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Feedback comments for LD41
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| Timestamp | Since previous | Game | Tuomo's comment | |
|---|---|---|---|---|
| Apr 24 10:50:54 | Unbelievabubble | ♥ 1 | Interesting combination of genres here, and they turn out to work quite well together. I loved the story, characters and the world. And the really dry humour. Graphics are really cool, but little rough around the edge towards the end. Gamewise it was bit hit and miss, some bugs that made game too easy for me: I managed to skip a whole lot of the game by falling into pit and respawning further along the level. Also there is no punishment in shooting the bubbles off in random directions, and thus allowing the player choose which colour to use. Kinda defeats the point of the puzzles. Overall great job, some more effort and bug fixing and this would really awesome game! Ps. loved the Bubble Bobble reference, that’s my childhood game;) | |
| Apr 25 08:16:05 | 21h 25m | Real Text Adventure | ♥ 1 | I like the idea of using text instead of graphics, but the execution of the style left me bit confused. It was at times hard to tell if I managed kill the enemies or not. Gameplay was simple, simple enough that I managed to pick up how to play without any instructions. Difficulty was bit low or non-existent, as it seems that you cannot lose in anyway. |
| Apr 25 08:47:34 | 31m 29s | The Third Scattering | ♥ 2 | This is fun! The cards add some strategy to usually mindless genre. Visuals are just right amount cuteness and color and I love the simplicity of the visuals. My only complaints are that it took little while to figure out what I was doing, even with your instructions and sometimes the swap would be one I didn’t meant to happen. I could see myself playing this on my phone on some boring bus ride (or something like that) instead of ever growing saga series. Very well done! |
| Apr 25 15:07:33 | 6h 19m | OldIsWin | ♥ 0 | Great idea here but controls felt too sloppy to make me smile. Jumping didn’t always work, I would get stuck on sides of the platforms and movement acceleration far too quick. Visuals and music are top notch though. I would love to see this more refined and maybe try it as co-op. |
| Apr 25 15:33:32 | 25m 59s | Bari - The Fisher Plane | ♥ 1 | Loved the look and atmosphere, but fishing was really difficult. Plane didn’t turn quickly enough and doing small corrections to to align yourself with the schools of fish made plane turn too much. Also tilting and moving camera exactly with the plane felt “wrong”, maybe show little more on the side where plane is turning? I also managed to lost the plane couple of times by flying too steep angle through the water and seeing underneath it. I really like the idea and atmosphere, but the gameplay needs more work in my opinion. |
| Apr 25 15:59:05 | 25m 33s | Learn with Babafounini | ♥ 1 | Found two backpacks, and got to the stage where Babafounini released the dogs and turned off the lights. I couldn’t see anything except for the sky and just randomly wandered around. Nothing happened? I could hear the dogs, but everything was black. After while it felt like I was stuck in place. I also had trouble with dialogue not always responding to E being pressed. I quite liked the visuals, maybe tone done saturation. It was in places bit hard on eyes. Sounds were very well done, loved the way Babafounini talked. Overall it’s kinda hard rate this experience as I’m not entirely sure if this was how it was meant to go. |
| Apr 25 16:21:04 | 21m 59s | Submerge | ♥ 2 | My highscore was 17960. Really nice art style and atmospheric music. Some of the animations were cut short, like cthulus tentacles. Also i wished there was more impact upon hitting the enemy, particles or flash, or anything. While fighting megadolon it made me wonder if I was even hitting him. I too found some of the bosses (mainly cthulu) really easy and regular enemies more challenging. I don’t think I understood what the allies did. I did not notice any change in gameplay? |
| Apr 25 19:21:37 | 3h 00m | Harvest Hook | ♥ 2 | Super polished and cool looking game! I loved the minimalistic art style and fun sounds and music. Gamewise I had bit trouble getting accustomed to the controls. Lots flailing around in start:) After while managed even to grow something. Was there a way to get the crops underneath the hills? I also though from your instructions that the squid/octopus was bad thing.. |
| Apr 26 09:33:00 | 14h 11m | Wreckless Rally | ♥ 4 | Your game is perfect combination of arcade gameplay, clear pixel art, fun sounds and music and nicely balanced controls. Hard to find anything to nitpick, maybe I could have used even easier level to practise.. |
