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Feedback comments for LD46
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| Timestamp | Since previous | Game | acgaudette's comment | |
|---|---|---|---|---|
| Apr 21 01:25:50 | The last hope | ♥ 1 | needs some balancing, but love the swamp animations | |
| Apr 21 01:44:31 | 18m 41s | My Mother is a Caravan? | ♥ 6 | congrats on your first game! cool concept and I like the art on that caravan. might need a bit of polish on the UI to make it consistent with your visual style |
| Apr 21 01:55:10 | 10m 39s | runrunrunrun | ♥ 1 | solid minimalist concept carried by level design; good fit for a jam. would play this at a party. who did you playtest with? |
| Apr 21 02:15:17 | 20m 07s | Keep It Alive | ♥ 2 | love that rotated effect you have on your pixel art; it made the game for me. well polished and paced, in line with your other work! |
| Apr 21 02:36:59 | 21m 42s | The Seeker | ♥ 1 | tight level design! expressive pixel art. love the rain/platforming concept |
| Apr 21 03:13:11 | 36m 12s | INFLAME;Z | ♥ 1 | looks like you really just wanted to work your level design chops on this one. good stuff. |
| Apr 21 03:39:38 | 26m 27s | Squatch Watch: Keeping The Myth Alive | ♥ 4 | neat idea around the theme! really like the visual style of the levels. AI and difficulty needs a bit of tuning, I think. would have liked it to be more difficult |
| Apr 21 03:59:05 | 19m 27s | Aphotic Aquatic | ♥ 2 | big fan of this game, small and tight concept done well. great art and persistence too! and fun progression. giving little boosts to the global timer depending on how fast you make correct choices might be a fun lite mechanic addition |
| Apr 21 04:15:22 | 16m 17s | Press Flail to fail | ♥ 2 | this is a really solid concept for a platformer. level design is going in a good direction, good room for expansion here. had great fun. I really like the background art! feels a bit at odds with the rest of the visual direction. |
| Apr 21 04:42:37 | 27m 15s | Old Friends | ♥ 0 | hey jonah. congrats on the game! refreshing take on the visual novel. your small, orthogonal interaction design feels great. wouldn't change a thing--it's your expression. have always loved working with you. KIT! |
| Apr 21 05:10:45 | 28m 08s | Bouncy Battlegrounds | ♥ 2 | well done minimal prototype here. this has strong potential for a worked out release! keep up the good work |
| Apr 22 04:03:46 | 22h 53m | Zero | ♥ 2 | enjoyed the pixel art. I think you were close to the finish on this one. a bit of work on making the AI feel more lively would go a long way. the lack of strafing felt good for the combat, in my opinion. |
| Apr 22 04:07:37 | 3m 51s | just a boring topdown shooter | ♥ 0 | congrats on the game! any game with suzeanne in it is a good game ;) |
| Apr 22 04:18:23 | 10m 46s | God Simulator: Mountain Edition | ♥ 1 | neat idle game, fun concept. is there a penalty to resetting the state? it seems like a mechanic in its own right. once you get to a certain accuracy you can reset and grow a perfect mountain! |
| Apr 22 04:42:37 | 24m 14s | Garden of Error | ♥ 1 | I like these kinds of little AI management games. the concept works here and makes sense. the pacing is good. sfx were hilarious. my only gripe is that the core mechanic (clicking and placing) begins to feel like a chore after awhile, especially since your level of control over the agents feels tenuous and it is difficult to really make a mistake here. binding each food to a key or number might improve the ergonomics. anyways, great work on this! also, the text is unreadable haha but you know, I don't hate it. |
| Apr 22 04:51:32 | 8m 55s | The Call of the Unicore | ♥ 1 | this is a great simple execution of the theme and the pacing of the wave combat/defend from all directions feels good. asset work is pretty solid! some juice would go a long way for you though in terms of feel. shooting feels very repetitive after awhile since there is essentially no reason not to shoot--a risk element there would work well, e.g. trying to avoid friendly fire or shooting the items. the tactile feel kind of reduces to clicking as fast as possible, which is a bit tiring since the game builds slowly. I might rebalance the enemies towards a greater number of lightweight mobs so that the player can feel as though they are accomplishing more. just my 2 cents--good work! |
| Apr 22 05:02:49 | 11m 17s | A Healer's Tale | ♥ 2 | simple concept, well done! enjoyed the experience of keeping an AI squad alive. my biggest comment is that it needs more visual feedback for just about every action in the game. the short narrative was hilarious though |
| Apr 22 20:40:34 | 15h 37m | O Captain! My Captain! | ♥ 3 | good work! I liked the diagetic interaction, being able to roam around your ship and especially the rendertexture in the cockpit + the OS sprites. fun voice acting. the environment immersion is going in a good direction. I might focus a bit more on the elements of the ship and how they interact with each other for a more emergent experience. |
| Apr 22 22:13:28 | 1h 32m | Dorfromantik | ♥ 3 | solid art direction, great work there! the core loop feels rushed and needs tuning--I played for quite a while and felt like I was on autopilot the whole time. a deeper inspection of your constraints might work to your benefit here in order to offer more tradeoffs and challenges per turn. on the other hand, the creative element to building your own world and using the goals as a jump off point seems promising and I would love to see more of that if you can expand the emergent properties of the tiles. excited to see where this goes and keep up the good work. |
| Apr 22 22:40:33 | 27m 05s | The Dragon's Curse | ♥ 2 | neat content-focused rogue lite with some fun dialogue. good work! the difficulty curve feels more random than intentional, but I enjoyed that it took some time to beat. the font is a bit difficult to read for such a text heavy game, but that's only a minor gripe |
| Apr 22 22:54:02 | 13m 29s | Lighthouse Keeper | ♥ 0 | hey there! I just tried on windows and was not able to click on anything. then I noticed you had the source up. surprised to discover it's made in rust--cool stuff! and with gfx too. unfortunately, when I built from source, the input problem persisted. let me know! |
