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Feedback comments for LD46
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| Timestamp | Since previous | Game | AdamCYounis's comment | |
|---|---|---|---|---|
| Apr 21 04:12:57 | Chill | ♥ 1 | This game had me in two minds. On one hand, I appreciated the celestial skybox and the selection of music. When things were going well, I did feel compelled to chill. That said, the challenge aspect of navigating the levels felt frustrating as the feedback wasn't very tight. I understand that this might be a design choice, since there's a time limit on remaining chill energy, but I wonder if this kind of design is inherently antithetical. That said, thanks for the time, I had some fun with it. | |
| Apr 21 04:15:24 | 2m 27s | Paranoid Programmer | ♥ 1 | I think this is a promising title. I'd love to see you spend more time working on it and fleshing out the vision. The graphics and mood were heading in the right direction. Thanks for the game :) |
| Apr 21 04:24:13 | 8m 49s | Burning Love | ♥ 1 | This concept was really creative. I thought the music and general atmosphere clashed a little bit with the narrative, as the premise made me feel panicked, but the music was calming. I appreciated the way later levels were made more difficult by having some of the creatures disappear, but i don't think I missed any. Overall, I would have liked to have seen a little more cohesion in the graphical style, maybe with some more time you could replace the pixel art with more of your own. Thanks for the game, great effort :) |
| Apr 21 04:36:03 | 11m 50s | Ninja and Mouse | ♥ 0 | Wow! Really nice work for 48 hours on a pico-8. I wasn't able to score the game very highly because it was quite simplistic, but given the platform you used to build it, I think it's actually a pretty great achievement. I particularly liked the hit-stop feedback when bouncing the mouse, and I was engaged in the upgrades enough to restart the game a few times. That said, the skill ceiling was really high at first and very quickly dragged as the mouse bounced so high after every hit. Overall, I had fun with this game. Thanks for the entry :) |
| Apr 21 04:54:59 | 18m 56s | Nuclear Bad Day | ♥ 1 | You had my full attention for 10 minutes and 40 seconds, right until I died. I think the game you've made is really well constructed. Everything behaved as it appeared to (i was concerned the elevator logic would cause issues, but it worked fine). I liked the art style and the design of the different roles. The only thing I would have changed would be to have the camera bound to mousing over the left and right side of the screen, rather than scrolling or pressing arrow keys. My fingers got tired quickly. Overall, great job! thanks for the game. |
| Apr 21 05:09:03 | 14m 04s | LUDUM DARE 46 | ♥ 1 | I thought this game made a good first impression. I loved the intro and the minecart sections. What a great way to break up the action! That said, I found some of the design very frustrating, namely the lack of feedback for things like how many remaining steps I have (didn't realise it was step based until a few deaths in) and how similar the coal block looked to the dirt block. The lack of UX was pretty frustrating, though overall I think with minor tweaks I would have spent a lot more time in the game. Would you consider working on it after LD? |
| Apr 21 05:28:40 | 19m 37s | AMBER | ♥ 2 | I like the concept here. It's a great first effort, and mostly played pretty well. I would have appreciated a little more incentive to explore the world, as the systems pulled the explorable amount of the map in very tightly by even day 2. I think the inputs could have been bound to the same button, as it was actually a little difficult to remember what did what, and I found myself just mashing all of them under pressure, since there's no penalty for doing that. I think with just a little bit more wiggle room to experiment for the player, and a little bit of UX / QA polish, this game would hold my attention for a substantially longer amount of time. Thanks for the game :) |
| Apr 21 05:43:34 | 14m 54s | Fuel Hungry | ♥ 1 | I really liked the idea behind the life bar being bound to the visibility of the scene. That negative feedback loop was really helped sell the mood; great design choice. I appreciated things like coyote frames in the jump leniency and thought the feedback was overall decent in the windows version, though the HTML5 version was unplayable. Thanks for the game, I'd love to see this expanded out into something longer / more polished. |
| Apr 21 05:57:02 | 13m 28s | Trizzy Bee | ♥ 1 | Man, I loved the aesthetic of this game. I think in general, your design sense was a real winner as far as keeping me invested. The game's pacing was a little bit slow for an LD game, but i appreciated what you put in there as far as adding infections to make use of the flying. Game feel was mostly pretty good, though, despite really liking the camera setup, i thought it detracted from the ease of control just a bit. Thanks again, I'd love to see this developed further. |
