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Feedback comments for LD42
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| Timestamp | Since previous | Game | acronaut's comment | |
|---|---|---|---|---|
| Aug 15 22:55:56 | Volka | ♥ 1 | Surprisingly addictive! 👍 Thank goodness for observing the animated .gif for illustrating the mechanics of the game. Some optional Suggestions: - Alternative color schemes.. - This game would be fantastic for local-multiplayer (4-8 or more 1-button players) party game! Very effective execution on the theme.. (short and tactical) 👌 | |
| Aug 16 00:01:09 | 1h 05m | Miss Eyesore | ♥ 4 | One needs to get really familiar with the layout to get the flow going.. (after at least 8 replays) the distant lit-lights on the generators are very effective visual cue!👌 It seems that whenever you attempt to close door there is no chance to escape the inevitable Eyesore.. Very Effective atmosphere with the sound-design!👌 Optional Suggestions: - Color Coordinated Rooms or color/number lanes - Overlay text on generators: Instead Symbol cue + numeric % progress.. - I would as a Strat. to close all doors at main and hoping to at least let the demon gave chase around the table (a mini-game of confront demon?, Very slick and fast enough that you need to track-it moving of its 'phantom - silhouette' or it will fail then trigger the jump-scare); Instead it's railed-jumpscare(nice execution!)👍 |
| Aug 16 00:18:24 | 17m 15s | Mars Web | ♥ 1 | A nice rarity to have a chance to play an ARG! 👌 I wish Unity3D WebGL build is pretty hungry and prone to hang/crash for users that still have too many tabs open (power users).. I played on chrome and it gel'd good! It's a nice touch of approaching mixed-digital media.. 👍 Optional Suggestion: - If there's chance to utilize Twine and exploit HTML5 tags for media, etc. for more options or to execute the multi-screen: controls, hacks and input on tablet while you interface console on desktop screen.. 📺 |
| Aug 16 01:43:54 | 1h 25m | Cat Cat Attack! | ♥ 1 | https://clips.twitch.tv/YummySlipperyGrassWutFace I rest my case.. Hilarious! 👌 |
| Aug 16 02:09:07 | 25m 13s | Nuclear Arms 6: Waste Wizard's Tricks | ♥ 3 | You guys need to pitch this for [Adult Swim].. (Voice Acting has done wonders for this rough gem) |
| Aug 24 08:41:19 | 198h 32m | Block Fall | ♥ 1 | Nice touch on having random sessions of 4-color palette-themes.. (definite replay value!) There is frustration on limited firing direction.. (I would love to see that the player could fire literally any direction; in particular to clearing smaller blocks) Suggestions: - Allow user to have selection of fire-controls: 4-direction (U/D/L/R), L/R:(control angle of fire-arc; eg. Bust-a-move..) - Introduce Power-ups similar to Arkanoid: Bullets bounce, Split, etc.. - 1 or 2-button mode: Decide how you will produce controls based on 2 buttons. (Convenient for Portrait-mode Mobile Game); May include Tilt, etc.. - Have color-selection rhythmically cycle in sequence and its up to the player to time it right.. I could see this game may gel for mobile (may require to either streamline the controls for thumb-based one-hand control [portrait]; or go twin-stick for Tablets [landscape] |
| Aug 24 09:04:42 | 23m 23s | Weltraum | ♥ 3 | I'm used to 'read-blasting' through screens of screens of scrolling dialogue text when it comes to visual-novels.. Until I noticed that you need to pay attention of the 'space' action prompt.. Good touch of adding Voice & Music to the visual novel. I got caught off-guard to think that hitting space would be a quick-time event.. Instead this advance the context of the story by hitting space has done its purpose for this theme..👌 It's a definite First to see in the wild a HTML5 build of a Visual Novel Game made in Godot! 👍 |
| Aug 24 09:38:06 | 33m 24s | Roboss | ♥ 3 | Played both the Jam and post-jam edition.. - Jam: - Quite a boss-fight challenge; 👌 Requires loads of patience to defeat boss. - Post-Jam: - Good idea and nicely done of creating a tutorial mode. 👌 - I could not shoot down the missiles at the final partition of the tutorial.. - Finally some Health Bars! 👍 (could be optional to have no health-bars for HARD mode) Optional Suggestions: - Once you toast the boss's core on its hands, it's boss-Fist-Smash that destroys a tile could instead be a Small Area of Effect - 'Shockwave'/Knock-out effect (eg. like Laser) instead of destroying tile. (As long its cores are active, it could destroy tiles) or - Cores could actually regenerate over time (cool-down period 25 seconds); some tiles may randomly re-spawn once the boss recovers its cores. (Could create a mode for longest time of match). - Ability to respawn-tiles [or even-stack tiles; Boss-Fist-Smash on stacked-tile = random drop or effect] but it costs your health. Keep it up! 👍 |
