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Feedback comments for LD44
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| Timestamp | Since previous | Game | Trevor Shoe's comment | |
|---|---|---|---|---|
| Apr 29 05:51:16 | Scrapitalism | ♥ 0 | Clever mechanic. Interesting abilities, and the tradeoffs feel meaningful. Great work. Just wish I were better at the genre :) Ship control feels a bit stiff, it would be worth looking at ways to smooth out the motion while making it feel snappier and more responsive. | |
| Apr 29 06:06:24 | 15m 08s | LOoSE sLOTS | ♥ 1 | Really like the aesthetic. Awesome colors and casino overload. Game looks crazy and great, reminds me of some old-school games like Smash TV. Great work. Intro was fine, but I think it would have been better to focus on the gameplay, personally. I didn't really understand if I was in danger, and I never had a sense for whether I was taking damage or not... Until the boss finally killed me. Would be nice to have a sense for when I'm hitting the boss, what his health is, as well. Picking up the coins to use as a projectile is a nice take on the mechanic, although I never felt pressed for coins, I was basically firing as fast as I could. Might be fun to tune it so it's more of a limiting factor. |
| Apr 29 06:16:35 | 10m 11s | Market Master | ♥ 3 | I made $250,000 so I feel good about myself. The idle clicker aspects were easy for me to grasp, but I was at a loss about how to make investment choices and do better or worse. Game looks nice, and feels fun, like a clever take on a 90's business sim like Aerobiz Supersonic. |
| Apr 29 06:28:20 | 11m 45s | DEA-7H | ♥ 2 | Wonderful pixel art. Great effects, especially when you click a target to view details. Ambiance is excellent. Very funny as well. Dialog appears toooooo slow. Since the game tells me "new information", I know instantly whether it's useful or not, which means I get impatient waiting for the non-useful dialogs to complete. I'd like to be able to hold a button and have the text appear more quickly. Or just 2x the speed by default. |
| Apr 29 15:20:14 | 8h 51m | LifeSaver | ♥ 0 | Great pixel art. Noticed a bug with the WebGL build where I wasn't able to see the whole shop menu, and wasn't able to close it. |
| Apr 29 15:48:05 | 27m 51s | Life Business | ♥ 1 | Great game, I played it through several times and found it really clever. I made it 21 weeks, with about 550 in income. Once I figured out that I should click on the house that was in a good position and then hover over the options to see the highlights around it, the game became much easier. Before that, I was mousing around trying to remember who wanted what, and it was too hard. Theme is a stretch, could just be $$, but who cares. Great work! |
| Apr 29 15:54:30 | 6m 25s | Ballsy Escape | ♥ 0 | Cute game, strongly agree with the great feedback from Boltkey above. Show flow felt cumbersome, relative to just deducting the cost upon pressing space or c. Frustrating when I'd place a box, and then it'd physics its way off the button, with no way for me to push it back. |
| Apr 29 17:27:28 | 1h 32m | Gore | ♥ 1 | Looks really nice. Cool take on the theme, deciding people's fates, hope for reward vs sacrifice. Nice work! Plays a bit slow; takes quite a while to carry the prisoner all the way back to the entrance, and then walk back to where I was. While the altars are cool, it might be nice to just make the decision on the spot. Increasing the move speed would be nice as well. Swordplay felt a bit awkward, slow on the response and then hard to get my shield up in time to block. Might be I just need to practice more though. |
| Apr 29 19:06:48 | 1h 39m | Prospector Stanley | ♥ 3 | As a fan of Adventure Capitalist, I enjoyed this. Easy and fun. I enjoyed the artwork. Liked the transition from title screen to gameplay in particular! The menu for purchases could certainly use some UI improvement. Those arrows at the top feel a little clunky. Not sure what this was made with (would be nice to mention that), but scrolling with the mouse would be nice. Why'd I die!?? I was like 1 click away from having all Minebot Omegas. Oh well. Not sure if it's based on time (like see how much you can earn) or based upon getting so many awesome miners like I did. Note that your Source Code link is broken. |
| Apr 29 23:29:07 | 4h 22m | Splitter Cells | ♥ 4 | Fun game! Love the pixel art. Cells are cute, implied minimal environments are perfect. Nice animations. Moving around feels fun and responsive. A bit hard to tell when I'm landing a hit on an enemy cell, and how much damage is being done by enemies. Fading yellow circles appear all over the place during combat in later levels, and I don't understand what they are. Spending the cells is a nice thematic touch. This has some similarities to my game in the Compo, heh. |
