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Feedback comments for LD44
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| Timestamp | Since previous | Game | ghostmaple's comment | |
|---|---|---|---|---|
| May 19 23:41:08 | Conway's Currency | ♥ 1 | Excellent use of the theme. Got me thinking a couple steps ahead...can I turn this stable pattern into this other stable pattern? Can I find another shop that will sell an item for 1 coin so I can keep these 2x2 blocks in the corners? etc. etc. Well done! | |
| May 20 01:54:33 | 2h 13m | Escape from Hell | ♥ 1 | Very nice. The tiny pixel work is great and I loved that the credits were a part of the game. Would love to see what this idea could turn into if it were part of a larger project. |
| May 20 02:16:48 | 22m 15s | Island Chain | ♥ 0 | Impressive. Always a fan of a good simulation. Graphics were clean and readable, and the little bits of polish like letting goods rotate were effective for getting the mood across. There were times when I was unable to determine how to get underproducing cities to kick out more goods to meet demand. Maybe it was just the bigger (and soon-to-be hyperinflated) cities eating it up before I got a good look at it. I agree with some of the comments above, I'd be interested in seeing this in a larger and/or more configurable version to satisfy my need for control over tiny worlds! |
| May 20 02:58:44 | 41m 56s | Hero town | ♥ 0 | Neat stuff. Seems like there's more than the usual number of sims in this particular jam. (No complaint here!) An improvement I'd like to see in the next version is info on what an upgrade will do. Those 3 stars can get to be pricey! The arrows showing synergies was a nice touch. (Maybe I could see what kind of synergy they give by holding a particular key or mouse over? I couldn't tell if houses synergized with each other or not.) |
| May 20 04:12:37 | 1h 13m | Sword of Hearts | ♥ 1 | Super nice. Great art, good mood (storytelling through extra character poses!), good level design. Though I'm not a big fan of last minute toe-on-the-ledge jumps being required to progress, especially in the *first* jump room... **Spoilers ahead** That said, I totally love how you leaned into that so hard. I didn't realize how much you allowed for forgiveness/coyote/ghostledge jumping until I was trying to solve the three saw room that's early on. When I did discover it, the jumps were so much smoother and I felt like a BA working my way through the later rooms. I was curious why the good ending sword room had that particular object in it. If the heart box goes to where you die, couldn't it have been there all along? (i.e. On your first death it is teleported from the sword room.) Or perhaps it would be there as an indicator of a previous (and unsuccessful) seeker of the sword? **Spoilers end** All-in-all, the best game I've played this jam, and better than many in others as well. |
| May 20 17:27:26 | 13h 14m | Blood-Tied TD | ♥ 0 | Good stuff. Took me a few tries to figure out how the robed units work. (Melee vs ranged, generate from nearby friendly units vs enemies, pull from dead enemies or just when they get hit, etc.) Once I realized you could go past level three on each unit, it was all over. Any tips for losing the game after you've been killing+leeching things for a while? I want to see my game over screen and get you that raise. (If I've done my math right, I need to use upgrade about 30000 times = 60000 taps of the Z key. And I can't put on an auto-fire app because Z also exits the game over screen. Ack!) |