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Feedback comments for LD42
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| Timestamp | Since previous | Game | adhesion's comment | |
|---|---|---|---|---|
| Aug 16 03:47:57 | CRUMBLE | ♥ 3 | Cool concept & good use of the theme! Gameplay seems fairly random though, especially in terms of the level layout and point values for pickups - there were a few runs where I got trapped really early on without enough points to repair anything. As others have said the controls felt a bit unresponsive at times as well. Still there's some cool potential for strategy with planning out which tiles to repair. Nice graphics and music too. Nice work! | |
| Aug 16 04:12:14 | 24m 17s | Pervertica - CCG | ♥ 2 | Cool concept, and the graphics and music are solid. The gameplay is pretty confusing though. I didn't realize you had to hit spacebar to attack at first - hitting the buttons that come up is pretty engaging on its own, and the combo is going up so that must be good right? Having both a time limit and attack limit made it pretty unforgiving too, it took me about 5 tries to figure out the right strategy to beat the first boss in time. The second boss honestly seems completely impossible. The red reversed buttons were a huge mindfuck as well - pretty rough to have those come out so soon. Really could've used a tutorial, or more gradual introduction of mechanics (or maybe fewer mechanics in general!) and a more gradual difficulty curve. I wish the button prompts were more synced to the music like a proper rhythm game as well. Still this is a pretty cool experience, definitely would be pretty solid with some gameplay tweaks. Nice work! |
| Aug 17 03:54:52 | 23h 42m | Running out of Space | ♥ 0 | Nice! Quite an interesting puzzle to solve, though for me it just felt like trial and error most of the time. (It actually took me a fair bit to figure out I could walk places, I assumed it was just clicking on objects at first.) It was a bit frustrating until I sort of got the hang of what the options were - though I never figured out what the second one was and the latter two seemed like very similar item-based interactions. There were enough a-ha moments of funny environmental interactions that kept me playing though. I liked how the inventory tetris difficulty ramped up until the "final boss" of sorts. Graphics and music are on point as usual, though I craved some more music during the actual gameplay. Nice work! :D |
| Aug 18 04:19:01 | 24h 24m | Not enough [ SPACE ] | ♥ 0 | Cool concept though pretty difficult and a bit hard to get into. Feels like a bit of a mixed message to say "the space bar is cracking" when it's the only interaction you can do - am I supposed to use the space bar or not? Also the scoring was pretty unforgiving, it seemed like you only get credit if you do the spaces in the exact correct order from beginning to end. It was pretty frustrating at first since it felt faster to put spaces in the middle of the paragraph wherever I saw words at first glance. The time limit is really short too - definitely would be better to start off with an easier level. I was only able to finish the first level once. Still the overall presentation is really cool & the concept has some good potential, with some difficulty/gameplay tweaks and sounds this could be pretty fun. Good work! |
| Aug 19 17:22:08 | 37h 03m | modbot | ♥ 0 | Great graphics & music and cool concept. The inventory controls feel pretty clunky though, and I wish there was some tutorial or prompt about equipping items (I was stuck in the pit & thought the game was broken until I scrolled way down to read the controls). Took a bit to figure out the pogo jumping too. Didn't have the patience to beat the spike helicopter bit. Also for some reason this didn't work on firefox (got some error on the console & the game hard locked right after the title screen) but it did work in chrome. Still a neat idea & great vibe, this one definitely has potential. Nice work! |
| Aug 19 17:46:03 | 23m 55s | Rude Bear Resolution | ♥ 2 | That was awesome! Great concept with perfect use of the theme, and the graphics and music are great too. I like the metroidvania feel combined with the screen mechanic, though it was pretty tense and a bit frustrating at times - games getting explicitly harder as you do worse (ie screen getting smaller when you get hit) is a bit of a weird feeling. Starting back at the last fire made "dying" feel reasonable though. Gamefeel was generally good, like the dash felt great, though getting a little stuck whenever you hit a wall made the platforming feel a bit clunky. I really enjoyed the boss mechanics, especially with saving progress since you died in one hit. I wonder if being able to take multiple hits & not saving progress may have been a bit better though. Great ending too. Can't wait to see where the RBCU goes next. Great work! |
| Aug 19 18:04:25 | 18m 22s | Bath Time | ♥ 1 | This is adorable! Good use of the theme and your graphics and music are great as usual. I like the bit of dynamic music too. Gameplay is pretty fun and it generally feels good to play, though the swipe at the top didn't feel as responsive as it maybe could've been. I didn't notice the drying timer at first so that may have been the issue. Level 5 was pretty tough though, it's not clear how to get better at the swirling motion aside from just raw speed. Maybe would feel better on mobile? In any case it seems like you fixed some of that in the post-compo version so nice work! Overall really solid, great job. |
| Aug 21 03:20:17 | 33h 15m | The Fountain At The City's End | ♥ 1 | I've heard of The Shape of Water before but this is ridiculous! 😜 Seriously though this was pretty good. Solid writing despite some pronoun inconsistencies and typos. Would have liked some more meaningful choices but it was still an interesting experience, the evocative world building at the beginning set the stage well. Creative use of the theme too. Nice work! |
