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Feedback comments for LD46
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| Timestamp | Since previous | Game | adhesion's comment | |
|---|---|---|---|---|
| Apr 22 04:13:08 | Untitled Plant Game | ♥ 2 | Nice - solid graphics, sound & writing add up to a nice overall mood. I found the gameplay to be a bit frustrating though - the combat is pretty annoying since you can die so quickly and get kicked back to the beginning, plus I got stuck for a while on the egg part thinking you had to get them from the chickens somehow. Didn't really make sense that the eggs would be in some random house. Could use some better ways to lead the player to the next objective - exploring a village is a cool idea but not when there's seemingly a timer ticking down. (though that didn't actually matter in practice, it still felt like time pressure!) Still it was cool to see the progression of the plant. Nice work! | |
| Apr 25 00:19:47 | 68h 06m | Sweet Savor | ♥ 1 | Nice! Good use of the theme, and the graphics & music create a nice mood. Gameplay was fun (the challenge going up as time went on felt good) though the combat was pretty basic, and a lot of times I would accidentally shoot when I wanted to collect peppermint - might be nice to have those actions on different controls. Could use a tutorial or some sort of in-game explanation for the controls too. Still a pretty solid game, nice work! Keep it up! :D |
| Apr 25 00:30:32 | 10m 45s | My Relationship with a Cube | ♥ 1 | Nice! Always love to see rhythm games, this is great. The music is really good and the gameplay has a nice difficulty progression. There was a bit of a difficulty spike when it mixed both the upper lanes with notes coming from both sides on the bottom - I would get confused and use A/D for the left/right notes on the bottom row, so it feels like the controls are a bit of a mixed metaphor, but I got used to it after a bit. Some of the patterns were a bit repetitive as well, would be nice to see some more variety there. Still it was really fun and I enjoyed experiencing the story too. Got 97.8% & 4/5 score. Great work! |
| Apr 25 00:42:36 | 12m 04s | Dragon Egg | ♥ 3 | Nice, cute little platformer! I like the concept, good use of the theme. The level design could be improved a bit - the first level took a couple tries since I thought the first part was sort of a tutorial, so I pressed Z immediately and lost. Probably better to position the spikes so that the player has a chance to try out the controls right off the bat without the risk of losing. Also had issues with the randomness in level 2, I lost immediately on my first try. It's pretty long so losing right at the end was frustrating too. Still there are some cool ideas here, would be cool to see this expanded upon. Nice work! |
| Apr 25 00:50:45 | 8m 09s | GhostVac | ♥ 3 | Awesome! Great concept, and the graphics are excellent (I loved the LCD boss faces). The perspective made me think it was the pinball minigame from Sonic Spinball at first :P Gameplay is fun but a bit hard to get used to - feels like it starts out hard and gets easier as there's fewer ghosts to block your path. The bit of lag on movement and ambiguous angle of the vacuum made it difficult to aim too. Beat it after a few tries - the timing on the boss is pretty brutal, but I guess that level of difficulty makes sense for an arcade game! Pretty solid experience overall. Great work! |
| Apr 25 18:21:59 | 17h 31m | The Genesis Loop | ♥ 2 | Really great atmosphere, the visual design works really well for the setting and the music is great too. Fun writing too, I enjoyed all the different situations and decision making. I ended up establishing a colony but had half of the crew go on and eventually got a game over. I liked the variety of things you had to deal with - think I only saw one duplicate. The planets seemed pretty random, and I had no idea what conditions would have been safe to establish a colony in, but I guess that's the point :P Not to be too nitpicky but the various typos and grammatical errors did detract from the mood a bit. Still it was a really cool experience. Great work! |
