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Feedback comments for LD43
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| Timestamp | Since previous | Game | PabloDap's comment | |
|---|---|---|---|---|
| Dec 4 16:01:57 | Don't worry about the ballast | ♥ 0 | Nice art and concept! I've found that if you press a number if the game doesn't ask you to you will throw the dog, the burglar and money at the same time and I was confused by that during my first playthroughs. A little bit of balance here and there and it's gonna be neat! | |
| Dec 4 16:17:16 | 15m 19s | SYNTHRAY | ♥ 1 | Great music, art and little animations for the enemies. I've run into a problem where the enemy spawn rates aren't reset after you die, so they start spawning like you are 45 seconds in when it's only been 3 seconds and you can't fend them off more than 15 seconds. With that fixed I think it's gonna do great! |
| Dec 4 16:44:48 | 27m 32s | The Mist | ♥ 1 | Good and moody visuals and music. You say in the description that you can't have more than 9 followers, but I don't see anywhere where you can get more, so I only have 4. Also, the randomness of the missions can mean that you don't get a mission for the resource you need, so you just send everyone to try to get as much as possible. However, with a little bit of polish and the changes you're planning it can improve a lot, good job! |
| Dec 4 17:32:56 | 48m 08s | Sacrifice - The Card Game | ♥ 3 | It's addictive, I'll give you that, and there's a good base from which to improve. However, in the state that it is I think it's too random and luck dependant, you either stomp or get stomped. The player usually has to blindly bid and open themselves to get beaten, and if you get a bad hand you can't beat the opponent even if you see his bid first. It doesn't make much sense to me to openly bid in turns, as the players can react to what has been played, but not in an interesting way, as the hands are completely random and there's little strategy about how you manage your hand. The only managing I found was from sacrificing a card or not, wich I liked and is usually required to get more cards, but you can just get 2 bad cards from that and the enemy can get 2 really good ones and keep upbidding. Bidding for the discard pile is a neat idea, and it's open to strategize that if you see your enemy play a card you can beat you can leave a higher card in your hand, sacrifice another card just to boost the reward and then beat that card. But it wasn't because you played better, you just got a higher number. I'd recommend maybe starting with a bit more cards and of the same values, so the beginning is more balanced. And maybe instead of bidding after the discard and the other card, bid after something else. Also, card drawing is kinda inconsistent. You draw 2 cards if you sacrifice another card (which I really really like that mechanic) but only draw a card from the deck if you don't have cards left. Drawing 2 cards usually unbalances the card count, as one player can start sacrificing and growing every round while the other struggles. I'd make that each player gets a new card at the beginning of the round consistently. Maybe a fix to the unbalance is: -You start with 2-3 cards and get a new one when the new round starts. -If you sacrifice you only get 1 new card, but you can play around that. If you think you're going to lose a bid you can try to sacrifice a low card (increasing the score you give to your opponent) to try to get a higher card and win the bid. -Maybe always draw a card from the deck to start the discard prize (and keep player's discards hidden until the bid is resolved). -Perhaps having 2 sets of the same values ranging from 1 to 11, so the unbalance is not as high. (If there's a draw, nobody gets the discard). Designing a card came is really hard, and making it balanced even more. Keep working on it and good luck! |
| Dec 4 18:24:54 | 51m 58s | Revolver Curse | ♥ 1 | Great graphics, character designs and little bouncy animations! The checkpoints are a bit too spaced later on and sometimes it's hard to tell if a corridor ends in a wall or if it leads to another room because the margings color is the same as the rooms color. Great job, I can see this game doing great in the ratings! |
| Dec 4 18:47:20 | 22m 26s | Night's End | ♥ 0 | Really lovely graphics and great enemy design. Having both habilities on the same cooldown and displaying it on the cursor is nice. It's a bit glitchy at the moment, but after some fixes it's gonna feel great. But please, don't put so many cutscenes between waves, it just stops the gameplay when it doesn't need to. As a player I want to keep shooting and improving, not wait for the same cutscene to end when I already watched it. Maybe make it so you can move during them and only spawn some small enemies so the player can rest a bit between big waves but it's still entertained during the scenes. Also, I didn't know how much I could drain the child, was there a visual hint? Don't worry about the mood and action mix, it worked really nicely. |
