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Feedback comments for LD43
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| Timestamp | Since previous | Game | Flaterectomy's comment | |
|---|---|---|---|---|
| Dec 5 09:58:44 | Cows Don't Deserve To Live (They Fart Too Much) | ♥ 2 | I played this for a couple of minutes, but I could not find the park bench you showed us on discord. Did it not make the final cut? I don't think you have a difficulty ramp-up in the game, do you? I had no real issue extending my timer as every now and again I would just run into some cows next to a volcano/altar. I ended up giving up and let the timer run out, scoring 768.1 If the difficulty does scale somehow, I didn't see any feedback for it in any case. I am not sure if the extra jumps after hitting a wall was intended or not, but that's basically the mechanic the game needed. Without it, I think I'd have given up quickly. It made jumping large distances possible, but was sufficiently difficult to make success feel rewarding. The art is pretty basic, but I could easily tell what each element was. Nice job! | |
| Dec 5 10:16:16 | 17m 32s | Dungeon O' Coins | ♥ 1 | Interesting take on the theme. I am not sure if it's actually possible to execute a more difficult jump, landing between the blood/lava pools and jumping on from that point. I kept dying after jumping the second time. I assumed you wanted us to try and decide between giving up the coin or making a more difficult jump. So next I just tried sacrificing the coin each time, but jumping in general is what ended up making me quit. I had a hard time getting the correct distance, and restarted the same series of jumps so often that I got frustrated. I guess maybe I am just bad at it. ๐ Nice use of minimal art that still has a solid aesthetic. The soundtrack is nice and moody. Jumping and landing sound effects would've added a good bit of extra life to the game, though, I felt those were missing. Nice work! |
| Dec 5 10:34:59 | 18m 43s | The Time Gnelf and the Quest for the Missing Golden Cogs | ♥ 1 | I collected the six cogs and I *think* that was the game, but I am not sure. Clear victory feedback would've kept me from wandering around confused for a bit. Jumping and movement in general feels a little sludgy. The glitch with the character model also didn't help me line up for jumps very well. ๐ The hitbox for the cog/time pickups could have been bigger than the model itself, at one point I was walking circles very closely around a cog without grabbing it. I also never used the slowdown ability, but if there'd been a speed-up ability I am sure I'd have used up all charges. ๐ The art is minimal but has some character to it. Footsteps/landing sounds for a platformer would have been welcome additions to the jump sound, I felt they were missing. |
| Dec 5 12:47:15 | 2h 12m | Feasts must be made! | ♥ 3 | The first time I played it I had no idea I had to go to the candle to drop things off, which resulted in me just... hoarding food. ๐ The next playthrough I read your instructions and figured out it was the altar. The jumps feel nice, I just wish I didn't knock my head into the platforms/ceiling above sometimes. It made the movement feel a little more restrictive. The art is pretty decent and clear, but there's a few things that stood out to me. I don't know if it's a scaling issue, but the outlines on the food has some thickness artifacting (a small spot where it's 2 pixels thick instead of 1). The banana's curve is a little jagged--it's an iconic shape and getting the right silhouette almost means you don't have to worry about how you fill it in with color anymore. The cages threw me for a loop at first. It looks like a door in a stone wall from an entirely different game, The door is also scaled differently than the rest. I am glad the character has a walk animation, but it's almost a shame that the feet are so similar to the background color so you barely see any motion. Fixing those little things would elevate the visual impression greatly. The music is nice and atmospheric, and I enjoyed when it suddenly threw the hardcore tempo at me, while it still seemed to all fit together. |
