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Feedback comments for LD41
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| Timestamp | Since previous | Game | monika's comment | |
|---|---|---|---|---|
| Apr 26 07:30:47 | Hanoi - City of Scooters | ♥ 0 | Ooh, saw some names I recognized! | |
| Apr 26 09:29:09 | 1h 58m | The Heat Of Battle | ♥ 1 | That was so so good but is McBeef's wife okay??? Tell me she's okay! Kind of wish the dialog went faster, and had some trouble with wall jumps where I'd get stuck on a wall and couldn't jump, but that's it. Best game I've played this LD so far. |
| Apr 27 07:18:15 | 21h 49m | Felocity | ♥ 1 | The use of pickles is a nice touch, a shining example of the level of detail and thought that went into the game. Well done! |
| Apr 27 07:27:52 | 9m 37s | Rythm is Lava | ♥ 1 | Very nice! Looks good and controls smoothly. It was sometimes a little hard to track things on the screen. I'd be focusing on one character and tracking the other in my peripherals, when suddenly I'd find myself tracking a smoke effect that was as large as the character. I don't know what the best solution would be - perhaps smaller smoke or characters that stand out more? I don't know. Like I said, it looks great. Just a little hard to track. Solid work. Good job! |
| Apr 27 07:38:04 | 10m 12s | Happy Quiz | ♥ 4 | One thing I liked that I haven't seen mentioned was that when it started to go just a tiny bit wonky, I rationally knew it was part of the game, but I also viscerally felt like I hadn't slept well enough in a few nights and my insomnia and ongoing sleep deficit were catching up with me. That's how well you nailed the mood. |
| May 1 03:46:18 | 92h 08m | 5ive 4 me, thr3e 2 u !1 - a turn-based platformer! | ♥ 0 | Fun little game! I wish I had a little more time to process how and why I died. A small pause, maybe a little death noise, just a second or two before I'm back at the beginning and have to get reoriented. You don't want this to be too long - you want a fast turnaround - but no time at all leaves me wondering what I missed and gives me no chance to think about what to do next time to fix it. Mistakes also felt a little too expensive, but that might have been fixed by adding that pause on death. Another option might be a small sub-life system (like big / small Mario) so only a second or third mistake completely resets the level. The game flowed well and I liked that I could easily switch between levels when I couldn't figure one out. ::thumbs up:: |
| May 1 04:19:01 | 32m 43s | Space Trivia | ♥ 0 | This reminded me of the C64 game Cave of the Word Wizard, where you played as a small child trapped in a dangerous cave, and every few minutes, a wizard would pop up and demand you spell a word. I have fond memories of Cave of the Word Wizard, so good for you :D By the time I got to the second question, it was already getting hard to properly aim for the correct letter, but it felt intentional-ish and drew attention to how incompatible the platforming system is with the quiz system. Good job on the art, too. |
| May 1 05:19:25 | 1h 00m | Space Trader | ♥ 1 | I was very good at knocking the things with the front corner of the ship and sending them spiraling off the screen! I agree with the comment about how hard it was to line the rows up. It might be possible to improve this without actually improving it, but by adding in some visual feedback about where it's going to end up if you don't touch the controls. Controls felt a little sluggish and I wasn't sure, but it felt like the ship would drift a bit when I wasn't expecting it. I also didn't feel like I had enough time to kill most things and dodge asteroid shards when I got them. Perhaps it would play better in a portrait aspect ratio? Good job! |
| May 1 05:42:54 | 23m 29s | Pretty Crowded Dungeon | ♥ 0 | Love it! It reminded me a bit of Card Thief. I often found myself too distracted by good match-3 moves to pay attention to my health. I wasn't 100% clear on how level progression changed the maps, but it might have been nice to be able to continue from where I was with some reminder / light punishment for this distraction, like a life system. I also at some point ended up on a screen with no key and I needed the key, but I wasn't sure if the level had started out that way or if the key hadn't registered or what. Sorry! I wish I'd caught it so I could file a better bug report. |
| May 1 05:50:47 | 7m 53s | Game Jam the Game | ♥ 0 | My roguelike clicker for everyone "Fuzzy Buzzies" did significantly better than my adult puzzle visual novel "Butt Puzzles", but, though I'm disappointed, I'm going to keep making the games I wanna make hrumph. |
| May 3 06:36:40 | 48h 45m | Super Slime Slasher Ultra | ♥ 2 | For everyone who says mouse controls are bad, I just played this on a touchpad and... yeah, I need to go get my controller anyway, so I'll go do that. I kind of find myself wondering how this would feel if just touching the sword killed the slimes. It might be more satisfying, but it would also be harder to keep chains going. (The spinny sword thing I could do by spinning my finger in a circle looked like it would have felt great as an attack.) It's polished and very cute, but other comments have got that covered, so ::thumbs up:: Biggest complaint is the font choice, but that might just take getting used to. I spent a good several moments wondering what "cdsn"-ing in my chain would do. Was it some terminology I didn't know? the keyboard equivalent for the control pad part? OH, CASH. CASH IN MY CHAIN. I'd have felt silly but I felt pretty safe blaming the font. Again, really well done. I'll definitely come back to the download version with a controller when I get the chance so I get the full experience. |
| May 4 04:08:10 | 21h 31m | Late for Love | ♥ 1 | The street lights pulsing on her face is an amazing touch. The whole thing is amazing. I wanna give it a shot on a touch screen at some point. With a touch pad, I'd occasionally lose control and I wasn't sure if it was something in the game or if it was just my hand getting tired. Occasionally also, it would advance the text as if I had clicked. I don't know. The game was HARD (entirely because of juggling the two parts of it, too, which was nice and thematic) and I am glad it was obvious that there were check points, or it would have been frustrating. So thanks for making that clear early on :) (Also some of that might have been the touch pad.) But yeah, amazing work. Top marks. |
