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Feedback comments for LD43
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| Timestamp | Since previous | Game | evbo's comment | |
|---|---|---|---|---|
| Dec 4 09:49:30 | Lumpy | ♥ 0 | Great concept, well executed ;) If you're looking for things to improve, I'd focus on the movement. In particular when I push left or right there's a very noticeable delay before I actually go anywhere, and this can make some otherwise quite simple platforming tasks frustratingly difficult. The sound effects were great! The last level where you throw Lumpy down a blind pit and his screams let you know there's lava down there is a great bit of level design. | |
| Dec 4 10:39:27 | 49m 57s | NOT SO ARIGATO MR. ROBOTO | ♥ 3 | Great game, loved the humour. The screamer was great, but after all those warnings I was hoping it would be louder. My main criticism is that a lot of the clickable things didn't change the mouse cursor when moused over, which meant I sometimes resorted to clicking anything and everything in a rather aimless fashion. Really enjoyable experience overall. Great work! |
| Dec 4 10:53:00 | 13m 33s | Impossible Circle : Make it 14 | ♥ 1 | Dead simple, but challenging and surprisingly addictive! It was nice to have something to aim for, but why stop the player at 14? It lets you place a 15th circle, but doesn't score it, and won't let you place any more after that. I'd get more replay value out of it if I could start aiming to beat my own high score. Some of my circles had colours that looked very similar to each other, and some had colours that I personally considered unappealing. If you aren't already, I'd recommend having a curated list of good colours to randomly pick from, and a little bit of code to make sure they don't repeat too close to each other. The particle effects were nice, the music was catchy, and the game was a great experience overall! |
| Dec 6 09:33:06 | 46h 40m | Vegefrice | ♥ 1 | Great game! The artwork is beautiful! I found placing the vegetables to be a little bit finicky for my taste at first, but once I stopped worrying about placing them perfectly the game became a lot less frustrating. I also felt the difficulty curve was off - I failed the first level several times before I was able to complete it, and then I finished the remainder of the levels on my first attempt. I'd like to see the timer relaxed or even removed for the first level, and then tightened as you get into the later levels. Overall I really enjoyed the game once I got into it. Great work! |
| Dec 13 10:20:33 | 168h 47m | Newton's Last Resort | ♥ 1 | This one definitely entered the realm of "funstration" for me. I got 2967 fairly early on and then it took what felt like forever to finally crack 3000. My high score in the end was 3059. My main gripe is that charging a shot never quite felt natural to me. I would often get caught in a moment of indecision and then be stuck with an overcharged shot that I had to figure out how to get rid of. Perhaps some sort of click + drag for distance would allow me to make quicker movements. The music was catchy, and the graphics worked well. As others have said, this is a great interpretation of the theme. Great work! |
| Dec 13 10:47:41 | 27m 08s | Baby Grenade | ♥ 0 | The music was smooth, the story was questionable, the sound effects were mildly disturbing. This game is disgraceful. I love it. |
| Dec 13 11:14:48 | 27m 07s | Grauby Grauby | ♥ 1 | This is fantastic! The music really sold the idea of a heroic slime adventure. The sound effects were cute and gave me a real attachment to what was effectively a blob with a crown. The graphics and overall aesthetic gave me early Crash Bandicoot vibes, which I loved. Perhaps this was just me, but it took me a while to work out that I didn't need to be on the ground to fling myself, and then it took me even longer to work out that I was actually sticking to the background wall; before that, I thought I'd hit a bug every time it didn't let me do it. I found the slime blobs a little finicky to pick up sometimes, so I would have liked the hitboxes on those to be a little more generous. I also felt that a maximum fling could have done with a little more power, but perhaps that would have thrown the balance of the game off. I was a little disappointed when all I found at the end was endless black screen. I started trying to work my way backwards through the stage until I hit the control bug others have mentioned and decided to quit. Overall my criticisms are mostly nitpicking; I absolutely adored this game! Everyone on the team should be very proud! |
| Dec 26 09:38:22 | 310h 23m | Just delete them | ♥ 0 | This is super innovative, I've never seen anything quite like it before! One small thing I'd like to see added - I personally hate mixed keyboard and mouse controls unless there's an obvious reason the gameplay needs it, so I'd like to see alternate keyboard buttons for advancing dialogue and creating assets. (If you already had them, I couldn't find them, in which case some instructions would help.) Keep up the good work! |
| Dec 29 14:31:49 | 76h 53m | Hamster DRUMA | ♥ 2 | This is a very strong entry! The concept is cool and the game is exceptionally polished as others have noted. My initial intuition was to tap the drums in a constant beat, but once I worked out that two quick taps were enough to make the hamsters run rapidly to a position the game got a lot easier, though it did lose some of the drummer feel. Personally I'm partial to rhythm games, so I'd love to see what you could do with this concept by mixing in more traditional rhythm elements. Overall this was an interesting and fun experience. Great work! |
| Dec 30 06:51:18 | 16h 19m | Documentia | ♥ 2 | It took me a while to figure out I needed to talk to the mayor a few times to get past the first day, but after that this was an absolutely amazing experience! I looked at the files before deleting them and saw they were just zeroes which ruined the immersion for me just a tiny bit; perhaps you could fill them with random data instead? Also if the content of each file was unique, you could catch people trying to rename files and tell them off for it. I'll be surprised if this doesn't place very highly. Fantastic work everyone! |
| Dec 30 14:42:57 | 7h 51m | Slime Girls | ♥ 1 | I absolutely adored this game! The idea was clever, the levels were well designed, and the environment felt really cohesive. For minor nitpicks, I agree with the other people saying the hitboxes were a bit off, and I wish the movement were just a touch faster, both walking and jumping. If you had a little more time, a death sound effect that made me feel bad for killing so many slime girls would have been great. I also would have picked different images to advertise this game - the title card made me think I was going to be playing a Doom clone, and the screenshots are cropped which gives them a different feel than I got when playing the game. Overall this is a really impressive entry. Great work by everyone involved! |
| Dec 30 15:17:48 | 34m 51s | The M.O.N.K. | ♥ 0 | This is very impressive, especially for a Compo game. The visuals were pleasant and cohesive, and it felt satisfying to work out strategies and have them pay off. My main gripe is that panning the camera drove me absolutely nuts - every interface like this I ever remember using would have the have the camera move such that the mouse stays at a fixed point on the ground, effectively like you're dragging the ground around, not the camera. The current system means that when I move the way I instinctively think I should (and I did that often under pressure) the camera goes the complete opposite way I intended. Having said all of that, I think this would have worked better with more traditional RTS camera controls where you move the mouse near an edge to scroll in that direction. Camera controls notwithstanding, I thoroughly enjoyed this game. Great work! |
| Dec 30 15:53:22 | 35m 34s | Buki Nashi | ♥ 0 | This is great! The gameplay is addictive, the squelch sound effect makes killing enemies really satisfying, the gameplay was tough but felt very fair. My only real gripe is with the skill mechanic. It took me a *really* long time to figure out how the menu worked, I think mainly because the level my skill was *currently* at was only implied by the surrounding options. And then once I did figure out how it worked, I ended up maxing the two skills I preferred and then doing an annoying jiggle back and forth at the end of alternating levels. I also felt like it interrupted the flow a little bit. Definitely a solid entry overall. Great work! |