| Apr 23 21:43:49 | 22h 49m | SUBMERGED | ♥ 0 | interesting concept, I like it. exploring an underwater world with a time limit is a great tense setting. the pixel art for the character and world is nice as well! the movement feel needs some work--getting past obstacles feels clumsy and the input seems to be mutually exclusive. some inertia here might be nice. maybe play off floating/diving of scuba IRL, i.e. the more air you have in your tank, the more you float. since movement is the core mechanic here, further exploration of that seems like it would work well for you. good work! |
| Apr 23 22:09:13 | 25m 24s | Majestic X | ♥ 1 | I like the dynamic camera angles. you might want to look into some cinematographic techniques for exaggerating scale, although it looks like you already used a couple of those (: adding some more visual feedback would go a long way |
| Apr 23 22:27:37 | 18m 24s | UhUhUhUh Staying Alive | ♥ 1 | good work! I like the difficulty of the second song, and the difficulty ramp from zero to nothing haha. core mechanic is enjoyable |
| Apr 23 22:42:40 | 15m 03s | Until Sunrise | ♥ 2 | solid pixel art and lighting! the core gameplay loop of grinding for upgrades to something you are feeding has promise, and you executed on this for sure. the pacing struggles the most here--way too slow compared to the immediacy of the controls. the movement feels pretty floaty, and combat seems to reduce to spamming Z as quickly as you can--some tradeoffs here would be nice. I really like the upgrade system! the level cap on the upgrades is unfortunate though, I think leaving that open would have made the gameplay more flexible to different play strategies. but that's a simple fix. |
| Apr 25 04:14:41 | 29h 32m | Heading North | ♥ 2 | good work. I was able to reach the end, although it did feel a bit random. the group movement felt unintuitive and at first I couldn't figure out that you had to unselect a character to move. once I realized this though, I found the "array your squad within the circle" mechanic intriguing! as the group became larger, reviewing all the statistics quickly became cumbersome, especially without a pause button. these are simple UI problems to solve, however, and are not that big of a deal. I never used the "skip night" button and found it to be superfluous--how does this input expand the interactivity of your playable space? I also never really found a reason not to accept a new member. ultimately, this game has a lot of interesting systems that I am excited to explore, but you will need to massage and balance the experience such that player choice within these systems has more of an impact on outcome. I really did enjoy swapping items out between characters to fit their stats, and micro managing all the squad members. I also appreciated the "figurine" art! |
| Apr 25 04:57:41 | 43m 00s | Operation SOL-3 | ♥ 1 | I enjoyed the visual aesthetic here! fun theme and audio. I think this would benefit a lot from decreasing the damage necessary to kill an opponent. the combat feels a bit repetitive--one way you might address this is by iterating on the AI behavior a bit to reduce the amount they group up so that the player is forced to change cover more often. as a side note, I worked on an FPS as well and haven't seen many of them in the jam so far--it's fun to play one. good work! |
| Apr 26 19:21:35 | 38h 23m | Replica Null | ♥ 1 | I really enjoyed this game. the concept is innovative and simple. the tone feels dark and authentic. the physicality is understated but ties the whole experience together. reminds me of old crypticsea or wolfire games. as you observed, the core loop needs the most work here to feel tight and challenging. however, after some thought, I feel like you would benefit more from going in a different direction: keeping the slower pace, and treating this like a farming/maintenance game--mostly slow growth and world exploration interrupted by short moments of tension and fear. the tone you have feels like something I would like to live in. great work! |
| Apr 26 23:07:08 | 3h 45m | Campfire in the dark | ♥ 0 | your system design is well done! it needs some balancing but the torch mechanic is neat and the upgrades feel good. what's lacking the most here is game feel--some work needs to be put into making the combat and movement feel smooth. good work. |
| Apr 26 23:13:31 | 6m 23s | Chill | ♥ 1 | enjoyed the cyberpunk look. some work to make the "chill" feel more diagetic would benefit you a lot here, I think. |
| Apr 26 23:43:48 | 30m 17s | Me: Tree! | ♥ 1 | I enjoyed this. I think it works as a micro experience. you don't need to explain the systems to people--discovering how it works is part of the mood. I would work on tuning more of the little embedded tradeoffs, and perhaps make the trees more emergently unique and "shareable" by players. |
| Apr 27 00:10:37 | 26m 49s | Maintenance | ♥ 0 | this game looks neat. I played through a few times. wasn't sure what was going on, but I was able to play tones by dragging the UI icons onto the lines. interested to hear more about it. |
| Apr 27 00:21:13 | 10m 36s | Potrero | ♥ 0 | I enjoyed this a lot. reminds me a lot of a bennett foddy game. needs some tuning to smooth out the visual bugs, but otherwise great work! |
| Apr 27 20:32:55 | 20h 11m | Serveryard | ♥ 2 | neat concept. the visual style has rust/gmod vibes. cool diagetic server screen, you might (or might not) want to carry this over to the other resources in the game, e.g. the planks and fuel canisters. how the canisters are filled was a bit unintuitive for me at first since I conflated the "recharge" (might want to use another word here) percentage with the progress of filling the canister. the core gameplay loop felt a bit like a chore since I didn't feel like I had to make any risky choices or balance any major tradeoffs. but I had fun! good work. |
| Apr 27 20:47:53 | 14m 58s | VORACIOUS | ♥ 3 | enjoyed the art on the weapons, reminds me of void bastards. the weapon upgrading was fun and aided in the feeling of progression. needs some balancing and work on the AI in order to feel difficult. good work! |