| Apr 30 01:56:56 | 2h 27m | Killbi | ♥ 0 | Fun collection of mechanics, I appreciate all the cool ideas that went into this. I do agree with the previous comment that it would have been beneficial to focus on one or two mechanics, with such a limited amount of development time. For example, bouncing bullets seems awesome, but I never saw a real use for it... you could build a game all around that. |
| Apr 30 02:10:31 | 13m 35s | Shroom Bois | ♥ 2 | Beautiful aesthetic. Makes me wish I had a friend... or that you had single player mode! I found controlling both of them to be beyond my skills. Love the SFX as well. Not a detraction, but if you're building out of Unity, you might as well do WebGL and avoid the installation process. |
| Apr 30 02:18:13 | 7m 42s | Pig Web Tower Defense | ♥ 2 | Clever idea, I really like *wanting* some enemies to get through. The shop flow felt a bit clunky -- perhaps just click an empty slot, and show the shop UI contextually instead? Would be nice to make lasers a different color for the sniper tower, so it's clear when it's firing. Some DPS info in the shop UI would be appreciated as well. Fun game overall though, I clearly see the potential! |
| Apr 30 03:24:37 | 1h 06m | Idle Idol | ♥ 0 | Great game! Love the artwork, love the mood. Would be nice to tune it such that manually clicking becomes irrelevant sooner -- that's what's keeping me from a second playthrough. |
| Apr 30 03:40:06 | 15m 29s | Almost free | ♥ 1 | This is great! Love the pixel art. The monster is awesome. Controls felt good, and the abilities felt meaningful. Is there no sound? Really nice health meter, btw. I love the shape, and it clearly differentiates your original max, current max, and current health. |
| Apr 30 03:57:24 | 17m 18s | utsvulten | ♥ 0 | Love it. 2 player mode??? Would be fun to get some additional reactions in to eating various things, or removing various parts, but it stands just fine as is. |
| Apr 30 04:08:47 | 11m 23s | Dungeon of the Blood God | ♥ 1 | This is great! Really fun to learn the timing of the enemies. Love the intro art. Music is spot on, SFX are good too. Nice work! More variety would be great. So would a font that's not all caps, it's slow to read. |
| Apr 30 04:52:38 | 43m 51s | Demonic Dealings | ♥ 1 | That was fun. Took me a bit to get the hang of it, but I was eventually able to free myself! Seeing the opponents hand in advance felt odd; I'm going to try to get the best hand regardless, so why not just reveal at the end for a more poker-y experience? |
| Apr 30 19:25:22 | 14h 32m | Specimen Delve | ♥ 0 | Nice work, this looks really good, and plays responsively. Yay wall sliding. Freezing the specimens feels a bit slow, relative to the pace of the action, but I get the gameplay value of having to stand in a spot vulnerably for a couple seconds. Have to agree that playing in silence is less fun. Does the slime have an effect? I couldn't quite tell. |
| Apr 30 19:42:56 | 17m 34s | Danger In The Snow | ♥ 1 | Great visuals, love the pixel art. Music feels appropriate and sets the mood. I enjoyed the strategy, although some runs, I felt frustrated immediately by the random boards. Sometimes map 1 was easy, sometimes it felt impossible. It would have been nice to avoid the need for a mouse click in the Map/Upgrade interface, since everything else is keyboard. Just make "Next Level" enter or space or something. |
| May 1 03:39:18 | 7h 56m | Slice Me Out | ♥ 1 | That's fun! Great creative take on the theme. I like the simple keyboard controls. It would be neat to visualize the movement, e.g. thinking of those as being 'fuel' that's burning 1 per square. Moreeeee levels! |
| May 1 03:49:14 | 9m 56s | BloodVirus | ♥ 0 | Weird and fun :) The radial meters over the buildings are really hard to see, which makes the whole mechanic confusing. I prefer the starcraft model of place it and wait for construction in-world, personally, but that's a separate issue. The enemies didn't seem to be attacking after a couple minutes, they were just getting close and then milling around. Overall nice work! |
| May 1 03:56:40 | 7m 26s | AstrO2 | ♥ 1 | Nice physics, and I enjoyed the art. Cool take on the theme. I'll tell you what confused me though; that the propellant was straight back. I expected it to be like a jet-pack, where it would push me upwards like superman. Maybe that's not how space suits work, but I burned through half my fuel confused about why I kept going on the wrong direction. Great work! |