| Dec 5 13:28:50 | 41m 35s | Elwik Mage Academy | ♥ 1 | This is a very charming game. The soundtrack and art give off a pleasant warmth, so to speak. I was also very glad to see that I could left-click and instantly reveal the text that was scrolling in. That's a feature of these kinds of games I greatly appreciate. And a music volume slider in the options! Glorious! ๐ I feel like it's a little light on choices initially in relation to the amount of text I am reading. Even some minor choices that only come back later without a real impact on the story (a character remembering something I said or did, for instance). I also got confused with some of the character's names, I'd have liked it if their names were colored the same as their primary visual color. (Pink hair, pink name, etc.) As I said, the art is pretty cute. Inconsistent scaling of pixelart is a pet peeve of mine, though, so when I saw wildy different scaling in the background it did trigger me slightly. ๐ The music is very atmospheric, but the rare occurrences of sound effects was a little startling. There's just a few instances so when they happened they stood out in stark contrast. Some (minor) bugs I ran into: * At one point, when training the students in the same area as the archmage, there is the line "A rogue stone nearly cracks ?? in the back of the head." I guess the ?? should've been a character name? * I introduced myself to the archmage after clicking 'Gaea office', but afterward the option to go there remains and the same exchange just repeats. I did two playthroughs. I'd like to see all six ending, but I have more games to rate! My first playthrough ended in *Ending 1 of 6 - Honesty Leave.* In my second playthrough I chose Lud's side, so when it said "She didn't deserve Lud's bullying" at the end, it felt like that would not have been my opinion based on my earlier choices. It was *Ending 3 of 6 - tenacity Leave.* Great work! |
| Dec 5 14:11:40 | 42m 50s | FTD : Fixin' to Die | ♥ 2 | A fantastic entry! ๐ I don't remember *this* episode of M*A*S*H but I liked it! A nice mix of triage mechanics. Stabilizing quickly, the chance of success, incoming patients, sacrificing one to save another. It all worked together very well. I do wish I could've just picked up the next guy in line and thrown him in the bin right away for a blood pack, sometimes. ๐ The art is great: excellent pixel art with a nicely military color scheme, and very amusing animation. I am not sure I would have gone for the dark black outlines on some of the sprites, but I really am nitpicking with that one. The music is great and suits the theme, the sound effects are visceral, and the voice acting was hilarious. A super polished game. |
| Dec 5 21:46:52 | 7h 35m | Demon Rising | ♥ 1 | You got the *game feel* right in this one! A lot of fun to play, maybe a little too easy as I finished it on my first attempt, but then again about the right length for a gamejam where you only get to play games for a few minutes each. Cute art, though the backgrounds and characters feel like they're not really in the same style. A heavy soundtrack that suits the game, juicy sound effects. Overall, very nice work! |
| Dec 5 22:02:47 | 15m 55s | Save the Yel's! | ♥ 1 | Mechanically everything seems to work as it should. I wish it would have some new take on the concept, though. (We also had a lemmings concept during our brainstorm. To make it more sacrificial, we were going to make our lemmings family groups, and each character death would actually cause grief and anguish with their next of kin. ๐ Might've been a little dark.) The art is pretty good, but like others before me, I wish there was sound. Also: twice I was prompted with a [MAIN] button rather than a button for the next level, and I am not sure why. I even saved all but one of my Yel's the second time it happened, so I don't think I was disqualified from progressing. All in all, pretty good and complete execution of the concept! |
| Dec 6 10:26:36 | 12h 23m | Hide and Seek | ♥ 0 | You made a pretty cute game! At first I thought I had absolutely no chance to finish after losing much time and only finding two kids. But the extra time I got after sacrificing the kids didn't make me lose the game until I was carrying the 9th child back to the statue, so there is a reasonable catch-up mechanic. Playing it a second time I had an idea where the kids were and it was easy to get to 10 without time running out. I do wish there was some kind of arc to what I as a player can do to search. I am sacrificing kids already, why not get the mystical ability to do a *spectral dash* across gaps or something to that extent, to avoid actually doing the same thing 10 times. Especially the run back to the statue gets a little tedious. The art is cute, both the illustrations and the pixelart is well done, and I enjoyed the music. |
