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Feedback comments for LD44
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| Timestamp | Since previous | Game | SecretPocketCat's comment | |
|---|---|---|---|---|
| Apr 30 21:25:04 | So-called life | ♥ 2 | Took me while what changed in *Harder* difficulty, but once I did, it made me laugh even more. The entry is pretty much a joke-game, but what an amazing punchline - so good. | |
| May 4 00:27:12 | 75h 02m | Timezone | ♥ 1 | I'm kinda torn on this one - the game is juicy and the main loop is great and the shooting feels so nice, but it's such a shame I don't really get to do that much of it. The highly Downwell-esque visuals are great and though the track is short, it's pretty great. Now for the nitpicky stuff: * the get-hit behaviour of the enemies would is hghly unpredictable - sometimes I'd run into enemies 'cause I'd expecting knockback, sometimes they would fly off super far - this made getting down the patterns a bit frustrating * the enemy colliders could be a bit more lenient (sometimes I'd jump just up from 1 block below the alien, but it still be counted as a collision) * where's grace-jummping? I wanna see that in every platformer 😆 I got to the 3rd level, but am unsure about how to pass the very start of the level. Anyway, that should be enough of me complaining - the game is great. So much juice, especially for a compo entry. |
| May 4 07:32:52 | 7h 05m | ShellShark! | ♥ 2 | Great to see a card game. I wish you had more time to add in more cards, that would have been even neater. Nitpicks: * be consistent with card descriptions - is *bites* and *kicks* actually diffent or is it just for flavour? You could possibly visually seperate abilities from flavour text. * be a bit more descriptive (or least describe the keywords so they take up cardspace) - It took me quite a while to realise what the narwhal card does (though the description made me chuckle) BTW. I hated the theme as well. Out of the 6 or 7 times I've attended (not necessarily finished) LD, this one I actually hated. That being said, the game that came out of it is actually probably my best design. Though I haven't really stuck with the theme either, so there's that 😅 |
| May 6 16:15:43 | 56h 42m | Rashness | ♥ 1 | Really nice entry oveflowing with juice. The only fairly major ihting is the speed of the projectiles they are jsut too fast to be dodged properly. (Or I'm just bad, that might be entirely possible 😅 |
| May 6 18:36:25 | 2h 20m | Bakemono | ♥ 1 | What a great entry! The bow feels really good. It's a shame it does just 2x dmg when fully charged. Sniping enemies of is more fun than just spamming, but it doesn't seem to be worth it. The bullet patterns were neat especially cause I wasn't just circle strafing but had to actually dodge at least at the start as the game is a bit on the easy side, especially the final boss - I just just tank the enemies no problem as they were dorpping souls/HP left and right. The upgrades are great and do I wish I could try out homing bouncy triple arrows. 🤤 Shame about the lack of music. A quiter version of the main menu loop might have worked. |
| May 6 18:47:34 | 11m 09s | Bet Your Life | ♥ 1 | Such a nice platformer with a good difficulty curve and an intriguing take on the theme. The controls are pretty tight except the wall jumping - that feels a bit sudden and weird. Given the fact lives are a limited resource, the pick a door level feels a bit cheap. It's quite easy, but still. Sometimes I'd hear the death sound, but I'd still survive. |
| May 6 19:03:07 | 15m 33s | Bloodbarn | ♥ 1 | Very good looking game with neat UI and very well fitting VO (G key included). The upgrades are cool, but marred by the melee combat, which just didn't feel very satisfying. Attacking with the tables for example were another matter entirely (tables felt OP, but I wasn't able to finish the game so what do I know...) The randomisation of the resources felt a bit unbalanced. My first run ended with me having around 15 of lumber and iron but pretty much no water. The postjam version has a death-related bug - the remaming veggies will just keep beeting (sorry, not sorry) the farmer senseless and the game won't return to the main menu. |