| Apr 26 09:53:58 | 20m 58s | Him & I | ♥ 3 | Art (as everyone else said) is really great and fitting style for a such dark game. Being so short game I wish there would be more animation or something happening on the screen. You know your asked “scrub the shit” and kitchen looks pristine, maybe some tiny smear on the wall or have her on all fours scrubbing floor. Build up unfairness and bad treatment. Gameplay was simple enough, but moving around felt almost pointless. You could have just scripted her movements according the players choices, since movement is only there to activate next event. Choices themself felt bit pointless too, as there was only two(?) possible outcomes. Also as pointed earlier text was kinda hard to read, some sort background could make it more legible. |
| Apr 27 11:11:01 | 25h 17m | Chef, yes chef! | ♥ 1 | Throwing mechanic worked well after I figured how to use properly, but camera gave me some trouble. I was trying align it so I could get horizontal angle right and it would just slide just little off. Overall, minus the minor problems, gameplay was fun and interesting. Couple of times I managed to do the task but ingredient would still fall on the floor. That kind made me feel like I didn’t actually succeed. Visuals are simple and well done, style is just right. Overall feeling I got was bit sterile and empty, I wish there was more feeling of panic. Like someone earlier in comments suggested. Other cooks/chefs running in your way or some game mechanic to make player feel the urgency. Now I just had all the time in the world. |
| Apr 27 13:22:53 | 2h 11m | Bullet Snail | ♥ 0 | First I thought: bullet hell game that is turn based, I can handle that, even though I’m shit at bullet hell games. Nope, I was wrong. It’s fun to see how you managed to make even turn based game feel really hard and so that every move counts. Game mechanics felt really thought out and well executed, only thing that bothered me was that you could have more contrast on enemies and enemy bullets versus player bullets and ship. Generally bullet hell games use this color coding to make easier recognise things in fast paced action. |
| Apr 27 13:53:48 | 30m 55s | Humaning | ♥ 1 | Fun idea and nicely executed game! I had couple of problems with it though. You could have shown player what russian looks like or hints what they would look like. I managed to play until I was supposed to find “indians”, and none of them looked the part for me. Tutorial was too slow, way too slow. Water was running out at the same time and you could play with the tutorial on the screen. One screen could have been enough, as this isn’t overly complicated game. Graphics are good most part. As you said this is unfinished, some look really rushed too. Loved the human characters. Music and sounds fitted the theme very well. |
| Apr 27 15:38:38 | 1h 44m | A Carpenter's Tale | ♥ 2 | I really liked the idea and enjoyed playing until reached the third level. After that it became more of platformer with awkward controls than text command platformer. You could have focused more on puzzle elements instead timing “j+enter” action as it is now. In whole your game is solid entry: nice crisp visuals, soothing sounds and music, and interesting storyline. |
| Apr 27 15:57:05 | 18m 27s | Zenmaku | ♥ 2 | This game has superbly constructed atmosphere, sounds, music and visuals work together in perfect manner. Gameplay is hard as would be expected from bullet hell game, but not (for me atleast) overly so. I played with controller. Beautiful entry, great job! |
| Apr 27 16:23:11 | 26m 06s | A journey of the block | ♥ 1 | I have to agree with earlier commenters about that there is no reason for multiple colors. That actually confused me for quite some time. I had to read couple of the comments before I realized that I was supposed to push the button multiple times until right color. Also aiming to get the blocks in right place difficult. Maybe a mark where block would fall so player could figure how position themselves. Game is in its own simple way pretty, and your sound design and music fits it well. Being tetris related game I was hoping some traditional russian folk tunes, but that's bit too much to ask;) |
| Apr 27 16:49:05 | 25m 54s | Quest Sweeper | ♥ 1 | I have played embarrassing amount of minesweeper in past, and your game makes that old idea feel fresh and interesting. Gameplay is easy to learn (as I knew rules for the original). Had bit trouble understanding items I found but figured them out after a while. I also encountered a bug or feature where exit from one of the outer areas would not active after I found the artifact. It worked after I revealed a life item. Visuals for some reason gave me Nintendo 3DS’s Streetpass quest vibes, which is a good thing. Simple and effective. Kevin MacLeods song was bit repetitive, but that’s his fault;) |
