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Feedback comments for LD44
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| Timestamp | Since previous | Game | Baby Dino Herd's comment | |
|---|---|---|---|---|
| May 2 03:20:17 | SimuCorp | ♥ 1 | I really enjoy this take on the theme! The graphics are cute and effective, but most importantly, all of the UI is nicely laid out and easy to understand -- quite an impressive feat for 48 hours! I think I somehow clicked through the final page of explanation without realizing it, so I didn't expect the payroll the first time it came up! But it immediately made sense -- you did a good job mirroring the real world with your mechanics. | |
| May 2 03:40:02 | 19m 45s | Dracula | ♥ 0 | Really fun game! I was so motivated to get all the upgrades -- fun animations too. I really liked the touch with the window in the castle showing the time of day. Nicely done. Congratulations! |
| May 2 03:42:32 | 2m 30s | We Pay In Blood | ♥ 1 | Really nice take on things -- I like have the varied weapons, though I found that the ice sword was by far the most effective with its cool freeze mechanic. Well done having varied music, levels, backgrounds, enemies, and (at least one) boss! |
| May 2 03:51:08 | 8m 36s | Blood-Tied TD | ♥ 0 | Great take on the theme! I really like the retro feel of the graphics and music as well. The music was really catchy and I found myself getting into the groove of it every time I restarted a level. Nicely done! |
| May 2 03:58:00 | 6m 52s | Make a Million | ♥ 0 | I really like your take on the "currency" theme. The music was funky and fresh -- a perfect complement to the grid structure of the game. The end screen music was fun too. Really enjoyable game. Nicely done! |
| May 2 04:03:36 | 5m 36s | Soul Tycoon | ♥ 1 | Nice, classic clicker game! I really like the mouse camera controls -- middle click zoom and dragging is a really nice touch. Building descriptions were really cute, too! I would have liked to have something pushing me a little bit towards not just selling all of my less-expensive buildings once I'd gotten to the more-expensive ones. Still, it's a well done sense of progression -- everything seemed out of reach until it suddenly wasn't! |
| May 2 04:05:43 | 2m 07s | Robyn Hüd | ♥ 0 | A fun infinite runner and take on the theme. I liked how you have to look and shoot to the side while paying attention to the obstacles and ammo in the middle. Nicely done! |
| May 2 04:15:15 | 9m 32s | GERYDAS TOWER | ♥ 1 | You really nailed the mood here, setting up a classic JRPG intro. Both the story and audio were excellent callbacks to those cheesy stories of the the past, without coming across cheesy itself -- a great balancing act. Would have liked a little more variation between floors. That teleport animation was really awesome as well. |
| May 3 03:26:02 | 23h 10m | Zombieton | ♥ 1 | Really solid work from start to finish! I agree with other comments about hit feedback and enemy progression -- I enjoyed what was here and would have liked to have seen more! The standouts were the music, which nicely set the stage for the action sequences, as well the overall UI and game structure. I really liked the attention to detail in the menus and scene transitions, it helps it feel like a full game instead of a prototype. |
| May 3 03:36:26 | 10m 24s | The Akolythe and the Amulet of Andhor | ♥ 2 | I really like your aesthetic here, and I think the music in particular really helps to give an '80s vibe to the game, even though it's not what '80s game music would have sounded like! I liked the tradeoff between using the risky staff attack vs. using the fireball. However, I found that sometimes I was able to attack the bats with the staff without losing life, and other times I would get hit quite often, and I couldn't really tell the difference between those cases. As others have noted, a little more bounding box feedback would really help your mechanics shine! |
| May 3 03:49:36 | 13m 10s | God All Smitey | ♥ 1 | The music here is really great, and helps to set a nice lighthearted tone that meshes well with the rest of the aesthetics, providing a perfect complement to the actual subject matter of the game. Like others, I thought the game was a little too hard (even with your helpful tips), which is a shame, because I was having fun learning the game and _did_ feel myself improving. Sometimes, though, I had trouble getting enemies even within the frame of the camera without taking damage, so even mopping up the last few enemies could feel a little random. Nonetheless, really well done! The painting of the cookie at the beginning, I have to say, was my favorite touch. |
