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Feedback comments for LD46
Aurel300's games and stats for all events →
| Timestamp | Since previous | Game | Aurel300's comment | |
|---|---|---|---|---|
| Apr 24 13:23:03 | P4R3NTing 101 | ♥ 1 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/598538752?t=00h07m47s) (approximate timestamp) Well done, very Overcooked-like. Swapping items could have been a nice improvement (for example, interacting with a washing station that has finished while holding dirty diapers could swap the two items). The clutter is to be expected in a chaos management game like this, although I am not so sure about the walls obscuring a lot of the view. While playing I think I noticed that the "need" indicator for a baby showed one need (change diapers), then it switched to the more recent need (feed) – but immediately after feeding the baby it showed the less recent need, now in red. I think more recent needs should never obscure less recent (more urgent) needs! | |
| Apr 24 13:39:34 | 16m 31s | Mycelium | ♥ 1 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/598538752?t=00h25m37s) (approximate timestamp) Very nice aesthetics. It was a little annoying that I could not quite get all the drops, perhaps they should be higher value and despawn? A larger pickup radius? Not being able to water while holding a seed was also a minor gripe I had. The difficulty scaled pretty well. Maybe there could be an indication of what type of seed I am holding (a little preview of the mushroom that will spawn)? The game which reminded me of yours, which I was trying to remember during the stream was [Atomicrops](https://www.atomicrops.com/), although that game is primarily a twinstick shooter and the crops are not turrets (although you can get turrets I think). |
| Apr 24 13:41:58 | 2m 24s | Silence, Please!!! | ♥ 3 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/598538752?t=00h43m09s) (approximate timestamp) Nice game. I would have welcomed a bit more variety in the methods used to dispose of the notes. Speaking of which, I am not sure I would have understood that I need to get rid of the notes without being told – I was trying to order the notes to solve a puzzle. |
| Apr 24 13:48:27 | 6m 29s | Someone called for an ambulance? | ♥ 1 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/598538752?t=00h59m29s) (approximate timestamp) Fun game! I was not totally clear on what to do to begin with – I expected the challenge to be more about delivering the patients to the correct buildings, but as far as I can tell, the only patients that were not just "go to the hospital" were the food and medicine ones? A somewhat faster progression in terms of areas might have been nice, but maybe I was just rushing due to the stream. I liked the secret medipacks around the map, and the verticality of the mountains and buildings offers a lot of options, similar to Roundabout. Sad that I got stuck on the roof x) https://youtu.be/hqL7NjlJpoI?t=1792 |
| Apr 24 18:29:37 | 4h 41m | Therapy | ♥ 1 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/598538752?t=01h16m40s) (approximate timestamp) Nice job, well done on finishing a game with such a large team for the first time. My biggest issue with this one is probably the physics. The platforming is a bit floaty (although it behaves better than many "floaty" LD games). The fact that the character literally floats above the ground really doesn't help! This, combined with the slightly too large hitbox made for some (IMHO) slightly unfair platforming challenges. On the other hand, there was a nice variety of types of platforming challenges – timing, moving platforms, spikes, winds, rising lava. |
| Apr 24 18:36:47 | 7m 10s | Beat Savior | ♥ 2 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/598538752?t=01h33m56s) (approximate timestamp) This is well done, and for all I know on par with many popular VR games. It is a bit hard to rate the game, since a lot of the fun comes from a good choice of song. It seemed a bit strange to me that missing a target but doing so on-beat would not break the combo. There could be more obvious signaling of the rhythm than just the small cursor and the indicator on the bottom of the screen – perhaps making all of the scene lights actually pulse with the rhythm? I think this is especially necessary when the rhythm is auto-detected and may not exactly line up with what the song beats are. |