| Apr 28 07:46:27 | 14h 57m | Dancemazing | ♥ 1 | Your game has wonderfully constructed atmosphere. I adore the witness-que art style. Ambience is great in creating tension and sounds the monster make while moving disturbing and frightening. Maze could have had some landmarks or little variation to hedges. Something to give player sense of direction and to navigate with. At point I felt almost like I had explored the whole maze (and found the switch) and had nothing left to do. Probably I was just going in circles, although I used the classic hug-left/right-wall method. Game mechanics could use more work on too. I didn’t understand keeping quiet concept, as player character didn’t make any noise (footsteps etc). Also you just crouch all the time, there is no point not to. Dancing portion didn’t clearly give any feedback whether or not you actually pressed correct button on correct time. Overall atmosphere was so well done that I really enjoyed my short playthrough despite few flaws. Great job! |
| Apr 28 13:12:58 | 5h 26m | Dark Soil | ♥ 1 | Awesomely executed and complete feeling polished entry, great job! Pixel art as perfectly done and I love color palette you chose. Music also fits the mood very well, bit repetitive in longer play though. Slight problem with the gameplay I had, was that it felt kinda aimless or lacking goal. I’m not familiar with Dark souls franchise but to me getting better weapons isn’t achievement enough for me. Also there is no reason to plant those things. Overall despite these nitpicks your game is one of the most polished game I’ve seen so far. |
| Apr 28 13:27:36 | 14m 38s | Par 99 | ♥ 1 | I really enjoyed playing your game. At first it felt kind too open but after some figuring out manage understand where I was supposed to go. Atmosphere is really greatly built. Soothing music and effective but simple visuals. Great job! |
| Apr 29 10:46:57 | 21h 19m | Late Night Shopping | ♥ 1 | I liked the atmosphere you’ve created with with typical sterile supermarket environment and flickering lights. Though I didn’t get the panic mood as I could not see what was coming for me. Maybe add some of “the darkness” to edges of the screen to give player feeling that it is close. Controls are bit sliding and character moves really quickly. That makes it really hard to position yourself in a right way. You could have gone for the lane type of setup where player switches between predefined lanes to avoid objects. Or you could have player control the forward movement too. As it is avoiding objects feels too hard, you really have to do just exactly or you get damaged. Graphics are simple and effective. I really liked the darkness coming over as a wall that pushes stuff forward. Ambient sounds also work really well in creating the eerie feel. |
| Apr 29 11:10:29 | 23m 32s | Fatty Boy Run | ♥ 1 | Overall your game is well put together and polished. But there are few minor issues in it. There is a lot going on in the ui. At first it was really confusing. Consider making the poses more button like or scaling down score part. Also what’s with apples in score? Are the spheres apples? Poses also could work better if activating them was on keyboard instead of mouse. I get feeling this was designed mobile devices in mind. Graphics are really well done. For me it almost looked like player character was running bottomless;) There seems to be a bug where by doing one of the poses character moves slightly right and in longer play he is not aligned correctly for the hole in the wall and clips through the bricks. |
| Apr 29 13:43:59 | 2h 33m | Neon Space | ♥ 1 | Really cool entry! I absolutely love the old school arcade CRT screen effect and graphics. Gameplay is easy to learn and yet challenging enough. At times it was bit hard to tell apart enemy ships and their bullets, especially those with long line weapon thing. But after I learned how they behaved and what shoot, it wasn’t problem. Sound design is pretty minimal, I missed background music or some kind of ambience. |
| Apr 29 14:19:17 | 35m 18s | About Love | ♥ 1 | Aww, that was sweet. I really liked how you managed tell a story just using a few symbols. Combined with music and simple animation, you created characters, world and story. Great job! Gamewise I had couple problems. I was kinda missing those tower defence tropes, like placeable stuff and area effects for the special abilities. Special abilities also could have been more clearly explained, now I was left bit confused what each did. And only way to find out was just click them, and after completing the game I still wasn’t sure what one of them did. Letter felt too powerful, and combined with the “heal”, levels were not challenging at all. Until the last one. I didn’t notice the decay effect on “the love meter” until the last level. And in that it felt bit artificially making level more challenging. Overall I enjoyed the story and playing your game, despite few flaws. Visuals were unique and perfectly made. Music fitted the mood perfectly too. Game as whole felt really complete and well thought out, awesome entry! |
