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Feedback comments for LD43
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| Timestamp | Since previous | Game | Hilvon's comment | |
|---|---|---|---|---|
| Dec 4 00:30:29 | Village's Gods | ♥ 1 | The breakpoints for housing and Food are not really clear, so it's kind of hard to keep up with expanding the village to make do with growing demand for sacrifice... Also the general idea would always to hire more skilled people, and sacrifice less skilled ones, so tactical depth is not really there. | |
| Dec 4 00:48:18 | 17m 49s | 0.99c | ♥ 1 | An interesting concept, but the food appear to run out really-rally quickly and I didn't encounter any events that would have replenished it... resulting in everyone dying out of starvation rather than my bad choises. |
| Dec 4 09:38:30 | 8h 50m | Reactor Overdrive | ♥ 1 | An interesting idea. The stats are kind of too small to see in actual play and their management is... unclear. However the concept of being able to aim only at highlighted cells is neat. Really liked it. |
| Dec 4 22:08:00 | 12h 29m | Death of Sultan Murad | ♥ 1 | The mood is excellent. Pity the story is so short, but I really liked what there is. 😄 And a special thumbs up for spreading the awareness about why Kosovo is so important for Serbia. |
| Dec 4 22:21:06 | 13m 06s | The Cold Equations | ♥ 1 | Well That was... depressing. Really well done on the mood. Though I guess if people press the button sooner they would not get half of that, but this gamereally got into me. |
| Dec 5 08:32:58 | 10h 11m | Soulmart | ♥ 1 | This was interesting. Managed to beat it second try. Love the graphics stile, though Anubis is a bit hard to read when he is not in the mood... he kind of always looks... mean. Also the number of sacrifices to distribute seemed kind of... random. |
| Dec 5 09:37:30 | 1h 04m | Platform43 - Die to progress! | ♥ 1 | Yep. Definitaly a bug in the Jumping mechanic. I suspect there is some multiplication on the Time.deltaTime where there shouldn't be (which is funny since the usual problem if not making the multiplication where it is required). Having the settings on Ultra helped... probably too much as I was now able to jump across gaps sometimes. 😄 Love the graphcs and sounds. |
| Dec 5 09:45:00 | 7m 30s | Break a leg | ♥ 2 | Realy fun game. The aiming is a bit wonky though. Also it would have helped to have "Q" as a head attachment button so WSAD controls are viable too. |
| Dec 5 09:51:52 | 6m 52s | Sacrifice to the Demonic Sheep God! | ♥ 0 | Would it kill the demonic sheep god to put some safety railings around the sacrifice pit? Lol... Also the most demonic thing in this game are probably the doors... Those hinges with 360 degree of freedon on all axis... Liked the music though. Really creates the mood for urgency... |
| Dec 5 10:05:53 | 14m 01s | Sacrifice Plains | ♥ 0 | Yep... There are definitely ways to improve the game to make it less broken. For example make the cowbows move towards a point a few units away from the boffalo rather than trying to match buffalos position... Though I must admit watching everyone to rush under the buffalo while it merely bounces on their heads was hilarious. Also... it would have been more honest to give players a win screen, instead of this BS unkillable boss which doesn't die despite HP being 0. |
| Dec 5 10:17:47 | 11m 54s | Air Rider | ♥ 1 | Nice relaxing game. I didn't feel the urge to sacrifice the passengers though. Like if the point of the flight was to go as war as I can - why take passengers in the first place? And if there are passengers on board then their safety is more important than going far without any specified goal... Music is Awesome though. |
| Dec 5 10:29:41 | 11m 54s | Sacrifices | ♥ 1 | Read the instructions... got an idea of what I need to do. Started watching the population numbers. Noticed wolves were getting a bit out of control and wanted to rim them a bit... Got ambushed and killed by a bunch of... Demons? Wait, what demons??? They were not mentioned it the rules. The controls were also a bit... nonintutive. Usually it's WSAD to move ant mouse to looks. Not point-click to move and WSAD to look... Aslo as mentioned above the mab is kind of too big and it's hard to find the species you are supposed to kill. |
| Dec 5 10:47:28 | 17m 47s | Airtime | ♥ 1 | Nice little puzzle game. 😄 It's not too obvious which trampoline is the starting point, but it's not too hard to figure out and if you get it wrong it costs you only one critter to realize this. The theme however is not well implemented as the goal of the game is to awoid those sacrifices, while theme stated that they must be made... |