| Aug 24 03:54:31 | 72h 34m | Literally | ♥ 1 | Interesting concept though the gameplay was really hard to get the hang of. First of all the controls are straight up wrong (it's A and D, not S and D) so that totally threw me off - I couldn't tell if I was actually making any difference in my trajectory at all at first. After I figured that out it seemed possible but still super difficult, especially with how long it can take to recover from a mistake. Cool intro though. |
| Aug 25 04:42:10 | 24h 47m | Waste in Space | ♥ 1 | Interesting concept & good use of the theme. Controls are pretty sensitive though so it made it a bit hard to move where I wanted to - being a pointy triangle made it difficult too, though maybe that was the point :P My high score was 13310. Nice work! |
| Aug 25 04:55:56 | 13m 46s | PhantomMARE | ♥ 1 | Really cool concept, though the gameplay felt a bit weird due to lack of feedback. I don't think I ever saw the ! notification, but maybe I won my first attempt since there were only 7 pieces of furniture and the grandmas were all stuck in place? The gameplay seemed like it just boiled down to trial and error of doing every possible action in front of every granny. Some more feedback for scares would help a lot for the gamefeel in general. Still this is a really cool idea, keep it up! |
| Aug 25 18:58:49 | 14h 02m | Pusher | ♥ 0 | Nice! Solid use of the theme and the gameplay is surprisingly clever and fun given the random levels - it almost seemed intentionally designed at times, minus the superfluous blocks. Graphics and audio are good too though the block pushing sound was really clicky which was a bit annoying. Still a cool experience, nice work! |
| Aug 25 19:10:05 | 11m 16s | Use Your Space Wisely | ♥ 0 | Cool idea, good use of the theme and the graphical idea serves the concept well. The gameplay was a little frustrating, both due to the trial-and-error nature of the weight mechanic and the way the items would snap out of the box when they wouldn't fit. Some sort of way to identify when things are too heavy before packing (lift the box and see if it sags or something like that?) as well as some tweaks to the drag & drop behavior might help things feel a bit better. Still pretty cool, nice work! |
| Aug 29 03:17:51 | 80h 07m | Shrinking Universe | ♥ 1 | Nice! Good use of the theme and the gameplay is solid. The controls weren't super obvious from the description so I really appreciated the practice area in the menu. Still, the click to aim mechanic felt a bit weird, might be an improvement to have a more intuitive control scheme (click and drag maybe?) I also discovered that you can click to spawn meteorites inside big planets which pretty much trivializes them. Would have been cool to take more advantage of physics too, like having planets you had to divert off course rather than just blow them up - that seemed to be possible but never necessary. Still it was fun, my best score was 3:13. Nice work! |
| Aug 29 03:27:54 | 10m 03s | Delivery! | ♥ 0 | The perils of consumerism laid bare! Good use of the theme. Gameplay felt a bit tedious though, there was a bunch of space to put boxes in at first so there wasn't much challenge in the beginning, but there were still tons of boxes to get through. A smaller house, fewer boxes per delivery and quicker progression through the non-box tasks might help things along a bit. Also some sound effects and maybe an indicator of when you can pick up a box might help gamefeel a bit too. Still a solid entry, nice work! |
| Aug 29 03:35:54 | 8m 00s | Pulse Race | ♥ 1 | Nice! Great vibe & I like the f-zero callbacks. The camera is just way too zoomed in relative to your speed though, turns come up too fast for you to react so you just have to basically memorize the track layout. Even then I had trouble keeping up with the AI. I also had the issue where I couldn't tell which direction was the right way to go at the start. With some tweaks this could be pretty cool though, keep it up! |
| Sep 2 22:27:01 | 114h 51m | The Server Room | ♥ 1 | Good use of the theme & surprisingly fun given how simple it is. I like the audio vibe as well. Could use some gamefeel improvements, like showing you what you're carrying and having some indicator of when a potential placement is valid. Still pretty fun, this could be really cool with some tweaks and more mechanics. Nice work! |
| Sep 2 22:38:40 | 11m 39s | Piramid Rampage | ♥ 1 | Great graphics and the music & story combine for a nice mood. Gameplay is pretty frustrating though, both due to dying kicking you back to the title screen and some level design issues. There are a lot of parts where the player essentially has to die at least once as there was no way to see the danger ahead, such as the mummy after the bridge and the spikes at the bottom of the big drop. This was super frustrating and I didn't have the patience to continue after that spike pit. Quicksand might as well have been an instant death as it seemed like there was no way to actually get out of it even though you could jump. Still the presentation is really good, with some gameplay fixes this would be a solid platformer. Keep it up! |
| Sep 2 22:50:33 | 11m 53s | Bityville | ♥ 2 | Nice! I like the vibe and the minimal style. Not much challenge to it but it was still fun. I appreciated the hotkeys as well, that made the game feel a lot better than just clicking around. This could be a solid city sim with some more mechanics (ex - traffic, ie some reason not to just place roads to maximize available space) but it's also just a cool little sandbox as is. Nice work! |
| Sep 2 23:25:22 | 34m 49s | Rad Rhino | ♥ 0 | Had to do it to em with the flash cart: https://twitter.com/radhesion/status/1036393335680913408 This is awesome! I love seeing LD games on unique platforms, and seeing stuff made with SGDK is great too. (Maybe I should finally do a real game in it!) Gameplay is solid and fun, it's a solid shmup with some good enemy/bullet patterns. The music is great too. Desperately needs some sound FX though, the lack of sound made it hard to tell when I got hit, plus the birb hitbox seemed weirdly large or misplaced which was a bit frustrating. I also got some lag when there were a lot of shooting enemies on screen. Still it was pretty fun to play, nice work! :D |