| Apr 29 14:36:21 | 17m 04s | Fuel Race | ♥ 1 | Interesting idea and well constructed game! I think could have fleshed out more the building sim aspect. Maybe have some sorts of features on the landscape that make placing the facilities more meaningful. At moment you can get by just slapping stuff down at the right edge. |
| Apr 29 14:58:52 | 22m 31s | Bridging the Gap | ♥ 1 | Your idea seems interesting but actual gameplay doesn’t do justice for it. Moving is painfully slow and annoying. You could have listed controls somewhere, LD entry page for example. At moment you leave player without any clue how actually play your game. Visuals are nice, an interesting idea could have been to make everything out of blocks as that is theme of your game. Are those songs in game made by you? That tetris metal remix sounds awfully familiar... |
| Apr 29 15:29:53 | 31m 01s | Sandbox Solitaire | ♥ 1 | This is absolutely genius! Love how just adding physics to game of solitaire makes it ridiculous and playing interesting. My cards were possessed, they kept moving by themselves;) Humor comes from just physics working in a weird way. Visuals are relaxing and beautiful. Good job creating all the cards, especially J, Q and K in such a complicated style. I might have gone for the more modern aesthetic, just for cutting down workload. Instead of music, or besides it, you could have used some ambience, maybe there is window open and you hear birds singing. Maybe I am sitting in a cafe and hear people chatting in background.. Also it could have been even more ridiculous if you could interact with other objects on the table. Knock down the cup of tea by throwing cards at it etc. |
| Apr 29 15:53:20 | 23m 27s | A Nightmare on the Canned Goods Aisle | ♥ 1 | Super interesting idea, gameplay was bit confusing at times though. Maybe make stuff on the selves bigger, so that player can clearly see if they are running low. Especially the freezer things were hard to see into and see if there was stuff in. Minimap is nice but there are so many selves and aisles that it felt I was more playing on the minimap than actual gameview. Also I’m not entirely sure if I figured out how to switch light bulbs, it just seemed to happen. The coupon thing added too much complication to already busy gameplay. Also the way the story was told left me confused. I didn’t know who I was. And tried to play the game while it was going on. Which probably wasn’t intended, as I was in the dark area where the killed worker was found. Maybe I’m the killer;) |
| Apr 29 16:28:43 | 35m 23s | Brute Force Art Defence | ♥ 1 | So that’s how Jackson Pollock created his art.. I enjoyed playing your game. I managed to get all the way through it, with just four regular and the boss passing through to the end. I had to zoom out (about 80% normal view, browser maximized on 1920x1080 res) to fit everything in browser window. Getting extra lives seemed bit overpowered. I had 22 extra in final level. And I used about ¼ of the lane, so I guess it was unnecessary long. Art was well done, maybe you could have used less saturated colors for more harmonious color scheme. Loved the way ground plane become a painting too in the end. Music was fitting but bit short taking in consideration length of the game. |
| Apr 29 16:54:37 | 25m 54s | Thrust Vector | ♥ 1 | This is so cool! I loved playing your game. It’s perfect combination of tactics and simple and easy to learn gameplay. Only nitpick I have regarding the gameplay is that you didn’t really explained what to do. So at first I just accelerated to full speed and drove off in a straight line, and found out that game area had borders which I wasn’t allowed to cross. After that fail I kinda got hold of the mechanics and almost managed to survive whole 30 turns. Graphics were awesome. The way game happens in one plane but view still has that feel of depth is perfectly executed. My only wish is that models would have some variation to instead of just pure white. Thats is yet again just a nitpick. Lack of sounds kinda killed the atmosphere, you could have even used some basic hum or something like that as background ambience. |
| May 1 09:32:57 | 40h 38m | SKYWOOOD PIER | ♥ 1 | I feel really inspired after playing your game. So many options spring into mind how this kinda gameplay combination could be used in different ways. Atmosphere was really great, I liked the way disintegrating rooms and corridors forced you keep moving forwards. And how ambience, music and narrative created mood. I kinda wished though that there was more content, more meaning to all is. I do realize that 48 hours is limiting the amount of content and developing. At moment this game is a kinda superficial, there are so many ways you could have taken it and made it more deep. Maybe in the end give player some task about objects and their meanings, as they are mandatory to pick up ( I missed one in my first attempt, I guess you could also draw more focus visually on them too). During my playthrough I was memorising the items at what they contained, as I was really sure that was information that was going play some kind role in the end. It made me feel like all the build up was for nothing. |