| Apr 25 19:37:31 | 1h 15m | Hunters and Haunters | ♥ 1 | Love the occult vibe! Really solid writing & atmosphere. Good graphics too. I'm not a huge board game person, so the gameplay felt a little bit confusing at first (what are the resources I have? what does the lightning bolt icon mean? what does "investigate for 2" mean? etc), but it was fun once I got the hang of it. The amount of enemies spawning all across the map was pretty overwhelming at first too (kind of got a Pandemic vibe... appropriate...) but I was still able to win by killing the boss. The end felt a little bit abrupt - would love to have more of a proper ending for the story - but it was still fun as a whole. The amount of gameplay mechanics in the game is pretty impressive for a jam btw, not sure if it's all balanced, but it's cool to see. With some more story, audio, and maybe some tutorializing, I could totally see this as a really compelling full game. Awesome work! :D |
| Apr 26 23:50:02 | 28h 12m | Keep the Infernal Babybird alive! | ♥ 1 | Cool concept, though the gameplay feels a bit awkward. It was a bit frustrating that you could only stun the enemies with the basic attack, and it wasn't clear when the X attack was ever available, so it felt like you just had to run around hoping you could push the bird out of harm's way as more and more enemies spawned. Wonder if it would feel better if it was more of a twin-stick type game, ie you can push and shoot in different directions. Still a cool idea, nice work. |
| Apr 27 00:02:32 | 12m 30s | Father... Musn't I Kill It? | ♥ 0 | It is dead. I try to refresh but it cannot erase my dark deed. Even in another world, I cannot resist the urge forever. Father... I am a monster. (Great concept & use of the theme. Would have loved to hear some audio with it.) |
| Apr 27 00:21:33 | 19m 01s | Rude Bear Gotchi | ♥ 1 | Was hoping someone would make a tamagotchi game! This is great, the concept is awesome & the art is solid. Loved the ending too. Would have been cool to see more interactions/unique stuff happening (it's a pretty straight shot if you just feed him the right stuff) but it's a complete experience as is. Great work! |
| Apr 27 00:32:15 | 10m 42s | Disco Lets's Go! | ♥ 1 | Nice! Really unique concept and the music is great. Gotta give props for the Giorgio reference too. Gameplay was good though it felt a little bit random what with how many things were outside the player's control. Still fun though. My high score was 903. Great work! |
| Apr 28 23:55:59 | 47h 23m | Tumble Baby | ♥ 0 | Wow! Amazing concept, and super fun despite the fact that I'm terrible at these block pushing puzzles :P Visuals and music are great - really loved the sound design too. Solid level design with nice gradual introduction of mechanics, though some levels seemed a bit easier than expected (maybe an unexpected solution?) The title screen is neat but I did get stuck for a bit with "baby" in the bottom right instead of left, so it would be nice if that was a valid solution too. I also got stuck inside geometry inside the last level, which was a bit frustrating since (AFAIK) there's no reset button so I had to restart the whole game. Figured it out on my next try though. Would love to see more of this. Awesome work! |
| Apr 29 00:18:38 | 22m 39s | Mothership | ♥ 1 | Cool concept! The music gives a nice vibe too. Gameplay was a bit hard to figure out at first (and the timer made it a little stressful), but I got the hang of it eventually. The controls & hitboxes for interacting with objects felt a little awkward, like on the bridge it almost seemed like the console was interactable but maybe I was just hitting the edge of the cryo pod. Also the shades of green for the different item levels were a bit subtle and hard to differentiate as they got up to 100% health. Felt a bit tedious after the first year - I thought the game was going to end when I got in the cryo pod so I didn't spend much time healing people the first time around. Pretty interesting experience overall though. Nice work! |
| Apr 29 23:56:43 | 23h 38m | Tower Defence of the Heart | ♥ 2 | Somehow I just really love the concept of ripping off an 80s pop song for a game for no apparent reason :D Gameplay is pretty fun, though tower defense in general just sort of seems like trial and error to me. Is this upgrade actually worth 60% as much as buying a new tower? Who knows! Try and fail and find out maybe! It's like I'm supposed to be an optimal DPS calculating machine, but I don't have direct feedback on how to improve. I got pretty far on my first attempt (wave 15) then kept failing earlier on subsequent attempts and didn't really understand why. Tower defense just feels like a genre where it's hard to learn how to get better. Regardless, it was still pretty satisfying to play. Nice work! |