| May 6 19:24:54 | 21m 47s | Bullet Vomit | ♥ 0 | Quite fun and I find the visuals rather charming. One odd quirk is that the bullets will disappear at the position of the cursor which doesn't make much sense for snipers (when you click near) or shotguns. BTW. this probably the fist time ever I'vve used one the modes on my gaming mouse. (I don't play FPS, so burst clicking is usually not of that much use to me, so thank you for making me use it 😆 |
| May 6 19:47:27 | 22m 33s | Shop till you drop DEAD | ♥ 1 | Quad jump! (I got killed almost immediatelly after I got it. Oh well...) This was really moreish. I'm not sure how many times I've tried, but it was plenty. The controls are a bit too floaty, but the camera is still too slow to catch up, so falling without an extra jump is a recipe for disaster. The blood drops are probably purely random, but you could probably force it after a while. I had one level where I killed every enemy and got just 1 and on the following level, I got around 5 (at least 22 of which were useless) and 1 actually fell down the next-level entry never to be seen again 😆 Some kind of score (kills, distance etc.) wouldn't go amiss. |
| May 6 21:16:50 | 1h 29m | The upside(down) | ♥ 0 | Damn it, I give up - I won't find the true secret ending. At least I'm a smartass, I can live with that. Anyway, lovely take on bullethell with nice inclusion of the theme. Bubble boy feels pretty bad though. |
| May 6 22:23:47 | 1h 06m | Heartaker | ♥ 1 | This all was done in 2 days? That's downright nuts. The animations are stellar, the music is super fitting and the whle thing is just oozing style. I actually don't like freeze frames very much, but here its used to perfection. The only thing I'm not crazy about are those damned pits. It's enough to get instakilled by the enemies, I don't need to my inability to avoid holes as a threat. (Which is actually made worse by the dash length upgrade). I'd have also liked if the hearts carried over - wasting 50 hearts feels a bit frustrating. Have I mentioned how much I love this? 'cause I do. My hats off to you, dear sir (and I don't wear hats, so I'll need to get some just to do so). (Sorry if I'm rambling, I haven't slept in 2 days 😅 ). |
| May 6 22:52:47 | 29m 00s | Hand of Death | ♥ 2 | Pretty neat. I managed to miss the sign above the door and accidentally quit the game. Fortunatelly it took just a moment to get back upto speed. Other than that, a neat entry. The sprite look in 3D is pretty charming and the music is really nice. @davidus It might not be that simple. Some stuff doesn't work in webgl and a bit of additional work might be needed. |
| May 8 07:41:37 | 32h 48m | CurANTcy | ♥ 1 | Neat, I'm just missing the ability to restart using the spacebar. |
| May 8 09:59:35 | 2h 17m | Inflate Me to the Moon | ♥ 0 | Great visuals and amazing OST as always and a hillarious take on the theme. I was not really that enthralled by the game bit itself. The minigames were kinda charming the first time round, but by the final round it was getting on my nerves and just wanted to get to the story, which was definitely the highlight. BTW. the *compo* version should probably be named the *jam* version its in the jam category, so who cares. |
| May 8 10:32:21 | 32m 46s | F_NULL | ♥ 1 | The game looks, feels and controls great. The scheme is a bit weird (especially for the controller - I'd put gas and turbo on the shoulder/bumper buttons and or X/A). Anyway, I've never played F-Zero, but fondly remeber playing Wipeout on my PSP (the fat series 1000 one - I feel old 😭 ). Such a shame I'm so bad at it, but I can imagine it would feel even better if I wasn't trash at it 😅 The simplistic style doesn't detract from the track, which is great, though you could dial down the bloom just a bit. There're a few visual quirks which you are probably aware of (flickering ship shadow, trails don't reset on restart, track shadow draw distance), but these are fairly minor. Such a shame about a lack of sound - I can imagine that a dramatic countdown, some pumping tunes and boost & misc SFX would add a lot to the experience, but without it it feels great, so good job. |
