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Feedback comments for LD43
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| Timestamp | Since previous | Game | TinyMushroom's comment | |
|---|---|---|---|---|
| Dec 3 07:09:28 | The Cursed Realm | ♥ 0 | The finality of pressing E then having to click makes me feel guilty for killing these poor little guys. Nice graphics! | |
| Dec 3 07:24:20 | 14m 52s | Evil Cult Managment System v1.0 | ♥ 1 | I regret playing this at night. The sudden audio gave me chills! The first glance at the UI is not the most engaging, but there were many surprises. Writing up my own speeches really got me into it. Definitely an interesting "tip of the iceberg" kind of game! |
| Dec 3 07:51:58 | 27m 38s | Sacrifice Management | ♥ 1 | This was an addicting game! I scored a 20. The randomness created a nice variety. It would have been nice to be able to mouse over items already in the pentagram to see their bonuses and penalties. I found myself moving things in and out of the pentagram just to see what exactly they loved and hated. |
| Dec 3 16:38:03 | 8h 46m | Inflame | ♥ 0 | Although the intention was to throw away least important things into the fire, on my second playthrough (and all subsequent ones) I threw whatever was closest into the fire. This might actually be fixed by giving the player a little more time so there's room for indecision. Catchy music, but needs work on player motivation. |
| Dec 3 16:50:25 | 12m 22s | Amphora delivery | ♥ 1 | Awesome artwork and mood. I love the drawings on the wall. The single enemy needs some variation, though. I know the time crunch makes that hard. One way you could do that is extend the range of the green ball attack and use the same animation without the ball for a melee attack. |
| Dec 3 17:24:28 | 34m 03s | Non-increasing 451208114412965 | ♥ 0 | The ending I got ("Was it worth it?") really struck a chord. Awesome narrative. The grueling aspect of pushing forward by holding down your mouse is great interactivity with the player. I wanted to see the other ending, but due to its slow nature the replayability aspect wasn't necessarily there. I ended up getting the same ending a second time even after choosing different options. |
| Dec 8 01:28:18 | 104h 03m | Gnome Man's Sky | ♥ 0 | For such a large amount of information to throw at the user, it's very cleanly organized. Some cues could improve the experience for the starting player, such as: * A gnome does *not* have to be on a building in order to obtain resources * Click on a tile to open the build menu These facts did not seem obvious to me, since the starting scene gives you a gnome on a house. It may be clearer to let the player choose where they put their first house, which forces them to find the build menu. Some other notes: * A gnome does not improve the output of workshop. I did not realize that until after several days, since this rule doesn't match with the other resources. * Sometimes I salvaged buildings during the Field Log transition if I clicked in the wrong spot. * At one point I had a gnome that would not improve no matter what building he was on. I sacrificed the lazy bum! Was he a bug? * I couldn't complete the game because all of my workshops stopped producing shrooms! See screenshot below. If this isn't a bug, the reason needs to be explained to the user. Screenshot from 2018-12-07 19-13-02.png |
| Dec 8 02:39:16 | 1h 10m | Reaching The Sky | ♥ 1 | The twist at the beginning with going the opposite direction of the (->) signpost almost made me quit the game, thinking it was bugged. It might help to make the jump look even more impossible than it was, so it is very clear that the user cannot make the jump if they try to "time it" just a little better. Developing a decent following AI that lags behind can be difficult and time-consuming; however, if the crux of your good/bad ending is your friends staying with you, your friends need to be able to "see" you easier. All in all, a lot of pleasant surprises in the level design. I would have loved to see the good ending. |
| Dec 8 03:32:53 | 53m 37s | Journey To The Promise Land | ♥ 1 | The graphics are quirky and cute. This game has great scalability with the addition of leveled random encounters. The herding mechanic for women and their children is very interesting; well done with a novel idea. If there were different colors for the old people, men, and women, it would be much easier to distinguish between them. |
| Dec 8 03:47:09 | 14m 16s | Worthless Robots Fight | ♥ 1 | For a wave-based game, it would help to have something motivating the player to continue to the next wave. You already have visual feedback with small animations when you interact with robots, which adds a lot to the experience. Others have already mentioned adding audio feedback. If you're stripped for time, try using [sfxr](http://www.drpetter.se/project_sfxr.html); it allowed me to add +5 sound effects to my game in 30 minutes. I think this game could also benefit from a narrative. It doesn't have to be huge, but if the user is fighting towards a goal, it may keep them playing longer. |
| Dec 8 04:08:00 | 20m 51s | Grandma to hell | ♥ 0 | Awesome art and soundtrack choice. The 2 frames that start off the game at the beginning instantly sets the (hilarious) mood; that kind of polish really paid off. The initial level design confused me a bit--I thought my grandma was the first old lady I met, and I tried to pick her up and jump to the right ledge to no avail. Then I took her out the door I came in from on the left... and the level reset. Only after I saw in the comments "jumping on grandmas" did I understand how to progress past the first part of the level. This confusion may have been cleared up by showing your grandmother's sprite in a thought bubble at the beginning frames. |