| Dec 5 10:58:27 | 10m 59s | Space Hopper | ♥ 1 | Not sure what you have to sacrifice here... but that's just the theme. The collisions are a bit wonky too. when you land on flat surface you slide a really long way before stopping - likely falling off the edge is some cases. And sometimes you clip a corner pixel and you get stopped dead in your tracks... which is more frustrating because collider corners are not perfectly aligned with graphics corners... But other than this - a really nice little pysics puzzle. |
| Dec 5 11:32:06 | 33m 39s | Hope springs eternal. | ♥ 1 | Nice game. Tried to finish the last level without sacrificing everything, but couldn't figure it out... No matter how I position the fighter screens, enough enemy missle get through to blow me up before enemy runs out of missles, and it looks like you need to have all your missles intact to take down this bugger... ((Though you might still end up one vollye short... devs might just be crue...)) |
| Dec 6 10:34:18 | 23h 02m | Feed the Gods | ♥ 0 | An interesting game. However I feel like there is a bug in the build menu. I clicked on trying to build structures at the beginning - before collecting resources, and it didn't allow me to place the sctructure, which is ok. But once I dismissed the build command it didn't allow me to start bulding the structure once I actually got the resources. Also the "Click and drag" selection option was... Well...not really helpful, as the select volume was in worldspace which is 45 degree angled to camera space so it's really hard to get even one person selected this way... much easier to just click them individually. But other than this - a pretty nice game. |
| Dec 6 10:44:08 | 9m 50s | The Last Gate | ♥ 0 | For some reason I only got 1 wave of enemies which my dudes have wrecked before I started giving orders. I then repositioned remaining troops at the entry to capitalize of being able to flank incoming enemies, but nobody showed up... Well... guess I won. 😄 The music and are are fine. The gameplay is... spectacular on one hand, but doesn't engage the player a lot. This would have been good as a "Combat resolution" feature for a larger strategic game. Like you have a larger map to move armies and this is how battles between armies is played out - fast and honest. |
| Dec 6 11:09:57 | 25m 49s | Be The Bridge | ♥ 1 | The concept is fun... but the fact that you can't control which part of the armor would detach next and you don't even get any information hints (like the part being highlighted on model) makes it hard to navigate. Being able to also change your orientation somehow other than bouncing off already placed bit, whould also help the game a lot. And restarting at the beginning on failure... I'm not sure if there are checkpoints further down the line, but I didn't manage to get past first two obstacles... |
| Dec 7 07:53:47 | 20h 43m | Coloremix | ♥ 1 | Nice little puzzle game. The game mechanics are quite clear and the tutorial is very well set up. The depth of solutions is a bit shallow though. In all real levels a winning strategy was to get a pair of colours and then mush everything else together till you ger two blacks to eat what is left and then selfdestruct. Maybe if the levels required to keep at least two pairs of colors, or have the remaining pair to be of tertiary colours it would give more divercity to gameplay. Also the sound effects are really nice. Simplistic (only 2 clips I believe) but nice. |
| Dec 8 18:32:36 | 34h 38m | Space Battle Zero | ♥ 1 | Nice little concept. Not really like FTL in my opinion, but still fun. Though playing against AI is brutal because it has instant activation reaction. In some cases it managed to pull 2 missile volleys in one orbital pass. The graphics are great, especially the death animation (saw it a lot.. :Smiley:) and music is quite fitting. 😄 The only thing that bugged me is the orbital direction didn't match the ship's perceived facing. |
| Dec 11 17:30:58 | 70h 58m | somewhere in the woods | ♥ 1 | Well... Technically this is a game. Having a tiny bit of feedback on "clicking" phase besides enemy health going down at the end of it would have helped a lot. Also having only 1 axis of movement in bullet hell feels constraining. The sacrifice mechanic is not well represented. Being subject to an attack you can't avoid it not a sacrifice as this is not your choice to hive up your health. It is just BS boss move. If I was making a game like this I would have made a mechanic where you can "sacrifice" one health to put a mirror image of yourself which will help you damage the boss, but will make avoiding bullets tougher so it is likely you will lose this image pretty soon. |