| May 9 18:30:27 | 31h 58m | Our Dear Friend | ♥ 1 | The ambience is really great - both visuals and music really tie it together and I could get behind the grappling hook, but the lack of visiblity just kills it for me. So many times I've dropped on a snake not realising there'd be one. This feels a bit like dark levels in Spelunky (I absolutely adore Spelunky, but I hate the dark levels - that's kinda the point, but base the whole game on it seems a bit too risky). I quite like the idea of limited arrows, but I don't think it can work very well in longer levels. It's great in Towerfall 'cause you can always pick them back up. I'd love to delve deeper into it, but I can't see myself not yelling at the screen when dropping on yet another effin' snake. |
| May 9 18:49:59 | 19m 32s | TheDescent | ♥ 2 | The visuals, especially the UI are nice I really like the ingame tutorial screen, except the 'This's NPC dialogue' bit - that's kinda condesending to be honest 😄 Shame about the lack of sound. There's a few things that hindered my enjoyment: - the screen transitions are really slow - coupling it with the sacrificial mechanic further exacerbates the issue - not enough feedback on enemy hit - can't attack when mouse is hovering over the UI I also got stuck at some point and had to restart my 2nd run 'cause the player screen has moved, but the player stayed on the previous screen 2019-05-09 19_28_19-LD44GameJam.png |
| May 9 18:55:24 | 5m 25s | Bob the Zombie | ♥ 1 | Lovely entry and those burger enthusiasts sure are nutrious! Visuals are really nice and I love how Bob degrades. The music track provides a good background sound. Unfortunatelly, the audio-mixing is somewhat unbalanced - I had to set my system volume really low in order to prevent my hears being blasted by the crazy loud screaming, which is a shame, as I didn't get to listen to the music much (I'm listeniing to it at least now as I'm typing this and the tempo of the drums goes really well with the eating mechanic). The game is quite funny as well - overall a really solid entry. BTW. It could be nice if different food/people gave you some stat down/upgrades (jockeys are fast, but speed you up, burger-guys nutrious, but slow you down etc). |
| May 9 19:35:09 | 39m 45s | Seize the Clay | ♥ 3 | What a really cool chill game with great visuals and music. I greatly enjoyed making something completely different than I was supposed to and then getting loads of money for it. Behold my magnificent creation 2019-05-09 21_24_14-Seize The Clay by Second Dimension Games.png I got more than a grand for that thing - I might switch lanes and become a potter 😆 My first pot, the shaping somehow didn't work - I could move along the very bottom of the pot. I then went back to this page to look if I've missed something, but getting back (and toggling fullscreen in the process) it worked OK for the next one. BTW. the white designs are somewhat illegible from their background. I started making this badass looking spiky pot only to realise I read the 'blueprint' completely wrong. 2019-05-09 21_16_34-Seize The Clay by Second Dimension Games.png |
| May 11 08:52:19 | 37h 17m | Furtual Rabbit: a defurred income game | ♥ 1 | Neat. The ludicrous speed seemed about the right pace to be hectic, the slower ones felt too... slow 😆 The water and brush bars are a bit too similar in color. |
| May 12 13:26:09 | 28h 33m | Blood and goods | ♥ 1 | Haya, fellow typing game devs 🙂 I really like this and I'm getting a strong Darkest Dungeon vibe. The visuals are great as is the music and the coregamplay loop is really satisfying nad more-ish. - The first 2 encounters could pick from a pool of easier enemies or be fixed entirely (yay spiders) and the harder encounters should probably reward the player with more blood in return. - A lot of the UI could be bound to keys (purchase with 1-3, next with space, Fight with F etc.) - having to use the mouse for half of the game felt a bit akward, but maybe that's just me. - The transitions could be a lot faster, especially the death screen is just rubbing the player's failure in their faces. (This's actually what stopped me from playing more of the game). I've encountered the Edge-related issue described by @ethan-kennerly when working on my previous LD entry. Putting [this](https://stackoverflow.com/a/44819822/6021966) in an entry point should deal with that problem. |
