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Feedback comments for LD42
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| Timestamp | Since previous | Game | tcstyle's comment | |
|---|---|---|---|---|
| Aug 15 06:12:40 | That One Improv Game | ♥ 1 | interesting, I played with a couple of my friends. I pressed start game and I think it may have kicked players out? but I wasn't sure. I usually waited for the timer to run out for the game to start. Could be cool to see stats or points of the other players to see who did the best. nice job! | |
| Aug 15 06:33:18 | 20m 38s | The Consumer | ♥ 1 | very cool! I couldn't handle more than 4 screens, but it was a cool setup and you kind of get a good idea of what where the norms in the 60s-80s. Since the text changes are pretty subtle it made the game pretty hard, but also makes you focus on the vids a lot more which helps with the immersion. You also lost a lot of points very quickly if you misclicked so it would be hard to recover. After experimenting though it looks like bad words disappear if you have 10 screens up, so I was able to get a ridiculously high score. At 10 screens it also feels like the text variation is much more diverse. the-consumer.png |
| Aug 15 06:50:10 | 16m 52s | Closing in on Pascal | ♥ 1 | nice job! I loved the pause right before Pascal gets crushed😅. I think the movement was a bit too fast for the platforming, but still doable and not too hard. The walls adjusting to where you are and still closing does make it a bit hard to see how much time you have left - I would make the closing slower but have the walls visible from the start (I guess location of walls closing would be percentage of distance between player and the edge of screen). Either that or try and set more of a restrict with levels and have set walls slowly close in on you (could make for some interesting mechanics, like waiting for a wall to close up so that it lifts you high enough to escape and other stuff like that). |
| Aug 15 08:25:11 | 1h 35m | .S | ♥ 0 | Was able to beat it! good job! ~~Because there's gravity, it does get very easy to get stuck, I feel like other than spending a long time tweaking the physics and collisions it might be easier to be able to rewind maybe like the last few secs? Just so people can restart from the point they failed (like at the start of a jump, or if they accidentally tumble into their own line). I think that would address getting stuck while platforming but can still punish players if they get stuck puzzling.~~ (nevermind saw your first comment) It's actually very hard for me to jump on my own line like in the gif, I would usually just jump straight up and form a straight vertical line. Some other things that I thought would be nice: - having the white circle on the player deform against whatever surface they're pushing against - maybe if the player does get stuck, making the player collider more... squishy so they could potentially get out. might be hard to do. - the last few levels got more puzzle-y with the cutoff switch, I kind of also liked the the end screen where it was more open, but probably because I like exploration stuff. - maybe using the tunnel thing to skip your own line |
| Aug 16 08:31:50 | 24h 06m | modbot | ♥ 0 | was able to beat it! Overall pretty interesting idea, I didn't have to stack mod bot like in the gifs but was able to figure things out. At first I didn't realize I could hold x for the jumping mod (was trying to time when the pogo stick hit the ground). Controls for the helicopter mod felt pretty sensitive but I liked the steady rhythm of button presses to get it flying horizontal. nice job! |
| Aug 16 09:07:27 | 35m 37s | City2048 | ♥ 2 | Had fun! Was able to see most of the combined buildings (combines 4 times I think), though it was hard to get the same buildings next to each other without some other building spawning where you wanted to place the next one (seemed to happen a lot for me). Perhaps you could remove buildings to get some gold back, and so you could arrange the city as you want (though I guess the buildings spawning add some variation). Nice building models, good job! |
