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Feedback comments for LD44
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| Timestamp | Since previous | Game | qzqxq's comment | |
|---|---|---|---|---|
| May 8 05:01:44 | Mutant Alien Zombie Hunter | ♥ 0 | I played through this game twice: the first time I got the boss down to 25% health before losing, and then I bought the increased movement speed and double blade upgrades and won the second time fairly easily. (by far the most difficult enemies to deal with were the laser shooting ships because they moved away from you, so increased movement speed helped a lot with that) Overall, I thought the gameplay was quite fun! It got pretty hectic with all the enemies running around and it was a fun challenge dealing with them without taking too much damage, and I also appreciated the boss fight. The upgrades are neat, though it currently seems a little unbalanced in that 3 health is a very small amount so I didn't really consider that a drawback. With some balance/number adjustments though I could easily see myself having to make a bunch of interesting tradeoffs with my upgrades. I'm also imagining that if you made this into a bigger game with "levels" and upgrades between levels, that would have the potential to be really cool. Some minor polish comments: - I would have liked a more noticeable sound effect when you successfully hit an enemy. This was a little annoying on the boss because I wasn't sure whether I was doing damage with any individual swing, so I wasn't sure how close I needed to stand (same thing with the enemies that needed 2 hits to kill). - Speaking of sound effects, I felt a little overwhelmed by the "enemy death" sound effect because it's a long groaning sound and plays constantly. Although to be honest, I'm not sure if this was a bad thing. :P - The upgrade tree was a little confusing, in that I didn't realize that buying one of the two upgrades would cause the other one to be inaccessible. This didn't matter too much because I only really wanted (and needed) the increased movement speed. These are all minor issues though, overall I thought the game was pretty well-designed and enjoyed playing it, so nice job! | |
| May 8 05:33:07 | 31m 23s | Shadow Seekers | ♥ 1 | I wandered around the dungeon, killed the enemies I saw, and picked up two chests, but was stuck there and couldn't see how to proceed from there. I saw that there were some areas that seemed inaccessible, so maybe I got unlucky with the procedural generation and it gave me a dungeon that wasn't connected? There was an impressive amount of content in this game and I also enjoyed the artwork and animations! Probably my biggest immediate suggestion would be to add sound effects, as they are very easy to make with something like bfxr and improve the "game feel" by a lot. I also agree with many of the things other people have already said (movement is slow, not sure what the number in the upper-right corner meant). A couple additional notes: - I liked the voice acting, but it would also have been nice to specify the controls and prices somewhere since there is a lot to listen to and it's easy to miss a line or two of dialogue. - I was able to shoot bullets through walls, which made it pretty easy to kill enemies without getting hurt. Overall, I think this was a very ambitious idea (procedurally-generated games are really difficult to balance and make fun in one weekend) and while it had some issues, I am impressed with how much you put in the game. Keep it up! |
| May 14 10:58:50 | 149h 25m | Trials Of Dice And Decks | ♥ 2 | First, the game looks great and it definitely looks like a lot of attention was paid to visual polish, especially in the menus/UI. However, like some others, I had a lot of trouble figuring out the rules and eventually gave up after wandering around for 10-15 minutes because I couldn't figure out how to get the key to the lich building. Some specific things I was confused by: - I wasn't sure what the physical/mind/skill numbers meant. - I had some trouble figuring out how to use the cards. Eventually I realized that when I dragged them I could put them in the "Card Area", but even then it felt like sometimes the cards would not be allowed to go in the area after trying to drag them in multiple times, and I wasn't sure why. Also, I wasn't sure when/how many times I could press the checkmark on the Card Area. - I got confused by the cards that mentioned "+2 to trail dice". Eventually I got put on trial and it made a little more sense, but it didn't help that it was typoed as "trail" which made me think it was the movement dice. There were also some other typos which were less confusing but still a little jarring, like "role" instead of "roll" or "cheif peasent" instead of "chief peasant". - I wasn't really sure what was happening on the crafting/desert/forest squares. Additionally, it would have been nice to indicate which squares were which type on the map so you didn't have to click on all of them. - Finally, I had no clue how to get the key, which made it impossible to get to the lich. I also felt that I could just gain life by wandering around the town, so I wasn't ever in danger of dying. That said, I was very impressed by things like the warning for if you click on the dice without moving: more things like that would be a good idea. Just in general, it would be nice if you had a more thorough explanation of the rules either in-game or in the description. Overall, I still had a good amount of fun just moving around, seeing what the cards did, and getting put on trial. I think this idea has a lot of potential, and could make for something really engaging with some more rules explanations and maybe some balance tweaks. Nice job! |