| May 12 14:52:40 | 1h 26m | Pucamuc | ♥ 0 | Great game, I just wish the jam version offered a quick restart mechanic - a full run reset for a jam game seems too rough. |
| May 13 05:43:49 | 14h 51m | Slice of Scythe | ♥ 0 | Really nice game with the dialogue being the main highlight. The shopping minigame felt spot-on as I usually endup shopping running around like crazy as well. |
| May 13 06:15:46 | 31m 57s | Lousy Life Lessons - [LLL] | ♥ 2 | Pawsitively purrfect. The VO is amazing, the visuals are just great and the music is really fitting. Pressing space to land just before doing so causes a jump which has thrown me a few times. Making the player replay the game just for the ending scene is a bit of a jerk-move in a jam game, but it was worth a replay just to chuckle at the wheeled bull again. |
| May 13 13:12:06 | 6h 56m | Knight Time | ♥ 0 | Neat game with nice clear visuals. I know there're the final stats wich work as score, but I'd like to have a goal (visit this many tiles/travel there etc.). Instead of the alert (which is frankly a bit obnoxious), you could have colored the valid tiles. |
| May 14 19:58:06 | 30h 46m | This is your life now | ♥ 0 | This is amazing from start to finish, including the final summary. The old age phase is depressing as hell. The only minor gripe I can think of - the end of each era could be a trigger as walking into a wall looks a bit wonky and breaks the flow, but maybe I missed the point. |
| May 14 20:00:39 | 2m 33s | Tunnel Bug | ♥ 1 | I really like the visuals and the trippy music goes along with it really nicely. The level gen is neat. My only complaint in that regard would be the impossible crashes at the start of later levels. 2019-05-14 06_33_18-Tunnel Bug.png The core loop is appealing, but seemed quite unbalanced. At first I tried going as fast as possibly only to realise that slow and steady wins the race. I then continued at a snails pace which seemed to be the optimal way as I'd have probably lasted forever had I not decided to end it after more than 15 minutes of propelling myself around with glorified gas. Going painfully slow was not really that fun for me, but going fast led only to my (very) early demise. Maybe being more lenient with the penalty for crashing, but tying remaining time to speed for instance could do the trick? (E.g. the faster the player goes, the slower they lose time). But maybe I'm just getting it wrong and this was the intended way to play. 2019-05-14 19_59_53-Tunnel Bug.png P.S. after alt-tabbing I lost sound, but that might have been an OS-related issue. |
| May 15 14:53:21 | 18h 52m | Force of Nature | ♥ 3 | A lovely entry, I particularly enjoyed the music (especially the main menu track is really nice). The visuals are a bit disjointed, particularly the 2D shadows and the fire seem out of place. Though some stuff looks neat - the main character and the attack animations are nice and juicy. The gameplay is cool, especially the the swipe attack feels really nice as you sent the buggers flying away (the big ones should probably be just pushed IMO). The controls took some getting used and I'd have preffered WASD movement with key-bound abilities and aim cursor. The are visualisation boxes are cool and all, but it felt slighly wonky. I don't really like mouse-driven movement, though so it might be just me. Overall it's a really solid entry. I got to wave 7 (around 40-45% of the forest energy level). I'd could easily imagine playing more of it if there were more abilities/buildings and enemeies and if the control scheme was revamped. |
| May 16 23:09:27 | 32h 16m | invertebrae | ♥ 1 | What a cool game. At first I thought it was just a linear story with good writing, but once it started looping I was thouroughly impressed. The music is super nice as well and both tracks fit really well, though the main loop is pretty short. Some of the puzzles seem a bit too cryptic and I'm not gonna lie - I peeked into the source a few times. In the end I *lost* some words and wasn't sure where I left them, so I just browsed the rest of the story from the shared repo. A few minor gripes: - it would be nice if the player could reorder the words after picking them - I'm not really a fan of the 'everything is lowercase' approach - that makes it ever-so-slightly less readable IMO - the player can view the next page of words even when there no words to view yet (the previous page is full) BTW. You have been busy with rating games, haven't you? That amount of ratings is super impressive. |