| Dec 7 22:56:22 | 36h 29m | Cowmando | ♥ 0 | First off, what stands out most to me: excellent soundtrack! The music is outstanding and bubbly and full of yay. ๐ The gameplay was sometimes fairly easy and sometimes it just snowballed into impossibility. It kind of seemed down to bad luck sometimes. Dragging cows away seemed to take kind of long, so I did lose a bunch to an explosion, but I had enough remaining to get all the milk I needed regardless. Then other times I had two or three cows and they all just got sick before I got sufficient milk. The art is pretty cute, but I would've liked animations that rival the music in happy juicy bounciness. ๐ |
| Dec 8 11:29:38 | 12h 33m | Blood, Sweat and Taxes | ♥ 0 | I dig the idea, but like others have said before me, there are some feedback issues! ๐ I wonder if direct movement control over a player character has sufficient added value for the concept. Part of me thinks a single screen with all elements, and mouse controls rather than the number-key controls for the menus would've worked out better. But for what you have now, things like an inventory display on screen rather than hidden behind several mouse-clicks in the menu would be big QOL improvements. The art is a little rough, though most things convey what they are well enough. I'd have liked to have seen cows and chickens in their tiles so I would've seen what the tiles were before interacting with it. I still don't know what some of the tiles are, they just say 'upgrade required' without letting me know what they are. I appreciate the effort and ambition though! A pretty big scope, and you seem to have gotten it working technically, but that seems to have been at the cost of a clear interface. |
| Dec 9 18:58:31 | 31h 28m | Jesus Take the Wheel | ♥ 3 | Wow! Normally sensory overload is a negative for me, but in this case I had a big smile on my face the whole way. ๐ First and foremost, the music really made this game for me. I need to hear zany up-tempo gospel music over ever car chase scene in movies from now on! ๐ Audio and mood are your flagships with this entry, in my opinion. The art has strengths and weaknesses. The religious theme is carried throughout pretty well (the stained glass warning signs are a nice touch), but there's some variations in outlines and a bit of a ratatouille of colors (I see brown, red, orange, ochre and yellow that seem to not really work as a color ramp) that weaken the aesthetic a little. Jesus did block things with his head sometimes, just on the edge of him turning transparent. 35.05 miles was my best score, though there was a lot of luck involved. Great entry overall! |
| Dec 10 11:15:35 | 16h 17m | Sacrificio Inc. | ♥ 1 | And excellently polished entry with high quality art and an atmospheric soundtrack. The game itself might be a little too easy though, I think I only got less than three stars once. I think there would have been a little more excitement if the character being sacrificed would get dropped onto the conveyor belt after X seconds, rather than me having to puzzle free of stress and finding out how many stars I got at the end. Like I said, the art and audio are of a very professional level. My only gripe is that the bottom side of the up/down conveyors isn't shaded similarly to the other blocks, making it look flat compared to the rest. Overall, a very high quality entry! |
| Dec 12 07:19:46 | 44h 04m | Hazardous Cleanup | ♥ 1 | A complete package with a fun primary mechanic, cute graphics and solid sound effects. Control over the villagers was a little awkward at times; trying to hop back onto anot4her villager's head usually meant sliding off of it again. A solid entry! |
| Dec 15 22:03:20 | 86h 43m | Blรณt | ♥ 1 | I had seen your videos on YouTube and kind of assumed I had then played the game, so when I looked at this page I was surprised to see I didn't rate it yet. Then it dawned on me. ๐ Mistake corrected. I made it to the three traps in a row without land tiles in between them, and could not make it across that one. I got to the third trap a few times, but always died there. The sweet spot for landing just is a little too small for me. (I did just manage to get over that trap just now, after typing the next paragraph, but fell to my death trying to get off of it.) The art is very solid, and you have a pretty recognizable signature. I first found your games two Ludum Dares ago, and I imagine I'd be able to pick future entries out of a line-up. The weather effects are solid too. The music is very atmospheric, but I do wish there were sfx for footsteps and jumps. (Or if there were, I couldn't hear them over the music.) A solid entry, I just wish I was better at these jumps! ๐ |