| May 15 06:11:19 | 19h 12m | README.btc | ♥ 2 | This was really cool! I really appreciated the narrative behind the game and looked forward to reading the README each day. I'll admit the story was kind of simplistic, but it was still effective at putting me in the world of the game, especially for the time constraints of LD. It's kind of funny because one idea our group came up in brainstorming with was "Papers Please except you work at a bank", and this was kinda similar to that idea but executed on it very well. The visual design and polish (menus, desktop screen) was great and worked well with the narrative. The puzzles themselves were pretty fun. Like some others said above, I didn't realize until later that you could click on the lasers to rotate them, and I was also a little confused by the squares that cause other squares to become blockers, but overall I was able to figure out the mechanics by clicking around. The "teleporter" blocks were also a little strange because one was input-only and one was output-only, but there wasn't any visual distinction between the two, as far as I could tell. There was one level where I managed to highlight all white and blue squares, so I wasn't sure whether to accept. Finally, I thought some levels were surprisingly easy for their place in the game (there was one later on in the game that looked really complicated but almost all the white squares were already covered and you only needed to rotate one laser to hit the last one). Overall, though, the puzzle mechanics were neat and there were definitely some very interesting/fun ones. A couple of very minor issues: - I accidentally closed the game at some point when trying to see what all the icons did. An "Are you sure?" confirmation would be nice. - I would have liked a summary of how I did each day. I had no clue how many I got right, and also didn't understand where exactly my money was coming from, so getting more of that would have helped with planning what to buy. - As some others said, the news got very noisy sometimes with a lot of the same things copy-pasted. These things did not take away much from the game though, and overall, I thought this was great and enjoyed both the narrative and puzzling aspects. Nice job! |
| May 15 10:00:40 | 3h 49m | Legend Of the Red Demon | ♥ 1 | As you mentioned in the description, there is not much to do (I just repeatedly fought the weakest possible enemy while upgrading when I had a comfortable amount of health), but I have to admit that it was still pretty fun doing that. I think you did a great job with the time you had, and with some more content I could see this being a really awesome game (especially if there was a wider variety of upgrades you could buy with health, and if e.g. there wasn't an easy repeatable way of replenishing health to force the player to make more difficult decisions). I also enjoyed the ending (rot13 spoilers: V fnirq hc gb 200/200 urnygu orsber pubbfvat gb fhzzba gur qrzba. Fb lrnu, lbh tbg zr!), and the whole story/flavor tied in well to the theme. The CRT effect was also very effective at providing the "old game" feel and added a lot to the polish. Overall, nice job! |
| May 15 11:02:25 | 1h 01m | Assault on Crown Archipelago | ♥ 0 | I played through 2 (3 if you include the tutorial) islands on the WebGL version and eventually stopped, mostly because the low framerate made it too hard to fight the monkeys (unfortunately I only have a mac :( ). From what I saw, this game is pretty awesome! There is an extremely impressive amount of content and everything looks great. I enjoyed using the harpoon in platforming as well as just exploring and collecting coins. I thought the tutorials were great and seemed to cover pretty much everything that someone might get stuck on; in particular, I had a lot of trouble getting out of the room you get the harpoon in and appreciated the tip to "climb up" the wall by repeatedly jumping and shooting. The combat I saw was also exciting and fun. Honestly, my biggest issue with it is that I'm a wuss when it comes to horror games, and the combination of monkeys randomly appearing + the monkeys themselves looking terrifying + the general dark atmosphere eventually made me reluctant to continue exploring. Even something like always giving a countdown or warning of some sort before enemies appear would have reduced the "jumpscare" factor by a lot (I'm probably an outlier when it comes to this though). Though I will say this really goes to show how engaging the game was - definitely 5 stars for mood. Other minor things I noticed: - I would have liked to have to press a button to drink grog. I got annoyed multiple times by accidentally moving over a bottle when at full health and having to wait around for the drunkenness to wear off. The actual drunk effect is great though. - I would have liked some indication of the total number of coins/chests on each island, which would have given a better idea of how much progress you had, and besides, you already provide that information on the map (though not when you first select a new island, which was kind of weird) I loved the music, and just in general everything was very polished, like with the battle music fading in/out. Overall, this is a really impressive game, especially for 72 hours, so great job! I'll try to get around to playing the whole thing at some point. |