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Feedback comments for LD44
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| Timestamp | Since previous | Game | ristoretto's comment | |
|---|---|---|---|---|
| Apr 30 21:42:01 | Forgotten Keep | ♥ 1 | I like lots of details in the art, like the vine platforms, the toads and door that move upwards in steps. I also like the XP bubble that float out of enemies and when I return with them to the crystal balls. Maybe the enemies was a little on the easy side? One idea of an enemy that might fit is a creature that dash towards the player so you have to jump over it? | |
| Apr 30 22:03:26 | 21m 25s | Vampire Fish | ♥ 1 | It feel incredible macabre to corner a small fish and endlessly chew away on it! And then when you swim back through the water and drink the blood stained water of your earlier victims!! If you want to add more to the macabre vibes of the game maybe the fishes could make noises when you attack them, and different parts could float around after they die… I think it also might work well, instead of pressing w, by moving forward by clicking. |
| Apr 30 22:20:49 | 17m 23s | Apocarmalypse | ♥ 2 | Cool game! I like how I have to balance between picking up new cars and deciding to put some extra fuel in the once that are already following me, just to survive a little longer to reach the end of the level! I think there could be more emphasis on the last 10-15 seconds of the level. Maybe add a ticking clock, change colours or add more explosion, so it's clear when you are getting closer. I think it would also add with sound effects for ex moving, overlapping cars, add fuel. Other then that I think that it was a really engaging experience :) |
| Apr 30 22:44:36 | 23m 47s | They ran out of mana | ♥ 1 | Added 8 snot elementals (cost 5 deals 2 dmg) to enemy deck, rise card costs, added 10 golem cards (protect 10) to my deck, watch my opponent play lots of snot card into 70+ armour and die! Maybe add some mechanic so you can play more cards per turn, ex multiply or add to it's cost for each extra card played, and then have the enemy play more cards in later turns without having to pay a extra cost? I like it overall, also the moving character portrait adds a lot. If there was some kind of bigger game loop and difficulty escalation I could see myself play this “just another round” :) |
| May 1 17:43:06 | 18h 58m | Blood Rite | ♥ 2 | Like the feel with the wild crowd, smashing hammer and nightmare horses running. It also works well with the “super hot” time moves mechanic, with semi real time puzzles. I like how the timing puzzles work when you pick the right order and time to pass a obstacle. The later levels got a little too crowded and I couldn’t figure out the limited number of steps, so couldn’t beat all of them. Overall great feel to it, could play more less crowded levels. |
| May 1 18:10:52 | 27m 46s | Life'$ A Coin | ♥ 1 | It's cool how the ground parts pop up when you get closer, and it feels satisfying jumping high and landing on the platforms. It would add a lot with momentum on run/jump. Also like how the coins rotate and flies around, I can almost hear a clinking sound. |
| May 1 18:45:41 | 34m 49s | Venture-Out! | ♥ 1 | I like the game, the art, objects and menu feels coherent and authentic. I agree that the core breakout movement can be more refined. What I like is the none-linear gameplay. You might have seen Wizorb, it's a fantasy breakout similar to yours. The difference is that you move forward in wizorb, from room to room, so it's cool to move between different screens and find different ball items to unlock new items / paths. To change rooms with the by sliding to the side felt a little off, so would be nice if it worked by hitting the ball into a cave entrance. Also if the different balls had different physics :) |
| May 1 18:59:14 | 13m 33s | Mana Loss | ♥ 1 | I think that it’s interesting to have a lot of mana to use. For some reasons the player HP is outside the screen so I can’t see the total, but could play a round anyway. Maybe add more ways for getting more cards to play more spells with the extra mana/ life pool? |
| May 1 20:27:06 | 1h 27m | Mobile Protection Unit HEADLESS | ♥ 1 | Great ps1 interpretation, hits the nostalgic nail right on top. Just a thing like the start menu and music 👌 Gameplay vise- I need some numbers / stats. And different choices, could be something simple like static turrets that fires towards civilian cars moving on a road that you can protect as an optional goal. |
| May 1 21:10:50 | 43m 44s | Gravy Train | ♥ 1 | Very well designed! - How you load the cargo in the beginning, tutorial and story. - Visual fire meter on the train. - The balance between how fast you want to run the train and how far you can reach back when the frogs take the gold and you have to run after them. - When you have multiple gold chunks and smash frogs, the gold fly further away. I haven’t played enough games as a ghost shoveling coal on a train while protecting gold from frog thieves! |
| May 1 21:58:09 | 47m 19s | Tetris: Tempo | ♥ 1 | Functional tetris game :) (maybe would add bag randomization, picks one of each piece before dropping the same again, or two bag, there are some variations out there (got like four squares in a row)) Feels like the pieces are too expensive, so can't afford them early and feels kinda stressed to look to the side and pick one in an emergence situation. Maybe if it was possible to buy extra useful blocks. or if some blocks never drop naturally (like line pieces). |
| May 1 22:11:26 | 13m 17s | Dragon's Den | ♥ 1 | Great game! Feels a lot like a game and watch game, simple and instant gameplay, with scaling difficulty and with the variants of enemy types. Also I think the game would work better without the horizontal movement and maybe with fewer rows? |
| May 1 22:31:26 | 20m 00s | Heal Zone | ♥ 1 | Simple and satisfying core loop. Although you become powerful with maxed out upgrades, so the enemies can’t come even close. Some ideas for enemy variation: big ones that can take more damage, enemies that move in a sine motion towards the player and enemies that split to multiple small enemies when they die. |
| May 1 23:03:20 | 31m 54s | The Alchemist | ♥ 2 | The mixing of elements is very interesting! and works well in the game. The collision on the boss felt a little off, the hands would deal damage even when they fly, ex when they return back. It feels a little restless to wait around for the laser to finish. It works okay to look for resources while waiting it out. Would be cool if the resources would move around more often, ex if other enemies would try to pick them up, or drop resources when they move around, so it would become more dynamic. |
| May 1 23:43:34 | 40m 14s | TRIWAR | ♥ 1 | I like how you spawn units directly where you stand, it still gives the feeling of spamming buttons for “more marines” and you get them directly into battle. And how your main hero only can take one hit, so you have to be careful not to collide with single enemies and try to micro units so they get good set ups. Units got stuck behind walls in levels with narrow space, but that's about it. Very well executed! |