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Feedback comments for LD41
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| Timestamp | Since previous | Game | radow's comment | |
|---|---|---|---|---|
| Apr 23 01:18:36 | Flowers in the frame | ♥ 1 | Hey, I tried playing the game on itch.io. I really liked the graphics, but when you restart the game without reloading the page it get's laggier each time, becoming unplayable fast. I'll try the game again later =) | |
| Apr 24 02:19:07 | 25h 00m | PE@CE | ♥ 1 | I really really like this game. The Graphics are great, the controls are good enough and the level design is the right mixture of minimalistic and increasingly complex. It doesn't really fit the theme too well, but that doesn't make it less of a fun game. I havn't quite gotten trough all stages yet but I certainly will =) |
| Apr 24 02:33:44 | 14m 37s | Everything is Cards! | ♥ 2 | The game is easy enough to get into and can be fun for a round, there are a few thing that severely limit it's potential thought. * it's supposed to be a shooter, but you can also melee... not really a problem, but it draws attention to the fact that the game doesn't really seem to know what 2 incompatible genres it want's to mix * the lack of feedback when hitting with the axe makes it annoying to play with the axe * i found 3 different cards. I assume there might be a fourth one? Anyhow: you get these cards really quick and from that point on picking up cards isn't a mechanic anymore. * I hardly saw the fireball - it looked like the particle effect got cancelled or sth? |
| Apr 24 02:47:08 | 13m 24s | Text Based Adventure | ♥ 1 | I like almost everything in this game: The art style, the witty dialog, the oldschool sounds.... the only thing i really dislike is that you disengage from dialog with 'esc' (on keyboard). Not even to skip it, but every time there is dialog! |
| Apr 24 03:00:38 | 13m 30s | Magic The Shattering | ♥ 2 | The game works very well and the fact that there are different card categories, different decks etc certainly encourages playing a couple of rounds. The game does have it's problems with RNG thought. Having a rather week attack, with slight buffs does very little against a foe with 3 attacks that just flood the screen. But if you die you can get quickly back into the game. |
| Apr 24 03:22:35 | 21m 57s | Stop The Munchies | ♥ 1 | It took me a couple of tries to get used to it, but I do like the idea, that you can make phase 1 harder on yourself by building a proper maze and if you still make it you profit in phase 2. As it happens, when i finally got a proper mazelike structure working in phase one, the movement patterns in phase 2 got much less readable^^ Dpendign on RNG constantly click-selectign different tiles can get annoying in phase 1, |
| Apr 24 03:30:32 | 7m 57s | Stirfry's Rhythm Rave | ♥ 1 | Great looks, Graphics,audio...rhythm + acceleration based gameplay thought.... took me forever to get out of that early early ditch. Gotta git gud^^ |
| Apr 24 03:34:27 | 3m 55s | Grid Gunner | ♥ 3 | Really really enjoyed this! |
| Apr 24 03:42:38 | 8m 11s | Transmute | ♥ 1 | Wow. Love the Graphics, the controller movement is really slick for a jam, the puzzles are fun and the shooting aspect really integrates into the platforming instead of just being 'on top of it'. |
| Apr 24 03:53:19 | 10m 41s | Prison Cat | ♥ 2 | The actual game is really boring, there is no way around it. The artful thing you managed to pull of is still make it a fun experience with the art and the text. My favorite part is when you lose... |
| Apr 24 13:31:17 | 9h 37m | SSSS | ♥ 1 | Love the Graphics and the sound. There is some issue with anti aliasing, but it still looks great- The lack of tool-tips or a tutorial makes it rather hard to understand what the buttons are supposed to do. I restarted several times and still have no idea what some of them do. |
| Apr 24 13:50:06 | 18m 49s | Puzzle Jumper | ♥ 1 | I like the idea and looks of it. It's addictive enough to keep you playing for more than a few tries. There seem to be some bugs thought: * you can get stuck in a 1-space location. The audios go crazy but you have to restart yourself. * when you move a part right when landing you will move the next part without standing on it. * when landing sometimes an additional space is taken somehow? A also feel that the physics could be tweaked to be less low-gravy. Especially in the beginning when you dont have a big pile of pieces on one side (that is how you play tetris, right?) you dont have much time to land on and navigate the pieces - it is then a tad frustrating to shortjump and fall almost as slow as the piece itself, robbing you time of additional jump-tries. All that aside it is a fun game, it looks and feels incredibly clean in spite of the bugs and it is one of the first I have seen that truly went with the theme! |