| May 1 10:10:52 | 37m 55s | Save The Jazz | ♥ 0 | I did not manage to get out of the first bit without being noticed. It really hard to tell whether it was because I was off the rhythm or was seen by the guards. Difficulty (for me at least) was way too high from the start. The game could have benefitted from a sort of practice area, less guards and time to get used to rhythm. Were lights pulsing in the rhythm? I’m left confused. Music was good, the alarm really loud. Graphics in their own blocky way were charming. Overall I wish that I was better at this or the game easier. Idea is really interesting but I didn’t get experience it for more than couple of button presses. |
| May 1 15:05:28 | 4h 54m | Somnium | ♥ 0 | First of all, please, zip or rar your files together when using Google Drive for sharing. Now I had to pick the right files in order to play your game. People don’t generally have as much patience as I did… About the game: Mouse is really sensitive, I had hard time looking at anything as view would tilt towards the ceiling or floor with slightest mouse movement. Environment and props look well done and built. Ceiling is bit low, kinda claustrophobic feeling, basement like. Background music gives nicely a sense of urgency. I couldn’t figure out what to do though. None of the screens did anything. I clicked, dragged, pressed through keyboard buttons. Some of the screens showed some movement in progress bars, but that seemed to be going on it’s own. What’s with the random cube following around? After a while I gave up. |
| May 1 15:36:57 | 31m 29s | Tetris of the Colossus | ♥ 1 | I enjoyed playing your game. It was nice combination of puzzles with simple action. Goal of the game was left bit unclear by your description and by game itself. I don't mean you have to specifically say what to do, but guide player through subtle hints. First placement was confusing as I didn’t know that I actually had done it, piece took quite while to come down. Generally placement blueprint confused me, it would randomly change colors and sometimes it would not place a block at all. Midway build of the base came out of nowhere, and end cutscene just kinda happened. I’m not entirely sure what I did. I loved the visual style. It was really well executed. Cutscenes were cool addition. Music built up the atmosphere beautifully. |
| May 1 15:50:53 | 13m 56s | Wasting Time In The Garden | ♥ 0 | I agreed that difficulty ramps up bit too quickly. I’m almost embarrassed to admit that it took while to figure out level two. All in all your game is neat little package, simple and well done visuals, and easy to learn to play. Lack of sound kills the atmosphere but even without sounds this a great achievement for compo. |
| May 2 08:35:30 | 16h 44m | Desert Fishing | ♥ 1 | Atmosphere in your game is almost perfect, great intro and gorgeous lighting. Lowpoly models with their flat shading just stick out in a bad way. I’m not fan of combining high-res realistic materials with super simple flat shaded models. Music is really fitting, eerie and intriguing. Gameplay itself doesn’t give much to player. I managed to get “Dead fish..” and “One fish..” endings, or should they be even called endings as they are more like sudden stops. As is your game feels more like a sketch of an idea than complete piece. In storytelling terms there was a lot of buildup but no payoff. I was expecting more fishing, more that calm, static feel I associate with fishing. Doing a monotone chore to survive over and over again. I assume that my character died because of the heatstroke when I got the “dead fish..” ending. Game itself didn’t communicate that very well. I have mixed feelings. Mood in your game is nearly perfect, but actual game falls short of expectations set by that. |
| May 2 15:08:26 | 6h 32m | Build The Road Jack | ♥ 3 | Thoughts on jam version: Visuals were perfect on most part, bit placeholderish in some parts with arial and default Unity ui graphics but that’s just minor detail. My biggest complaint is the build mode, I had hard time using it and controlling the camera with both controller or keyboard-mouse-combo. It kept flipping, turning, and swirling even slightest movement and placing tracks was bit frustrating. At one point camera moved out of the bounds and I could not get it to focus on the tracks anymore. Hope this is fixed in the post jam version. All in all a cool looking racing game, with an interesting twist. Great job! |