| Aug 17 08:04:41 | 22h 57m | Overflow | ♥ 0 | I saw this on the itch.io page and the banner drew me in, haha. The art is great, I like what you did with the level backgrounds and the small details. I liked the crawling/walking animation. I was able to beat it but I missed one duck on one of the middle levels (I tried dying on purpose but accidentally beat the level). Overall the platforming is not bad but there are a couple things that made it pretty hard for me. First is the wall jumping - You have to press against the wall to jump on it, even though you'll stick and slide down the wall anyway if the arrow isn't pressed. I would usually try and press the arrow in the opposite direction as I jumped off which would make me fall. The double jump blocks were a bit confusing at first as I had to jump three(?) times before the blocks would alternate that correctly. Perhaps designing the level in a way where this happens naturally and then the player can figure out (The next red level did this a bit better I think by placing the duck across the gap so you jump twice). For the jelly blocks, more often than not I would get bounced off the side of them. The bounce was also pretty strong that once you hit one and then bounced off another one it became very hard to recover from the bounces. The hit boxes for the flying creatures also felt a bit big for me. Anyway, keep up the good work! I like the amount of art polish you were able to get in. |
| Aug 17 08:29:46 | 25m 05s | Hachi Block | ♥ 2 | I got a score of 4620. Pretty relaxing game, I think it takes a while to ramp up, but definitely gets harder as more blocks come up. I died because I wasn't paying attention as much to all the columns. I was trying to create more cascading combos - I think that's the only way you can work against the number of blocks filling the screen. Nice job! |
| Aug 17 09:19:35 | 49m 49s | Bath Time | ♥ 1 | Nice art! Pretty fun, though after level 6 or 7 is just furiously spinning my mouse. I played level 10 on the post compo because it was too hard on compo version (was able to beat lvl 10 on post-compo, though still pretty hard). Might be more fun to do on a touch surface (I tried on my laptop screen as it's touch, but seems like mouse works better for scrubbing). As a suggestion if you continue working on this, it probably will be too hard for some people who don't have good motor control - if there ends up being a story or cut scenes perhaps having an easy mode so people can enjoy that part of the game. Good job! |
| Aug 17 09:33:32 | 13m 57s | Blossom | ♥ 0 | Nice idea! I think after realizing the faster I was the easier it'll be for me I was able to get to the end. There was one part I thought I couldn't get any farther, but when I chopped off the branch it fell on the star and activated it so that was nice. I was always able to get my energy back by chopping off parts. Nice job for 9 hours! |
| Aug 18 04:48:31 | 19h 14m | Exhaustlands | ♥ 2 | played up to day 40. I unlocked the warrior and wizard, but couldn't find the 4th character(?). I returned the letter to the home and got stuff from the mine but didn't know if there was anything I could do with it. I was able to win the game though. I think I had 9 faith...maybe more (cove, two temples, burning bush, another thing maybe?). Sometimes the car would get stuck only driving in one direction, and moving the mouse wouldn't change the direction. Overall I'm a sucker for exploration games like this - good job! reminded me of Looming too! How can we grow in such conditions? |
| Aug 18 04:56:34 | 8m 03s | BallContainer | ♥ 0 | beat it with a score of 29,236! I did seem like I could keep going even if I killed the ball - which makes it feel pretty easy. Perhaps if there was another mechanic or so that changed things ups more - maybe you're controlling the eater or something and you are trying not to get hit. In any case, keep up the good work! |
| Aug 18 05:13:00 | 16m 26s | Slay The Slimes | ♥ 0 | nice art! The controls were alright, though I do usually expect space to be jump. I think it may be best to stick to conventions unless there's a good reason otherwise. Killing the slimes were okay, though it would have been nice to have more of a direct goal - like escape the dungeon or survive the slimes in a given period of time- just so there's a sense of progression in the game (interest curve). Keep up the good work! |
| Aug 18 05:43:26 | 30m 26s | Hiding Spot | ♥ 1 | very nice, I liked the puzzles! I was able to beat it. Couple notes: - level 3 has a big gap in difficulty. Players might not realize how to rearrange things to hide themselves. I think some of it is because it's laid out very similarly to the previous level, but plays very differently which players may not expect. - level 8 took me a while because I didn't realize that I could stay in the same facing direction and move (as long as I was "holding" something). This isn't really taught in the levels so players may not know or be able to figure out what to do. Maybe if there was a different pose when the player isn't holding anything so they at least know that it's a distinct choice you're making, not necessarily to move things but to stay faced in that direction. - ~~There were some levels I beat that I felt I may have skipped the intended puzzle (I think the cube on top of the rectangle was one, I never needed to use the cube? I wasn't sure if that was intentional).~~ Oh, okay I see some levels had unintended solutions. Overall good job! We all need a break sometimes :) |