| Apr 24 14:09:55 | 19m 49s | Torn | ♥ 3 | Wow! The best Graphics I have seen so far. Also the gameplay, the story, the sound... almost everything seems incredible polished. I ended up playing it with a friend and somewhat cheesing it (one person playing the walking simulator, another the runner part), but that was really fun as well, so why not, right? Here are a few nitpicks: * it starts immediately. Being next to a fountain this is not to bad, but the first time playing it overwhelmed me. * it also ends really abrupt. It can be hard to read the grave diggers dialog while moving away and then the game just closes down. * I loved the generous checkpoint. I assume for regular solo-playthroughs this is a heaven-send. it could have been a bit longer after that, but the amount of content at this level of polish is already really impressive for a jam. |
| Apr 24 14:28:57 | 19m 02s | Rock The Road | ♥ 1 | The combination of a driving game and towerdefense certainly fits them theme of incompatible genres. I felt that there should have been an incentive to drive around the map. As it is the best strat is to camp at the beginning pilling the stones in front of the finish line. But the HP are forgiving enough, so that one can just drive around for fun anyways. Also: Wow creating such a game at age 13 is damn impressive! I'm not sure I even knew what an if-statement is at that age. |
| Apr 24 15:33:12 | 1h 04m | Super Bigbo Commando | ♥ 1 | That music! Really fun game and one of the best tutorial sections I've seen in a long time. Very polished as well. would love to see highscore-style global stats to compare speedruns on this one =) |
| Apr 24 15:56:11 | 22m 59s | Daxua | ♥ 1 | The Graphics are amazing and the gameplay felt very intuitive. Therefore it's kinda sad that there wasn't very much of it. I played through the stage twice but couldn't find any other option then to kill the regular foes and then proceed to the boss, did I miss something? ( just asking because you list 'The fate of Daxua changes with your every decision.' as a feature, but I didn't really feel like I made a decision.) The slow mo and the star wars references felt kinda random. |
| Apr 24 16:21:45 | 25m 34s | DroneOut | ♥ 1 | I love to see another game using public highscores and am somewhat surprised to see so few entries (we have the same problem on our game). It works well and feels intuitive, the only thing I don't quite get is why you put so much rng in the wavesize. That seems to somewhat go against the competitive aspect of the game and can make it hard to even beat the AI. |
| Apr 24 16:37:22 | 15m 37s | StrateJump | ♥ 1 | I really like the the humor in this! Having made a turn based (card based) plattformer myself the responsiveness of the game in spite of it's turn based nature is really impressive. One is quick to start over if something is wrong. A few nitpicks: * you can somewhat break out of the grid that is induced by '1 move/turn to the right = n units' and this can get you stuck-ish at some situations(you can break back into pattern but that is a bit annoying to do) * I played the WebGL version and there is no fullscreen option - for such a small window the amount of screen clutter especially during the menu was a bit too much. |
| Apr 24 17:20:15 | 42m 53s | FTD (Find The Differences) | ♥ 1 | Nice! So many people took the easy way out by combinign two genres that fit together easily, but you didn't and you made it work! The physics are a bit fiddely, but the platformer part isn't all that challanging so it's not to bad. |
| Apr 24 17:43:07 | 22m 52s | Ultimate Hero Simulator | ♥ 2 | Wow. Sound and Graphics are just out of this world. The platforming shooting part is so fun that I'm almost annoyed at the pet mechanism, but the theme was what it is and this game most certainly combines two incompatible game generes. thumbs up. |
| Apr 24 18:02:36 | 19m 29s | YOU LEFT ME. | ♥ 1 | The art is just something else. The music and gameplay, especially the fact that you can/have to try things multiple times and the visual effects on the writing really complement the mood that is heavily grounded in the art. I wouldn't consider point-and-click and VN incompatible, so a slight cop out on the theme side of things, but that didn't make me enjoy this any less. Most impressive to mange all of this with this level of polish in a single weekend. |
| Apr 24 19:15:49 | 1h 13m | OUTLAW 🚗 MAYOR 🚓🚓 PANIC! | ♥ 1 | The combination of of a pacman-y/gta-y carchase and the building part work surprisingly well. The controlls are intuitive, the whole setting is fun and for a compo entry visuals and audio are especially impressive. Still didn't manage to read everything on the gameoverscreen xD |
| Apr 24 19:24:28 | 8m 39s | BREAK // HELL | ♥ 1 | Well done. The way this game plays one wouldn't think that the genres are at odds with each other at all, but the fact that you basically fire the very attacks that you later on have to dodge, the balance between just attacking and leaving strategic gaps, all while under pressure from the approaching bricks makes for a really interesting gameplay while maintaining the feeling that the game is a somewhat odd combination of genres =) The oldscool graphics and sounds are on point and the difficulty has an addictive ramp to it: generous enough with pickups, forgiving at first and increasingly difficult as it goes on. |
| Apr 24 19:40:51 | 16m 23s | BlowScape | ♥ 3 | Fast paced, responsive, addictive gameplay. Nice visuals. Sound is not sectacular, but solid and supports the action driven gameplay. Neat entry. And not a single bug or glitch I could find. |