| Aug 24 09:59:29 | 21m 23s | Little Planet | ♥ 1 | Good trifecta tension between, CO2 Level, Asteroid, and Get the Prime Objective Done! 👍 - The Tutorial is on point (I suggest to have some animation for each of those steps.. instead of 'static slides') - It's nice that you could take out the asteroids with rockets instead of turrets. 👌 |
| Aug 24 10:16:45 | 17m 16s | Tower of Destiny | ♥ 1 | Kudos! on making a game in Pico-8! Pretty challenging fight.. Gets addicting to try catch the wizard and progress its levels.. Wait till wizard readies up its laser and attack will eventually lead to multi-beam glitch (level 3+) when executing this strat. - Seems like there's a cool-down period for using dash.. Optional Suggestions: - Secondary button + direction for dash.. but it eats away a chunk of a stamina/action meter. - Player to have a charged Area of Effect Attack - Time-trial mode? |
| Aug 24 10:49:06 | 32m 21s | Space Cargo | ♥ 1 | Kudos on House Soundtrack! 👍 I'm quite surprised it takes a while to load.. Optional Suggestion: - For Buy/Sell Cargo, color-code items: green (you have in stock and for sale/profitable), red/dark-grey (you don't have them available in stock) - Zoom in/out planet-system (eg. Ascendancy) - Option for player to control-time (eg. SimCity): Freeze, Slow..Fast - Each ship orbit may change the planet's trade-able demands - I've read from comments that refuel wasn't possible.. looking forward to see a post-jam release. For its time constraints, a nice minimal-esque space trader 💫 |
| Aug 24 11:07:18 | 18m 12s | ground_0 | ♥ 2 | Definitely nailed that nostalgia pixel terrain-destruction vibe of Tank Wars (DOS game) 👍 - Good execution of the tutorial.. 👌 - Pretty Addicting (rapid play-through cycle) 👌 - I could see this as a mobile game! 💫 - (1-button)[portrait-mode]: Hold to Grab Dirt & Shoot, Tilt or drag-button to move left/right and tap to jump. |
| Sep 2 18:05:42 | 222h 58m | Cybatron | ♥ 2 | I stopped at Level 10 (after Nth amount of Resets) Nice execution of progressive challenges of the puzzles.. 👌 Interesting to see this game made in libGDX! Optional Suggestions: - When user mouse-over a tile for its intent to collapse, highlight-surrounding/neighboring tiles that may be affected (perhaps as a secondary form of hint; or limited number of that ability) - or have upgrade screen (cash in solve-points for upgrade solve-skills: eg. Lvl.1 = AOE 1-tile, Lvl.2 = AOE 3-tile, Lvl.3 - all affected tiles) - Option for user to auto-reset if user failed on the puzzle. (Since there's auto-advance for solving the puzzle) - I could see this game may have potential for local-multiplayer (turn-based; hot-seat mode), (Tiles divided between factions) or player vs. an AI.. |
| Sep 3 01:59:34 | 7h 53m | Forkin' It Up | ♥ 1 | I like the crossover of match-4 & forklift simulator mechanic in this game! 👌 Very Smart idea of switching control schemes: 👍 - I just think it was too much text for beginning (instead break it up to animated-slides or interactive on-boarding steps with highlighted cues and way-points.. (controls info-block, pickup icons and the signage took over as an effective-trifecta of visual cues..) - The 1st control scheme took a while to get used to (switched over to control scheme 2). After a while (couple shipments later) I give control scheme 1 another chance.. then it clicked to me to think of it like a R/C vehicle. I think it's fantastic to switch control schemes without interrupting the flow of game-play (immediate feedback). - I was hoping you had option to stack multiple skids for shipping; instead they z-fight squish together (that'll do, lol) Optional Suggestions: - Option to allow 3rd control scheme (user-defined) - IMO, Control scheme 1: since it's majorly key-based, have Left-shift and C for Higher/Lower Lift - Control scheme 2: since it's majorly mouse-based, mouse-Wheel Up/Down for Lift and Mouse-wheel click for boost.. - Somehow I could see this game evolve further into co-op local-multiplayer; (may introduce stacking pallets) for requested vertically stacked combos.. (In addition to the signage of the shipping/receiving ports, a chart pinned to wall showing suggested desirable combo-stacked pallets for shipping).. - Introduce variations of warehouse layouts.. or Secondary form of match-#: eg. match-3 for vertical stack same-color and/or type of pallets. - (or combine 'strays';(1..3 of 4 barrels ), 'spares'(single) into a solid clean pallet (4 barrels units).. - Variation of Time-limits, Ship/Receive limits.. I like where its going, look forward to see how it gels in future builds.. 💫 |
