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Feedback comments for LD44
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| Timestamp | Since previous | Game | TaqoShaq's comment | |
|---|---|---|---|---|
| May 1 02:41:46 | Underbello | ♥ 1 | Nice work! Really dig the retro vibe! I think it would have been a bit more intuitive to have the striking direction be dictated by the player direction rather than a targeting system, but that may just be personal preference. | |
| May 1 02:51:10 | 9m 24s | Mr. Mage and the Bag of Coins | ♥ 1 | For those who can't get it to work in chrome, try out edge or IE (as blasphemous as it sounds). Nice work! I like the music a lot. Two main notes: 1. I would try hosting it on Itch.IO to run in the browser there, it would make it easier for others to play (and would save on the troubleshooting some people are needing to go through). 2. The instantaneous death, if intended, is a bit brutal given that sometimes you can't quite see whats coming (you sometimes have things coming at you quickly from off screen, sometimes you are dropping down onto enemies offscreen, etc). I think things would have been a bit more fun if you maybe lost a coin slot each time you got hit or avoid creating situations where it is tough to avoid getting hit. |
| May 1 02:54:24 | 3m 14s | Hangry Bunny | ♥ 1 | Ha! Took me a second to figure out you weren't supposed to eat those carrots. Funny concept, nice work! |
| May 1 03:01:35 | 7m 11s | Demon Hunter Sol | ♥ 1 | Wow! This was pretty hard! The animations look great, and movement feels good and it seems pretty complete. A few bits of feedback: 1. I would give some feedback when the player character gets hit. Even a short audio clip or a basic animation can really help. I got hit like 3 times by the first enemy in my first try and though I only got hit once. 2. On a similar note, it seemed ambiguous whether or not those regular enemies do damage if you collide with them. Given the current difficulty and how often they attack, damage on their attacks alone would probably be enough. 3. I had a glitch where every once in a while I wanted to double jump and it only let me single-jump. Again, great work! |
| May 1 03:18:58 | 17m 23s | invertebrae | ♥ 1 | Wow! Very neat. It all works really well together. I may be dense but I wasn't able to figure out any branching paths besides petting the cat >_> |
| May 1 03:27:20 | 8m 22s | Zombie Rush | ♥ 0 | Neat play on the theme that powerups at the beginning cost time (which effectively is life!). Additionally, it's nice to see that it's basically a finished product, with no major pieces missing. My one piece of feedback would be to maybe change up the control system. Being only able to move in the direction one is pointing took some getting used to. I would personally opt for the "binding of isaac" or "enter the gungeon" type control scheme here (though I'm likely biased since that's what I used in my game!) Nice work! |
| May 1 03:37:50 | 10m 30s | HeistLyfe | ♥ 1 | Nice work! The tone and theme were pretty fun! I ran the WebGL version and it seemed to work okay. A few points of feedback: 1. If you end up doing another 2D game in the future with similar player character movement, I would recommend going with a rigidbody/force-based movement system. It would smooth things out a bit and make collision detection cleaner. 2. Looks like something might have been glitching a bit with the lighting. As a tip, if you want lighting in a 2D game but the light doesn't project onto anything but the floor, try using a white gradient .png instead! Doesn't slow down your game, and you won't have to deal with Unity's funny issues when it comes to lighting. |
| May 1 03:47:25 | 9m 35s | Our Mechanical Life | ♥ 2 | Ha! Pretty funny game. I liked the art style and the just plain silly speed the game gets to very quickly. |
| May 1 03:57:52 | 10m 27s | The Last Drop | ♥ 2 | Wow wow wow! So much polish on this! Great work! My only criticism was that the game's opening waves of enemies could be a bit faster. Want the first few loops to be easy, but not trivial! I really appreciate the music, specifically the elegant transition between the day and night music. |
| May 1 04:04:47 | 6m 55s | My Life is Not Currency | ♥ 1 | Ha! Hilarious take on the theme. I love full commitment to a bit! |
| May 1 04:17:07 | 12m 20s | Speedrun Your Life | ♥ 1 | Nice work! Two pieces of feedback that I don't think were previously mentioned yet: 1. With platformers like this that are so dependent on jump precision, I would recommend a "mario-stlye" jump that isn't a perfect parabola! If I remember correctly, it's a matter of adding upward force while the player while the jump key is still pressed and then removing it when the player is dropping. This gives the player more control over the height jump and gives a "floaty feel" that allows for easier horizontal precision. 2. Since you used unity, try building for WebGL next time! Will make it easier for other players to rate your game since all they would need to do is open a webpage hosted on itch.io or something! |
| May 1 04:27:37 | 10m 30s | Die Back | ♥ 3 | Wow, all of theme comments about the art style and polish are definitely deserved! One bit of feedback I have is that it would maybe add a bit more strategy satisfaction if, while you were buying your next upgrades, you had *some* information about your next opponent. Thus, one could make a slightly more informed strategic decision about whether to play it safe with what you have or gamble for a better powerup. Maybe just one or two of their abilities. However, one could just memorize the ten different fights so this feedback is more relevant if you end up implementing a larger set of semi-randomized encounters in the future. |