| Apr 24 18:38:52 | 2m 05s | Manage the ongoing situation | ♥ 0 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/598538752?t=01h47m05s) (approximate timestamp) Cute! A little awkward with a mouse. Would be nice to expand with more interesting room layouts, different kinds of infections, ways to place temporary barriers for people, etc etc. |
| Apr 24 18:42:56 | 4m 04s | The Honest AI | ♥ 1 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/598538752?t=01h55m36s) (approximate timestamp) That was fun. As I said on the stream, my biggest problem with this one is probably the fact that I actually cannot choose a different path. I played the "bad" ending to begin with, but then that was the only ending. 🙁 But at least I got to choose the joke! |
| Apr 24 18:45:31 | 2m 35s | Planets wars | ♥ 1 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/598538752?t=02h08m49s) (approximate timestamp) Nice game. Towards the end I was a bit unhappy that there was not much variation. The strategy of being far from the enemy planet and strafe-circling when the enemies were around was pretty much all that was needed. Perhaps the enemies could have different shooting patterns? Enemies that actually try to lead their shots? Kamikaze enemies? Etc. |
| Apr 24 18:48:19 | 2m 48s | Keep Them Alive | ♥ 1 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/598538752?t=02h23m49s) (approximate timestamp) Nice game. As mentioned in the stream, the biggest problem with the game seemed to be the fact that the difficulty curve is the other way around – it gets easier (and less interesting) as the game goes on! |
| Apr 24 18:53:57 | 5m 38s | Tumbleweed | ♥ 3 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/598538752?t=02h39m11s) (approximate timestamp) Very polished! The poetry was perhaps a bit lost on us during the stream. It is not often that I see a gamejam game made in Unreal actually make use of the engine graphically (rather than just dropping simple assets into the pretty, default shaders). In terms of gameplay, there are some places you can almost get stuck, and I think sometimes I wanted the camera to move a bit differently than it did, especially when I happened to go behind a building. The overall product feels quite complete though! |
| Apr 24 18:56:00 | 2m 03s | Keep "IT" Alive | ♥ 0 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/598538752?t=02h56m15s) (approximate timestamp) I love this type of games, although I certainly did not do very well x) The concept is nice and simple. My one big issue is maybe the fact that it was not clear to me that `KEEP` was a check box rather than a button. I expected the letters to be kept when I pressed it. Also it seemed to me that the game did not check that a new word can definitely be made out of the letters provided? |
| Apr 24 18:57:13 | 1m 13s | Blooming with You | ♥ 1 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/598538752?t=03h11m59s) (approximate timestamp) Lovely game. Trying for the bad ending was heart-breaking! Also I was disappointed I could not actually take care of the cute little bonsai. |
| Apr 24 19:07:50 | 10m 37s | Abandoned Archive | ♥ 3 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/598538752?t=03h26m54s) (approximate timestamp) Ambitious! I think this could benefit a lot from some quality-of-life improvements, e.g.: better indication of HP loss, direction indicators for the collectibles (if it was purely RNG, it seemed the latter two got put too far!), invincibility frames when spawning close to home, more visible bullets, timers for waves attacking the Orb, etc. |
| Apr 24 19:11:10 | 3m 20s | Paper Disco | ♥ 2 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/598538752?t=03h41m08s) (approximate timestamp) Nice game! I am not sure how necessary the mechanic of walking towards the plant to pick it up was, it only rarely seemed to play a role. Most of the times I got hit I was ready to just lose the round and I felt it was only RNG when I did not. Otherwise the game felt quite coherent, the music was pleasant, the gameplay simple but satisfying. |
| Apr 24 19:13:21 | 2m 11s | Terminal Charge | ♥ 0 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/598538752?t=03h51m56s) (approximate timestamp) Very cool! The aesthetics were very coherent, and the mood of airport travelling was communicated nicely. The difficulty curve seemed to be a little bit too gentle. I would have welcomed the timers getting less forgiving (compensated for by an increase in walking speed, for example), or additional challenges (a "pee bar" was a great idea in the chat). |