| Apr 30 00:06:33 | 9m 50s | Eggs Delivery | ♥ 1 | Cool concept, though pretty hard! The camera angle makes it a little difficult to judge what moves are safe. There's no time pressure so you're sort of encouraged to go as slow as possible, except for the jump which I couldn't figure out how to get past while keeping any eggs. It was pretty frustrating to start over from the beginning after that, so I wonder if checkpoints or shorter individual levels might work there. |
| Apr 30 00:14:57 | 8m 24s | Catch The Mouse keep it alive | ♥ 2 | Fun but super hard! The fact that the clouds and other innocuous-seeming objects would kill you made me think this was like the "kaizo mario" equivalent of endless runners :P The difficulty was a bit inconsistent, either due to randomness (like the nuts falling down) or cycles of certain objects moving around - the spinning log screen seemed pretty much impossible to me. Still an interesting experience though, nice work! |
| May 2 21:33:48 | 69h 18m | Birdie Burglars | ♥ 1 | That was awesome! Great graphics and music, and I especially love the sound design and voice acting. The little details really add up to a great experience. Really solid concept & nice difficulty progression throughout the levels. The first level felt a bit difficult at first as I was getting used to the inverted mouse controls, but by level 2 I got the hang of it - plus the jump to having 2 cats was huge and made the game way more fun. The only slight issue I had is that I kept having to move my hand upwards on my mousepad since almost all of the vertical mouse movement is down - not sure how to potentially mitigate that, but it's only a minor annoyance I suppose. Really cool experience overall. Great work! :D |
| May 2 21:47:04 | 13m 16s | Resurrection plan | ♥ 0 | Really interesting concept, though honestly pretty baffling at first. The tutorial made sense but once I got into the main game, I seemingly got pretty difficult puzzles right off the bat, so it was hard to figure out how to get the target to move in subtle ways. Sometimes I would just have to click around randomly since it was hard to tell how to even figure out the right moves. Eventually I got some sort of intuition for it, but it was definitely a weird experience at first. Also the coloring for the timer was pretty subtle, so I found it difficult to know how much time I actually had left. Maybe one area of improvement is to have easier puzzles (ie, ones only needing 2 or 3 people) at first, then slowly introduce the more difficult ones. My max score was 74 btw. Nice work! |
| May 2 21:56:23 | 9m 19s | Soullife | ♥ 0 | Nice! The graphical effects & music make for a cool vibe. Gameplay-wise, I think the main issue is that the camera feels very zoomed in, ie you move really fast relative to what you can see around you. That means that I couldn't really plan on routes to avoid enemies, I just had to react super quickly when one came on screen, making it a very simple loop - go towards blue stuff, go away from red stuff, occasionally click on red stuff. Some obstacles in the level could make this more interesting too. Tweaks like this & maybe some more mechanics would be cool to see here. Nice work! |
| May 2 22:32:03 | 35m 40s | Hacking is Probably Not Like This | ♥ 0 | What a world it would be if inflammatory posting were actually illegal... 😛 Pretty cool concept! Hacking games in general always seemed really cool to me. The interface & text really make the vibe. The puzzles were a bit hit or miss though. Some of them are trivially easy (hanoi if you know it, clicking away groups of numbers you could just mash through), some of them are pretty hard to do in the time limit if you don't have experience (slide, lights), etc. Maze was pretty hard to read because of how the # looked, and I also had a slide once that was pre-solved so that was kinda funny. The ladder one was also pretty weird, seemed like you just had to straight down towards the number most of the time. I did enjoy the picross & sequence ones though. The RPG elements are cool but I'm not sure if the "numbers going up" mechanic had much of any real influence on the gameplay or if it was just flair. (generally I wasn't at risk of running out of juice) I ended up giving up after getting stuck on a slide, since I'm terrible at block pushing puzzles. Still a cool experience, nice work! |