| Apr 24 20:13:30 | 32m 39s | RootNote | ♥ 1 | Weired at first the game is really fun. It has stunning visuals, works fairly intuitivly given the theme, is easy to get into and has a nice ramp up in difficulty. Nicely done. |
| Apr 24 20:51:42 | 38m 12s | Turn Around - When turn-based rules meets their opposite ! | ♥ 0 | Love the game. gameplay as well as presentation. Only the controls could be a bit better. Sometimes the character feels unresponsive (Is the Input.GetKey/Get Axis check placed in fixedUpdate possibly? That could explain that) and the action-menu keeps collapsing. While I like that the game looks so clean, there is so little visual clutter that it could easily stay extended. On my very first run I didn't even realize it was there until I needed the teleport for the first time. Edit: One more thing (controls again) please implement [Space] = end turn or sth similar. =) |
| Apr 24 22:09:35 | 1h 17m | ColorTagSurvive | ♥ 3 | there are a lot of very polished elements in the game: the camera controls, the start menu, the day-night cycle, the online-aspect of the graffiti and the option to jump to a grid position. Atmosphere wise one on the top entries I've seen and with an interesting indirect multiplayer aspect, the one thing that holds it back is that there is not really much to do in the world. Exploring the gratifies could be fun, but right now there are not that many and they are somewhat limited by the wall sizes. Still: I applaud you for this innovative exploration of the concept. |
| Apr 29 12:08:49 | 109h 59m | Wild Cards | ♥ 1 | A Fun game, that needs a bit more balance. In the begining I thought food/eat cards were the bottleneck and in a certain way in the begining they are. But when I noticed you can just throw away cards until you get an eat card (or any other card for that matter) things got a lot easier. When I realized how powerfull tame was I basically stopped caring about food gathering, since it would autorefill while I was doing other stuff. Another part of the food-imbalance is the fact that stave is basically a non-mechanic. You can easily outheal the dmg with heal cards that cost nothing (no resources, no hunger, no energy) and/or eating later. At this point eating became more of an energy-managing mechanic, since being out of energy actually meant I couldn't do anything on that day. At this point the game kinda started playing itself: I would try to upgrade most equipment every day (save bow, house and hoe - these I didn't really need with taming and high sword values) and get through the whole deck before resting. I died at day 11 because I wanted to find out what happens when you throw all you rest cards away. I still enjoyed the game a lot and think with some more balance and difficulty it could be very fun. here are some ideas that would in my opinion help adress this point: * make starve actually hurt you * the difficulty of foes should increase much faster * tame needs to be nerfed without loweing the chance to succesfulyl tame. * bow should have some benefit over sword. * make the house more relevant. |
| Apr 29 12:14:47 | 5m 58s | ACCIDENTAL EXISTENTIAL | ♥ 1 | I like the social commentary - more games should have that. *Thumbsup* |
| Apr 29 13:58:44 | 1h 43m | Typerider | ♥ 1 | This game is HARD. I'd say it is a bit inconvenient to play, but that is something that applies to almost every game that truly went with the theme and yours most certainly did. The game also never seems unfair, since it is purely my own lack of coordination, typespeed etc. that makes it hard. The Graphics music and overall polish are amazing for a jam game. Great job! |
| Apr 29 14:00:53 | 2m 09s | Gender Circles | ♥ 0 | As a non-binary player I think it's a bit sad that you went with only two genders. The two overrepresented ones at that. |
| Apr 29 15:58:39 | 1h 57m | Flatpack | ♥ 1 | What a refreshing entry! Loved the humor and presentation. Great writing too. The genremixing didn't really come out very clearly, but still a very innovative take on making a game in a short time =) |
| Apr 29 17:35:28 | 1h 36m | Not Again Pls | ♥ 0 | Somehow the game doesn't seem to be loading. The loading screen takes a long time and then stops entierly at around 95%. I'd love to test it, so feel free to tag me if you get it working =) |
| Apr 29 18:12:52 | 37m 24s | Miss Paws and the Runic Maze | ♥ 0 | The spell exploration part is really fun, but there are some oddities: * all 3 card spells lead to ??? effects. For a long time we thought those did nothing nad were jsut not implimented, but then I cas a night(?) effect on myself that kept me from casting regen and also stunned me? * Getting more cards should make you more powerfull, but what it actually does is give you less controll since the RNG has more impact. * In the begining all you do are 2 card combos that are really 1 card combos because there is only one second card. * When I got the arrow up card it never appeared until I got a card that made it possible to access the third card round. It would be great to communicate this. I still enjoyed the game, especially the music art and possibly a nodd to that old win98 screensaver? |
| Apr 29 19:10:14 | 57m 22s | Jammer Tank | ♥ 0 | Went in expecting your regular old boring shoot and drive tank game and then THIS. Amazing. Loved the physics. |
