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Feedback comments for LD43
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| Timestamp | Since previous | Game | mbc's comment | |
|---|---|---|---|---|
| Dec 3 05:56:02 | Blueberry Bounce | ♥ 1 | All of the game objects have playful interactions with each other, which opens up fun options in the late-game puzzles. I enjoyed fudging solutions (dragging a bumper around during play) and the King's reaction when I tried to manually dunk blueberries. | |
| Dec 4 02:31:46 | 20h 35m | Inked warrior | ♥ 2 | I like the "6th-grader notebook" feel, you totally nailed it. I felt that it was beneficial to sacrifice only one ability repeatedly, instead of evenly among the 3 choices (My gun barely works at all, but I can still run around and use the great sword!) |
| Dec 4 23:06:36 | 20h 34m | AI Robot Hoomsday | ♥ 0 | Some clever puzzles towards the back end, here! I found a good cycle of reviewing the robots movement and making iterative adjustments to approach the solution. |
| Dec 4 23:36:45 | 30m 09s | One Life Ain't Enough | ♥ 1 | Not sure if this was intentional, but I found a double (sometimes triple) jump, it's a little inconsistent but I can trigger it by pressing in a certain rhythm. Seems like it's theoretically possible to complete the game with only 1 death, using the triple jump and squeezing around certain enemies. It was fun trying, but I don't think I am skilled/lucky enough to reach this score! |
| Dec 5 05:59:45 | 6h 23m | Blob Time | ♥ 2 | I enjoyed this, the platformer-puzzle blend is pretty unique! I feel like this game is well-suited to speedrunning. Gaining speed as you sacrifice goo adds some options for higher-level play where you can play risky for a faster time. Some suggestions I have after playing through all the levels : - Landing precise jumps is difficult when you are moving quickly because there is no way to stop movement while falling (other than hitting a wall, you can only move at full speed left or right). Maybe the air control should be separate from grounded control with its own unique momentum, so you can have more precise control over trajectory. - I noticed that you do not lose slime while standing still, as well as while falling. However, if I held a movement key while falling I would lose slime, even if my movement keypress had no influence on my velocity (maybe a bug)? - I think it might be interesting if slime was only expended to coat surfaces, so traveling back over covered tiles did not waste slime (jumping could keep its slime cost, maybe splash adjacent floor tiles). You could also allow slime to coat walls, which would reward players for jumping with finesse and not bumping into things. |
| Dec 5 06:32:22 | 32m 37s | Stjarna Höfuð | ♥ 3 | After some experimentation, I was able to win with 1,105 mana! bbbb.png My strategy : At the start of the game, you change directions so slowly that it's not really worth aiming at any stars in particular. I found that the player has no max. velocity cap - this means that you can basically accelerate forward forever and keep gaining more and more speed. So when the round starts, just pick any diagonal direction and accelerate in a straight line. The bouncy walls turned out to be very helpful here, because they just change your momentum without slowing you down. Eventually after you begin to bounce around the screen *very fast*, you will be able to collect tons of stars quickly. After several hundred, you are able to regain some control and you have plenty of time to slow down and collect stars more precisely. As other reviewers have mentioned, the movement controls are a little difficult. It almost feels like the acceleration has a delay to it, or it follows some sort of quadratic curve. After collecting hundreds of stars, the movement becomes much easier and actually pretty fun to wrestle with! I was confused by the significance of the 'black sky' zone - It seemed like a punishment for trying to eat the sun while I was too small. However this zone turns out to be super helpful - you can freely build up speed and collect stars without worrying about accidental sun collisions for a while. One thing I would recommend is making it easier to tell when you are large enough to eat the sun. Any sort of feedback involving color, movement, or even text could work here! I liked the art's 'paper cutout' feel and the color choices. It would be nice if the sun and the stars were done in the same paper cutout style as the player avatar. Overall I had fun with this game and trying to figure out how to win or 'break' it. |
| Dec 5 06:55:58 | 23m 36s | Buki Nashi | ♥ 1 | Good distinct enemy types, I like their unique behaviors as well as how they can do quick dodges and spins. They are interesting when paired together. I would like some sort of indication that an enemy is about to spawn to warn me to move out of the way before that happens. I feel 'boxed in' at the start of a level because going towards the corners means that an enemy might spawn too close to me. The abilities feel good to use, I like how you can choose to throw the knives a short distance (easy to reload, small attack area covered) and long distance (hard to reload, but covers a large area and can hit many enemies). The dash attack feels nice to use, but it was a little unclear as to where my attacking hitbox was, or in which frames of the attack my character was vulnerable/invulnerable. |