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aevek

Feedback comments for LD44

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TimestampSince previousGameaevek's comment
Apr 30 01:39:32 Kaide and the Bloody Sacrifices ♥ 2 Solid game, I really like the interpretation of spending your maximum health instead of your raw HP, made me think differently from some of the other games I've seen so far. This would have benefited a lot from some sound effects, especially with how awesome all the other feedback was on the combat. The screen shaking and cool particles and trails were awesome. Also, I could shoot really fast with no cap? Made a lot of the combat not very challenging, not sure if that was intended.
Apr 30 01:55:59 16m 27s CrazyAmbulance ♥ 1 Loved the visuals. The difficulty curve could maybe use some work as it seemed to ramp up pretty quickly. The intro cutscene thingy was super slick, great work on that. Perhaps some potential in a coop mode where one person has to drive the ambulance?
Apr 30 02:09:17 13m 18s Hell's Pinball ♥ 2 Fun pinball table! Unfortunately I am too bad at pinball to beat the boss, but I had fun all the same.
Apr 30 02:24:07 14m 50s PizzoTyping ♥ 5 One of the few times a game over screen made me laugh out loud. A lot of fun for just typing words. I don't think I've ever been so annoyed with the word "mayonnaise" before.
Apr 30 05:00:32 2h 36m Bartleby in Space ♥ 1 Loved the look, sound, and feel of it. Really impressed you were able to create such a complete and enjoyable experience in the time frame. Great job.
May 1 00:25:27 19h 24m Invade Spacers ♥ 0 Hit a few minor bugs, but this was fun enough that I pushed thru them and tried again. Ended up loosing to the same boss that beat me last time because it looked like he had double spawned? Didn't work out great for me despite my upgrades. Cool take on space invaders with some really cool power ups.
May 8 03:59:01 171h 33m The Fabulous Wandering of Gorgeous Inconspicuous Piggy Bank 9000: Amazing Pigsy ♥ 0 Could really do with some tutorial text on this one. Also, some kind of indicator for where I'm going would be great. Once I (eventually) figured out how the whole dropping coins as a distraction thing worked it was pretty fun, I did get frustrated on the second floor when I couldn't figure out where to go and the stairs that were the end of level 1 were inaccessible because of a locked door. I looked around for a key for a while and just stumbled into the win zone I guess? First level was cool though with some neat design that made good use of your stealth gameplay.
May 8 04:09:59 10m 58s Marvin ♥ 1 Actually a pretty fun little game. My only major gripe is that you don't restrict the cursor to the game window so I kept accidentally clicking on things on my other screen causing the game to loose focus. I think you made a good call on difficulty for the jam, as if a game is too hard people rating won't see all of it, but in future maybe some difficulty options would be a good idea that limit the amount of pickups there are?
May 8 04:38:22 28m 23s Assault on Crown Archipelago ♥ 0 Really impressed at what you were able to do within the time. One suggestion I have is a lot of the levels were really dark and relied solely on the scenes ambient light, giving the player a torch or just having more light sources in those dark caves would have helped a lot. It would especially help if the lights were focused on areas I was meant to go, as I got confused and lost a few times. Combat system was functional but could really have used some more work, it didn't feel great. With regard to what Lyrcaxis was saying, I'd really suggest taking advantage of the free analytics tools that are part of unity now. Things like the funnels are really great for getting an understanding of how people are actually playing your game.
May 9 17:45:29 37h 07m The Blood Gladiator ♥ 1 Agree with what others have said about enemies starting behind the player. There are also a couple of dead end corners in the map that I got cornered in and lost health trying to escape. The core loop was solid and well balanced, I had fun.
May 9 18:43:27 57m 58s Transaction Packed ♥ 0 Thanks, I hate it. Your level designs really fed into the loot boxes thing since up/down were not as useful in the early levels and I had stacks of those and kept having to open boxes to get more left/right. I liked all the different arrow types a lot too, but maybe some more obvious visual differences on the projectiles/effects would help. It seems like the real super awesome badass MTX items always have over the top FX to try to convince people its worth the money, maybe lean into that a little harder? Great game and great interpretation of the theme.
May 9 21:23:15 2h 39m Real time ♥ 1 Super polished for a jam game, loved the visuals and music. I wasn't a huge fan of the mouse controls, I found aiming/moving a little wonky, but once I picked up my xbox controller I had a lot of fun with this. Loved your interpretation of the theme. It could be cool to add short term power ups like rapid fire or scattershot.
May 9 22:06:14 42m 59s Twitchlings ♥ 2 Love this concept, such a cool idea. It would be really nice to see some kind of rewards for players that stick around and contribute to the village, but I don't know what form that could take. This game has my head full of ideas of all the new and different things you could make like this.