| Apr 21 06:10:31 | 13m 29s | Savior | ♥ 2 | This was a really intriguing game. I liked the concept and the mechanics, though i got stuck few times, dragged into the floor by the wind, so I was unable to finish. I really liked the aesthetic though. I hope you keep working on it! Thanks for the game :) |
| Apr 21 06:27:30 | 16m 59s | Chess Mess | ♥ 2 | This game was really nicely put together: Well engineered, fitting graphics, a good script with fun easter eggs for spamming text, tasteful use of effects and innovative mechanics. Overall, I think the pace of the moves detracted from the fun, as I spent a fair bit of time knowing what I wanted to do next, but having to wait 3-4 seconds while I tried to move a piece from point A to B. I also really would have liked a visual guide showing the path the King was going to take, as the first attempt at a level was basically lost to finding out which path to suicide the king was taking. Overall, other than respecting the player's time a little better (which wouldn't take much more dev at all) I think this is a pretty solid entry. Commendable work. Thanks for the game! |
| Apr 21 06:37:15 | 9m 45s | Planet Parasites | ♥ 0 | My first impressions were a little bit offput by how intensive the tutorial is. There was a lot of information. That said, I think the systems were pretty fun. Planting trees to help the earth was a nice touch. A little bit of balance and polish would go a long way toward taking this game to the next step. Good job! |
| Apr 21 06:49:31 | 12m 16s | HEX ATTACK | ♥ 1 | This is such a big brain game design. You've invented a new genre, and I could actually see myself playing this against a human in some format. Very much got Othello / Chinese Checkers vibes from the systems, and I totally get that the game was made in a weekend, so I would love to play a version that had a smarter AI. Standing close by would force it to spam bullets while I set up other pieces. Still, great work. I love it. |
| Apr 21 07:09:09 | 19m 38s | SoapBoy | ♥ 1 | Gamekrazzy! This is the first game of yours I've played, thanks for sharing it with us. I really wanted to play more, given how polished it was. The concept was fun (first coronavirus game I've played! wow!) and I think it fit quite well. As always, your work was cohesively styled and I think you have that aesthetic nailed. Can't wait to see more from you :) |
| Apr 21 07:17:46 | 8m 37s | Space Girl Thibi Feed Me | ♥ 2 | A nice and simple concept with cute pixel art (i approve!). I thought the controls / camera could have been a little tighter, and I didn't notice that the wrong food was making me lose health. Perhaps if there was some negative audio / visual feedback other than the bar decreasing, or if the bar was just one long bar rather than multiple bars segmented by hearts, I would have noticed sooner. The jump ramps were a nice idea, i would like to see this expanded out, maybe with a few variations on level design with multiple stages, beyond the endless mode you have here. Thanks for the game, great job! |
| Apr 21 07:51:08 | 33m 22s | Bodyguard | ♥ 1 | I really liked this one. It's not the most original concept, I've played games like it before, but i thought the execution was spot on, and I'd definitely play a version that was a little bit more fleshed out. Specifically, I'd love some of the difficulty come into play a little earlier, or have the game move at a generally faster pace. Waiting for text to appear made the play time a little longer than it needed to, so I wasn't captured long enough to see some of the more nuanced features kick in. I also played this on stream, so take that with a grain of salt. Overall, great effort. Thanks for the game! |
| Apr 21 08:04:47 | 13m 39s | The Holy Sword | ♥ 1 | I like the idea of making a 2P fighting game for ludum dare. Multiplayer games in general don't get much of a chance here, especially ones that are trying to do something different, which yours is. That said, I struggle a little bit to see the creative decision-making that would make me excited in a fighting game. It seems like a "solved" game in terms of choices (always pray ASAP, then attack if you're losing and hope the other player doesn't pray sooner than you after getting hit). I wonder if there was a ranged attack or an advantage for standing closer to the plant, if that would help create that extra dimension. Thanks for the game, keep experimenting with ideas like this! I appreciate playing them :) |
| Apr 21 08:19:19 | 14m 32s | Run Robot Run! | ♥ 0 | I think the concept of getting new powers / having to replace parts with less functional ones is actually a neat idea, but here was underdeveloped. Specifically, I think the choice of having most of the power-ups either affect vision or movement got a little bit stale. Understandable, since it's a LD game, but i fear blinky eyes and CRT static eyes were harsh / distracting in a way that might create issues for some players. I thought the platforming could have been more spacious, as some of the powers made jumping very cramped. Overall, I think it wouldn't take long to improve this one significantly, just a few choices that got in the way of the experience. Good luck, and thanks for the game! |