| Dec 11 21:33:41 | 4h 02m | Watching | ♥ 1 | A little bit too much "on the rails", however, maybe this is by design, because the lack of agency is kind of the point of the game towards the end... Though having a little more contrast (with choices before the culmination affect the story flow noticeably, and all the "not going to work this time..." abruptions are saved to the final accord, might have had a more impact on the player... But this is probably asking too much from a Jam game. Sounds are really nice. 😄 Also maybe I did something wrong, but when I started watching TV while being guest, the game just... stopped and offered no continuation. Is this right? |
| Dec 13 20:07:53 | 46h 34m | Spirit Desperate | ♥ 0 | Nice game. Solid mechanics and easy to play. The fact that ranged attacks are mentioned in the manual, but are not available till mid-game is a bit confusing, but ok. Love the fact that you don't lose level progress if you die. As mentioned above - controls are a bit hard to master (Especially in regards to punching other spirits to push them into enemies - those tosses often go wide or hit another spirit...) |
| Dec 16 23:05:12 | 74h 57m | Throw them down | ♥ 1 | Nice little game. Not the most original interpretation of the theme (from the limited number of games I rated this time this is the third one obout throuwing people off the ballons...) but still a solid one, and out of those 3 probably the best, because A) - you actually have to throw someone out to beat the game, and B) - No out of whack gore effects when people hit the grount. (The second is probably just a matter of taste) The music is nice. And the screaming effects when you throw someone out are... appropriate enough. Quite disturbing to show that what you are doing is not good, but no out of whack. Tawrds the end of the game Camera clipped into the ground, which spoiled the evaluation of the angle of the ground (as the backfases of the mesh became invisible), and this couls have esily been avoided by a twack in the mesh design between camera and play area. 3D assets are nicely modelled (with the exception of the ground mesh described above) and textured, so I call this a solid first attept! |
| Dec 16 23:24:13 | 19m 01s | Faster Than Wind | ♥ 0 | An interesting game, with a feel like FTL. Though much simpler. Unfortunately there is little strategic depth as once you figure out optimal placements for the pirates, there is little need to move them around. Maybe having something like "Tiredness" or "Morale" that would force you to send some pirates to rest so you have to reshuffle them based on who is currently unavailable to work could add a bit in this department. Also the Kitchen seems to do absolutely nothing. Dunno if this is by design or just wasn't implemented properly. I expected it to lower the food consumption (as coocking helps use food more optimally), but the forecast didn't show the difference. So the only use I had for it was an empty spot to shuffle pirates around - most areas only allow one person so you can't assign the right person till you move te wrong person elsewhere. The hitboxes for work areas are also tiny, and twice I accidentally threw people offboard while trying to assign them to Oars. The Theme is also not well presented as it is possible to get home before running out of food, without sacing any crewmembers. It takes always running through combat encounters, but you can safely handle one beating, and if you get lucky RNG to scare off attackers with Cannons, you can get home in 3 turns. |
| Dec 16 23:34:56 | 10m 43s | Broken people | ♥ 1 | A nice little game. Quite a unique one, as well. The Theme might not be the strongest aspect of it, but the gameplay is engaging, especially if you manage to get both sdes match and go on a strack of them aggreeing on color - feels great! The hitboxes are a bit off though. Sometimes the boxes would not register my clicks for some reason... Though there might be a million potential reasons why this is happening, starting from Colliders and Graphics moving out of sync, to me actually being too slow. Yep, reflexes are not my strongest aspect. Sound effects are... a little annoyhing TBH, but it is still good to have them, as they add to the game feel. I really couldn't figure out what bumps up the pride, but still managed to beat the game on first go. 😄 |
| Dec 17 09:28:49 | 9h 53m | Cyberdisc-0 | ♥ 1 | Wow... This was great fun. Usually when I see an Unreal game I have my expectations low - usually people don't bother with postprocessing effects in Jam format (and just crank everything to 11) which results in hellish motion blur, glare all over the shop and so on... In this case - maybe those things were still there, but camera being fixed position for most of the game, makes motion blur irrelevant, and glares if they were theye fit the overall style brilliantly. Game mechanics are simple enough once you figure out AI patterns, and rhisms to keep enemies on the ground so they don't fight back, but having 3 encounters between checkpoints was intence still. Though "final boss" compared to this gauntlet was a cacewalk... so maybe crank it up a bit. Like make the AI adjusment to allow all 3 enemies to engage at once, rather than limiting active participants to two... (though this is just a guess, maybe 3 active enemies will result in stunlock for the player...) Models and animations are simplistic, but quite well done for the Jam format. The only thing I would have changes is for the killed enemies switch to ragdoll only once theit body hits the ground. Havinf ragdoll kick in on hte killing blow results in some hilarious but unnatural positions... The Mood of sleep deprivation is conveyed pretty well with this slightly surreal environment... Overall - brilliantly done game! |