| May 1 04:39:53 | 12m 16s | Jukebox Panic! | ♥ 2 | Very nice work! All the music was lovely, I particularly thought the "blah blah" bassa-nova was hilarious. Turned out to be harder than expected too! |
| May 2 00:23:28 | 19h 43m | Noobmancer | ♥ 3 | Very fun! I would echo some of the comments about the camera, but keeping in mind that a good third-person camera is always a real tricky art! I'd love to know what techniques you use to get such a clean 3D look. |
| May 2 00:45:44 | 22m 16s | The Iron Syndicate | ♥ 1 | As others have said here, really well-polished for 72 hours! I had to resist the temptation to leave a comment here on how to make the "gameplay" at the factory more fun, but I guess that was the point! Gives me a real "Papers Please" vibe! |
| May 2 01:07:01 | 21m 17s | Current_CE | ♥ 1 | Looks really nice and is a great take on the theme! Surprised to find out its a first jam entry, really nice work! Looks like you used Unity, I would recommend trying out a webGL build, as it saves us reviewers from having to download and unzip. |
| May 2 01:29:10 | 22m 09s | Yodin Defense | ♥ 1 | Well done! I liked the music quite a lot! I think it took me a bit to realize what all the different mechanics and different pieces of UI are for. What techniques did you use for the 3D sprite grid? I'd be interested to try it out for myself sometime. |
| May 2 01:40:35 | 11m 25s | bloodsucker. | ♥ 1 | Ha! Took me a hot minute to figure out to press enter to get out of the title card! Regarding the difficulty, it probably would seem fairer if the enemy movements were a bit more predictable (I'm thinking maybe something similar to Crypt of the Necrodancer where the enemies move according to their AI but always on beat). |
| May 2 01:47:22 | 6m 47s | We Pay In Blood | ♥ 1 | Nice work! Letting the player kill themselves in the menu is very funny! Additionally, it was a bit un-intuitive to lose my existing weapon if I buy another. Would have liked to switch weapons for the sword/bow combo! Thanks for doing a WebGL build! |
| May 2 01:54:10 | 6m 48s | VitalGun | ♥ 0 | Nice work! I think you strike the right balance in how much health you have and how much health you spend while shooting. I do think that the game's difficulty does ramp up a hair too quickly, though. |
| May 2 02:01:32 | 7m 22s | American Healthcare | ♥ 1 | I really liked how the visual were distorting with the player movement and loved the particle systems! Visually stunning! However, the score text that appears each time you destroy an enemy was a bit hard to read, didnt even notice it until I had destroyed about 15! |
| May 2 02:13:28 | 11m 56s | The Trials of Marzbān | ♥ 0 | I had the same problem as Sondrian before me, that fire puzzle didn't switch off, and couldn't quite figure out how to move on! Tough without much feedback. That being said though, really nice atmosphere in the opening sequence! Additionally, the fit with the theme was real nice! |
| May 2 02:36:12 | 22m 44s | Force of Nature | ♥ 2 | Aha! Took me a bit to figure it out! I think my one piece of feedback there would be to make the saplings visually stand out a bit more, to signal their significance. That being said though, it looks great and the attention to detail is nice. I'm not familiar with Godot so I don't know if it does this for you but it seemed like you had sound localization working to give you a good idea of where the enemies were in relation to you! Oh, and very nice music as well! |
| May 2 03:01:42 | 25m 30s | UnderBreak | ♥ 2 | The art looks great! Also really impressed for the amount of time you had. I really liked the fact that you need to take a tradeoff you needed to take when taking an upgrade. However, I wasn't sure what the movement curse was exactly supposed to do, the movement seemed to just jitter a bit. However, nicely done overall! |
| May 2 03:14:05 | 12m 23s | NecroBlood | ♥ 2 | Looks real good, the pixel art is really nice! The units all separately serve separative purposes, which adds some depth! I had a nice time playing this! |
| May 2 03:21:48 | 7m 43s | Cyberpunk 2076: Independence Day | ♥ 1 | Alright let's push you over the 20-review line! Nicely done! Reminds me of minit to some degree! I like the idea of losing pieces of yourself, but they didn't really end up impacting gameplay all that much. Maybe something for the DLC! |
| May 2 03:33:01 | 11m 13s | Azure Combat | ♥ 1 | The gameplay is responsive, and all of the audio/visual feedback makes it very clear what is going on! Was I supposed to be able to spam attacks (I'm not complaining, made it a bit more fun that way actually). Additionally, the end-of-level particle effect looked great! My one bit of feedback is that it was tough to initially tell the difference between the walls and the bits of blue that do damage. |
| May 2 03:47:11 | 14m 10s | Ghostly Tricks | ♥ 1 | Alright lets get you over that +20 review line! What a great mechanic! I was sad to see that it was over so soon! In those few levels you did such a great job expanding on it with a good difficulty increase with each subsequent puzzle. Bravo! |
| May 2 03:56:50 | 9m 39s | Let's make really bad life decisions... | ♥ 1 | Happy to end out my night of reviewing with this one! And hopefully this is review number 20 for you! Really liked the core mechanic! Probably the most innovative one I've seen in LD44 thus far! And thanks for making a webGL build! |