mouse in this game. Another thing that probably would have kept me trying more would be if there was a score (time survived or such) and possibly also a local or even better global high score. Very nice game though! |
| May 1 09:14:27 | 44h 30m | Participating in a Drinking Game While Playing Soccer | ♥ 1 | I think I found like some others have commented, that the feeling of and therefore the aspect of being drunk was a bit out of context and would have needed to be more integrated than just the blur. Though the blur looked nice. The running and the ball worked nice, but I would have liked a bit of a reset time after goals. The bell was good, because there would have been too hard to remember and notice some of the rules. I don't think I ever had anything other than the goals and the 10s rule. And since time between goals was that short in general most of the time, I would suggest reducing that complexity to goals only. If you really like the 10s rule, I would amend it to be 10s without touching the ball or something like that. One neat thing that could be quite possible would be that you start to see two semitransparent opponent when you get more drunk making the game effectively 2 vs 1. |
| May 1 09:35:25 | 20m 58s | Hidden Affection | ♥ 1 | Interesting game idea. I really liked the audio and what it did for the mood. I agree with @Pixelome, I was about to give up on taking the rest because it felt like space was not responding, so hitboxes should probably be about 100% larger. The way I understood the game was that I got to interact with one of 3ish items and select one of 3 options and then wait and see if dude got happy. After I needed to rest. My problem was that I tried three times and happened to choose wrong 3 times (different furniture). And if I understood the game correctly, you immediately lost if you didn't to all things right. This is way too hard on the player to keep the player interested. Some ways to change this is that you give one negative score for failing and a positive for doing good and have the game end when you get to -3 or +3. Another tweak you could do (possibly at the same time) is to have very few bad moves the first day(s) and then over the course of days ramp up the difficulty with introducing higher frequency of bad options. Though this only works if you have a very clear idea of what the dude's personality is and manage to convey it to the player. Nice first game and hope you come back for more jams! |
| May 1 09:45:20 | 9m 55s | Bar Fighter - Dating sim + Fighting game | ♥ 1 | Surprisingly I found it really hard to find a date that was willing to fight me, and that would have been a really nice twist if it was near impossible... then finally getting into the fight, I did loose. So I can see why people weren't bothering to much with me, seeing I would not be much of a challenge. I was kind of abrupt end and the transition from being on the ground, beaten up to the rather upbeat music in the title/instructions screen. It would have been nice if the name of the other fighter carried over to the fighting scene and possibly that they'd yell some of the shit they believed in. |
| May 1 10:00:08 | 14m 48s | 63 Little Pieces | ♥ 1 | Nice game. Well made and solid basic aesthetics. I played a handful of levels. It would have been nice to have more audio, if only effects on pressing the button to move, landing and being swallowed by the goal-thing. It was really surprising that there was only one sound and it was for changing level to play next. Some minor UX details. You can start playing the game without dismissing the text, which is kind of good when you have to redo a map that you failed, but then the text should disappear if you do. It would have been nice if the level-selector automatically selected the next level or even better if you just got to it. Leaving people out of the next challenge means you give them a chance to stop playing. Inside the level, it felt a bit odd that the elevators dragged me along when I was just next to them, but didn't stop me if I was flying past them. I think it would make more sense if they only dragged me if I landed on them. Consider properly marking the game as windows on itch.io so that it can be run in their app. |
| May 1 10:11:22 | 11m 14s | Spin.ENG.RefleX | ♥ 0 | Nice educational speed based game. I would have liked I highscore though to keep me playing it. First attempts I didn't quite understand the controls, but then I figured out how it worked, and it kind of made sense and also made it more pedagogical that if was guessing wrong about a word, I got more attempts at it. But since it is a rather unusual control pattern, it would probably be good to have it explicitly explained in the game. |