| Apr 22 03:48:24 | 19h 29m | The Halting Problem | ♥ 0 | I Actually really like this concept, on its face. Personally, I'm not sure the game needed the drip-feeding of tiles. I would have much preferred to just have a set list of tiles to use, maybe they could go on cool-down. The screen did seem a bit cut off in the HTML5 version, so maybe there were options just off screen. That said, I had some fun with this one for the short amount of time I played. Thanks for the game:) |
| Apr 22 04:07:58 | 19m 34s | Grasp | ♥ 1 | Hey! I really liked the sentiment behind this game. LD games that try and create a narrative are always special to me, and I liked the way the designs of things like the IV and the hand reaching down hinted at the reality behind the metaphor. Hitting the ending screen did a lot to tie it all together, similar to my own submission, so I'm glad I made it to yours, as it helped understand what you were going for. I liked the simple style and the music was great. I felt like the game could have used a litttttle bit more dynamism when it came to introducing new mechanics or making use of the systems in a more creative way as the game went on; The game did drag just slightly in the latter 1/3rd. Overall, a solid entry, thanks for sharing! |
| Apr 22 04:26:53 | 18m 55s | Rise of the Purple Slime | ♥ 2 | I really liked the core systems at the heart of this game. I think you have a really captivating set of mechanics around the water, gravity, and the way the life force grows outward toward the source of water. It's all really nice at a fundamental level. That said, I noticed the game's timescale was CPU bound and pretty intensive on my laptop, so it ran quite slowly. I think a desktop version might be helpful for getting people to see the game in its best light. Another thing I think would have been really beneficial was if the levels were much much smaller and more bite-sized. I definitely felt like my choices were playing out much more slowly than I could make them, so there was a bit of "hoping and waiting" for things to go the way I planned. Overall, I think you should be proud of what you've designed and I'd like to see a refined version one day. Thanks for sharing! |
| Apr 22 04:37:37 | 10m 44s | Turtle Daddy | ♥ 2 | What a game! So much polish, and really well balanced. I really enjoyed the music, animation and diversity of the enemy types. Throwing the shield was very satisfying and tuned well enough that as the levels progressed, it wasn't the tool for every job. I found myself switching strategies to the shield to avoid losing turtles, which made me appreciate the thought put into the dynamics and difficulty curve. Such an excellent design balance, I'm really glad I played this game. Thanks for sharing, and best of luck with your results! |
| Apr 22 05:00:05 | 22m 28s | Gaia | ♥ 3 | I think the game's premise is really cool, and I could see the tactical decision-making prompts in the available tiles. I thought that was quite clever to create a competitive aspect that way. That said, I did feel like I wasn't completely sure how my choices would affect my own civilisation. Is farm land the best option? are there reasons to leave grass? is nearby water a positive thing? I wish I had a bit more wiggle room to experiment, and some feedback from the game. I really liked the music, even if it didn't always match the tone, it was pleasant nonetheless. The game definitely needed to lose the hammer / drill sound effect, as it got old very quickly. Overall, a pretty ambitious game to make for LD, I think you did a good job of executing on the mechanics, but would love to have seen a more integrated tutorial and more direct feedback loop. Best of luck. |
| Apr 22 05:21:52 | 21m 47s | Dream Hoppers | ♥ 4 | Short and sweet. I loved the graphics and the parallax effect. Good stuff! The music was pleasant and the controls were snappy. I think the gameplay could have used a little bit more variability, as I found myself reaching the edges of what could be done quickly enough (scored 2000+ points) and I only really lost because it seemed one of the swings was placed out of the jump height. Maybe some hazards would have created some variation? Or perhaps moving targets. Still, what I played, I enjoyed. Thanks for sharing! |
| Apr 22 05:35:10 | 13m 18s | ADRENA-LINE | ♥ 1 | A really tight entry. I love the twitch gameplay, and especially appreciate the way that it's input driven rather than based on the absolute position of the box when the input is made. There's a design mastery in skipping the animation and letting the brain just make the moves it needs to make to solve the puzzle. I loved the little touches (smoke / dust, the screen nudge) and the simplicity of the design. Also a great showcase of proc-gen in an LD game. My one gripe with the algorithm is the way you can lock yourself in a loop with no exit. It's a real momentum killer to have to just watch the timer count down on your inevitable demise. Still, exceptionally impressive work as always. Thanks for sharing :) |
