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Feedback comments for LD43
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| Timestamp | Since previous | Game | Shadoninja's comment | |
|---|---|---|---|---|
| Dec 9 20:47:34 | Octli 2 Step | ♥ 2 | I did enjoy the game once I got in my grove, but it was really hard to tell what was going on. Comments: - The enemies go full speed right as you enter a room. This led to me often getting hit before I even knew where I was on the screen. - Changing how my character fights enemies with each room was a bit jarring. I got the hang of it after about the 5th try - I think the ranged attack enemies would feel a lot more fun if they had a very predictable cadence to their shots. Sometimes I would wait for a shot before going in as the swordsman, but the ranged attacks would happen to do 2 shots back to back and it would feel unfair to get hit that way. - The swordsman feels a bit week compared to the range characters. Maybe give that class double or triple damage? This game has a lot of potential. I did not make it through more than like 3 rooms in a row though, so I am not sure what content I missed. | |
| Dec 9 20:53:39 | 6m 05s | Sky Fortress | ♥ 2 | A crosshair would have been an awesome addition!. The Music fit well. The laser gun was reeeeallly hard to use. I picked up rockets and never looked back. This definitely brought back memories of my Quake and Unreal Tournament days. Did you use either of those as some of your inspiration? |
| Dec 9 20:58:43 | 5m 04s | One Life Ain't Enough | ♥ 1 | The main mechanic is super clever! I laughed out loud when I first realized what was going on. I was super sad to only see 6 or so levels! Great job! |
| Dec 9 21:07:32 | 8m 49s | CrewHunt | ♥ 1 | Really cool art. Good job. I don't think I have ever played an LD game that is all hand drawn. |
| Dec 9 21:11:06 | 3m 34s | Sachristmas ! | ♥ 1 | Good job with this one. The art style was clean and consistent. |
| Dec 9 21:32:50 | 21m 44s | Total Party Kill | ♥ 1 | What an amazing job. This is my favorite LD game **ever**. I even tried some experimental strats since the mechanics were so clean. Here is what I came up with: FunMechanics.gif |
| Dec 9 21:40:42 | 7m 52s | Be The Bridge | ♥ 1 | This game was super hard. I think a cool way to help the player is it change the color of the **next** piece that will be converted into the bridge. |
| Dec 9 21:54:44 | 14m 02s | Tenoch's Turmoil | ♥ 2 | Super fun game. I played it for a good while. I think I got 198 fruit sacrificed. Occasionally, I would give some fruit to the villagers, but the speed boost would only last one sacrifice, so I stopped doing that. The art style is killer here. Great job with that too! |
| Dec 13 04:20:57 | 78h 26m | FTD : Fixin' to Die | ♥ 2 | Wow this is a masterpiece. Absolutely fantastic job! Some feedback: - Sometimes you have to hold spacebar and sometimes you don't. I found myself often tapping spacebar, then running away only to catch myself and actually hold it down. Maybe having spacebar be a toggle would have played a little smoother. - I skipped some of the mid-level tutorial text because of mashing buttons to get something done. I didn't quite figure out how the hygiene meter worked as a result. Truly amazing game. Great job guys! |
| Dec 13 04:35:37 | 14m 40s | Lighter Than Air | ♥ 2 | Nice entry! Yay! I really liked the song! I wish it was a little longer though. The bouncy synth really lines up with the art and gameplay. I am super happy to find some LD games with fun music! |
| Dec 15 02:44:21 | 46h 08m | Colors of Your World | ♥ 1 | The sacrifice theme is only loosely tied to the actual game through aesthetics which was not a very satisfying integration. The effect itself is awesome, but it just felt a little tacked on. I know that is more of an opinion here, but oh well. I really like the build-up of mechanics and difficulty over the first few screens of each area. You made a fun engine where just moving through the world is satisfying. Huge props for that! That is a hard thing to do. I think there are specific spots in the levels near the end of the game that require too much precision though. The level where you need to do two frame-perfect dashes at the peak of a mushroom jump **in a row** is not a very fun challenge. I knew exactly what I needed to do, but pressing x during a 1-2 frame window twice was just tedious. It felt like I was fighting the engine more than anything. I don't think you should allow the player to hold away from the wall to drop off. There were multiple times where I was holding away from the wall **to prepare for the next jump** and just fell to my death because of the ability to fall off. Players would likely be fine with just tapping jump to pop off a wall, so this is a case where simpler is better. I am going to reach a little here and say you made that decision to mirror Celeste, but I am going to explain why it didn't feel good: in Celeste, you are never fully attached to the wall. You have this constant feeling of panic as you slide down and it keeps your hands moving as you decide what to do. Since you are fully attached to the wall in this game and can hold up and down to carefully move around, the ability to pop off the wall doesn't have the same continuity. With all that being said, I gave this game a 4/5 overall. I played through the whole thing and had a lot of fun with it! |
| Dec 17 02:17:46 | 47h 33m | Sacrificio Inc. | ♥ 1 | Great job with this one. The controls are a bit funky since you just kind of click and drag with no visual indicators, but it still flows pretty well. The game felt nice to play. I got to level 11 before stopping. It was hard to keep playing without knowing how many levels total there were (I see now that the comments suggest 13). No real complaints overall. This is a solid entry. |