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Feedback comments for LD45
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| Timestamp | Since previous | Game | minibobbo's comment | |
|---|---|---|---|---|
| Oct 8 23:24:50 | World of Nothing | ♥ 1 | I'm echoing some of the other comments, but I think that the screenshake was too extreme. I wasn't sure what I should be doing at first, but after a couple tries I started to get the hang of it. The mood was good and the overall idea was nice. I think the hitboxes were a little large though. | |
| Oct 9 02:54:46 | 3h 29m | Keep Me Burning | ♥ 1 | Music and mood were great. Art worked really well. Actual gameplay ended up as mostly trial and error it seemed to me. Restarting from the beginning was a little frustrating because it was a lot to keep in my head the whole way through and it was difficult when you can never see the whole picture. Great entry overall! |
| Oct 9 03:03:15 | 8m 29s | little BEETLE bottle BATTLE | ♥ 0 | This was a lot of fun! I played for about 6 or 7 rounds and still had no idea what was going on (apparently I didn't read the directions very well). But after I figured out the miners weren't axe warrior guys the game started to make more sense to me 😄 Music and sounds were simple but worked well. Graphics were very fitting also. This was a great entry. Where's the noodle eating poodle? |
| Oct 9 03:16:36 | 13m 21s | Ignis Universia: Eternal Sister Saga | ♥ 4 | Great entry. Very linear, but the art and writing was great and the sound fit in really well too. I finished the game and will be waiting for the undead unicorn to come back stronger. |
| Oct 9 03:20:23 | 3m 47s | Nightwatch | ♥ 1 | This was fun and a great entry! I loved the mood and the music fit in perfectly. The graphics were passable and did everything that they needed to. I'm glad I got to play this one. I had to play both players at the same time, unfortunately. The only comment would be to maybe make it a little more clear where you leave the grounds as the thief. I walked out a time or two without meaning to because I wasn't aware of the exits. Nicely done! |
| Oct 11 02:51:21 | 47h 30m | From Nothing | ♥ 0 | My favorite part of the game was walking through the first wall (apparently it doesn't collide) and then right clicking on the ground below the cliff and watching my guy pathfind his way exactly to where I clicked navigating through the opening temple and down the cliffs 😄 The pathfinding was great and the overall presentation had a nice low poly vibe going. It was difficult to attack because the attack direction wasn't based on my mouse but instead on where the character was facing. The click to move made it very difficult to face in a particular direction. Nice effort! Mood was good and the idea was solid. |
| Oct 11 02:58:02 | 6m 41s | Broken Broom Adventure! | ♥ 0 | This is sort of a reverse Spelunky 😄 I like the idea and procedural generation is always cool. You mentioned some things you wanted to add but couldn't for time. I would have liked if the broom let me start to hover not just at the top of my jump, but also while I was falling. Shrinking the hitbox on the character slightly would help avoid that "I'm not really standing on this corner" feeling you get. airstand.png How were you planning on implementing enemies? Would you get an attack also? |
| Oct 11 03:05:18 | 7m 16s | Celia's Lightmare | ♥ 3 | This had great mood and a good amount of polish for a jam entry. I really enjoyed the arena shooter feel and things got pretty hectic quickly. At first I felt like I was just wandering around a mostly empty boring room, but once the enemies started showing up I appreciated the open spaces. The character model is nice and the enemies work well. They were quick though. I would have enjoyed a dot or a crosshair to see where I was shooting. I found that every time I lined up a shot I was actually aiming lower and farther to the left than I expected. |
| Oct 11 03:16:20 | 11m 02s | The Nameless | ♥ 1 | I enjoyed the feel of the game overall. The art was perfectly functional, the enemies looked good and the nameless himself worked really well. There are some things you can do to tighten up the experience: - Have the double jump set a velocity instead of add it. If you tap jump twice in rapid succession you jump much higher than if you wait until the top of your jump to jump again. Maybe that was intentional, but it feels like an oversight. - Gave a text overview of what I'm picking up. The boot icon was pretty clear, but I have no idea what the climbing icon was. I had to try climbing to tell what the thing I just picked up did. Some way to communicate that to the player would be great. - I think there is a bug if you get the bombs before the climbing. I skipped over the climbing altogether and got to the bombs first (probably because I was jumping much higher than intended, so the climbing wasn't needed?). But the F key never dropped the bombs. I went back and found the climbing but the bombs never worked. So I was just wandering around with no ability to proceed. Although maybe the icon I picked up wasn't bombs. It was hard to tell. Nice work! |