| May 3 16:58:10 | 18h 26m | Hamorigami | ♥ 2 | Nice, great use of the theme and the presentation is really good, love the music. Gameplay is a bit weird and ambiguous though. The controls threw me for a bit at first - I didn't realize you had to click so I just mashed random buttons at first (combo of mouse & keyboard isn't necessarily intuitive if it's not a shooter or something like that), also since you also left click to restart the game after you die, I would end up skipping past that screen really quickly since I was mashing left click to get rid of a spirit - the first few times this happened I didn't even understand I had lost since the screen didn't even have time to pop up. Also it's not clear what the loss condition is or how to balance things - there's both the water meter and the state of your character, and I'm still not sure which is more relevant. Still this is a cool experience, would be good to see some improvements to make the game a bit more intuitive. Nice work! |
| May 3 17:08:40 | 10m 30s | Flora is chilling | ♥ 2 | Cute little game! Good use of the theme. Would be better if the mechanics were a little more intuitive in-game, it was hard to understand without reading the instructions. Also at low water, you seemingly get no points which was a bit confusing and frustrating at first, since you have no way of coming back from that. I noticed that the highlight on the buttons only changes when the whole game ticks, if those updated when the mouse moved the UI would feel better I think. Still a cool experience, keep it up! |
| May 3 17:15:39 | 6m 59s | Spirit Of Dying | ♥ 1 | Nice, pretty basic gameplay but still decently fun to try and solve. Interesting that the level design (ie, the fact that you can just barely make it to the next heart and there's not much leeway) made it feel really difficult and tense, but ultimately it only took me 2 attempts to finish. The health bar wrapping around the screen was a neat touch. Nice work! |
| May 3 17:44:10 | 28m 31s | My Balloon Friend LD46 | ♥ 1 | Nice! Great concept & use of the theme. Surprisingly fun. The controls & physics felt solid and it felt great to get better at the game. (There was one small control-related bug where if you held down spacebar you would jump again when hitting the ground, which threw me off a bit a couple times.) It started out pretty difficult (and level 2 especially took me a bunch of attempts) but eventually I beat it. I wonder if it would be better to start out with easier/shorter levels to allow the player to get used to the physics/controls. Having both height differences & pits right off the bat in the first level was a bit overwhelming. This is one of those games I'd actually love to see a speedrun of, feels like the skill ceiling is very high. There's a lot of potential here. Great work! :D |
| May 3 20:25:31 | 2h 41m | Keep Me Alive | ♥ 1 | Interesting, I definitely dig this kind of conceptual stuff. My first reaction: Am I really given much of a reason to interact with this? Why do I care about this thing? There's no reaction when I do any input. (at least that was what I thought at first, later I realized that the pulse rate shows how alive it is and input affects that) Is the lack of reaction the point? How much do I give to this thing without getting anything back? In practice, it's a little annoying to leave a whole fullscreen Unity window while I'm trying to play other games. Then it became: well, now I'm curious to see if anything new and interesting happens if I keep it alive. This is sort of a selfish reason, like I'm only playing for my own interest's sake. So much of playing games is just driven by our curiosity to see what happens. Because there are no real stakes, eventually I'm probably going to get bored. In fact, I might be tempted to let it die just to see what happens, again just for curiosity's sake. Eventually that was the case and I let the game end. I wonder if it could be more engaging for the player with more audio/visual reaction on input - but again, maybe lack of reaction is the point? I appreciate this if only for making me think about this stuff in general. Nice work! |
| May 3 23:00:57 | 2h 35m | A Bard's Party (Keep it alive) | ♥ 1 | I love rhythm games so it's great to see them in LD. Pretty fun gameplay, though as others have said the "click+move" action is a bit awkward to do rhythmically in this context. Also it was a bit weird that there are different lanes for notes even though there's only one action (ie, a note being in a different lane has no real effect on gameplay), but I suppose it makes things a little more readable in some ways. The charts were pretty well designed, though in the 3rd song it was hard to tell if all of the notes lined up with what they were intended to be. A bit more difficult than I expected starting out but I was still able to pass all 3 songs. Pretty fun experience overall, nice work. |