| May 1 04:25:48 | 29m 08s | The Iron Syndicate | ♥ 1 | Super cool. Love the pixel art, it looks fantastic. Sound effects are top notch as well. I was sad when the game ended when I, er... no spoilers. I wanted to keep going in the story though! That's a good sign :) Very clever, really appreciated the time period take on the theme and the quality. Only feedback -- provide a keyboard option for the dialog. Just number them, or add up/down (w/s) and enter to confirm. I find it jarring to very occasionally use a mouse in games. I also wasn't sure how many beams I was supposed to make with a given pot of metal, or when I'd shoveled enough coal. A little more surfacing around that would be helpful. I get that the manager isn't helpful, but kinda walking me through it the first time would help me-the-player out. |
| May 1 04:34:27 | 8m 39s | Enemy Of The State | ♥ 1 | Great intro and transition into gameplay. Art is quite good as well. Bullet SFX is a bit loud. I think you could get the movement physics to feel snappier and more responsive, but it's not a big deal. Really nice work! |
| May 1 16:25:45 | 11h 51m | 60 Second Supermarket Sweep | ♥ 1 | Great work on the visuals, love the supermarket and the destructability of the environment. Super cute. I like the old people slowin me down too. I ain't got time for this, granny!! My favorite part was sending the carts smashing around. I couldn't quite figure out how to get better at the actual game, e.g. finish my shopping list. I just couldn't find everything. A little more straightforward sense of what to do and how to play would make it more of a game... but it's fun to just mess with as is. |
| May 1 18:00:52 | 1h 35m | Cursed Samurai | ♥ 0 | Love the art. Love the aesthetic overall.. the cold, barren story, and the cold, barren landscape. Animations are great too. Great take on the theme, my fav so far. It's so hard though!! I made it to 15. As someone who loves Hyper Light Drifter (which this reminded me of in many ways) and Dead Cells (bit there too)... woof. Mostly it's just the time investment, relative to having to start over every time, and get back to the enemy whose mechanics I'm trying to master. Maybe I just have a beef with roguelikes, I said that about the bosses in Dead Cells too. Great work. |
| May 1 19:42:33 | 1h 41m | I'm a Revivor | ♥ 2 | Really nice work. Looks awesome, reminds me a little of Cave Story (which I loved). Fun to play, and good mechanical take on the theme. Music and SFX feel spot on. I'm a little confused why, as a zombie, I'm bringing the crabs back to life, rather than making them undead like me... I forgot and let the zombie crabs touch me the first few times, thinking they were my friends. I made a somewhat similar game but used shift/ space for abilities -- kinda wish I'd used left/right click now. Feels easier to remember. One idea for camera is to zoom out based upon the player's movement speed. Another is to lerp the camera towards a point in front of the player, in the direction they're moving, so you provide some forward sight. Might be tricky. Dragalia on mobile does some of this stuff reallllly nicely, I was fascinated by it. |
| May 1 19:59:50 | 17m 17s | Piggy Bank ! | ♥ 1 | Great work! I really enjoyed this. At first it seemed a little one-note and simple, but by the time I got to the ice world, I was really being challenged. Agreed with other comment about mapping cardinal directions to diagonals, although I got the hang of it quite quickly. Still awkward. You could try out a control scheme where you highlight adjacent squares and click them. Really nice ramp-up with the overall difficulty, as well as, introducing new mechanics with simple levels to show them off, then adding the challenge. Solid game design work there. Looks great, I love the different environments. Really cute little vignetted worlds. Reminds me of some of my favorite mobile puzzle games. With this aesthetic, I'd turn down the specular and go for more of a matte finish, personally, but that's totally subjective. |
| May 1 22:27:41 | 2h 27m | Capsule Collector | ♥ 1 | This is weird. I like it. I wish the physics felt a little more stable, and the input more responsive. The fingertip flickering around breaks immersion a bit. But it's fun, so nice work! |
| May 1 23:41:58 | 1h 14m | BraveBelly (Thiccboy hurdle jump sim) no download required | ♥ 1 | Really nice artwork and animations. He looks great. Gameplay is a bit thin, especially since left/right doesn't really have much use -- just stay in the center. Jumping the hurdles is too easy, unfortunately. Might be fun to occasionally space them closer together, add other obstacles moving at different rates, etc. Would be really fun to have him get thinner as his weight goes down... lotta work though :) |
| May 2 05:28:54 | 5h 46m | Seaway | ♥ 1 | Just lovely. Really like the changes in color scheme as I move around. Prettiest game I've seen thus far. Would love a little info about the tools you used to create this. Gotta agree with @BabyKing about the subject matter, and the missed opportunity, but I was able to enjoy the game regardless. One complaint! The white cursor would get lost in the white part of the screen, and I'd panic for a moment that my mouse was gone and I couldn't mind it. |