| Oct 11 16:46:27 | 13h 30m | Spooky: The one who lost everything | ♥ 2 | This was a great entry. The puzzles were nice (if simple, but simple is good for a jam game!) Mood, art and sound were all excellent and worked very well together. Small nitpicky things: - The music loop was a little short and got after a time, but was spot on in design and fit in very naturally with everything else. - The controls felt a little loose. I think this was a design choice and added to the floaty ghost feeling, but it made some of the dodging of the skulls difficult. - The hitboxes on the possession seemed off. I think they were large on purpose, but in particular the rapid fire skulls with the pictures and the lamp at the end was difficult. I think maybe the hitboxes for the picture and the lamp overlap? There were a couple times where I felt like I should have entered the lamp based on my position but I actually went back to the picture instead. I think when comments get down to "I had trouble with this one screen" that means that the overall game was extremely solid 😄 Well done. |
| Oct 11 17:00:22 | 13m 55s | Rainbow cube | ♥ 1 | This was a neat puzzle game and had some cool mechanics. Combining colors to open doors is a neat idea. I also liked the plain simple colors and the way the trails looked. Unfortunately, I think overall the game as it is now just isn't all that fun... Level 5 was very long and I didn't feel like it was challenging. I was doing the same things that I was in the previous levels just in a longer string. I got to level 6 (the one where you introduce the water) and that essentially acts like a wall whenever you have paint, so it didn't feel that it added much. I felt like I was just wandering around until I found the right order to do things in, which didn't keep my interest long term. Maybe some additional abilities would spice things up? The ability to launch colors from one place to another, maybe? Not trying to be harsh and say I didn't like it, but levels 5 and 6 I think were a little too long and felt too similar. Overall, nice entry! |
| Oct 15 02:31:29 | 81h 31m | REWRITER | ♥ 1 | Really enjoyed the art style and the basic gameplay. Sound effects and music would go a long way to take this to the next level. The only thing I'm not sure about is the fact that everything is tied to the grid except for the player movement. There were a lot of times that I was just _barely_ outside the box I thought I was in and it made me whiff attacks and then get hit. I would have liked to have my movement as a player tied to the grid also. |
| Oct 15 02:39:23 | 7m 54s | Planet Zero | ♥ 0 | Great mood and graphics! I really liked the rock throwing mechanics, but I'm not sure how I felt about the rocks disappearing after a number of throws. I never wanted to use my rocks to kill things because I was always trying to save them because I didn't want to get stuck without them when I might really need them. Music and sound fit well with everything else that was going on. Nice entry! I would have really liked to have a variable jump height so if I only pressed the jump button for a little bit I would only get a half jump. Some of the spikes and jumps were difficult only because jumping was an all or nothing thing. This is just a small nitpick though because I really liked this entry! |
| Oct 15 02:49:55 | 10m 32s | Vegan Farmer | ♥ 2 | That was fun! I loved the graphics and the music and how the whole thing worked together. I agree with some of the previous comments that making some of the ingredients just took too long and got a bit repetitive, but that is a minor complaint. This is really what I think a jam game should be. Simple and too the point with enough content to keep interest. A ton of polish packed into a little package. I also discovered, much to my delight, that if you drag a cow underground and let it go it flings itself up into the air, which amused me greatly. |
| Oct 15 02:56:03 | 6m 08s | Captain Chicken and his N.O.T.H.In.G. | ♥ 1 | I really liked the chicken head falling off and you getting time to run around out of control before respawning. That was a great touch! Music and sound worked well. Graphics were nice although the default screen size is pretty small. Playing full screen worked fine though. I also ran out of bombs and was unable to complete the map, which was a little disappointing. |