| May 17 21:26:27 | 22h 17m | MoneyBag | ♥ 1 | Great take on the theme with terribly well done physics-based controls. The controls themselves are slightly frustrating, but it goes with the level design so well. The jump over-spring-bounce from the platform sequence is so satisfying every time and it's not even that hard to get it down. And the bag is freaking adorable! My best run is 23s/326g. money_bag.gif Small nitpicks: - the music could probably continue playing on restart - I've restarted many times and the music reset was getting on my nerves - there should probably be a threshold of how much gold you can lose per second - a few times I've managed to fall between an obstacle and a wall and by bouncing between them I've lost ridiculous amounts of gold/hp (or at least it seemed like it BTW. What are the yellow obstacles? Are they bricks of gold or sticks of butter? 😆 |
| May 18 08:26:07 | 10h 59m | Life Merchant | ♥ 0 | What a neat puzzlegame with an interesting twist on the theme. The puzzles were nice, though a bit too easy (or maybe there're more levels plan that get harder?) Some seemed to be solvable without the sword. When I skipped the sword when I could do that, but there was no payout for that (an ending or a final stat screen stating how many years you've aged). The character could also age each time they move (so moving too much would lose them the ability to push rocks etc.) Moving into the same spot as a guard without a sword causes a soflock (requires restart). Anyway, though a bit short, it's a really solid entry. |
| May 21 04:59:33 | 68h 33m | shoot out your life | ♥ 0 | What a lovely entry that's executed really well with great track to back it up. The core design is really awesome - I love how missing doesn't cost you HP but you have to wait for it to return - that's just so ellegant yet doesn't feel harsh. Minor points: - ~~I couldn't tell what triggers the fast shots~~ - I'm a dummy - I missed you can charge shots - some visual indicator showing the current charge would be nice - the game could start off a bit faster - if it was made in so little time and all by yourself, why isn't it a compo entry? My final score was 54064. 2019-05-21 07_11_01-Window.png |
| May 21 05:24:03 | 24m 30s | The Final Rescue | ♥ 0 | I somehow sarted in the targeting mode which made me super confused, but once I restarted I was (fairly) happily flying around, though I lost the aiming reticle which made picking up survivors even harder. I got it back after picking someone up, but I'm not clear on what triggered that. I'm not sure whether the fixed turn angles are by design but it goes fairly well with the whole otherwordly vibe it's got going on. |
| May 21 09:42:32 | 4h 18m | Mint Sprint | ♥ 0 | What a neat puzzle game. Though rather incosistent, the visuals are nice, shame about the lack of music. The levels are nicely crunchy. The ability to step back in time is great. Minor stuff: - The level select UI isn't very celar - I was just staring at it at first and it took me a while to notice the Level coin, probably the foreground money particles are fairly distracting - I'd prefer non-physics based pushing (just press the directions and animate the block movement - I'd advise against using CTRL in web builds - few jams ago I learned the hard ways that CTRL + W closes the current tab in Chrome. I realise it's not likely to be used along with other keys in your game, but I'd still avoid it like the plague - closing the game is not much fun after all 😉 - pressing ESC/Quit in the web version just freezes it - I'd just remove this from the web version entirely - The game would probably be clearer in a topdown view - I got confused by perspective and though I couldn't finish the level in the way I actually could do so 2019-05-21 11_22_42-Window.png |
| May 24 18:24:27 | 80h 41m | Coin-Op Kid | ♥ 0 | Congrats on the well deserved win - what a great game. |