| May 4 23:24:28 | 24h 23m | Keep the Light Alive | ♥ 0 | Solid graphics and gameplay, though the wall jump felt a little weird (maybe needs more of a horizontal push off of the wall?) The jump over the big red pit was a bit frustrating too, since sometimes it felt like the double jump wouldn't trigger. Ended up giving up after getting the light, going up the elevator, falling back down towards the start (was that the end of the level?) and falling in the big pit again. Not much to it but still a good start, definitely has some potential. Nice work! |
| May 4 23:39:12 | 14m 44s | Beast of Mista | ♥ 1 | Pretty interesting sim, but pretty difficult to understand. First I thought I had to click on the icons (which didn't work) since I didn't see the "QWSD" at first. After I got that part and tried the actions, the interactions seemed a bit ambiguous but I sort of figured it out eventually - I can destroy buildings, according to the text (didn't actually destroy buildings), add wheat or people I guess depending on context, and also control the beast? Controlling the beast took me a few attempts to figure out I was actually doing it, at first I was just mashing and thought it was random. I think there's a consistent crash when the beast goes into the town hall too. Also the camera movement on the edge of the screen was pretty finicky, especially since the game runs in windowed mode, but I guess that's not super important for the game as it stands. Still an interesting experience though. Keep it up! |
| May 4 23:59:06 | 19m 54s | Keep it alive | ♥ 0 | Great graphics & music and the concept is really cool. Gameplay was pretty confusing and frustrating at first though. As others have said the beginning is pretty slow, so maybe it would be nice to have a couple enemies come one by one right off the bat. The body-pushing mechanic wasn't totally obvious in-game so I had to re-read the description to figure out how to do anything. The auto-attack is nice but I wonder if it might feel better for the player to have more control. (ie, have a stronger attack that kills enemies more quickly but you have to press a key to do it.) My next attempt, I could survive for a while but wasn't really making enough progress to make it to the other abilities aside from heal. I didn't realize you could push alive enemies into the queen until reading some of the other comments here, and even then that was pretty finicky (dependent on enemy position) and I could only get enough energy to use earthquake, which basically just made the game start over. With some gameplay tweaks and a balance pass this could be really cool, definitely has some potential. Nice work! |
| May 5 23:02:00 | 23h 02m | RuneBeat | ♥ 1 | Nice! Love to see rhythm games in LD. Solid music & gameplay, though yeah the timing seemed late, and the feedback of whether you hit a note correctly was a little ambiguous. I didn't make the connection with the sphere growing at first, so I was totally confused the first time I lost. Seems like the charts were all random, which is a little bit weird, but it was still fun since it was still rhythmic randomness :P My top score was 520. Nice work! |
| May 5 23:07:28 | 5m 28s | Metabolic Mayhem | ♥ 0 | Neat concept & good use of the theme! Gameplay was pretty hard at first until I got used to it since the meters drop so fast. Also the jump button was a little finicky, and the food being so close to the heart threw me off at first. Once I got the hang of it it was pretty fun, but there's no increase in difficulty or anything else happening so not much reason to keep playing after you learn the rhythm. Could be cool with some sound & more progression/changing difficulty. Keep it up! |
| May 6 00:14:03 | 1h 06m | Yandere Emulator | ♥ 2 | Awesome! Great presentation, the graphics, concept and writing are all really solid. The music and sound design are especially great, they perfectly nail the vibe, awesome work there. Was fun to explore the options & figure out the puzzles (props for the 0451 reference btw), though the bear trap timer QTE thing was pretty confusing at first and took me a couple deaths to figure out. (The controls aren't listed and left click works to skip text and doesn't do anything in that part, so there's really no indication of what to do when it pops up.) Like others have said, the diary puzzle is basically just trial and error since you don't know it's a weight trap, and it was pretty frustrating to have to start from the beginning each time. Still I was able to escape after 5 or so attempts. Found all the other endings aside from the secret one. Great experience overall. Nice work! |