| Dec 27 16:17:07 | 246h 48m | De-Railed | ♥ 1 | Nice game. Love the overall idea of having to pull a train of refugees through the landscape, but the Theme is... kind of shoehorned heavy-handedly. There are just isn't enough spare parts to fix the train in full, so the need to disconnect a cart feels not like a hard choice you have to make, but more like an inevitable step to progress further. If I was designing the game like this I would have made the following: - You have a limited time you can spend outside the train. When the time is up - you are returned to the train automaticlly. - If you didn't return in time or didn't collect enough spares, you have to wait a day, spending 1 unit of fuel to keep the train warm while standing. Or you can scrap a cart to get an extra spare, and move on. - Fuel is limited. Maybe extra fuel can be found in the countryside. And you see how many more moves you have to make, so your choice of sacrificing a cart, or fuel for one more go to the countryside is more informed. - Early levels might actually let you collect extra spares, if you explore them fully. Middle levels have exactly the number of spares, but you have to explore them fully which is increasingly harder to do considering the freezing timer. - Final level(s) have less spares than needed, so unless you took extra effort to get an extra spare in early game, and didn't waste it in midlevels, you would be forced to sacrifice a cart. And maybe force to sacrifice 1 cart anyway... There were also a couple technical hiccups that made the game worse than it should have been. First (and more obvious) - for some reason background music stopped when the landing "Thump" sound is played. Which happens quite often. And secondly - camera. It is always lagging behind the character, which means that you often don't see the platform you need to jump to. And screwing up 10th leap of faith in a row and having to start the whole series is bad enough. Even if you don't land on 4 mobs who shred you to pieces... Oh, and after I got killed, and restarted the game (from the very beginning, which also was kind of bad...) I had a bug that didn't let me to interact with anything. |
| Dec 29 16:09:43 | 47h 52m | castleton. | ♥ 0 | This was... wierd. You are really telling the truth when you say that controls are confusing. I was totally unable to figure out the horizontal aim... though this was totally fine as AI didn't move the target too far from center. Also the goal of the game is not entirely clear. |
| Dec 29 16:38:28 | 28m 45s | Gifts for Satan | ♥ 1 | An interesting take on the theme. Not sure if sacrifices actual need to be made (tried a "playthrough" without sacrificing and easity got to the last wave, at which point died because Satan managed to burn both carot fields... Maybe if you are more lucky with building spawns you can pull off the "no sacrififce" victory...) but given that sending someone to death is the only interaction with the game you have, I guess they have to be made because everythin else is done without any player interaction. There are some issues with pathfinding though. Sometimes peiope would get stuck into a building. And this might be annoying, but in one playthrough I had Satan spawn outside of the map which resulted in game running infinitely with the village being outside of Fireball range, and soldiers not being able to get to satan to kill it. Also I just couldn't help to call this game "Giftd to Santa" in my head all the time. 😄 |
| Dec 30 18:09:41 | 25h 31m | Zealot | ♥ 1 | Nice little game. Unfortunately for me it was a bit broken. First of all - it was laggy as hell. Sure 2010 macbook is not the most powerful gaming platform, but the game was pretty simple. So I suspect the main issue was in number of colliders active in scene. Maybe splitting them into groups and disabling the colliders based on player vicinity. Then, with FPS being low, the jump was barely controllable. And in many puzzles jump precision is key, so I couldn't really enjoy the game. And sword for some reason didn't work for me. Other than this the game is fine. Puzzles are interesting. And while the game is tough, checkpoints are generous. |