| Sep 3 02:33:00 | 33m 26s | Cosmic Collapse | ♥ 1 | Nice tension on the progressive-destruction of the ship, after a number of rounds of teleports, avoid barricades became more apparent. 👌 Got 640 in place of the high-score of 500. 👍 optional suggestions: - add a sound-cue for acquired teleport-cost (when it chimes green); I'm more in focus of the player and its upcoming trail of crystals to gather rather than glean back and forth at the numeric stats lingering at far corner of the screen. - Have option to re-position numeric stats at the bottom-center - Try visual-progress cue icon near player (circular progress-meter 4-quarters + #-crystals gathered over #-requested crystals) or just its numbers as a teleport-cost fraction.. - or button that pops-up informative visual cues and icons on just about everything:(alerts of incoming obstacle), hints of suggested path (risk:reward [obstacles to crystals] rating), icon-cue to teleport.. (may even be limited to number of charges permitted) - option to dash through obstacle but it costs a couple of crystals.. |
| Sep 3 03:47:50 | 1h 14m | Inventory Wars | ♥ 1 | You got me there with the gluten-free health potion! 👌 😆 After a number of levels and progression of its story, things are starting to heat up with different requirements and limitations. In the end (after couple of stages) I end-up blindly adding items to inventory disregarding its requested conventions until it fills up the inventory.. (from running out of space turned to running out of patience, until stage 12); (I was thinking there would be a minimal amount of score to progress as there did not seem to be any consequence once the item conveyor belt are running out dry.) There are moments I would like to control the speed of the conveyor belt.. - Nice touch for ability to continue game and have a chance to replay levels for better score. 👍 Optional Suggestions: - For items that are restricted to certain tiles (rings/potions to top, weapons to side, etc..) Why not highlight compatible tiles or darken incompatible tiles? - Larger Icons or Sprites to inventory slots.. - Option to drop items from inventory back into the conveyor-belt, even accepted-inventory items for a better chance to drop-in better item for improved score (eg. much like some RPGs or data-heavy FPS games where you could compare the stats. of items [green-better; red-worse; grey-neutral], and chance to add icons for class specific requirements [eg. dragon armor set of 3, or wizard set..]) - change it up on variation of the conveyor-belt pacing (slow, fast, random, trickle of 'dry-season' follow up by mayhem of piled on items) - Items that are unidentified on descriptions and will require a skill/scroll or book to identify/appraise. |
| Sep 3 05:34:42 | 1h 46m | cargOS | ♥ 0 | Nailed it on the theme! 👌 There were times that I had to hit the [E] action key to pickup the crates.. It gets addicting, attempting to try out various sorting strats. Best solution involved at some point to utilize the drop the crates at the conveyor belt for easier access and to buy time.. Optional suggestions: - Conveyor belt (split into 2 lanes), and option to either: - "Hold-it!": Temporary stop the one of the lanes.. - "Return to Sender": Reverse its direction.. (Only this time if crates went back-up and no ship in docking area then you'll see it fly to space; perhaps limit to a number of tolerable 'space-mulligans') - "Vertical-Cycling": For controls of the crane, there are times it would feel nice that by simply move further down its limit the crane would cue to automatically move back to the top (like cycling its values in a loop) - "Latch-mode": another alternative control scheme for crane mechanic; hold [e] action key to pick up and let go to drop.. or have opportunity to rearrange dropped boxes on conveyor belt - Power-up drops (just to name a few..): - Control-time; - Stack boxes (act like multiplier but heavy, slow response in transit); - Auto-pilot (automatically pick nearest box to correct teleporter for a limited time) - Repair (Recover Health) - "Key-Sort": boxes are sorted to its Alpha+Numeric [eg. battleship-esque]ID: eg. range: Horizontal A-M (1-13)[note: not including the conveyor-belt tiles] and 1-9 vertical; Whereas [9D] and [9H] are the teleporter coords.. type or key-in coords to have the robo-crane pickup and drop towards its destination. My best score as of this writing: 0004900 💫 |
| Sep 3 18:55:59 | 13h 21m | Personal Space | ♥ 1 | Silky smooth controls.. 👌 After a while of hearing the arpeggio walk-steps, it has got its charm with the theme.. Very effective use of UI to interact with the NPCs. 👍 Optional Suggestion: - When the Player is in significant midst of anxiety (the speech options may change dramatically: perhaps even changing Randomly in Rhythm (RiR - Random in Rhythm) |