| May 2 15:17:01 | 9h 48m | Fateshift | ♥ 2 | Funniest game so far. I LOL'd at the banana peel description. And the scyther. Really good stuff :) Made it to level 24 and had a lot of fun. Nice variety of enemeies, and the game looks great. Obviously plenty of room for polish, it's a 72 hour game jam. I think some small touches could have made combat feel more responsive. |
| May 2 15:28:39 | 11m 38s | Once Upon A Plague | ♥ 0 | Cute game, upgrading my weapons felt impactful and cool. The deselect-after-move thing was kinda a deal breaker, especially in terms of wanting to pick up all those health drops. I wanted them, but I just wasn't willing to do the click work. Putting some magnetism on them would be nice, so they'd draw to your character within a radius. The radial health meters below the characters are clever, but could be much brighter. Love the art overall, and especially in the shop UI. Reminds me a bit of Slay The Spire. VFX of the enemies dying was particularly cool. Nice work! |
| May 2 17:55:31 | 2h 26m | Escape from Hell | ♥ 0 | Very nice artwork, clearly inspired by Sword & Sworcery. Would be nice to get it 'pixel' perfect, seems like there's some anti-aliasing going on, esp with the font, that's blurring it out a bit. The interior 'hell' felt a bit disappointing after the exterior was so beautiful. Fighting slimes (which apparently are soul-vessels, like in The Little Mermaid?) is pretty boring, and since it's unlimited, about 4 minutes of grinding here made the upper boss go down without much challenge. From a game design perspective, this needs work. But bonus points for making something so visually polished. Also! I liked the in-world button prompts and credits at the end. That's really fun. |
| May 2 18:54:09 | 58m 38s | Frozen Yoghurt | ♥ 1 | Nice work! This is cute. I like the antarctic theme, and the weirdo AI. Visuals are solid. I made it to the room Backfire. I'd like to find out where the story is going (TELL ME AI!!!), but the first 5 or 10 levels are a bit too slow. You don't even really need to move. I'd enjoy the game more if there were more enemies forcing me to move, and I had accordingly more health. |
| May 2 19:37:50 | 43m 41s | Jack The Reaper | ♥ 1 | Fun game, nice work. I made it to Round 3. The floaty controls can be a bit frustrating, when I'm still moving upwards from a jump and I wish I wasn't about to hit that golden ball thingie. Also! After I use the powerup and collect the enemies as coins, when new enemies spawn, they should flash for a second and not kill me. It's very annoying when I instantly die, the very frame a new enemy has spawned where I'm standing. That happened to me twice. |
| May 5 00:54:24 | 53h 16m | The Necromancer Saga: Endless Dungeons | ♥ 1 | Cute and clever. Nice work! Your concept is fairly similar to my game, actually. I like the individual models, although the dungeon itself feels bland. Props and some local lightsources would have helped. Nice work on the level generator. I would suggest bringing down the field of view on your camera, so there's not as much perspective; it feels odd seeing far off into the distance. It will feel more like a dungeon crawler when the world gets flattened out a bit. SFX would really help the actions feel more responsive; so would VFX. Time constraints though, I understand. Some fog might have been cool too, to constrain that view distance and make it feel more atmospheric. |
| May 8 02:35:28 | 73h 41m | King's Alchemist | ♥ 2 | Looks great and fun to play. I enjoyed Overcooked, so no surprise to me that it's a bit stressful. I won the game, but never had to make a pie; seems like that mechanic isn't quite there, purple blood never became an issue, and seems to be undertuned. Keeps it from really embracing the theme, unfortunately. Really nice how the ingredients are different colors and shapes, makes it easy to remember. Appreciated the simple setup and in-game tutorial; I tried to do these things with my entry as well. Would be nice to avoid the 3-level deep structure (order board > crafting > recipe book). I think you could include the recipe book at the bottom of the crafting UI and save me some clicks. Perhaps that steals away the gameplay of trying to remember them, but memorization isn't the most fun part anyway. Alternate idea would be to have Order Board and Crafting as a lateral transition, alternately, e.g. side-by-side (think Clash Royale UI). Really nice work. |