| Apr 22 05:49:42 | 14m 32s | Pals 'til Death | ♥ 1 | I liked the DOOM reference, though I think this could have been made a little more tastefully. Maybe the catholics could have had some more character? They sort of just came across as sprites of people standing still. That said, the movement and controls were fair, if a bit floaty. The music helped keep the mood going, but got slightly repetitive over the play session. I'd like to see this concept expanded into a little more depth (mechanics, story, levels, design). Thanks for sharing! |
| Apr 22 05:56:59 | 7m 17s | Win or Your Totobee WILL Die | ♥ 0 | Nice little WarioWare style game. I think the minigames were pretty fun actually, all things considered, though there weren't many of them. After a few rounds I think I had experienced all of the games, and the experience got stale from that point. I like the general platform you're going for though, I can see this working online and on mobiles, which is really good. I thought the graphics were pleasant, and would have appreciated a bit more sound. Overall, I had fun. Thanks! |
| Apr 22 06:04:23 | 7m 24s | Protect the Eye | ♥ 0 | I really liked the off-the-wall concept and art style you went for here. I think it worked quite well. I enjoyed the mechanics and found it fun and intuitive to bounce objects toward and away from the eye. I appreciated the animation as well, and the game did a good job of communicating damage state of the eye with no real UI, though it was a bit odd not seeing a score until the very end. Overall, I think this one definitely captivated my attention for one good playthrough, though I wonder if a couple of little extra dynamics might have encouraged me to spend a lot more time with the game. |
| Apr 22 06:18:11 | 13m 48s | Kakyuumari / カキュウマリ | ♥ 3 | Hey! This one was really interesting. The only game I've played so far that was 3rd person with a rigged human character model. I liked the take on katamari, and generally figured out the systems and an effective play style such that I won on my second go, which felt good. I think maybe a little bit more density to the ball would have helped, as there was a lot of empty space as I was picking things up. I liked the "game over" animation, nice attention to detail. The music was also nice in how it built up intensity as the timer ticked down. I'd like to see more variation in level design and environments. Thanks for sharing! |
| Apr 22 06:32:56 | 14m 45s | VITAL 2020 | ♥ 1 | Overall, I think the game responded to the theme well, I liked the concept a lot. I lived to 100, though I over-medicated. The game ran a little choppily on my desktop in the HTML5 version. I thought the graphics were suitable, but could definitely have imagined something with a bit more depth. The sound design felt like simple MIDI sounds were used, which didn't add to the experience meaningfully. I appreciated the monitor vitals sounds, and would have liked a bit more of that kind of sound in the game. The mechanics were very simplistic, and the game didn't really open up beyond the base premise and the increase in intensity as time went on. Some more diversity of interaction and system design would have gone a long way. Thanks for the game! |
| Apr 22 06:45:10 | 12m 14s | Ball Keeper | ♥ 1 | Interesting concept behind the game, though it's pretty abstract and, as a result, difficult to feel invested in the ball's safety. I would have loved to be able to place circular colliders down instead of just walls, as then it would have been a lot easier to angle the ball's trajectory around the map. I also got pretty confused by the square reticle that didn't reflect where the squares were going? I'm not sure if i missed something there. I thought the colour scheme was pleasant and found the voice lines kind of amusing, and they did add to the atmosphere somewhat. Thanks for sharing. |
| Apr 22 06:58:29 | 13m 19s | The Last Sun | ♥ 0 | I like the concept of mining asteroids in an asteroid-style game. I thought that it was a little odd that we were giving resources to the sun, which did no damage to us, while other living beings were trying to attack the player character. The dynamics there seemed a little confusing. I liked the graphics and animation, and I appreciated the simple controls and tutorial. I think the game could have used a bit more finesse in the balance, as enemy ships seemed to take a few hits (shooting accurately was difficult in motion) and would inevitably converge on the player position in a sort of firing range that couldn't be avoided. Simpler / complete-able objectives would have been really appreciated, as I don't know if this format lends itself to an infinite mode. At least, I think it was infinite? In any case, thanks for the game:) I had fun with the time I put into it. |
| Apr 22 07:10:06 | 11m 37s | iCroog | ♥ 2 | I liked the presentation of this game. The concept, graphics, animations, sound design etc were really charming and funny (and high quality!) I thought the pacing was frustratingly slow. I really wanted to play more, but couldn't bear how slow paced and restrictive the systems were, which is a shame because the levels seemed to be designed creatively and with a lot of diversity. Small changes like increasing walk speed, animation speed or slowing down things like the cars would have made the game more manageable. I would love to see a more streamlined version some time down the road. Thanks for the game! |