| Apr 24 19:25:26 | 12m 05s | Rude Bear Gotchi | ♥ 1 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/598538752?t=04h07m07s) (approximate timestamp) This was fun, reminded me of some desktop toys in the 2000's. The turn from a cute bear into a disgusting monster was interesting. It would have been nice to have different ways to grow the bear if fed different foods. (And maybe that is the case but we only played it once!) |
| Apr 24 19:27:55 | 2m 29s | The Great Return | ♥ 1 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/598538752?t=04h16m43s) (approximate timestamp) Simple, but a lot of fun! The fact that the chicken can make it through after the farmer dies was a very nice touch. |
| Apr 24 19:29:40 | 1m 45s | Motion Potion | ♥ 1 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/598538752?t=04h27m28s) (approximate timestamp) This was great! The agonising cries of the mage created an interesting atmosphere x) As with many physics-based games, I got ~~a bit~~ very distracted trying to take a shortcut, and failing miserably. |
| Apr 24 20:58:54 | 1h 29m | Sleepyhead | ♥ 1 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/598538752?t=04h50m19s) (approximate timestamp) Nice game! The biggest problem I can remember is the hitboxes were a bit unforgiving. Making the guy walk over a set of bars always seemed like a close call. Having a way to pan the camera would prevent some "leap of faith"-type artificial difficulty. |
| Apr 24 21:01:21 | 2m 27s | Space Exodus | ♥ 3 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/599171054?t=00h13m10s) (approximate timestamp) Neat game, it really reminded me of one of your previous entries (Soundscapes). After the initial novelty of the game, it was maybe a bit too RNG-based. |
| Apr 24 21:04:36 | 3m 15s | Seeds of Hope: The Last Stand | ♥ 3 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/599171054?t=00h28m03s) (approximate timestamp) Well done! Clearly very much FTL-like. I understand that this is a score attack and so the end of the game is always about the player getting overwhelmed, sooner or later. Still, the difficulty curve could be a bit gentler, maybe more types of encounters could be added. As it is, there is a relatively obvious best strategy. |
| Apr 24 21:06:03 | 1m 27s | Milk distress | ♥ 1 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/599171054?t=00h58m26s) (approximate timestamp) Nice game. It was fun to use various objects as weapons. The mechanic of switching bodies did not seem very important – except for the boss fight, most of the game was fairly easy to beat without using it. And for the boss fight, I was stubborn and didn't use it anyway x) |
| Apr 24 21:41:14 | 35m 11s | El Burritón | ♥ 2 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/599171054?t=01h10m17s) (approximate timestamp) This was a lot of fun, I think it is one of my favourites this LD. As mentioned during the stream, not having an N-key rollover keyboard introduces some unnecessary difficulty – which is really unfortunate, since the held keys added variety. |
| Apr 24 21:46:01 | 4m 47s | Space Drone Guy | ♥ 2 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/599171054?t=01h22m51s) (approximate timestamp) I really enjoyed this one! Shooting down enemies off-screen was very satisfying. I did mention this during the stream – the aiming was a little bit weird with the mouse. Maybe having a normal cursor would make the game too easy, but who knows. Right now the aiming seems like it's emulating an analog stick on a game pad. Also the RNG! 😠 The meteor showers were a nice touch, I would love to see many other kinds of encounters. |
| Apr 24 21:48:03 | 2m 02s | Burning Love | ♥ 1 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/599171054?t=01h41m50s) (approximate timestamp) Dark, eldritch, horror game. 😁 Just kidding. The game might have benefited a bit from being shorter, or of course, having more variety in the gameplay loop (which is of course more difficult during a jam). Perhaps some enemies to actually dodge? |
| Apr 24 21:51:23 | 3m 20s | LEADER KEEP THEM ALIVE | ♥ 0 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/599171054?t=01h51m53s) (approximate timestamp) Cool game! The piece of music playing during the more tense part of the game was very nice. The aesthetics were coherent. For less of a visual novel experience and added challenge it might be fun to have all the interaction buttons on the screen at all times! (And appropriate reactions to the player screwing up the mission.) |