| May 8 23:14:05 | 71h 00m | Lumina Vitreus | ♥ 0 | Nice! Solid little 3d platformer. I'm not sure if I've seen a platformer with mouselook like this, but it works well here. Movement felt a little bit sluggish but otherwise the gameplay was pretty fun. The text explanations are pretty helpful, though the first couple go pretty fast if you're walking at full speed, and some of the later ones maybe weren't super necessary, ie maybe let the player figure out the wall part on their own. Still pretty cool experience overall, nice work! |
| May 8 23:19:16 | 5m 11s | Danger in the City | ♥ 2 | Nice, great vibe & mood. Gameplay was decent though the pop-in and pop-out of boulders and buildings was a little frustrating. Felt pretty random, so maybe some more traditional level design might work better for something like this. Also wasn't clear at first whether the 30" was distance to the goal or distance from the enemy to me. Props for the MAVS reference too btw. Nice work! |
| May 8 23:32:22 | 13m 06s | The Vending Machine | ♥ 1 | Interesting concept, but ultimately not much to it. There isn't much of a reason for the player to keep playing aside from making a number go up - that's similar to clicker games, but clicker games feel more interactive and like the player has more agency since you get upgrades to make the number go up faster. This just feels like interacting with an unchanging system, so it's not as engaging. Adding sound or other visual effects might make things more engaging for the player. The timing mechanic adds some interest but it just comes down to math, so I wasn't really excited about seeing how much the number would go up based on how many lights were out. If that were faster or less predictable it might be more fun to play with. |
| May 8 23:50:47 | 18m 25s | Keep The Spirit Stone Allive | ♥ 1 | Nice! Cool little experience, was fun to try out the different plants/animals and see how everything grew. Initial difficulty on the jam version was a bit hard, so I readjusted for my next playthrough and made it a bit too easy. IMO it would be better to have a single well-designed difficulty setting, or maybe 3 options like easy/medium/hard, rather than a slider, which is a bit tweaky for a player to have to deal with. Still an interesting game, nice work! |
| May 9 15:01:02 | 15h 10m | Spinsanity Starbust | ♥ 1 | Nice! Really cool concept. Was able to play on Android, which worked pretty well aside from the notch on my phone partially blocking the time (stupid notch). Hard to get the hang of the controls, but still really fun despite that. Hitboxes were a bit unforgiving, like there were a couple times when I felt like I should've been able to sneak by an asteroid but still died. My best score was 53.13. Great work! |
| May 9 15:17:46 | 16m 44s | Emit In bpm | ♥ 1 | Interesting! Really cool concept, though a bit confusing and overwhelming to play at times. I love how the different areas control different musical elements of the song, and the filter when you go to sleep was a really cool touch. The WSAD/IJKL boxes felt a little bit off sync at times - they were hard to get the hang of at first since the keys show up pretty quickly, so I tried to predict when they would show up based on the rhythm of the sound, but the timing of the visual indicators seemed to drift relative to the music. Also I never figured out how to get stats to appear in the upper left, and the middle upper box never had anything in it. I couldn't figure out what to do with the bottom left box either. Since there's more things to do than you can possibly do at once, you have to make creative choices about what you want to hear, so it almost feels like a creative music toolbox rather than a game. Really cool experience though, would love to see this developed more. Nice work! |
| May 9 15:44:05 | 26m 19s | Keep the Streak Alive | ♥ 0 | Nice! Physics games are always really interesting to play. For some reason I completely missed the text that explain you can move the boxes so the 3 box level was super hard at first :P after I figured that out it was smooth sailing until the last level which was absolutely brutal. Never managed to figure it out after a bunch of attempts. Would be cool to see if it's possible to keep the same style of gameplay but make it less finicky/have to hyper-optimize stuff - the core gameplay loop of seeing how things play out is super fun, but just missing the target and not knowing quite how to get better without trial and error is a bit frustrating. Still a solid concept & fun experience, nice work! |