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ketura

Feedback comments for LD45

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TimestampSince previousGameketura's comment
Oct 9 02:54:45 Survivor Slots ♥ 1 This was surprisingly engaging; I first thought it was going to be a drag with the slots but then realized this is basically a deckbuilder with little control over what cards you have. Biggest complaint is that the reusable combos are wasted if you've killed all the things they remove; combos are rough and that feels bad to get a combo you can't meaningfully use. It's even worse for the tiger king and storm combos, since you don't always control when you get their effect and it feels worse to pass on a big combo than to use it suboptimally. Over all, a solid concept that could do with more options, combos, and content. But not bad.
Oct 9 02:56:09 1m 24s Zerone ♥ 2 Did you remove the game? itch.io link is broken. Will rate again if you respond with updated link.
Oct 9 03:03:30 7m 21s cakewalk ♥ 1 Windows build worked. Clearly didn't care about the theme, but that's fine. Some of the levels are a bit much, the ⌘ in particular. It's possible to get stunlocked right at the beginning and it takes some time to be able to move. Overall not really a fan, it's at the same time a bit too simplistic for a three day contest and too overdesigned/difficult on the level design side.
Oct 9 03:09:31 6m 01s Bathala ♥ 1 Lack of audio hurts with how simple it is. I'm also not a huge fan of the monsters all stacking up and spreading out, it makes the lack of audio or visual feedback on hit even worse. Looks decent, but the gameplay's just not there.
Oct 9 03:14:36 5m 05s Orbiter ♥ 0 It sort of feels like the whole jam was spent on what little visuals there are. The concept is barely there, and the lack of feedback when it crosses the line makes it hard to tell if we're doing what you expect, and makes it even harder to want to try and even get the thing around that whoooole big ol orbit. Sorry man, but it's just not there.
Oct 9 03:21:22 6m 46s New.AI ♥ 1 The dialog didn't really do it for me, but I have to admit, the moment where you try to go left and then spam the keys to move right was well done. There's way too much talking. I get that there's need for a bit of setup for your particular implementation of the theme, but it's a bit too much. Also not sure you can actually get passed all the saws (is that a vacuum sound?); there's a part where the timing of the horizontal saws seems to make it impossible to actually continue.
Oct 9 03:23:21 1m 59s AGameWhereTheGameStartsWithNothing ♥ 1 404 on itch.io. Message me and I'll rerate.
Oct 9 03:42:50 19m 29s Fall of RS-17 Icarus - an Akaban Tale ♥ 0 lol there's no collider on the back wall of the first room. After restarting, I have to say the only thing scarier than the audio track is the graphics. The wires are pretty hard to tell are wires, and after fixing two wires in the second room it wouldn't let me proceed. I think there was a decently well executed mystery thing going on, but the actual walking around and interacting with the world part leaves a lot to be desired.
Oct 9 03:51:21 8m 31s Vault 7 ♥ 3 Ehhh. The yellow light being in the mix with red and green was a decent enough twist, tho it resulted in me just trying random combinations until something worked. Needing to change rooms to see if the combo worked was obnoxious, too. The space bar was non-obvious, especially when the button looks like it's recessed into the floor (which should then be weight-activated). Also a bad thing that I had to kill it with task manager to exit after finishing. That's a no-no.
Oct 9 04:03:28 12m 07s Cell ♥ 1 Level design was surprisingly well done, the 'huh?' moment at the door after the gun was great. Camera zooming back to the start when you die is headache-inducing. Had to give up at the wings, the controls are just far too floaty for that space. Oh, and the second moving platform in the first area doesn't seem to always let you jump. Still, competent enough for what it was.
Oct 9 04:14:33 11m 05s SYNTHMAN ♥ 2 Good concept and execution of the main mechanic, but the level design needs to hold the player's hand a bit more until they're used to walking around, I think. I spent the whole time wandering and then died on the chain link fence when I got too close. More indication or hints of where to go would be nice. Still. Good unique and competently executed concept; the rest is just details.
Oct 9 04:19:58 5m 25s Bonker Droids ♥ 2 Ah, battlebots. Good homage. Mechanics are competent enough, took a few tries but was ultimately successful. It's a good difficulty curve for a five minute game, so kudos on getting that done well. Should have let each saw get attached to a different random face of the robot tho.
Oct 9 04:25:46 5m 48s MerchantQuest ♥ 1 First time I played I made the mistake of buying the merchant stand for 0 gold and accidentally winning? Then saw the reviews here and figured I'd missed something so I went back. The idea of trading up to something is decent, but there's a lot of busy work in talking to everyone with very little context of who wants what and what your goal should be. Good job on the visuals tho.
Oct 9 04:28:24 2m 38s Ultimate Color Battle ♥ 2 Not a bad concept, but I think the controls should be in the game itself. Cute art.
Oct 9 04:44:13 15m 49s Junk Racer XL ♥ 0 Web version worked fine for me. I have to say, this is a rich get richer game in that the starting handling is absolutely ludicrous. Maybe speed would have been a better risk/reward thing to be constantly boosting? Still, once a few blobs are had it's easier. The various triggers are visible, I don't think that was intentional and it made for some confusion until I realized they didn't block you. Crowd reaction noises (I think reacting to movement?) felt satisfying.
Oct 11 21:57:37 65h 13m Robo-Fort ♥ 1 Not bad. Frankly I think the player's speed ought to be much higher; it's hard to get more than two or three crates into your fort area during the time allotted.