| Apr 24 21:55:47 | 4m 24s | Friendly Fire | ♥ 3 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/599171054?t=02h12m56s) (approximate timestamp) Very well polished! The game felt complete, even if a tiny bit predictable in terms of the "stacked" fetch quests. Mini rhythm games were unexpected, but welcome. (Nit pick: the rhythm game music playing at the end mixed a bit weirdly with the final music.) |
| Apr 24 21:58:56 | 3m 09s | Power Slime Shootout | ♥ 1 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/599171054?t=02h31m58s) (approximate timestamp) Good fun. Global leaderboards in a (jam) game are always nice. The enemies were maybe a bit too dumb but simultaneously too strong, so the best strategy really seemed to be to try to snipe them from afar. |
| Apr 24 22:01:23 | 2m 27s | Holy Plague | ♥ 2 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/599171054?t=02h52m11s) (approximate timestamp) Very nice, the graphics are preetty and coherent. From the start I was clearly trying to help the people, but it was a bit disappointing to see where that lead. In some rounds it took me a second to understand the goal, but maybe that was kind of the point. Bees and getting killed by detonating nukes both felt quite punishing. |
| Apr 24 22:24:36 | 23m 13s | Flower Defense | ♥ 1 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/599171054?t=03h12m30s) (approximate timestamp) Well done! Towards the end the biggest issue (for me) seemed to be managing all the drops. Some structures to push around drops would be very helpful! |
| Apr 24 22:44:15 | 19m 39s | Looking for Group | ♥ 2 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/599171054?t=03h32m23s) (approximate timestamp) Nice game! The concept is pretty clear. Maybe the most obvious thing to imporve would be better UI feedback, and allowing the player to select targets by clicking the name rather than the graphics (which seemed a bit unreliable). Also could use some actual casting animation rather than just the small countdown above the cleric's head. |
| Apr 24 22:47:21 | 3m 06s | Cats In Flats | ♥ 2 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/599171054?t=03h51m31s) (approximate timestamp) Fun game. Some UI and control awkwardness maybe (e.g. I keep moving after opening the shop). I really didn't like the fact that the cats could just spawn at the bottom of the room. Also that the furniture was so easily pushable by the cats! Maybe a clearer indication that I actually hit a cat would help, since they slowly turn around and then run away. And added to that, the fact that the cats still hurt while running away felt a bit punishing. I appreciated the voice overs! (Sorry, realised I didn't rate during the stream, done now!) |
| Apr 24 22:50:23 | 3m 02s | Long Live The King | ♥ 1 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/599171054?t=04h02m19s) (approximate timestamp) Nice game! As you heard me say a lot during the stream, mixing pixel-art resolutions is a big no-no for me ^^ As for the gameplay, the bashing and baby-bouncing was quite fun, but I felt the game should have been a lot shorter. Towards the end I did not feel that the game was more challenging, just that I had to face more waves of the same(ish) enemies. |
| Apr 24 22:52:38 | 2m 15s | The Forest Below | ♥ 0 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/599171054?t=04h23m27s) (approximate timestamp) Cute game. Although the mood was pretty solid, I am not sure that the gameplay fit it very well. In some ways it is a tower defense game without the strategy or much of the challenge. |
| Apr 24 22:53:43 | 1m 05s | L.D. Phone Home | ♥ 1 | We streamed your game with Danae: [link to Twitch VOD](https://www.twitch.tv/videos/599171054?t=04h37m33s) (approximate timestamp) Good engine test ;) Aiming at the sun was really difficult (for me), and it was hard to keep up the satellite shooting while maintatining the battery! |
| Apr 24 23:04:59 | 11m 16s | ADRENA-LINE | ♥ 1 | Addictive gameplay! Top score: 32 \o/ I think the timer starts flashing a little bit too early, it distracted me a bit when there was really still quite a bit of time left. |
