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Deprecat

Feedback comments for LD42

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TimestampSince previousGameDeprecat's comment
Aug 14 18:29:57 Meow Moves ♥ 2 You guys already know my feedback on this, lol. I'm so impressed with you both for pulling this off in the time you did! The models are incredible and the card movement feels natural. I do wanna call out, that removing the original card bank you had made some hands impossible for me to work myself out of. I would have to turn my card red, and be dealt no red cards at all. I know you were trying to plan out how to make the UI more intuitive by removing the bank, but it helped add a sense of strategy when you save a card for yourself, then get to a hand where it was absolutely worth saving that card.
Aug 14 21:30:23 3h 00m EPIC THEATER ♥ 1 The concept is really cute and the sprite work is a lot of fun. I think what took me the longest to understand was the UI, a lot of times I ended up clicking things I wasn't supposed to because it was initially confusing. I didn't realize at first I was clicking the small/medium/or large seating when a customer came up. I think just being able to drag a character to any of the seating would probably feel better, and reduces the amount of clicking the players would have to do. The seats are visually distinct enough that I can tell where I'm dragging them without having to have the available seating of that size highlighted. Overall, great work!
Aug 14 22:07:17 36m 54s Deposition ♥ 1 I really like this concept a lot, though I think it may require more guiding so players don't get confused. I picked to play the judge first and was incredibly confused by the note brought to me. I managed to click the right person on accident. It clicked when I chose to play the police officer, and I was excited to play that perspective. However, the typewriter seemed to break on me and I couldn't move the typewriter down to the next line. I still really like this concept, but unfortunately I couldn't get far in the jam version.
Aug 14 22:14:17 7m 00s Cluckbait ♥ 2 The graphics are nicely done and the game has a lot of polish! I think the only thing that I noticed is that the camera shake is a little much. Makes my eyes vibrate, haha. I think the camera shake would work better if done when the items get past you, rather than every time you successfully hit one. If you're playing well, it turns into the camera shaking all the time and it's hard for my eyes to focus. Great work!
Aug 14 22:21:10 6m 53s Pre Alpha Build ♥ 1 The pixel art is so polished! The UI and art assets feel completely cohesive already, and there's a lot of polish. Great work!
Aug 14 22:28:55 7m 45s Park & Match ♥ 1 Really cool, simple game! The moves very smooth and it's really fun to just smash into other cars until I get a parking space (that's how it ends up going anyway) I think making the time limit a little longer would help overall. Gives the player a little more time to really make a mess of the parking lot. Awesome job!
Aug 14 22:40:39 11m 44s AL - A Choose Your Own Adventure ♥ 3 Oh my god these coloooooors <3 The art is incredibly powerful for the short amount of time it was built. The included music track is also insanely good. I loved this a lot.
Aug 14 22:54:20 13m 41s Shrinking Dungeon ♥ 2 Nicely done! A good start for your first jam. The art is very clean and I like the color choices. If you decide to flesh this out further, what this game can benefit from is scaling in difficulty and skill required. In it's current state, it's just slashing until the thing dies. I think having the "catch" of enemies you kill becoming walls is a strong start, but with enemies spawning so slow it takes so long for those consequences to catch up with you. Maybe if enemies spawned at increasing amounts, and you could utilize skills like dashing (which would become harder to use as your room becomes full of walls) and powered attacks to balance the skill to difficulty ratio. Overall, great work!
Aug 14 23:23:45 29m 25s BOX IT! ♥ 1 I think this would be pretty fun against a human opponent, but man is this AI tough. I played with a mouse, but found it almost impossible to match it's speed. I think the AI could benefit from a difficulty setting. I like the sabotage item, and I think it would be cool to add even more. Especially if you make a 2 player mode. Good work!
Aug 14 23:32:23 8m 38s Planet Escape ♥ 2 The text crawl working as a tutorial was a cool idea to keep the tutorial simple! Nice work
Aug 14 23:42:40 10m 17s Castle Defenders ♥ 2 The concept is good overall and I like the art in isometric perspective. I don't know why, but when I first saw the screen, my instinct was to click and drag the characters I wanted to use to their positions rather than click them, then click the screen. If you're working on a phone version for this, you might want to play with that to see if it feels better than clicking twice for the same command. I think the balance is too tough for this build. I don't even know if I made a dent in the enemies while playing. I think starting with much weaker enemies while the player gets a handle for the controls, then scaling them to be more powerful the longer they survive would help the feel overall. Nice job!
Aug 15 20:08:52 20h 26m TrackBlasters ♥ 1 The art is gorgeous, I'm so impressed you were able to knock out such polish in this amount of time. I can't add much else to what others have said. The game does suffer from a lack of achievement. I made a top-down driving game before and I know it's hard to create that motivation. I did find just simply having a lap counter that ticked down helped a lot, and letting a player know when they're on their last lap helps. I also feel like the bombs create a byproduct of why you're running out of space rather than a consequence of your own decisions. Maybe if in a future build, you include enemies that you can drop bombs on to slow them down, but as a consequence you sacrifice a part of the level which could backfire on you later. Great work!
Aug 15 22:10:00 2h 01m Overflow ♥ 1 Really cool puzzle concept! I like how you have to prioritize and make snap decisions in the moment. It has a great sense of tension and a great difficulty curve. Awesome work!
Aug 15 22:23:59 13m 59s Night Shift ♥ 1 Nice atmosphere, and I like the freedom to check emails and navigate the screen. Like you've said in other comments, the issue just becomes lack of content (which is understandable for a jam). If I had more reason to look away from the screen, and more events happened, then it would motivate players to hang in there longer. Even just adding some small game options to the desktop would be neat. I loved the spam popups too, those could be their own mechanic. Nice work!
Aug 15 22:39:18 15m 19s Space Cleaner ♥ 1 Really nicely executed! I agree with @bradleypollard I feel like the controls could have benefited from being a little more structured. Since you've established that you're playing as a robot, I think the game would feel really good with a more precise movement system. Even grid-based movement would feel good and fit with the robotic feel of the character. I also enjoy that you have multiple ways of getting yourself killed, so it allows me to make a series of possible mistakes to get a game over. Overall, very nice work!
Aug 15 23:21:20 42m 02s GRIDLOCKED ♥ 1 A cool spin on one of my fave kinds of puzzles! I like that you have the drop mode and wire mode separated, though I feel like I had a hard time transitioning between them. Maybe because one of them is a click to activate, then drag and drop, and one is just drag-and-drop. I keep getting mixed up when switching between these two functions because I can never remember which I click and which I click then drag. Overall, an awesome little puzzle game. And the fact you fit in an unlimited mode on top of hand crafted levels is impressive! Well done!
Aug 15 23:38:19 16m 59s BLOCKADE ♥ 3 Awesome twist on tetris style play! I think my only thing is, I wish I either didn't have control over when the blocks moved (perhaps based on a rhythm timer when the block raises up?) Or just always when I jump. Otherwise, really nicely done! Can't wait to see how you flesh this out further