Oct 11 22:17:15 19m 38s Singularity ♥ 2 I felt like most of the time I had to resort to a sort of guess'n'check strategy; I knew the length of the next move and there are only so many options, so any clever thinking is going to get beat out by trying the 3-4 choices for each move. Visual and audio experience is decent. Oh, and there's an issue where you don't have enough horizontal space on the screen to rotate fully in both directions; this is particularly annoying for the loop control as you can't simply reverse in the other direction without changing your input.
Oct 11 22:33:01 15m 46s Save Samuel ♥ 2 Frankly I actually quite like the low-poly style. With some better animations, it could almost stand on its own. I feel like the combat was more or less a chore here; sit around a corner and snipe/stunlock everyone until you could get to the next recording. I did greatly appreciate the particle effect that leads you to the next one once you've killed everything, tho, that is a great touch.
Oct 11 22:39:52 6m 51s Nix ♥ 1 I appreciate that the enemy colors line up with the powers of the orbs, but some on-screen indications of how to use them would be nice for the learning curve. It's also obnoxious that blue orbs give one shot instead of like 3. Still, tight controls, fun enough for what it is.
Oct 11 22:57:33 17m 41s ZERMATT: ZERO ♥ 1 Good mood, but it seems like past a certain point it's ripped enough holes through floors that you can barely outrun it via elevator. Also I get that the point is to keep the monster unseen, but even a little bit of wall-cracking animation or something as it shows up would be a huge improvement to just "you died".
Oct 11 23:18:57 21m 24s Contraband ♥ 0 This is actually quite slick. I'm not a huge fan of the hunger getting snuck in as an unlockable, but it is what it is. The stunlocking on the various lasers for the most part negates any advantage to having HP most of the time, too, which made that upgrade feel a bit superfluous. The movement itself is quite polished however and feels satisfying to move around with.
Oct 11 23:23:11 4m 14s With Nothing ♥ 2 Well, there's a scene. Looks like a decent enough foundation, but between what I assume is a vertical phone resolution and the lack of progression, there's not much to rate. Good effort for what it is, tho.
Oct 11 23:38:09 14m 58s Asset Stream ♥ 2 The wall-running and so on feels really satisfying, but there's a reason that precision platforming has such a poor track record in first-person games, and the slipperiness doesn't help any either. There also seems to be a missing hitbox on the two doors before the pawn? I had to give up on that part after not seeing how to progress.
Oct 12 00:09:53 31m 44s Space Cell ♥ 1 A decent enough game loop, but it really should go to a 'game over' screen on death to let you restart without having to mess with closing the window and restarting (and the web version totally breaks after you die the first time, even on reload). The blaster shot is waaaay too ear-piercing, and with no pause or easy restart it felt too dangerous to reach for my system volume.
Oct 12 00:21:18 11m 25s Shadowy Monster Land ♥ 1 Having the button for "toggle flashlight" right next to the button for "restart level" resulted in a lot of frustrating restarts in the middle of frantic gameplay. Good job with the audio, particularly the random unit noises.
Oct 12 00:28:56 7m 38s Redbeard's Return ♥ 3 Cute and striking art style.
Oct 12 01:22:47 53m 51s Stuff from click ♥ 0 This really needs some in-game guidance. I can sort of see where things are going (now that I've read the comments), but even just putting what's in the comments in a drop-down screen would help loads.
Oct 12 01:31:30 8m 43s The Nothings ♥ 0 Solid controls, and I like the combination of the seamless overworld and dialog interactions. Hitboxes on those confidence sprites is a bit low, tho, it's easy to accidentally breeze past them when it looked like they were getting hit.
Oct 12 01:47:56 16m 26s Garbage Shop ♥ 1 Phones and harmonicas not being able to rotate in spite of taking the same number of slots is sort of obnoxious. The rest is done well enough, tho there's a lack of content and it feels like there's far too few people to talk to with how low the success rate is (tho perhaps that's just part of the point?) I do have to ask tho, what _is_ that sphere collision doing? It's a very pleasant interaction that doesn't feel glitchy or accidental, about as smooth as you would expect such a thing to be.
Oct 12 02:05:18 17m 22s I Wait For Your Word ♥ 1 A decent idea but some of those prompts are roooough. Even "Start With" had me banging my head against the monitor, I even gave up and it wasn't until I came here to write a comment and typed it out that I realized it was referencing the theme. Going back there were a few other fill-in-the-blanks that were a bit esoteric, such as the one in the screenshot; the fact that you had to put a hint in the scene (which I thought was a hint at first and not a verbatim answer). Needs a lot of focus testing to get those puzzles right I think. The rest was well done tho.
Oct 12 02:11:45 6m 27s It's done ♥ 0 @aliha You have to include everything that Unity outputs, which should include your game's exe, a UnityPlayer.dll, and a few folders as well. Also TextMeshPro is one of those included things, I don't think it disqualifies from the compo. Disqualifications are seldom for tools and more for content. You can't use other people's art or sounds, but you can absolutely use the programs they've written to generate art or sounds, and no one is going to complain that you used a plugin that makes text look slightly better.
Oct 12 02:55:46 44m 01s Starting From Nothing ♥ 0 Game gets reeeally laggy, and I'm not sure making the player hit "action" before each throw is a good idea, it messes with the pace a lot. The actual gameplay is as solid as any bubble bobble clone tho.