| Apr 24 23:17:05 | 12m 06s | Tiny Fragments | ♥ 1 | Very nice. Room fragment swapping seems to be a pretty common idea in Ludum Dare :) The graphics are very clean and well polished. Same for the audio! The fact that the cursor went into a little "wait" mode when the character was going through an animation was a very nice touch, reminded me of 90's games a lot. Being able to pause the game by simply lifting a fragment almost made the game a bit too easy. Perhaps there could be a timer? Or just drop the fragment if the player hasn't managed to move it before the character went off-fragment? |
| Apr 24 23:24:35 | 7m 30s | Battery Panic | ♥ 1 | Great game, nice music and pretty graphics! Got to level 15 :) I wish there was a more robust score system, or a global leaderboard. The controls are very confusing, especially after playing a lot of tetris. Alternative control schemes or even key rebinding would have been helpful. More involved combo chains could have been interesting, though I'm not sure how they could be implemented. Also not sure how I feel about the "surprise" drops, it messes up the flow of the game a little bit. |
| Apr 24 23:36:04 | 11m 29s | The Seeker | ♥ 2 | Amazing audio work! The gameplay felt nice enough, although not extremely innovative. The first steep climb (after a couple of caves with tar) seemed very close, I lost twice on that section (rain RNG?), then just barely got it on the third try. |
| Apr 24 23:48:51 | 12m 47s | Flippy Fish | ♥ 2 | Great game! Very simple but difficulty curving well (enough :D), attacks are telegraphed clearly. The music, even though it's not yours I'm guessing, is a great choice. Screen Shot 2020-04-25 at 00.46.31.png The difficulty increase around 150 is surprising, the increase around 200 is insane! |
| Apr 25 00:00:46 | 11m 55s | Interstellar Connection | ♥ 1 | That was very cute. I like the kind of puzzle, although had the story been any longer, more variations on the gameplay would have been nice. The dialogue was cute, in an almost-cringey-teens-falling-in-love kind of way. "Don't mean to bug you" was almost too much :D The graphics and audio are nicely polished, the UI is very pretty. Good job! |
| Apr 25 00:12:18 | 11m 32s | Tumble Baby | ♥ 0 | Very nicely polished, great graphics, nice audio work. I really hate this type of puzzle, so the title screen was harder than the rest of the game T_T I was just commenting on [Tiny Fragments](https://ldjam.com/events/ludum-dare/46/tiny-fragments) that room swapping seems very common in Ludum Dare entries! Interesting mechanics all around, some could use a bit more gentle introduction. The last level for instance made me stop for a second. I also felt the enemies and cannons didn't play much of a role. |
| Apr 25 08:59:38 | 8h 47m | Tower Defence of the Heart | ♥ 1 | The audio was fun at first, but then it turned pretty painful, especially with all the intense pew pew going on! Other than that a cute, simple tower defense. |
| Apr 25 09:08:57 | 9m 19s | Birdie Burglars | ♥ 2 | Fun! Lovely combination of pixel art and hand-drawn graphics, reminded me a bit of some older Nintendo titles, particularly on the DS or GBA. Very cute sound effects too! |
| Apr 25 09:14:24 | 5m 27s | Open Fire! | ♥ 1 | Nice game. I wish the gameplay had a bit more – as it is, I could beat each round by simply spamming QSLP all the time. It would be more interesting if there were penalties for pressing the wrong buttons, and if the button combinations changed within a round. |
| Apr 25 10:40:18 | 1h 25m | Feed the Chinga | ♥ 0 | (Congrats on the high score in my game, sorry I couldn't get to you during the stream!) This is fun! I haven't beaten your score yet, unsure if I will at this rate x) The minigame combination is nice, each one is easy enough to understand. I think the game could benefit from some UX improvements: showing the meters at all times (like @zoarfy suggests) to know what to prioritise, just flashing the button red is not clear enough; sounds for succeeding or failing tasks, in particular with the caretaker I was not always sure I selected a good candidate; allowing keyboard-only controls (1 2 3 4 to select the screen, arrows and spacebar for example). The idea of a repulsive, offensive alien to take care of is neat, pity there was not much time to actually see what it says due to having to be in the minigame sections at all times. |