| Aug 19 02:43:50 | 21h 00m | Beyond Space | ♥ 0 | liked the progression and power ups you could collect from the chests! It restarted me when it went all black and said click scroll wheel to continue at one point so I assumed I beat it? -saw your response, ahh okay. liked the different type of enemies, though they were all pretty easy to kill- just fly away and shoot and repeat. could be cool to see enemies force you to fly in a certain pattern or so if you continue working on it. Keep up the good work! |
| Aug 19 02:56:07 | 12m 17s | Board 'n' pieces | ♥ 0 | very nice! took a bit to see which class had advantage over other classes, but it was cool it see them battle it out. I wondered if it was random or if the result was predetermined, but you still had to strategize which enemies would come up to you and attack and so. nice job, keep up the good work! |
| Aug 21 10:42:35 | 55h 46m | Memories .inc | ♥ 0 | nice art! The explanations for how to manage your memory still feels somewhat unclear- can you ever get more memory or do you have to just manage with what you have? Is the memory you have on the cloud or in your actual brain? I like the set up though, but I usually died pretty quickly by day 3 or 4 (especially if I accept someone else's memories). Keep up the good work! |
| Aug 21 11:06:38 | 24m 03s | Gone in dark cave | ♥ 1 | I had fun! I was able to get a score of 1552. I had to play for a while before I could get any new cards, but the new cards like heal x 5 or attack x 4 help a lot. I was a bit confused on how things were cleared from the board- every card had a timer, but sometimes the heal would remove them anyway? Does the timer on the cards just determine the priority? Also, if I was poisoned, it affected my choice of cards, but it felt like even if I used antidote sometimes the "you are poisoned" card would still popup. Maybe having a call out like "current status: poisoned" so players know there's still some cards they need to clear from the board or so. good job, keep up the good work! |
| Aug 21 11:22:32 | 15m 54s | Wingman | ♥ 1 | Interesting setup! I didn't know I could move at first so I was just shooting at things with just my mouse (I was playing the introduction level), but then after my ship got hit a couple times went through instructions and realized I could move to block things. I played through a few levels levels here and there- it gets pretty difficult because you have to dodge all the blue bullets while letting the red bullets hit you. Could be cool to see upgrades or powerups to vary the gameplay a bit and make it a bit easier for the hard levels. I liked the transitions when the ship flies off at the end of each level and the different enemy types. nice job! |
| Aug 21 11:47:53 | 25m 21s | Pre Alpha Build | ♥ 1 | had fun! it took me a while to get the laboratory and figure out how to upgrade things- usually by that time though I can't keep up with the number of enemies that appear on screen. wasn't sure how to destroy buildings myself if that was possible. nice job! |
| Aug 22 02:47:37 | 14h 59m | SpaceOut | ♥ 2 | had fun! I played all of the ships since I would inadvertently explode one of them. I bought a ship back and saw that I lost all the upgrades I had for that ship so that was a bit sad haha. I liked the different balance between the ships. The high rate of fire might have been the best? I guess the balls are good for lateral destruction of bricks though. It also would've been nice to get something from all the bricks you've destroyed, but saving the space people was a nice mechanic. good job! |
| Aug 22 02:51:40 | 4m 03s | Poseidon's Trident | ♥ 0 | nice short game! I also loved the colors in the game. I wasn't sure if there was always a correct path, or if it was random- but I was able to return the trident. Perhaps along the path there were clues or questions you had to answer? Anyway, keep up the good work! |
| Aug 22 02:58:36 | 6m 56s | Cram It! | ♥ 0 | nice simple game! good job on the physics, that can be difficult. Perhaps adding a timer of how long things need to be in the box before it counts as inside. Grabbing things somethings felt a bit weird- I think becuase I had a hard time telling if I was holding something. Perhaps if the cursor changed to a grabbing hand or the shape changed color. Keep up the good work! |
| Aug 22 04:11:31 | 1h 12m | Super Overachiever 42000 Deluxe | ♥ 1 | Got to level 4, then I had too many achievements to progress as easily. The platforming was very floaty which made it hard for me to determine exactly when I would land. Since the game relies on obfuscation I would think of ways to keep the game more interesting- perhaps you need to die more to lose achievements, or maybe getting more achievements also makes the platforming easier but the game becomes harder to see. So there's some benefit/trade-off going on to make it more interesting. Otherwise good job, keep up the good work! |