| May 3 03:59:18 | 9m 42s | Dr. Lud Umdare's Revenge | ♥ 0 | I really like the concept! I think your take on having a small defined adventure works really well -- I always felt like I had a clear next place to go / thing to do. Perhaps the instructions text could be a little bit condensed -- I found that I hadn't quite understood them correctly when I went to go play the game, but everything was easy to pick up nonetheless. Nicely done! I will admit to dying due to my own carelessness in walking too fast upon entering a new screen. Dr. Lud Umdare strikes again! |
| May 3 04:47:48 | 48m 30s | Suicide Slime Arena | ♥ 1 | Excellent presentation and smooths controls! I'm _really_ impressed with the pixel art on display here; it really helps all the elements of the game fit together very nicely. I found it a little challenging, though, and quicker restarts (not having to use the mouse) might help. |
| May 4 02:26:23 | 21h 38m | invertebrae | ♥ 1 | Overall, this is an excellent game, with a really clear and crisp presentation that works excellently for the type of story you're telling. I'm really impressed with the story you were able to create in such a short time. I will, however, sheepishly admit also to reading _story.json_, simply because I wanted to see what happened, but the mechanics of trying out answers became a little tedious when repeated constantly (especially when I was trying to find out-of-the-box combinations). Dragging the words was a great tactile feel the first couple of times, but then I just wanted to get into puzzle solving mode. Nonetheless, excellent job, can't wait to see more! |
| May 4 03:05:37 | 39m 14s | Wizard of Worth | ♥ 1 | I really like the risk-reward mechanic here! It's quite simple, but I definitely found my strategy needed to change as the time went on and additional waves started to spawn. The addition of even a couple of new enemy movement types could really help to flesh this out. Nicely done! Reminded me of Geometry Wars in the best possible way. |
| May 4 03:17:10 | 11m 33s | Miserable Game | ♥ 1 | I really liked that you made an idle game that didn't make it feel like I was _idle_ while playing it -- I was really pleasantly surprised to be able to see all that the game had to offer without feeling like I was waiting around! Also, I really hope the name is a pun and this is really a _miser_-ly game. |
| May 4 03:37:48 | 20m 38s | Undercave | ♥ 1 | Really great job! I'm impressed with the number of mechanics, and the way you managed to evoke the mood through a combination of graphics, music, and the mechanics themselves -- the sleeping mechanic really reinforced the sense of danger and needing to find a safe space (especially if you auto-sleep because the meter has run out). The claustrophobia and needing to constantly crouch also really added to the mood. I think an easy mode definitely would have been nice for me, to be able to make it a little bit further and see more of what there is to offer. |
| May 4 03:58:27 | 20m 39s | JUNO | ♥ 1 | What a delightful game! The 'tutorial' section was excellently woven into the start of the level -- I really liked how you kept all of that UI within the world as much as possible. Turning, moving and firing all at once was a little awkward on the keyboard -- is it possible? The music was nice and punchy and immediately caught my attention. Agree wholeheartedly with @johanhelsing regarding the asteroids's health. Great work! |
| May 4 15:49:09 | 11h 50m | Interesting Times | ♥ 1 | Really interesting and fresh take on the theme! This was a really cute and effective way of doing the storytelling, but you managed to keep everything easy to manage and understand by giving enough structure and guidance, and keeping the size limited. That's important especially for this genre where it's easy to feel lost when faced with a text parser. Really nicely done! I just have one question, because it wasn't quite clear from the game: _what did you think of the theme?_ |
| May 4 16:08:05 | 18m 56s | MOC-X | ♥ 0 | Really nice concept and execution! I think I eventually figured out the lock-on timer, but in later levels I had a hard time avoiding missiles because there were so many turrets relative to the number of people. I especially enjoyed the camera angle for the zoomed-in traction beam and how you could still see the sides of the ship animate as it stopped. Wish I had more to add, but just an overall well done job! |
| May 4 16:32:09 | 24m 04s | Kessler | ♥ 0 | Really like the simple, minimalist take on the concept! Managed to get up to 278 seconds. I found that sometimes I would be bombarded with cubes at random and just not have enough rate of fire to get rid of them. The shield concept was nice, but it often wouldn't save more than 1 HP of damage, so I agree with @vinay-rao in this way. The explosion after the initial shot was what really made the game, for me, adding a whole other dimension to strategy of firing, and getting me to try to push away multiple cubes with one shot. Nicely done! |
| May 4 16:43:23 | 11m 14s | Charger | ♥ 0 | Really great progress for 26 hours! Really solid graphics and music. My favourite touch is probably the enemy healthbars. I liked that you could shoot enemy projectiles, too! |