| Dec 4 20:07:38 | 1h 20m | **FREEZING IS THE MAIN PROBLEM ** | ♥ 2 | Really really great graphics!!! |
| Dec 4 20:26:17 | 18m 39s | Break a leg | ♥ 2 | Original artstyle! Maybe add a bit more color. Careful with spelling mistakes on the description and link your game from the itch.io page. I found it there and had to guess the ludum dare url XD (You can easily do it from the "Edit game" page) |
| Dec 4 21:54:27 | 1h 28m | Boom II; A game about nothing. | ♥ 1 | There's no link for the game. |
| Dec 4 22:28:07 | 33m 40s | F R I E N D G U N | ♥ 1 | I ADORED every second of it!!!!! The only thing I'd change a bit would be the color palette and make the mountains and environment a bit more interesting. (But if I'm complaining about colors you can imagine how much I love the rest.) |
| Dec 4 22:49:54 | 21m 47s | CROM | ♥ 2 | Crom's character art looks GREAT! |
| Dec 4 23:10:08 | 20m 14s | critter cavern | ♥ 0 | Cute artstyle! I liked the way you select your decisions with the little faces. |
| Dec 5 16:33:05 | 17h 22m | Keyboard Twister | ♥ 1 | Really good graphics and mood!!!! It glitched too many times for me; but it wasn't a hardware limitation, as I could press up to 5 keys sometimes and others it wouldn't recognize past 3 and I had to reload the page. However, if you fix that you have a solid and good little game! I'd maybe touch a little the randomness of the key and finger asignation as some are impossible, but I guess that's part of the charm too. |
| Dec 5 16:53:43 | 20m 38s | Noah's Balloon | ♥ 2 | Neat graphics and humor!!! The balloon reacts kinda slow for me and has too much momentum, but I guess I might have to use more people to boost it XD Some spike locations were too tight and it was too hard to navigate through them with the movement of the basket making the balloon spin, and also getting the balloon to pop when only the basket touched the spikes. I'd make the basket a safe zone and only lose if you touch them with the balloon itself. Other than that, very solid game! |
| Dec 5 17:54:19 | 1h 00m | Unnecessary Evil | ♥ 2 | Nice little experience! It took me too much to find out how to finish level 1 without leaving anyone behind. I tried to make the jump with Naruto asuming he could jump more or climb walls until it finally clicked that Bunny was the jumper... It wouldn't frustrate me as much if I didn't have a backlog of 100 games to play and rate quickly. Nice level design, Eva! |
| Dec 5 18:04:51 | 10m 32s | Goodboy Advance | ♥ 1 | Outstanding art! It was a bit easy to get lost sometimes because you can't see very far, but I loved the looping map mechanic. Good boys both of you!!! |
| Dec 5 18:25:28 | 20m 37s | FTD : Fixin' to Die | ♥ 2 | This is GOOOOOOD!!!! Outstanding graphics and little animations! I'd add a "saved/lost" counter to know how you're doing on a level and if you can afford to sacrifice a soldier to boost another. |
| Dec 6 15:14:36 | 20h 49m | Sacrificio Inc. | ♥ 1 | Relly great and solid game! The little animations on the characters were really nice. Excelent entry for a jam, good luck! |
| Dec 6 16:41:35 | 1h 26m | Total Party Kill | ♥ 0 | Really damn great game!Poor Knight was always the firs to die :( |
| Dec 6 16:59:21 | 17m 46s | Vikrifice | ♥ 2 | Pretty nice! I found that if you die after activating a crumbling rock, you respawn but the rock doesn't, so you can't get the skulls and hearts if that's the only way there unless you restart the level. |
| Dec 6 17:29:03 | 29m 42s | Trolley Troubles | ♥ 1 | Pretty nice game! I'd wish I'd have more time to change tracks before the trolley arrived. Or see the whole map in level 3, as I didn't know where I was sending it. |
| Dec 7 18:18:20 | 24h 49m | Not Me! | ♥ 1 | Nice hommage to Reigns! I'd wish it made a little more sense to receive hints after killing an innocent. Maybe some type of lore explanation. Also, being able to see the next next if you move the card in front of it seemed a little bit like cheating, I'd prefer if I didn't know who's next and I have to decide if the one I'm seeing fits the culprit description of not and if I should execute them. Other than that, pretty solid game! Good atmosphere and graphics! (If you're gonna release the game be careful with the simmilarities to Reigns, it might be considered in poor taste to have not only the same mechanic but also the same artstyle) |