| Apr 22 07:17:40 | 7m 34s | File Survival | ♥ 1 | Hey! Such a creative take on the theme. I really liked this concept and the way it was presented. Sound design and mechanics were on point, as well as the 1-bit style. Great work there. It took me a little while to figure out how to deal with things like renaming the file, and I thought that was a really inventive solution to the problem. I think keeping all of the mechanics within that desktop interaction space would have been perfect. I wish I could place the rockets in the recycling bin :( Still, really innovative entry, thanks for sharing. |
| Apr 22 07:30:21 | 12m 41s | Tower of BOOM | ♥ 1 | I think you have a great start to a game here, though the extent of the systems feels a bit limited. The game's structure makes it difficult to create mid-long term strategies around navigating the level, as having just two enemies on a single floor makes dodging the projectiles prohibitively difficult (given how high the player jumps up into the floor above. I would have really appreciated a shield on the second button, over the grenade. Something to let me react to the projectiles in a definitive way. I liked the bro-force style designs and animation, though I think the music got old quite quickly. Overall, I'd like to see this concept iterated on a bit further. I don't think it would take much to find a really engaging game out of the work you've put into it. Thanks for sharing! |
| Apr 22 07:53:10 | 22m 49s | Lemons! | ♥ 3 | I liked this take on lemmings, it's a good fit for the theme this LD. I would say, overall, my experience was let down slightly by the speed of gameplay and physics implementation (lemons often got stuck on objects) and the fact that the solutions to the puzzles felt simultaneously very forgiving, while also very restrictive. In a sense, you could really make lots of mistakes in a level, and then spend enough cash to buy your way out of losing a few lemons. The fact that the balancing factor for this is not being able to place things in the space lemons are occupying (and that they occupy a lot of space after a while) seems like more of an incidental factor than a designed one. That all said, I think the visuals were nice and I like the basic idea of deck-building (though a mini-map of the level before the game starts would have made a lot of sense). Thanks for the game! |
| Apr 22 08:07:09 | 13m 59s | Anatomic Mayhem | ♥ 1 | God, this was so anxiety inducing. I really liked the presentation and concept here. The granular, literal take on "keep it alive" was strong. I would have liked for the interaction of the systems to be somewhat clearer. It took a few tries before I knew what I was doing, and those first few deaths are sensory overload when things start going wrong. One thing I think would have helped a LOT would be to reduce the amount of "fails" required to lose, but make it such that when you do screw up, everything is reset to an acceptable state. Running that knife's edge of just keeping the plates spinning was the best feeling, but once you lose that, it becomes really uphill. These are pretty minor criticisms, overall your game is really impressive and I think you should be proud of what you made. Great entry! |
| Apr 23 03:28:11 | 19h 21m | God Simulator: Mountain Edition | ♥ 1 | Hey there! I have some conflicting feelings about this one. The game comes with very few instructions, so I'm unsure if the experience I had was intended, if I'm good at the game, or lucky, or that's just how it goes etc. So I guess, from my experience, the game is an idle game (cookie clicker etc) where there's no real way to lose. It's just about spending the upgrades when they become available to make the system go faster. Given that, I think the game wasn't super interesting to me personally. I could see some interplay between the various upgrades, but there never seemed to really be a reason to choose one over the other and, ultimately, I could just click them whenever or however I wanted and the game would move forward all the same. I would have liked to see some of those options result in significantly differing outcomes for the tower, or to see the whole tower at the end looking like X or Y based on when I purchased each upgrade. That said, lack of sound aside, I thought the game presented itself pleasantly, and liked the idea behind persistent save data. Thanks for the submission! |
| Apr 23 04:08:06 | 39m 55s | -SPROUT- | ♥ 2 | I thought the idea of having the robots come from all sides was really smart for an FPS, because you could never really see all doors at the same time. This would have been different for e.g. a top down game. I liked that the game had a clear title screen, ending screen, options etc. I appreciate those touches. The game's feedback was a little lacking for me. I didn't know how much health each robot had, and I think there were a few bugs I ran into (missed collisions with the gun, mouse cursor stuck on screen). Thanks for the submission! |