| May 4 05:48:10 | 1h 40m | Zoccer | ♥ 1 | That was fun! It reminded me of the final challenge in Organ Trail for reasons I couldn't quite put my finger on. (It's not just the zombie thing... Perhaps the zombie ai behavior?) This is going to sound hyper-nitpicky and I'm sorry, but a lot of my feedback has already been covered by others and I don't want to repeat too much :) I wandered away from the ball once and it was super weird. I didn't like that at all. I think I was expecting that when I got close to the powerup, which had a glow and was visible away from the ball, that I would get some of that glow on me, but I realize that is a silly thing to expect. :) This is not something I'd expect to be fixed (but I would be really happy if you did). Just sharing my moment of being weirded out by something. I know it clearly says that it's a trail you have to blaze and that we are supposed to use the ball's glow radius to estimate our distance to the goal, but there was a moment near the beginning where the path stopped being straight, and at that moment, there were some weird features along the back wall that made me think for a moment that that might have already been the goal and the map was soccer-field shaped. I'd consider making the wall more boring there, and if people as easily confused by walls as I am are still confused, maybe putting an arrow on the ground letting them know that that's where the path turns and they should expect the path to turn. It's early enough that it would feel like an integrated tutorial to let you know how the game works, instead of some condescending hand-holdy design, I think. I actually liked the clashing graphics style (though shadows to ground you would be nice). It reminded me of Rebuild 2, so you're hitting all the good zombie game memories I have :) |
| May 8 03:32:29 | 93h 44m | A Virtual Friend | ♥ 1 | You really captured the whole look and feel! Good work! Fun fact - in the original Tamagotchi, if you never played with your tamagotchi and only gave it candy to keep it happy, it would eventually turn into the "secret character", a lazy adult human head on stick legs. |
| May 10 16:55:32 | 61h 23m | Maze in dark | ♥ 0 | Nice! Reminds me of https://twitter.com/mazeBotGame , a bot that provided a text-based maze on Twitter from a few years ago. It didn't give any visual feedback, and early on, the human players kept walking in circles, until someone else made https://twitter.com/MazeBotBot , a bot to display the first bot's maze as pictures and suggest the best direction to explore. |
| May 11 05:49:50 | 12h 54m | Winning Condition | ♥ 0 | Winner #17 here. That was amazing and I'm glad I found it. (I'm a sucker for minimalist anti-games.) It was simple, but also polished and detailed, and I hope you do get your 20 votes in. |
| May 12 03:56:41 | 22h 06m | doggo-h4x0r | ♥ 0 | You should be able to host the html5 build on itchio. https://itch.io/docs/creators/html5 That was cute, but the console sections got a bit tedious. I felt frustrated that the player character was typing so slowly and not doing basic stuff like tab complete, which broke my immersion and made me dissociate from the character I was playing. The computer *sounds* were spot on though. Good work on those. |
| May 12 04:50:18 | 53m 37s | Stealth Soup | ♥ 0 | I won by walking right and clicking on something that said "pick up 3 soup!!", which made me a little sad because I wanted to play a stealth game. I had to purposely try to get caught to see what would happen. The visual style looks amazing and line of sight (both how it looked and how it worked) was pretty smooth. |
| May 12 05:19:54 | 29m 36s | Flowers in the frame | ♥ 1 | This was really nice! The controls seemed a bit wonky. Not 100% sure why so this is a guess: it felt like it was reacting too fast and too much to the controls but would also hit a cap on how tight you could turn too fast, so it was hard to do anything but turn at that radius in alternating directions. (I was playing the web version if there's a difference.) |
| May 12 05:28:26 | 8m 32s | Amanda's Pony Farm 1917 | ♥ 0 | This game's look is really polished. There are a lot of great little details in the art and I love it. Good work. |
| May 13 21:23:57 | 39h 55m | Memories ~ of a Gacha Tale | ♥ 1 | ::whispers:: It's not a pop quiz if the teacher tells you about it. |
| May 14 17:08:08 | 19h 44m | artheria | ♥ 1 | I like this a lot and tried both versions. My biggest issue was that the map kept moving around underneath me. (Now that I think about it, I think this might have been because I was in the windowed version, which was the default option when I opened it...) That and the controls in general seemed like they could use some work, and I would love to be able to control more things with the keyboard. It was also slightly frustrating that the instructions were considered part of the giant cut scene and if you skipped the cut scene, you didn't have a chance to look at them. There was something I wanted to reread in them, but I wasn't going to watch everything again. Might do it later when I have more time. It could also use a little UI work for things like "You can't build here because..." types of things. The first time I had a road to a windmill and a building that needed a windmill, I spent a good minute trying to figure out where in relation I had to build it, because directly on top wasn't working. Turned out I couldn't afford it, and since that's a pretty standard thing in this genre, once I realized that was what was going on, I was able to adjust pretty quickly. A little gold piece with a red x through it might have clued me in faster. A "denied" sound effect also would have helped me realize it wasn't because I wasn't clicking hard enough (which at least this time around made sense since I'm on a touchpad and have a bandaid on my second-most-used clicking finger, but in general is a subconcious reaction I tend to have to games with no audio feedback). Really good work! |