| Apr 29 20:18:44 | 1h 08m | Jeff From Accounting | ♥ 1 | Wow. literally the first game I gave full points in every category. While I loved every bit of the game what most impressed me was the distopian level design combined with the fitting music. Overall the level of polish and smoothness of play is amazing for a jam. I don't usually like typing games, but if you would add more content to this I would absolutely play it. |
| Apr 29 21:10:33 | 51m 49s | Run 'N Hide | ♥ 0 | Hi there. Try as I might I did not understand what the boxes were for. It was easy to finish without spacebar and shapes, but using them .... |
| Apr 29 21:20:02 | 9m 29s | Platform Breaker | ♥ 1 | I really liked this entry. There are a lot of entries where you basically have to play two games at the same time, but usually the controls are awkward and the games don't influence each other too much. Not here thought: their interaction is fun and the level where you have to jump on the floating balls made me realize that the controls are actually very accurate for such a game! If there were more levels I would totally play them too. The only suggestion I have is that the blocks that survive multiple hits in a few of the middle levels could be made weaker to make these levels a bit more involved. |
| Apr 29 21:59:52 | 39m 50s | Crafty | ♥ 0 | Hey there. Learned a bunch of unity stuff from your videos and since this is my first LD entry using Unity I am really excited to see your entry. I got to the end (I think? I did destroy the world so...that's good right?), but I didn't quite unlock all the entries, so I migth go back and try to do that. The game was fun, but theme wise it does combine falvors/setting rather than genres. Other than great amount of polish as expected =) |
| Apr 29 22:22:03 | 22m 11s | SmackTalk! Live | ♥ 0 | what did I just play xD |
| Apr 29 22:30:19 | 8m 16s | Super Balls Defense Base Craft | ♥ 1 | I really like the idea of starting out with a rather bland pinball machine and building and upgrading it. Combining that with tower defense is a really nice idea, especially because you do need the balls/foes to collect the resources. The graphics were really good, sounds were there. What really would have helped to make the game more fun would have been some sort of tooltip for the towers and better physics especially in regards of the interaction between the flippers and the balls. |
| Apr 29 22:46:09 | 15m 50s | Chess Tower Defence | ♥ 0 | The idea is nice and the execution works. Here are a couple of ideas suggestions: * Is there a reason why a rook costs only 5 pts (2.5 pawns) while a bishop costs 75? I guess there is the amount of dmg a figure does to be taken into account, but having a bishops cost as much as 15 rooks seems a bit excessive (not that they are to expensive, the rooks are just dirt cheap). * Some tooltip to see dmg/health would have been nice. * its great to have the speed feature, but it makes the sounds a bit annoying. |
| Apr 29 23:14:14 | 28m 05s | Witch's Escape | ♥ 1 | Fun little game. I especially liked the graphics, music and the setting/mood they created. The puzzles were a neat idea, but since they are random (rather than having specific spells work against specific foes/traps) I kinda started cheesing them when it got more complex by simply pressing all keys at the same time and spamming them once the required combinations got longer. Having a penalty from casting the wrong spell and more predictability (learn spellcombos that counter specific traps) might push this to be truly addictive =) |
| Apr 30 16:16:30 | 17h 02m | Wizsnooks | ♥ 4 | This is a fun game and it is most impressive how many features that we expect from a complete game but are rather are or unfinished in many gamejam entries it get's right with a surprising amount of polish. Music and sound effects are on point, the loot system seems well balanced(against itself) and the inventory works without any issues. The Graphics are certainly well crafted even if the style does not really appeal too much to me personally. The gameplay itself is quite intuitive once you realize that your cursor acts as the target not the cue stick(silly me^^). The only thing that I really think should have received more work are level design and a level order. In the beginning the ball has quite low hp, no defense and little offence (as is expected in any rogue-like). This does not pair very well with randomly starting in any level. There should have been an order or at least classes of levels and the next one is drawn from a pool depending on how many levels you have beaten before. This balancing issue does not only result in having some levels that are harder to start with, but also with having loads of trivial levels later on. Once you have the light-saber-thingy or similar you will oneshot most foes. At this point the game becomes almost trivial and the lava-hole play little to no role anymore. There is also one bug I could find: if you die and click on retry you will sometimes be kicked onto the title screen. Overall I think this is a remarkably complete game and if there was a bit more work done in the indicated areas I could absolutely see this becoming an addictive hit e.g. on mobile devices. |