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Feedback comments for LD42
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| Timestamp | Since previous | Game | halfmule's comment | |
|---|---|---|---|---|
| Aug 14 11:09:50 | Kanaveral | ♥ 0 | It was fun to fly around. But I did not understand the goal of the game. With every run I flew more efficiently, eventually keeping top speed while dropping parts. However when I had removed everything but part 5, the speed went back to 0. I had no idea where to go. Pressing "5" or "OK" would just result in game over. So I did not really get the game. | |
| Aug 14 11:26:02 | 16m 12s | Diogenes Adventurer | ♥ 2 | I am loving the card-based battle system! As you have to choose based on the cards you have at your disposal, the choice does not get too overwhelming. Are there later items which manipulate the deck even more, or allow the player to keep one of the cards for the next turn? Sadly, the UI left me puzzled sometimes. At first, I did not know where I was in the beginning. Diogenes is not on the island map ever, is he? I understand that later on. Once I had a choice of picking up four items, and when I pressed one, it asked me if I wanted to pay the drop cost for a specific one of the four items. Always the same item, even if I pressed exactly that one. I did not really get how picking up something would result in paying the drop cost for something else, especially as the something else was not in my inventory and there was enough space in my inventory. Otherwise, a very fun and intriguing game. It made me wonder how everything works in the game, and I wanted to explore it. |
| Aug 14 12:16:29 | 50m 27s | Grave Heart | ♥ 3 | The atmosphere, the graphics and the gameplay are great. I made it to seven days on the first try. I can't wait to play again with my new knowledge. While the first few days are really captivating when it comes to stress, I think they will still be interesting as you plan better and better. Good balance! Greetings from Germany. |
| Aug 14 13:07:14 | 50m 45s | Ink Flood | ♥ 0 | I would have liked to play it, but even with the .PCK-file and five restarts I could not leave the main menu. |
| Aug 14 13:11:30 | 4m 16s | Forky | ♥ 1 | itch.io gave me a 404 on https://www.itch.io/forky-jam. |
| Aug 14 13:24:19 | 12m 49s | NO MORE ROOM IN HELL | ♥ 1 | Very nice atmosphere and smooth gameplay. The dialogues provide humor and double neatly as hint system. Does the music change when one defeats the first big blue guy? Well done. |
| Aug 14 14:16:01 | 51m 42s | Rathin' | ♥ 0 | Interesting concept. If there were smart opponents and you could collide with them, the thinning track would really stir things up. As it is now it is very hard. In my first run I steered off the road way too hard. In the second run it was better, but still the first flash was too early. It would have been nice to anticipate how much time (and track) is left. Otherwise, it is fun to learn the controls: They can be surprisingly accurate. |
| Aug 14 14:31:02 | 15m 01s | Dataphobia | ♥ 0 | The "ability shopping" is a very fun mechanic. I also enjoyed your complaints about running out of time :) The "flip" mechanic was indeed a puzzle to understand at first. Maybe you could mention it in the tutorial? |
| Aug 15 12:10:54 | 21h 39m | Clutter Dungeon | ♥ 1 | "VCRUNTIME140d.dll not found", also "ucrtbased.dll not found". Therefore I could not play it. |
| Aug 15 12:51:00 | 40m 06s | Vampyre | ♥ 1 | The only thing I miss is more visual feedback on the power-up. At first I thought I would keep it forever. Even now I wonder if it is limited by shots or by time. A simple bar showing how much power-up remains would be nice. Or to save the clean interface: The player character becomes huge when he gets the power-up and shrinks back to normal size as the power-up is being used up. I am sure you could find a neat way to tell the player what is going on. But that's only a nitpack. Music, gameplay and graphics fit each other very well. I agree with the other commenters, it is a great entry! |
| Aug 15 12:59:05 | 8m 05s | cargOS | ♥ 1 | One minor thing: when the player puts multiple boxes on the same space, and then moves to that spot again, it is hard to make out which box he picked up. There is a little (space) LED in the robot. Currently it is off or purple. It would be neat if it was in the color of the current box. Otherwise, it is a nice little game! I actually felt like a part in a factory due to the unusual moving mechanic, and soon enough I came up with more and more strategies for placing and sorting. |
| Aug 15 13:14:42 | 15m 37s | Inventory Wars | ♥ 1 | I had to take a look, as we also made a frantic inventory management game. This is neatly made, and the on-going story is a great touch. However you give us all these insights into getting more points, and then a level is solved no matter what you collect. I agree with the others that a given point barrier would have made the game more interesting. |
| Aug 15 13:27:10 | 12m 28s | Zero Grace Megadrive | ♥ 1 | Great twist on Tron/Zatacka/Snake. The only thing I did not like was the explanation given by "jumping on data" - as there were many things which could have been denoted data. But once I got that I loved jumping around and trapping enemies. Very clean game design. |
| Aug 15 16:17:10 | 2h 50m | Kzoh | ♥ 1 | Very challenging game (with cool graphics). I am not sure if you fixed the speed already? I barely made the first wave. |
| Aug 25 17:29:38 | 241h 12m | Delusional Thoughts | ♥ 1 | It is fun to explore the scoring mechanism. |