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Feedback comments for LD45
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| Timestamp | Since previous | Game | ristoretto's comment | |
|---|---|---|---|---|
| Oct 9 18:41:15 | ESCAPE | ♥ 1 | It works and I didn't encounter any bugs! The comets on the surface was a nice touch. It felt like the underground areas was a little oversized, so one thing to improve would be to make the level more dense. | |
| Oct 9 18:51:24 | 10m 09s | Sugarship | ♥ 1 | Very interesting mechanic when you collect specific orders of gems. I was kind of expecting a bullet hell game where you had to focus more to avoid some of the gems when enemies fires lots of them towards the player, so I think it will work well if you want to add more aggressive enemies and bosses. Also nice touch when the first part is only focusing on picking up the games. +1 on sound effects and a little confusing in the beginning :) |
| Oct 9 19:08:12 | 16m 48s | Dungeon Pizza | ♥ 0 | Nice with a metroidvania, fit with the pizza theme and lots of level design for a game jam! It felt too far to replay from the beginning when dying. If you want to keep the long restart, let the player keep the items, and maybe add more abilities to makes it fast to move around in the level. Also maybe give the basic enemies less hp so you can kill them with one shoot. |
| Oct 9 19:26:35 | 18m 23s | All Hallow's Harvest | ♥ 1 | Very interesting! I like how you have to press a button to cash in pairs instead of how most match 3 games does it automatically. It works well with how the player generate trash parts that's in the way. I think it would work well if you had multiple seasons and could buy more powerful weed removal but that only would activate between seasons in some specific way. Or ex have apple seeds, that take multiple seasons to grow and give more cash. Or mandrakes that moves around. Also, I didn’t realise that the pumpkins was different at first. Maybe use different vegetables, give them different forms, or colours. Anyway, great entry! |
| Oct 9 19:41:11 | 14m 36s | Sticky Squares | ♥ 2 | Interesting idea of making the cube bigger with the green dots, and also letting the player control direction. Maybe just have one button to switch direction? I also didn't understand if I should avoid the green dots or collect them for score. Would have tried it longer, but got scared away by the ads... :) |
| Oct 9 20:01:46 | 20m 35s | Trick or Retreat | ♥ 1 | I like the setting of trick and treat in a game and how you quickly go up to the doors, feels a little like michael jackson moonwalker mega drive with the doors! But I agree that it needs more variety. Some ideas could be to have people looking through windows and trying to avoid the light stealth game style. Make it so you walk into the house when you press space in front of it to avoid cars/tanks, or maybe you need to wait longer on doors until they open the so you knock on one, then go to another, and then go back again! |
| Oct 9 20:24:15 | 22m 29s | Some Excavated Wounds | ♥ 2 | This game left a very strong expression. The mix between navigating a mini maze, mining, watching a kaleidoscope with narrative and scanning objects worked well. I can relate to bureaucratic rationalizations, although I haven't experienced anything that much in first hand. I did get a bug with the stature, which prevented the character from moving. I tried to move in while narrative was playing, and then couldn’t move afterwards, I could still look around. I think it also would fit with a light coming out from the scanner when you scan items. Other then that, very solid entry! Although I couldn't play all of it. |
| Oct 9 21:31:56 | 1h 07m | Loomed | ♥ 1 | Great entry! It kept on expanding the level a lot longer than what I expected, really interesting level design twist. I liked the rocket boost, how it didn’t fully recharge when landing on the ground so it's a little tactical to decide when to max it out. The beam felt good to use, but a little weird to look down, and I think it might be too powerful, maybe one use until you land, or give it a bar like the hover ability. One thing with power ups is that if most games have them as default they don’t feel like a power up, so I would suggest that you start the game with higher movement speed and gain a run ability instead. Also would be nice if it was possible to take the checkpoints in the air. The level felt very open from the middle to the end, but I think it could be more open in the first part of the game as well. I also think the level needs some set pieces for easy reference, only just 3-4 would be enough. One idea could also be to show the next part of the level as transparent, or show some hints on what’s coming. Would play this as a full game :) |
| Oct 9 21:46:35 | 14m 39s | BETA Feel Fighters V4 | ♥ 1 | I like the glowing sprites and how the character sprite pops to the music. It was hard to measure the range of the close combat attack, and I couldn't see the range on the enemy attack so I died very quickly. |
| Oct 9 22:21:06 | 34m 31s | Jesaouf VI | ♥ 1 | Lots of shoot em up are very generic with space or military theme, so this theme stands out a lot, have never seen any shoot em up like that before. I think it would add if some gameplay mechanics would tie into the theme, like walk on water or turning water into wine etc, also explain how the enemies fit into the theme. But tbh great style stands out today, that’s something a lot of games lack, and it's something players remember! |
| Oct 9 22:32:43 | 11m 37s | Over The Threshold | ♥ 0 | I tried both the original and the post jam download, but both start with a blank screen and no sound, I tried to wait it out for a while but nothing happens. I start with the menu and I can get to the paus menu but nothing else is happening. |
| Oct 9 23:13:24 | 40m 41s | Wild Wild Yard | ♥ 0 | This game has an insane level of detail! The enemies, all the platforms like: leaves, flowers and strawberries, the different parts you collect, all the power ups you get in between retries with gameplay effects and visuals. I have seen lots of games earlier that have a shop / upgrade screen when you die or complete a level, but it's nice to just get it and when most of the upgrades have a direct gameplay effect (or fun cosmetics) instead of being a numerical addition. Collecting the parts x generated levels also works very well, instead of the standard formula survival/progression x generated level. Because you will eventually beat the level because of the upgrades and number of tries. |