| May 4 16:51:16 | 7m 53s | We Are Nuts! | ♥ 1 | I found that (even before double jump was unlocked) I could do a jump off the side of a platform. But, because the time limits were so short, I found myself using that as part of the puzzle solving element, so it ended up being very interesting! I also liked that even as your speed and jump really increased, the fall speed didn't, so you had to be deliberate about falling down. Nicely done! |
| May 5 02:43:43 | 9h 52m | Apothecary's Piggy Bank | ♥ 1 | Really interesting setting and aesthetic! Your mechanic is an excellent balance of risk-reward in determining who you heal, who you immunize, and who you leave be. It turned out to be a lot more difficult to balance than I thought! I did end up in a state with almost no savings and a lot of infected in the next area, meaning I couldn't avoid touching an infected (losing all my savings), so the best I could do was immunize one person, giving me back one savings for the next area. Any way to get around this (maybe upgrades I hadn't prioritized)? Well done! |
| May 12 00:26:28 | 165h 42m | Game Dev Life | ♥ 1 | The breadth of choice and outcomes here is outstanding! The attention to all the details really sets it apart. In particular, the ending screen is a very nice touch. One thing I would note is that there is a lot of repeat clicking, especially when young, with repeat choices. But I guess that's part of life, too, right? Well done! |
| May 12 01:21:38 | 55m 10s | Plant-iverse | ♥ 0 | At first I found the controls a little confusing, but I had a great breakthrough moment when I hauled back 15 plants and saw the Earth turn noticeably greener! The jetpack could get a little hard to control, but the lack of damage from hitting planets made things manageable. The thematic concept is really innovative and immediately appealing. I'm impressed that you managed to capture that scope within a small game. Also, this game brings up some existential questions regarding the conversion of plants to humans. |
| May 12 01:40:35 | 18m 57s | Cloudwalker | ♥ 1 | Really innovative take on a 'shooter', though on the Web version, I found the mouse controls and limited field of view to be a little disorienting while trying to search around all angles. You did a really great job of establishing a somber mood, and you managed to tie the story in very well with the theme. Even the somewhat heavy-handed references to the theme at the ending felt appropriate given the mood of the story. Well done! |
| May 12 02:41:02 | 1h 00m | Cold Dream | ♥ 1 | What an excellent game! The entire presentation is clean, effective, super-polished, and does an excellent job of setting the mood. The gameplay itself is fun to figure out, and very well balanced. The use of infinities in the game and the story is very well done. Sometimes the log would empty when I'm not sure it was supposed to, but otherwise this is a fantastic entry that kept me wanting to play the whole time through. |
| May 14 02:09:54 | 47h 28m | Overburnt | ♥ 1 | I loved the clarity of the graphics -- the vibrant colour palette and clear iconography are really polished and help sell this as a complete game instead of a prototype. One issue I did have was that the brown vs. grey of the sphere could be difficult to tell apart, so I wasn't always sure when it was complete or missing wood. The pacing was good and kept me engaged throughout the levels until they repeated, and you managed to squeeze a nice amount of strategy out of the two sword slots. Nicely done! |
| May 14 02:50:59 | 41m 05s | Ultimate Financial Championship | ♥ 1 | Really impressed that you made a multiplayer game in such a short period of time! There was no one else playing, so I went up against myself in another tab. To be honest, I didn't really have any idea what was happening in the battle phase and how it related to the money I'd previously made. The presentation was nice and clear, and in particular, I really like the shine effect on the coins. Overall, I'd have to say that this was a very WELL DONE effort! |
| May 15 02:24:33 | 23h 33m | High Roller | ♥ 1 | There's something really whimsical and nostalgic about this game -- the combination of the simple controls, music, and ease of jumping right it really all worked well. I liked that the size increases with your currency, and that the decay is faster the larger you are. One thing that would have been nice is a keyboard button to restart, so the entire loop is easily doable over with minimal interruption. |
| May 15 04:08:37 | 1h 44m | Body + Soul | ♥ 1 | Amazing idea for gameplay! It took me a little while to get -- I agree with others that the feedback could probably be made a little more obvious. Once I understood the mechanics, everything clicked, and just made thematic sense. I found myself making decisions, trade-off, and legitimately forming strategy over medium and long term. Excellent design work! |