| Sep 3 21:47:41 | 2h 51m | Bath Time | ♥ 1 | Adorable Meowmies.. 🐱 Complete the game (beat level 10).. 👍 Overall really cute and well suited addition for mobile game. Aesthetically I'm getting this vibe its got this physics charm similar to like the Disney Tsum Tsum mobile game. 💫 Optional Suggestions: - For mobile: somehow have option to shake mobile device to dry the Meowmies ("Shake/Wave to Dry"), or blow to the microphone to air dry.. or when circle touch gesture to give a bath a whirl, you could further spin by Accelerometer/tilt on device to mimick stronger faster wash cycle. - looking forward to see if you'll come up with thematic seasonal promotional themes: - Holiday (Halloween, Christmas, etc..) - Android Anniversary Cute! 🌟 |
| Sep 3 23:28:36 | 1h 40m | Cluster | ♥ 1 | I like the Character design of the HardDrive and its Files.. 👌 The User in the Background reminds me of Medic from Team Fortress 2. 👍 Optional Suggestions: - Have option to either show score metric during gameplay or points for each hit or file nullification.. - Button to 'appraise' selected files (show its stats: File Size, Health, etc..) |
| Sep 4 01:32:43 | 2h 04m | Postman | ♥ 0 | after a number of playthroughs through different browsers here's what I find: - Firefox: audio pops high pitch when scoring a box through its correct path.. - Edge: loud audio clipping ' ' - Chrome: volume 'ducks' for a bit (soft-clipping) <- Chrome is the softer option in temporary remedy of the audio-glitches There is some stickiness (addictive) and charm with this game.. 👌 As soon as you can toss boxes at angles and see it slide to its path it felt nice when things go with the flow.. 👍 Other times there's that hiccup of box jammed at 45' at the designated entrance outlets.. I could understand there's some quirks on the double-jump issue.. What sets the charm for this game is its throwing mechanic! Good touch on the large Score number; at first I has assumed it would have been a level or zone.. 👌 Optional Suggestions: - Why not Introduce a Ninja-rope/Grapple-hook into the mix? this may perform 2 things: - Primary function to have a secondary means of traverse platforms vertically or angular.. - Secondary function for grapple-hook is to last-second save the wrong box into the outlet or reach boxes from other platforms. - Option to have Variation of platforms? (an item to deploy a trampolines or upgrade environment to select platforms that become trampolines. - Some other Players have suggested throwing trajectories, maybe have it as a skill(focus meter) or temporary power-up? - Somehow this box tossing mechanics is giving me this vibe on Billiards Trick-shots: - Have some list of trick-shots for bonus points or multipliers.. chained combos for unlockables.. I like where its going.. look forward to see where it goes on future builds.. 💫 |
| Sep 4 02:58:35 | 1h 25m | The Gargoyle Landing | ♥ 1 | Fantastic Trifecta of SmashTV, Shove It and Match Em': "Smash, Shove, and Match" 👌 There's this oddly aesthetically charming effect of beam-petrifying those gargoyles. In the Future, In case you ever exhibit your game on upcoming conventions be sure to find way to produce of make and sell some "Gargoyle-Gummies" 🍬 Very satisfying to slide those blocks off the screen.. 👌 I did not understand the premise of those light-rays after successfully matched triplets of matching blocks though.. I also played the post-jam and it's quite feature rich on upgrades and of sort! 👍 Optional Suggestions: - I could see some Local-Multiplayer Potential! 5 Players:(red/blue/green/yellow/purple);(each player color could petrify the gargoyles by its designated color or by secondary beam (opposites, complimentary, team-beam) - Super-Puzzle Fighter-esque twist? (match in patterns to enlarge the encapsulated gargoyle (multiplier effect): 2x2, combo-chain.. - Iron Gargoyle.. (petrified form may deflect beam in angles)? - Match-up specials (single-color obliterator, explosives, etc..) Looking forward to see where this is going on further post-jam builds.. 💫 |
| Sep 4 07:24:37 | 4h 26m | Defrag | ♥ 1 | What a trip indeed.. Clever idea of the Defragerator ship.. 👌 |
| Sep 4 18:21:52 | 10h 57m | Smoke: it's ok to feel | ♥ 2 | Well done on the campy but cozy environment design, there were moments were you want to explore further.. 👌 Nice touch on the dialogue choice cloud.. 👍 Optional Suggestions: - Option of alternative beverages for Main Character and its unique effects of the narrative.. - Option to unlock other characters and explore their slice-of-life/retrospection paths.. |
| Sep 4 19:41:25 | 1h 19m | RED - 23 | ♥ 0 | Juicy! 👍 - Breath of fresh air to see minimal files on the game (Just Executable) 👌 - Excellent choice to have the voiced avatar inform the Player for controls, objectives and incoming events.. 👌 Optional Suggestions: - Option for alternative controls or user-to rebind controls.. - Variation on Dash Movement (over time commander may improve his dash) - Allow Chained-combo of Dash'N'Slash (if connected successfully) - QuickTime alternative attack specials (context sensitive special moves) - Local-Multiplayer (Co-op and/or Duel).. Looking forward to its progress on post-jam builds.. 💫 |