| May 8 03:38:01 | 1h 02m | Signal | ♥ 1 | Really fun. Looks great and the level of polish overall is quite impressive. SFX are quite good. I find aiming with the mouse to be challenging, especially when I get towards a room boundary and the camera stops tracking with me suddenly (meaning, my position is now also effecting my aim). I especially like the bits of world-building, like the friendly dog at the shop. |
| May 10 00:45:12 | 45h 07m | Arrow of Light | ♥ 2 | Really nicely put together, with a few frustrations. I found the aiming mechanic quite challenging, meaning that I died a lot. That meant I constantly had to wait on the screen fade to the main menu, shoot the 'new game' balloon, and go back through the non-skill rooms. It just felt slow. Hard to practice and improve when there's 40 seconds of boredom between attempts. It seems unfair the enemies can magically shoot through the ground, but I can't. I got hit by a lot of far-off shots that I _felt_ safe from. The music is lovely, and the art suits the game quite well. Love the dialogue and world-building! |
| May 20 18:43:28 | 257h 58m | See:NoMore | ♥ 1 | Love it! I really enjoy the simulated PC, and appreciate the inclusion of the fake web browser. It comes together in a really immersive way. It was occasionally challenging to read the later diagrams, when multiple lines were overlapping with other lines. Not quite sure what to do about that, but I ended up with a more 'guess-and-check' approach than I'd really appreciate. Way to go creating the full story arc, something that feels like a start-to-finish game, in the time allotted. SFX would have been fantastic. |
| May 20 18:57:11 | 13m 43s | The Last Minutes | ♥ 1 | Really nice game. Undertale occurred to me as well. Great visuals. Some clever dialog. Sad mood. Nice work! Wish I coulda opened the chest. Painful to know that what I asked for was pizza, and it was in the fridge all along! |
| May 20 19:40:07 | 42m 56s | Nutty Twins | ♥ 1 | Really clever, great puzzle design and interesting mechanic. Looks great, SFX and music work. Love the nonviolent innovative gameplay. I was a big fan of The Lost Vikings, which has a lot of similarities. I found the controls frustrating and hard to remember. Keeping the controls onscreen felt intrusive. I repeatedly respawned the wrong character. I think making the game screen larger and allocating a space for persistent controls would have been nice. Or perhaps a single button for respawn, and then use the arrow keys to pick which character -- that adds a keypress, but removes the possibility for error and probably allows for faster play overall. Like the aesthetics a lot. Might be nice to differentiate the two characters, make them look like their roles somewhat (TLV did a great job of this). Great work overall! I played to the end and was consistently challenged. |
| May 20 19:58:25 | 18m 18s | This is your life now | ♥ 0 | Wonderful. Looks awesome, I really like how the backgrounds change as you grow up, and the drawings for the different things. Music is great, although it starts to get a bit repetitive. Solid in-world UI design. Writing is good (nice Bowie reference). It's funny how having the ability to jump and double-jump keeps me occupied and happy during the slow parts. Lots of nice little polish touches, like having my followers turn at randomized delays when I turn; ends up feeling really good. Jump and landing VFX are perfect. I would have liked to feel like I had more control. I wanted to hang onto my nerdy passion (it's why I took a boring job the second time!), but couldn't find a way to do it. Maybe I need to try again and avoid friends and love more though... hm. Awesome work. |
| May 20 21:52:51 | 1h 54m | Seed. | ♥ 2 | Really nice work. I made it to 3820 AD... played again but couldn't figure out how to unlock the other ending, or what I might do differently. Music is perfect.. reminds me a little of Chrono Trigger, which has some similarly sad themes. Keyboard shortcuts would be very nice, just numbers corresponding to the trees. Art is great, I really enjoyed the beauty of my forest and all the different plants. Very impressive, creating such an emotionally poignant mechanic! |
| May 20 23:01:00 | 1h 08m | LIFE Corp | ♥ 1 | Really nice environments, love the art overall. My camera did a lot of clipping with the ground, which was quite distracting. The LIFE bots were frustrating, in that they'd seem to instantly flip to face me while I was jumping toward their control panels. This could use some work. Overall physics could be improved to make it feel more visceral and action-y, since that's where the fun of the game is going to live. Mouse sensitivity felt fine to me, I wonder if the issue others have had is based on screen pixel density or something. I've had similar issues developing for different mobile devices. Like the introductions and overall presentation. |