| Apr 23 04:33:37 | 25m 31s | Milk for A Dead Man (Web and Downloads Available) | ♥ 1 | I really liked a lot about this game. The production values, respect for the player's attention when it comes to UX and tutorials, the humour. So much of it was really on point. Big props there. I struggled a little bit with the execution of the mechanics, because the time-based element and pathing being less than deterministic made it difficult to "solve" in my head before pressing play. I found myself guessing a bit, or succeeding by a fluke in other areas. Perhaps a tile-based time like that of Rogue / Crypt of the Necrodancer would have helped this a bit. Overall, a really great effort. Thanks for the game! |
| Apr 23 04:52:20 | 18m 43s | Keep it live | ♥ 0 | This game was up and down for me. The first couple of attempts, I really couldn't understand what was happening. The relationship between the controls in bullet-time and the swapping between screens was unclear until I experimented quite a bit. Eventually, I figured it out, and was very impressed by the visuals, feedback, particles etc, though there were still some glaring visual design issues that seemed like oversights. Having the centre node that I'm protecting on the right be the same colour as the enemy squares made them seem related at first. when two things of the same colour join up, that's usually a good / harmonious thing, but here it was negative. I also wasn't sure about the use case of the dash button, since i could always go into bullet-time and move around wherever I liked. Overall, I was really impressed by the presentation values, and would love to see more games with this aesthetic from you. Thanks for the submission! |
| Apr 23 05:12:06 | 19m 46s | Genomix | ♥ 2 | I really enjoyed this one. I thought the dynamics at play, mixed with the narrative were pretty well integrated, and though the music wasn't yours, the intro theme set the scene quite well. I managed to save the mammoth, and appreciated the little twist ending. Good stuff! |
| Apr 23 05:31:51 | 19m 45s | Egg Drop | ♥ 1 | @gal-afik Hey there, I actually had the same issue (windows, 64bit). I'm about 100% certain that what they/ I experienced isn't intended, as it's literally impossible to get to a single platform, even spamming triple jump and sliding. It seems to me like the gravity implementation is not accounting for delta time, so very fast computers might be applying gravity a lot more intensely than slower ones. I won't give this one a score yet, but if you manage to find the problem and patch it, I'd love to give it another go. |
| Apr 23 05:47:56 | 16m 05s | CRAZ | ♥ 1 | Some really creative gameplay and dynamics on display here. I thought the presentation was original and made a good impression, as the top-down maze + perspective isn't something I've seen before. The systems were nicely balanced, and that kept the tension high while forcing me to make creative choices. I would have loved an in-game tutorial, or something to teach mechanics in-engine, but for the most part I figured it out on my own. Some music, graphical / environment design and more varied challenges would have sealed the deal for me. Still, in 48 hours this is a really slick entry and could easily be expanded to get it there, for me. Great work! |
| Apr 23 06:20:31 | 32m 35s | Rhythm Castle - Platformer/Rhythm Game | ♥ 1 | Hey there! Some great modern platform fundamentals on display here. I really like the sprites, effects and overall polish for this game. Really awesome stuff for an LD entry. I thought the beat mechanic was a nice take, but the implementation sometimes felt a little restrictive. There were definitely a lot of Celeste notes here, and I think it's hard when such a direct comparison exists, to appreciate your implementation under such time constraints, too. Overall, though, I willingly spent more time in this game than any other so far. I really enjoyed it and I hope you take it further. Good stuff! |
| Apr 23 06:37:45 | 17m 14s | The Dragon's Curse | ♥ 2 | I got a little distracted while voice acting for this game, so i forgot the supplies and the dragon baby died (oops). I thought the art was a nice addition to the game,and helped build a sense of scene. I think overall, some variation would have gone a long way, as all of the towns looked alike, and every location was a town. That said, you have a knack for writing, and I enjoyed reading it. Nice choice of audio for setting the scene. Good stuff, thanks for the game! |
| Apr 23 06:57:01 | 19m 16s | Corona Grocery Run | ♥ 1 | I really liked this take (only the second coronavirus game i've seen so far). Though the mechanics were very simple, the writing kept me engaged for 10 minutes or so, so props for that. I thought there could have been a bit more diversity or direction to the overall story, as I ran into the same events quite often, maybe some events should happen a few days after others? (police men notice you from before and ask if you want a ride and some more cake?). Overall I had fun, thanks for the game. |
