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Feedback comments for LD43
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| Timestamp | Since previous | Game | dalbinblue's comment | |
|---|---|---|---|---|
| Dec 3 04:14:20 | Pyre of Vigil | ♥ 1 | Like the mechanics of the card game, and the graphics are cute. The only issue I had was that once I got to the boss the deck was shuffled such that there were no attack cards, just buffs and green cards. I couldn't actually make a hit. Either you could generate a stacked deck, or write logic that ensured a hand had at a minimum a few attack cards (i.e. mulligan). You would possibly need to swap some cards out if the player got into the same position I did. | |
| Dec 3 04:42:04 | 27m 44s | Lab Escape of the Terrifying Blob | ♥ 0 | Congrats on your first game! The game worked well; the only bug I found that it was possible in some jumps to embed yourself in the wall and get stuck for a bit, but you could wiggle your way out and jump again. I'm also impressed that you put in a map on the pause screen; that might be a first for me seeing that. One other thing I noticed was that I could keep jumping back and forth into a room and re-kill the same enemies; that sometimes game me points to spend, sometimes not. I'm guessing there was a level up system or something but it wasn't obvious. |
| Dec 7 02:30:02 | 93h 47m | Cat-Astrophe | ♥ 2 | A fantastic amount of polish here, in sound and graphics. The idea is executed well, though there are a handful of issues that detract from the overall experience. The controls are a little slippery and the level that zig-zagged down with cannons is way too long. Games where dying a lot to complete a level need to have a fast restart cycle. Think something like super meat boy or Celeste where each puzzle may cause tons of death, but each play cycle is seconds long. By the lower levels I was waiting around a minute, and with 50 deaths, the level devolved down to tedium. Splitting that level up into multiple levels with tweaks to patterns an solutions would flow a lot better. |
| Dec 7 02:53:07 | 23m 05s | Tiny Crusade | ♥ 1 | Good use of the mechanics but the game was very difficult. I lost a large number of units on the first round (I was down to just soldiers and mages) and I would lose a lot more characters than I would ever get back. I never got beyond three battles. |
| Dec 7 03:33:36 | 40m 29s | Apropos of Apophis | ♥ 1 | It's an interesting idea and aesthetic (reminds my a bit of ZX Spectrum), but the lack of any choice, especially with such a heavy story hurt it a little bit. It's a good joke, but the super seriousness of your character to the silliness of the other planets is a little too jarring between. Some middle ground would serve the game better. |
| Dec 7 03:50:27 | 16m 51s | SMASHTEC | ♥ 0 | Ooh this is the first really fun game I've played. It was a bit random feeling at first, but after a few plays I started to understand how to control the character and make shots. I do enjoy it and need to see if I can get someone to play with me later. The theme felt a little weak, but game is fun, so kudos! |
| Dec 7 04:39:20 | 48m 53s | The True Treasure Hunter | ♥ 1 | Good use of theme. The controls had a bit of issues in a few ways: - one logic to determine throw was odd, I had to kind of struggle until I got an angle I liked. I think you were moving an aiming point, but angle and throw distance would be more intuitive. - There is bug that when picking up characters, often times I could not move until I dropped them and picked them up. - I fumbled on the controls a lot. The three buttons didn't click well for me. It's not that I can't play games with many buttons, but the controls didn't feel very distinct. I think the controls could have boiled down to a single button. tap to grab and drop, hold to throw. |
| Dec 7 05:04:16 | 24m 56s | Metamorphosis | ♥ 1 | Very nicely done! I'm impressed across the board on this one; do wish for a longer game as I was having fun, but game jams are very hard to have that much polish and a ton of content.You even had a good difficulty curve. I would like to see some more to this game if you get the time and inkling to continue it. I can give one piece of constructive criticism. The hit box on the player when in the larger state was difficult to determine, especially when jumping or falling (there was a point I needed to jump up through a narrow gap, and hit the blocks to the side a few times until I got through) a solution would be to have the body trail above or below the character when moving vertically so that it's clear that the head is the bounding box (if you changed it to that) and what will fit through the gap. |