| Oct 28 21:54:23 | 454h 40m | Moroi | ♥ 1 | I didn't really understand how to build units at first. I think it could be clearer by highlighting the units/buildings more when you have clicked on it. I like how each building gets powered up by the adjacent elements, and create different kind of units. It feels mysterious to build a unit and then get a brighter moon, or like the first time I spawned a minotaur. I like how the board gets crowded and how you want to move away your units to build more. It feels a little strange to just get two action until the enemy can move again. And because its so expensive to move units, you turtle a lot with them waiting on the enemies. Interesting entry, could play this more, would also be nice to have some indicator how far you progress. |
| Oct 28 22:23:24 | 29m 01s | Garden Breeden | ♥ 2 | I can see the concept of starting out with an empty garden and filling it with content. And doing it to a calm music. I think it would be interesting if there was something on the field when you start the game, like stones and dead trees that grow some types of grass / plants better. I saw the breeding tab, I guess it would be possible to get new types of grass there. It would also work with something else, like having flowers or trees that attract birds or insect that drop new kind of spores, or make it like a cookie clicker with accumulating resources. Good luck! |
| Oct 28 22:35:03 | 11m 39s | Totally Safe Space Systems | ♥ 1 | I like the scan effect, how it bounces around. And how there's a real photography that pops up when you reach a resource. Also on screen quest checklist fits well in a game jam, haven't seen that one in a game jam game before. I'm not sure what to add to expand the gameplay for a longer experience, but it feels clear and concise in the time it takes to play. |
| Oct 28 22:55:15 | 20m 12s | La incroyable vie de Skjewich Sciktosjiy Pswkeskek, le vice-roi en l'ebanissment | ♥ 1 | I like the game concept of managing 4 villages at the same time. And it works well to find a resource and try to quickly pair it up with another villager. It was unclear in the beginning if I could use resources between the different villages. And there needs to be more feedback when you drop a resource on a villager, it's hard to tell now if I made the right move, miss the villager or picked the wrong type. The theme, of managing four decaying villages in hard times, is really strong in this one! |
| Oct 28 23:12:54 | 17m 39s | Tyler | ♥ 0 | I have to be honest, the moving tiles and art looks appealing and I can see how the mechanics can add up to some interesting levels, but I have to say that whats there is mostly tutorial levels and the game ends before the puzzeling gameplay have started. Just one level with a number of the mechanics interacting in the same level would have been enough to see some interesting brain teasing! |
| Oct 28 23:38:03 | 25m 09s | Roomba Rumble | ♥ 0 | One thing I noticed is that it would work well to remove the building pop up when you click on the side. At first I accidentally opened multiple of them because I read it as “wheel X” aka can't build wheel. I would also advise against having enemies that fire bullets from off screen, solutions: zoom out the camera, have more corridors that only scroll in one direction or limit enemies to only fire on screen. Other then that, interesting! The building was interesting and I like the effect of moving the claw around. |
| Oct 28 23:58:03 | 20m 00s | Little one | ♥ 1 | Great flow in the game play. I like the green dots you pick up to get extra speed for a short time. It makes the game a lot more dynamic when you ex get chased by a enemy that move faster then you and then see a green dot, get it and can outmaneuver the enemies for a short time. |
| Oct 29 00:21:32 | 23m 29s | Hell Defender | ♥ 1 | Very playable! Some small things I'd recommend to improve: I think it would feel more satisfying if normal enemies only require one hit, and if there was some kind of effect when they die. The death sound gets repetitive, it usually helps to record 5-10 variations to mix it up a bit. I first wanted to have enemies spawn on different points around the player, but I thinks its good to have them within a arc for the players field of view. |
| Oct 29 00:33:33 | 12m 01s | Path to UwU | ♥ 0 | Instant respawn time is great! It also works well with only two buttons, jump / move right / stand still. I first expected the down mechanic into turn the game to vvvvvv, that would have been great :) |
| Oct 29 00:46:28 | 12m 55s | Broken Broom Adventure! | ♥ 0 | Very playable! One thing that is different from spelunkey in the map generation is that the main path is always in a zigzag pattern, I think that its more interesting to explore the level if its a little random like in spelunkey with a main and some branching with goodies. I also think that spikes would have added a lot to the gameplay. One idea I just got was that spelunkey use bombs to make the player progress impossible parts that's generated. Maybe the broom could do something like that. And you could have coins in the level which add broom mana or something. Anyway, what is there is surprisingly playable! |
| Oct 29 01:03:07 | 16m 39s | Endless Campground | ♥ 0 | Interesting game! The branching and backtracking makes it very different from other autorunner. I like the theme of throwing a ball and how the dog fetch after it and wants to return it! It also works well to start the game without a dog on screen so you get some time to explore the controls. I think that there's maybe too many straight parts in the random pool. I think that there should be at least something to do, when the part is straight you just hold down the same direction. Other then that, very playable entry! |
| Oct 29 01:17:51 | 14m 44s | Leptogenesis | ♥ 1 | Interesting core game mechanic! I agree that it's too chaotic. I think it might work if you show where material is going to spawn 0.25-0.5 seconds before they appear. Maybe have different end goal that the player can reach before it gets too much objects on the screen. Also would be interesting if material merged together and got different properties, ex slowly drifting, magnet of antimateria, low gravity force etc. Has great potential! |