| Apr 23 07:27:36 | 30m 35s | Tutu Tussle | ♥ 1 | What a fun take on the theme! I loved the graphical style and animation. Of course, a bit more depth to the gameplay would have been much appreciated (win state, some way to recover crowd? maybe a special move you can do that leaves you vulnerable on the ground but brings people back in the theatre). Overall, I thought the concept and execution of what was there was pretty promising. Thanks for sharing! |
| Apr 23 07:53:09 | 25m 33s | Stranded | ♥ 2 | Hey! I liked the way you created a sense of atmosphere here. The chaotic music was insanely effective (though maybe slightly too shallow of a volume curve? I would have appreciated it kicking in a bit harder, earlier). I thought the lighting, sounds, mechanics etc were well conceived and mostly very well executed. Some minor gripes with switching objects accidentally and a very constrictive loop (picking up, putting down). I wish I had the patience to carry that object back to the boat. Still, I was impressed by a lot of what I saw here, and could see it being really engaging and deeper with more dev time. Maybe a whole "LOST" simulator? |
| Apr 23 08:02:56 | 9m 47s | FEED | ♥ 1 | Short and sweet game, with some slick effects and music. I thought the mechanics were quite demanding and the time limit in some stages didn't really offer much time to understand what was happening before it was too late, forcing me to start from the beginning. It might have been nice to have the timer wait for the player to start moving before ticking down, so we could get a lay of the land first. With some slightly tighter/ more reliable platform mechanics and subtle changes to the difficulty curve / QOL, I think the game could go a lot further. Thanks for the submission! |
| Apr 23 08:20:59 | 18m 03s | One Tiny Plant | ♥ 1 | I died into the victory screen! I really liked the concept behind this game. I loved the hard left turn into the gun scene. Awesome stuff and very funny. I had a bit of an issue with the way the projectiles came from a specific point on the character, which wasn't always able to be aimed at the thing I was going for. The conditions for meeting the next phase were also a bit muddy, and honestly probably could have been halved. Other than that, and a few technical hiccups, I enjoyed your game. Thanks for sharing! |
| Apr 24 03:32:28 | 19h 11m | Keep The Beat Alive! | ♥ 1 | Wow, this was so fun! Like, really. This game was so well balanced and just a joy to play, it had me grooving the whole time. I played it through twice (would have been three if i didn't have to move on). I thought the player mechanics and enemy designs were really inventive and well-suited to the core beat matching system. The music was excellent and overall, outside of a couple of UI issues with the menu and so-so background graphics/ colour scheme, it was really difficult for me to find much to dislike about this game. It's almost perfect. Thanks so much for submitting it! |
| Apr 24 04:04:04 | 31m 36s | Kitten Catastrophe | ♥ 1 | Oh boy, this one was brutal. I like the premise, but I thought the design choices were quite unfair to the player. I felt like for the most part, every time I died it was because of something I was unable to respond to, either because it happened too fast or because the RNG created a scenario that was a "dead end" gameplay wise. The graphics had a nice direction, but I think the execution left a bit to be desired (stretched images, differing pixel sizes etc). Overall, some more dev time would go a long way on letting the game breathe a bit more and be more fun to play. Thanks for sharing! |
| Apr 24 04:14:33 | 10m 29s | LD46 - Keep it alive | ♥ 0 | Hey! nice concept. I the idea behind rushing around the base maintaining the equipment was a good one, but it was a bit rough having to just cycle around as fast as possible to try and find everything. I liked the LOS, and the way that was used to reveal the broken components, but I think perhaps if the centre control panel could be used to reveal broken things, I would have appreciated that. The simple art style was pleasant, some music would have gone a long way as well. Thanks for the game! |
| Apr 24 04:34:05 | 19m 32s | Cloudy With A Chance Of Pain | ♥ 3 | Great entry! I liked the way you could create problems for yourself if you were careless as the cloud, causing fires etc. Overall, I would say the whole game was pretty solid. I wonder how you would expand on it to create some variability for longer play sessions. I found the game a little bit easy, as my strategy never really had to deviate from simply watering all of the corresponding spots while keeping my eye out for wolves. I had a fun time with what I played, though :) Thanks for the game! |
| Apr 24 04:49:59 | 15m 54s | Confluence | ♥ 0 | This entry was a fairly simple and straightforward one. I wish the game had been explained inside of the game, though I understand sometimes with LD that's how things go. I thought the music was pretty good, and sound design overall was a positive. The game logic like colliders, controls and AI were very basic, and made the game feel relatively prototypical. Some more depth / nuance would have gone a long way to having the game experience be more consistent and engaging in the long term. Thanks for the submission! |