| Dec 7 18:39:02 | 20m 42s | Piper's Quest | ♥ 2 | God, I chuckled with the ending. Perfect way to finish Gregorio. I liked the grapple hook mechanic quite a lot, although I'd liked it better if the platforms weren't so far apart or if the camera was farther as I couldn't judge some jumps very accurately. Some vertical drops are completely fine (like when you encounter the first crocodile) but some others kill you (I guess you fell to an abyss?). Some visual feedback would help so the player knows which ones are fine. Also, the camera should accompany the player in the last bit before finding the treehouse, as it's looking to the right but we're walking to the left. Other than that, pretty funny game and damn... that dubbing! Specially Gregorio! |
| Dec 7 22:49:20 | 4h 10m | dropboy | ♥ 0 | Really solid puzzle game! Cute graphics and interesting mechanics too. With some more puzzles you could even release it on mobile. BTW, you sould rate a couple of games, it doesn't look too good if people are rating you and giving you praise but you didn't rate one yet. (I guess you didn't have time, just pointing it out) Good luck, the game was really neat! Cheers! |
| Dec 8 17:08:49 | 18h 19m | Ropasquib | ♥ 0 | Beautiful graphics and palette! Like others said, having the wheel of strengths and weaknesses in the middle (even a bit faded out) would help a ton, as the first matches you don't remember the equivalences. Having the line of elements in an order of strength, like the external pentagon (rock, scissors, quill, paper, bucket) to at least be able to see one of the matchups would be really useful. I know you went for the order of the title, but I think gameplay should come first and the acronym doesn't suffer either. After a while you remember them, but it would be really appreciated. Also, it didn't make much sense to me how the paper could win agains the bucket, does it... cover it...? You have a beautiful and fun game and I could even see it as a small mobile game. PVP would be an awesome addition too! Good luck with it! |
| Dec 8 17:47:42 | 38m 53s | Power Down | ♥ 0 | Really neat level design! The mouse sensitivity was way too high, but that might me a web version problem only. Also, the camera seemed to be too low compared with the jump height. I'd like to at least be able to see over the little boxes. A bit more visual variation in the environment tiles would be awesome. Hopefully something more themey, but also to help guide the player through the maze. However, it wasn't as hard as the design was good and you learn to identify several landmarks. Nice game overall and fun power-ups, good luck! |
| Dec 8 18:33:17 | 45m 35s | King's Wrath | ♥ 1 | I like the little banners as indicators of allegiance. However, I couldn't find how to apply the instructions' rules. I only managed to kidnap villagers once per game. Whenever I send DARK KNIGHTS they usually are killed by PEASANTS. That, or I just destroy that village's productivity and can't recover it in the long run. But it's usually the former. |
| Dec 8 19:33:37 | 1h 00m | Bird Butt Battle Royale | ♥ 1 | Interesting take on the theme and nice graphics! |
| Dec 8 21:39:17 | 2h 05m | Zoe and the Polypantheon | ♥ 1 | Wow, you managed to create a small adventure game in just 72! Pretty interesting to discover all three endings and cute graphics, although I'd wish in-game Zoe would look more like the one from the menu. |
| Dec 8 22:10:14 | 30m 57s | Abortion Boy | ♥ 4 | The hand would always outrun me in level 2, and I only saw the exit to that level once in all the times I played (and they where A LOT). I just couldn't do anything, the exit wouldn't appear ever and the hand would get me. And not because I did something wrong, I didn't have any means to out run it or anything. In level 1 the exit would appear two rooms in and in level 2 I could be running through eight rooms and never find it. I don't know if it's a bug with the random generation of the levels or what, but it doesn't feel as "easy" as several comments are saying. Also, someone said you move quickier from level to level, but it certainly didn't feel that way. Quite the opposite. A bit dissapointed, because the art reminded me of Agony and the intro made me laugh a lot. I want to see what you guys do in the future! |
| Dec 8 22:37:53 | 27m 39s | Rogues Like Beer | ♥ 1 | Really nice graphics! They reminded me a bit of Tiny and Big: Grandpa's Leftovers! I just wished the game was a bit longer, because I was having a good time and sacrificing the buddies was fun. Also, the limitation of just two buddies alive felt right as a means of balancing the game. I hope you continue working on it and make a longer game, it has potential! |
| Dec 11 17:05:10 | 66h 27m | Accept this Offering | ♥ 1 | Hey, this was really good! I enjoyed every last moment of it. I'd wish the elements were a little brighter or another color to differentiate them more from the background, but nonetheless the graphics were cute! |