| Dec 10 01:49:59 | 45h 41m | A Starving Monk | ♥ 1 | Interesting take on the theme! It's great to see some less-obvious genres when it comes to game jam games. I like to go into games blind (not reading description or comments) to see how well they "talk" to the user. It was easy to understand which buttons to press since you show them at the beginning of the level. That was a nice touch! However, since I went in blind I also didn't realize that I should only collide with people who had coins above their heads. I believe this problem would have been fixed by guaranteeing the first object that shows up on the level is someone with a coin, so a new player can see the contrast between donors and non-donors immediately. |
| Dec 10 01:58:43 | 8m 44s | Upwell | ♥ 1 | It would be great if the controls displayed on the screen at the start of the level. I didn't realize I could shoot down until I started pressing a lot of buttons. I know that the controls are in an image in the description, but by the time the game loaded I already forgot about it. Besides that, I love the quacking sound when you jump. It really sets the mood. You made a solid game for the Compo! |
| Dec 16 18:02:23 | 160h 03m | Sweet Suffering | ♥ 1 | This game has a lot of graphical and sound polish that others are missing. Unfortunately, as others have mentioned, the gameplay took a hit as a result. What you have shows your talent. I think the next skill to develop is feature prioritization and time management. I personally learned how to do this via a video from Tim Ruswick (posted below) and the [Pomodoro technique](https://en.wikipedia.org/wiki/Pomodoro_Technique) (which you can use online [here](https://tomato-timer.com/)). Congratulations on your entry and I wish you luck in your continued development of this game! https://www.youtube.com/watch?v=2KOEBWFC-1M |
| Dec 16 18:15:40 | 13m 17s | Flightless | ♥ 1 | As others have mentioned, the pacing is a bit slow and there's no reward for minimizing your sacrifices. Increasing everything by a speedup factor of x2 would make the game feel drastically different. Also, limiting the number of siblings or giving 1 to 3 star ratings for the levels would incentivize the player to stop harming those poor little things. I was initially frustrated at the limited movement (a flightless bird can't walk?) but you did a great job of taking this limitation and making the most out of it in your level design. Also, the bubbles at the top and bottom of the level in the background is a nice touch. Well done on setting the mood. |
| Dec 16 18:33:08 | 17m 28s | Scapesheeps | ♥ 1 | As soon as I heard the wolf howl the first time, I realized: Oh no. Stuff is about to go down and these little sheepies aren't safe. Although @mordokay suggested you to make the single sheep move a little faster, I actually like the reality that the wolf can catch up to you no matter what. That restriction forces the player to think more strategically. If the wolf is easy to outsmart (can't see around walls) and you don't have time/want to do smarter pathfinding, an easy fix would be to scatter a few wolves around the level. P.S. love the name |
| Dec 16 23:09:47 | 4h 36m | Sacrificed supplies | ♥ 1 | The balloon looked and "felt" good. The box and cords moving back and forth felt natural, and the clouds behind you set the mood well. However, as others have mentioned, there's a lack of interactivity. Although others suggest adding features (which requires more dev time), the quickest fix for this is to speed up your timeline. If you make everything deplete twice as fast, the player doesn't have to wait as long. A game can be very short and still be enjoyable--don't feel the need to drag out the experience. |
| Dec 16 23:23:35 | 13m 48s | The Dilemmnist | ♥ 1 | Interesting game! I played it multiple times, and enjoyed the different beginnings and endings you provided. This is the type of game I hoped would be created in this game jam (and couldn't personally figure out how to make it myself). Kudos to you. As others have mentioned, it wasn't immediately clear to click on the person at the title screen. The issue I ran into was similar: I played multiple times over without hovering my mouse over the people. I didn't know that I could, and that's an important mechanic! This is where small UI cues can save players a lot of headache. Even just adding instructional text off to the side on the first playthrough would help players get adjusted to your game. |
| Dec 16 23:39:37 | 16m 02s | Lucky Number 13 | ♥ 1 | On top of the feedback above, it would help a lot if you could reach the "options" screen to adjust sound while paused in the game. When I first launched the game, I thought the cool background music was too quiet, so I upped it, but then I couldn't hear the quieter voiceovers. I had to exit to the menu to adjust this, which broke the flow of my "first 30 seconds" into your game. |
| Dec 16 23:47:20 | 7m 43s | Zeus Needs Omelettes | ♥ 1 | A quirky, funny game! The kazoo background music paired well with the art style. You have a nice aesthetic going on. I love how the king looks perpetually stressed out/panicked. One small thing: I would suggest a different sound effect for throwing an egg into the pan. It has a negative connotation to it, and along with the cracked egg animation, I had the feeling that I was putting the egg in the pan incorrectly. Only after I stared closely at Zeus's bar going up did I know that I was doing the right thing. I think a more "positive" sound effect, or just a sizzling pan sound effect, may be a little more appropriate in case anyone else got confused like me. |