| Apr 24 05:05:59 | 16m 00s | Outta Juize | ♥ 1 | Heya! I thought this one took a little bit of time to get used to. The instructions being on the LD page rather than given iteratively in the game made me miss a couple of things in the first playthrough. I liked the graphics and could see a lot of effort put into things like animation and explosion effects. These things got a little bit lost in the background, which was quite loud, visually. I thought the scenario felt a bit awkward, not being able to see very far from the ship, and never wanting to leave the centre node for the most part. The controls did a number on me, being based on the orientation of the ship rather than the screen. Really hard to wrap my head around. The upgrades were a nice addition, and I liked the rate I was collecting them. With some more time, I think this definitely would have been a much stronger entry. Thanks for the game! |
| Apr 24 05:28:37 | 22m 38s | Wonder | ♥ 1 | I liked the design of this game. I think the vibe you were going for is nice and refreshing for LD. Artsy games have a place in my heart. I think the way you chose to deliver the narrative with the level design was similar to something I did this year actually, (great minds think alike). I felt at times though, that the game was perhaps a little too relaxing, heading towards boring. I thought there were a couple of times when the game opened up and asked me to take a different strategy, erasing lines I needed earlier. I appreciated this a lot, and would have loved to see more of that, and earlier. A bit of tuning and polish would take this game really far. Thanks for sharing, nice work! |
| Apr 24 05:37:40 | 9m 03s | Egg Rocket Unicorn | ♥ 1 | Very very simple entry, but I think you did a good job of working within a scope that you were comfortable with. You presented a full narrative, with music, and a mechanic that didn't break, and multiple endings. I appreciate that aspect. Of course, the presentation values were simplistic, so my rating mightn't be off the charts, but what you presented was very sweet, and I had a good time with it. Thank you. |
| Apr 24 05:56:43 | 19m 03s | Candy's Dream Egg | ♥ 2 | Hey! Your game is really well-rounded. I had a great time with it and was continually pleasantly surprised with what new little tricks in level design and mechanics you'd throw at me. I thought the presentation was very suitable and overall, just felt delighted to play it. A few niggling physics / collider issues here and there, but your game wasn't so dependent on them that they created any real problems. Thanks for the game, I had a lot of fun with it :) |
| Apr 24 06:16:41 | 19m 58s | Green Space | ♥ 1 | I think you have a good start here. There's a mechanic but not quite a game. Perhaps with some threat to the ship while you're extracting greens, I think this could be interesting. Maybe planets become hostile after you've extracted from them? I liked the parallax effect in space and appreciated the deceleration on the ship. Thanks for the game! |
| Apr 24 06:25:02 | 8m 21s | Faire L'Amour aux Plantes | ♥ 1 | Très Adorable! I thought the concept, art and music were very charming on this one (if, at times somewhat disturbing). The gameplay was, sadly, just a little bit on the thin side. I would have really like some extra dynamic that changed the interaction somewhat, as the game is pretty much solved once you can cycle through the plants, which is easy enough. A very short but sweet entry. Thanks for the game! |
| Apr 24 06:40:46 | 15m 44s | Shapes | ♥ 1 | I have some mixed feelings about this one. I like the concept of tethering the projectile and the player character with health bars. personally, I think only one health pool would have been enough, and doing either action could have refilled it. There were a few mechanics going on r.e. movement options (wasd, jump, double jump, shoot, teleport). It took a while to get a handle on them, and I'm not sure the game gave me a good reason to alternate or use them in a specific way. I found that just jump-teleporting worked fine for me for all platforming. I really wasn't into the way that getting hurt created a third kind of "health", by increasing the rate of lost health. Honestly, I would have loved to see what you could make with half of these mechanics. Outside of that, I liked the aesthetic and mood. Some UX issues with colour association but, overall, I think your game isn't far from being a really interesting take on the platformer genre. |
| Apr 24 07:03:52 | 23m 06s | Samurai Slow Down | ♥ 2 | I had some trouble with this game. I really like the concept, though I felt that a lot of the playtime could have been trimmed by having the blossom start a lot closer to the ground, or fall faster in the first few seconds. about 80-90 percent of the game time was just waiting for the blossom to get near enough to start concentrating. I thought the graphical style was nice, but really would have appreciated a font and colour that was more readable. The timings were pretty brutal (0.05s???) so I never beat the last samurai. With a few tweaks, I think this could have been a lot more fun. Thanks for the game! |