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Feedback comments for LD43
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| Timestamp | Since previous | Game | Chao's comment | |
|---|---|---|---|---|
| Dec 4 09:42:51 | Limbs are Limited! | ♥ 1 | Cool idea executed really well. Pulling the limbs off the guy makes a really satisfying pop noise. And in the game! Overall though, the polish was really great, and it all felt really good. Great job! | |
| Dec 4 10:21:27 | 38m 36s | dropboy | ♥ 0 | Really cool idea for a puzzle game. Fit well with the theme too. The puzzles got pretty gnarly later on as well. I didn't manage to finish it though, I dunno whether it was just my hardware but I was getting a memory leak on one of the levels, specifically the one you have shown in the post. |
| Dec 4 10:56:09 | 34m 42s | For the Princess | ♥ 1 | I can't believe there were cutscenes. As soon as I saw that I knew I was in for a great experience. The amount of polish is fantastic, and although the art style was simplistic, it was consistent and looked great. The whole thing of sacrificing soldiers to get to the end of the level was pretty simple, but the way it was presented with the overly morbid death animations and stuff really pulled it together. Great job! |
| Dec 4 11:33:33 | 37m 24s | Serpent's Souls | ♥ 2 | It's nice to see such a complex and deep experience, very ambitious for the time period. The mechanics were all really cool, though I feel there might have been some balancing issues. After I'd figured out what I was doing I pretty much never had any rebels or sickness. Maybe some kind of random event system would be nice, otherwise it's too easy to figure out a plan and stick to it unchangingly. At that point it becomes less about strategy and more about carrying out repetitive actions. Once again though, the fact that you even got all these mechanics in in only 48 hours is amazing. Great job. |
| Dec 6 10:19:56 | 46h 46m | Serial Dater | ♥ 1 | I loved the style. Getting it to work well with random generation must have taken ages, but you really pulled it off. I really liked how your senses got worse as you used your power too, it was a neat way of making the game subtly harder as it continued without breaking the overall mood/theme of the game. It would be cool if there was more deductive work that just waiting to get a bad indicator, but creating a system that intricate probably would have taken more time than you had. That guy who said he was going to make me pay though, and then had a 20 dollar note rolled up in his pocket, that guy was definitely a serial killer, but for some reason I lost points when I passed him :) Great job! |
| Dec 7 12:38:03 | 26h 18m | Village of Sacrifice - LD43 | ♥ 1 | nice.png That guy who got 118 days, that's some crazy shit. Really nice management game though. It felt like how far you could go was capped by the villager spawn speed, and there was no way to increase that, but there has to be a cap somewhere I guess and that's as good a place to have it as any. It did mean that building more than four houses was a waste of resources though. It also would have been nice if it was made apparent that food and wood were both needed to keep people alive. Food was pretty obvious, but towards the start all my guys were dying and I had no idea why, turns out it was because I needed wood. Other than those fairly minor suggestions though, it was nice, well done. |
| Dec 7 13:28:44 | 50m 41s | ETA: Estimated Time Of Arrival | ♥ 1 | At first I was like, pffft, this is just super hot, after seeing the time freeze when you moved. Then I saw the mafia esque aesthetic and top down gameplay and I scoffed, knowing it was just hotline miami. Then I saw the multiple timeline manipulation, and realised I was actually a fucking idiot. This was a wonderful mix of different mechanics that blend together to create something really awesome. That last level was also pretty challenging, it took me a while to figure out the correct route to actually complete the level in time. Great job guys, it was a joy to play. |
| Dec 7 14:16:12 | 47m 28s | Effigy | ♥ 0 | Cool mechanics. I liked the guys who ran in from the sides and set things on fire. It was nice that you'd implemented some stuff to make single player interesting, even though it was clearly designed for multiplayer. GG Zaebos. |
| Dec 8 04:07:04 | 13h 50m | Altruist Project | ♥ 2 | Incredible style and sound design, it looked and felt really good. It felt kind of random to play though, like I was pretty much just waiting to lose. Unless, I did notice that the map was actually the same each time and not randomized, so I started to suspect that I was supposed to be memorizing the level and avoiding the traps. If that's what you were going for, that's pretty cool. It would have been nice to have a way to leave notes in rooms, and then have them viewable by the next group of sacrifices. |
| Dec 8 04:26:13 | 19m 09s | Ursa | ♥ 5 | Really nicely done. I don't really have that much to say, since everything fit together so nicely, I can't really single out any specific good or bad points. Except for the music, the music was amazing. It almost sounds like it was ripped straight from a mother game. Also, all the mechanics felt nice and smooth, except for the wall jumping. The ball to bear transition was really smooth and nice, and dashing was okay as just a forward movement, but the lack of any animations or anything for wall jumping just felt weird. Other than those fairly small gripes though, it was a wonderful experience. |
| Dec 8 04:45:31 | 19m 18s | The Questiest Quest of the Intertwined Feast | ♥ 1 | I haven't played DDR in a while so I was pretty rusty starting off, but I got the hang of it eventually. Luckily the AI was bad enough that it was hard to lose. Great game, the humour was spot on and the sacrifice mecahnic was interesting enough. There were a few problems around the place, like I feel the first song didn't sync with the arrows that well, but it's a jam game so these kind of minor issues are expected. Well done. |
| Dec 8 05:59:57 | 1h 14m | Ludum Dare Simulator | ♥ 0 | Nice management game, it was fun trying to figure out the best positions for each piece. I was a little confused by what it meant by small clusters for objects though. Love your other work by the way, can't wait for Baba is You release :) |
| Dec 8 06:35:33 | 35m 36s | The Exchange | ♥ 0 | Did you actually write some text for every item with every exchange? That must have taken ages. It was cool though, and the attention to detail thus presented was impressive. The whole tarot aesthetic with the cards was really awesome as well, definitely contributed to the overall magical theme. I'd love to see a more extended version with a complete story, though I think you'd want to find a system other than writing a response for every item with every sacrifice. |
| Dec 12 10:25:50 | 99h 50m | A flight to the gallows | ♥ 0 | no ending.png Why you gotta go do that. You feed me this fantastic story, and then at the very last second, the ending was bugged. Why man. Other than that though, the game was super awesome. The mechanics fit really well with the theme, and there were lots of tiny details that really pulled the game together, like the little distortion shader that results from using the burner, and the fact that your balloon gets slightly bigger when you're moving fast. Very nicely done. |