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Feedback comments for LD43
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| Timestamp | Since previous | Game | aevek's comment | |
|---|---|---|---|---|
| Dec 4 04:27:49 | Miko Quest | ♥ 1 | Unfortunately I wasn't able to get past the first level as my apple instead of being thrown vanished? Happy to help troubleshoot this, let me know. | |
| Dec 4 04:47:28 | 19m 39s | Well-Hidden Genie | ♥ 1 | I hate your puns. Well done. Maybe make the surprise packages exist a little longer? I had a hard time returning to sender in time. |
| Dec 4 05:14:33 | 27m 05s | You Can't Make An Omelette | ♥ 1 | Love this. I would like to hang out with Eggward more please. Loved your tutorial, it managed to make me feel really dumb for just dropping an egg. A+. |
| Dec 4 05:29:09 | 14m 36s | Bird Butt Battle Royale | ♥ 1 | I scrambled those losers. Loved the music and visuals, all felt like it fit together. Also, that bird has a great butt. |
| Dec 4 05:41:12 | 12m 03s | Yoshi's Sacrificial Island | ♥ 1 | 10/10 would "do tongue stuff" and commit tax fraud with yoshi and satan again. Excellent abomination. |
| Dec 4 08:13:36 | 2h 32m | Threadpoint | ♥ 2 | Loved the visuals and audio, really conveyed a feeling of speed. It felt like I didn't have any chance to react to new obstacles or power ups once my speed increased at all. I think that's probably the point? But I didn't really enjoy basically just waiting to see if the next corner would kill me because I knew there was nothing I can do about it. Maybe just some longer straights and don't put things immediately after curves? I think that would be enough. I noticed that the threadpoints basically pose no danger if your core is already exposed, which I think is a cool touch to give players a last desperate chance. |
| Dec 4 08:31:34 | 17m 58s | Steampirates of Bermuda | ♥ 0 | It looks like your itch link is to edit, but the drive one worked fine. Once I figured it out I really enjoyed the core gameplay loops. Hunting down merchants while always being afraid of the evil purple dot was fun. It also really made be think hard about which crew member should be thrown overboard to appease the purple demon entity. I did have trouble knowing which crew I still had available, but as you said you ran out of time for UI. Its a shame, as with that I think this would have been an excellent game. |
| Dec 5 04:01:58 | 19h 30m | Hazardous Cleanup | ♥ 1 | Really solid simple puzzle game. All seemed to work smoothly and a pretty good tutorial progression. Great job for a first jam! |
| Dec 6 02:49:54 | 22h 47m | Devil Cult Party | ♥ 1 | I had an hour to play LD games tonight, and this took a lot of it. Once I figured out the quirky controls (has to be up/down THEN C, not other way around) I had to finish it. Really solid game. I enjoyed trying to figure out the best arrangement of my temple to increase follower flow to vital systems. The combination of things like the summoning circle and the soul stone also were cool to try to get higher level demons more quickly. |
| Dec 9 08:10:38 | 77h 20m | Sacrifical Flight | ♥ 1 | I liked the decision making you forced, but the spreadsheet maker in me noticed that the poor people are basically worthless since although they way half as much as the rich guy, they are worth 1/16 of him each. I like that you made a game that made me think this way. I had a really hard time gauging the motion of the balloon to help estimate trajectory, mostly because of the insane speed the water texture moves at. I thought I was doomed because I was moving away from the island for a long time. A water texture that doesn't have such a strong directional animation would make this game much easier to understand visually. |
| Dec 9 08:20:45 | 10m 07s | Penance | ♥ 1 | Agree with others here that some feedback when hitting enemies and taking damage would go a long way to making your combat feel better. It's hard to understand what's happening or if the attacks/dodges are actually working in combat without them. I would also suggest against binding anything to the middle mouse button, especially in a game that will be played in browser as for some people that might result in them scrolling away from your game. I really liked the concept of you have to buy more game time by playing, felt like an arcade game where winning means you get a free game. The balance on it felt pretty good where I had to keep in mind how far I was venturing out to make sure I could get back in time, and the more blood enemies being further out made that a me want to push my luck more and accept the risk, so great work on balancing that. Oh, and please make that help screen exist for at least a few seconds so there is time to read the "press I to bring this back". And probably change that to "hold I to bring this back" since it took me a second to figure out why it kept going away. |
| Dec 9 08:54:14 | 33m 29s | A flight to the gallows | ♥ 0 | Holy cow! What!? How?! This is an amazing game, the fact that it was made in 48 hours amazes me. The characterization and world building you were able to achieve is awesome. All the mechanics had all the right feedback, I particularly liked the shooting which felt super meaty. Only complaint is when you collide with the ground you don't collide just sink into it causing a lot more damage while you struggle to get out of the floor. |