| Aug 22 04:18:09 | 6m 38s | Spiritship | ♥ 1 | nice setup, love the cute animal family. like the vibe so far. thanks for sharing your game- keep up the good work! |
| Aug 22 04:25:00 | 6m 51s | Space-Cape! | ♥ 0 | I liked the powerups in the game! Would be nice to see more other than shooting rocks and collecting power-ups, like enemies or more shooting types. I would also think about how it could be different than just a regular space shooter. The different skins were nice but I wasn't sure how to buy them. Please keep up the good work! |
| Aug 22 04:30:45 | 5m 45s | Quest for freedom | ♥ 1 | haha, I liked spamming the spears though it was perhaps a bit too much. The knockback on the enemy's spear also felt very strong, I got knocked off the level a couple times before being able to win. It be interesting if more strategy was introduced in the game, like being able to dodge or reflect spears, or blocking, or doing all that in certain directions so you have to aim. There are various ways to build on the initial concept. Keep up the good work! |
| Aug 22 04:53:20 | 22m 35s | Open Spaces | ♥ 2 | Loved the pencil drawings! I liked going through the scenarios and seeing how my character and others would respond. It did feel a little rushed, and the session with the therapist felt more informative than necessarily relational (though that may be my personal preference). With games on a particular subject, could be cool to show it to a subject matter expert and see if they have any helpful feedback or suggestions if you already haven't done so. Nice job and keep up the good work! |
| Aug 24 03:42:43 | 46h 49m | Elevator Maximum | ♥ 1 | I got a score of 2963950 before the elevators filled up. Nice pixel art- I liked the smears for the attack- I think it reads well. The hallways and the elevator also felt nice. The fighting felt pretty straightforward and the hits were good. The music was nice and relaxing to listen to. It did get harder as I went up, but it was mostly the same actions over and over again. Perhaps if there were more enemies that pushed you around or attacked you somehow? I think there regular guys, the runners, and the blocker were good ways to do it without people attacking though. Nice job! |
| Aug 24 03:50:26 | 7m 43s | Space Escape | ♥ 0 | Nice match 3 game! It take me a while to see how the combos were affecting the game play up top- but I could see my stats increasing and so. Since there aren't weapons or power, it does make it less exciting, but it's seems like it would be a good setup, especially with various enemies and maybe new kinds of blocks. I did run out of shield pretty fast and had 0 hull, but I didn't die, so I was able to beat it haha. Keep up the good work and nice job! |
| Aug 29 03:22:14 | 119h 31m | Stepping Stones | ♥ 1 | I had fun! I was a bit confused at why there were different color blocks at first, but after dying a couple times I got it. The puzzle design is interesting - I could see there being potentially multiple answers but it felt like there was usually only one. I think introducing more colors later was nice, but the game might be easier with more colors, so maybe starting with that before paring down and having more limited solutions or logic-y puzzles. It might help with some of the progression as well - a player can see all the blocks of that color get smaller, and then step on the next color and see those blocks get smaller, and so forth just so it's really clear in the beginning. Then when you start to switch it up with stepping on small blocks first, the player can see, oh ok it doesn't matter what size it is as long as it's not the smallest size and it'll always decrease the rest of the sizes. I could see different variations of the mechanics or special colors as well that make the block step differently (perhaps it disappears and reappears, perhaps it has a certain pattern, etc) that could really increase the complexity of the puzzles. Another suggestion would be to visually differentiate the color blocks as well so it's more clear they're in a group together (it would also increase accessibility with anyone with color blindness). nice job! |
| Sep 3 22:57:32 | 139h 35m | Elektroveil | ♥ 1 | very smooth gameplay! I liked the transitions and the different powerups as you collected the rainbow squares. The closing of the walls is an interesting tradeoff for firing a lot of bullets. It'll be nice to maybe have a spawn in animation in case things start to spawn on me as the level switches. There is a lot going on on the screen at one time with the walls closings and enemies bouncing around, maybe slowing down enemies could balance that out more? anyway, keep up the good work! |