| Apr 25 17:47:19 | 7h 07m | Cactus Marathon | ♥ 0 | The core concept in this one is really interesting. As for the game, there is a lot to improve! The 3D view made me want to scroll around the map, unzoom, or otherwise reposition the camera. Some introduction to the game, descriptions of the "turrets" would both be nice, even if it is on the LD page! I don't know that selling turrets in this one is particularly important (except when I urgently needed to stop giving coffee to the boss, since I think that drains the hydration bar). Also would like to see the range of my turrets, doubly so when the map is not super clearly defined to begin with (again due to the 3D camera view). Oh, and all the plastic pollution…! |
| Apr 25 18:50:42 | 1h 03m | Scrambl'd | ♥ 2 | This is a nicely polished game. The platformer physics are solid for the most part, very rarely janky when I hit the edge of a platform or a launchpad. What I mind the most is probably that a lot of the challenge is "trial and error", i.e. you are almost guaranteed to die in a new part of the level because you need to know how to react to obstacles ahead of time. Checkpoints or a way to see the whole level would be of some help, although with the emphasis on momentum it is hard to do this. The music was great, even though after dying many many times it got almost annoying and overly cheery for my mood. The graphics are nice and suitable for GB. As was pointed out in one stream, the 3D effect on crates might be a little bit confusing at first. The optional feather pickups probably made me die a lot more than I needed to, but I just **had** to have them! Some indication of overall progress would be nice, after a bunch of levels I was just hoping to see a victory screen. Good job overall! |
| Apr 26 11:51:19 | 17h 00m | DDoS is coming | ♥ 1 | What an interesting way to depict server loads and server management! It would be neat to show a plot of server load over time, and generally add things that you would find in a server management console like DO. There were some minor bugs – the very first time I started the game the tutorial screen somehow didn't show. Also when I died the first time and restarted without reloading, the game speed was kept from the previous run. Towards the end, even when holding spacebar, I couldn't keep up with the money influx. Might be good to add options to buy 10's (or more) servers at once. I also really appreciated how the requests were generated in clusters rather than just flooding (ha) the screen uniformly, and how the various load balancers stacked on top of the screen. They got stuck at the bottom when I had a very long stack, so maybe they could drift upwards once there is nothing stopping them. Screen Shot 2020-04-26 at 12.43.20.png I guess you could add more variety to the types of incoming requests to increase the difficulty, since at the end I just abandoned the game, I didn't feel like I would lose. |
| Apr 26 18:42:07 | 6h 50m | Solais | ♥ 1 | Nicely done, a cute twist at the end. The light effects are pretty, although a couple of times I felt they almost impeded the gameplay, particularly when the spikes blended into the surrounding terrain when not inside the light radius. The controls and platforming felt good enough, although there were a few quirks – I think one Z key down should correspond to one jump. The walljumps seemed like they were checked periodically when I was holding Z, rather than when I actually pressed the key? Anyway, great entry. |
| Apr 26 19:27:47 | 45m 40s | No Fish To Die | ♥ 0 | This was … painful. I like the game, and in the beginning it seemed pretty good. The platforming is a bit too jumpy for my taste (as in, you don't really get control over your arcs, there is no real acceleration, etc), but that's fine. The laser timing is a bit quick but oh well. Then I found out that the bullets bounce, and the physics aren't exactly reliable. I hit my fishbowl too many times just trying to shoot a button or a fusebox. But then came level 10. I think most of my 243 deaths happened on level 10. The majority of the failed attempts were because the launchpads launched the fish wrong. There is no skill involved, it is just (unintentionally I hope) artificially difficult. The level would have had the same amount of real difficulty (as in, skill-based) if there was a fish tube that simply transfered the fish from the first floor to the next. Almost all other attempts failed because I got shot down by the remaining turret because I got stuck on the ceiling when jumping or something. Ironically, on my final, successful attempt, the fish was launched by chance directly into the fish bowl next to the exit. But, enough about level 10 😠 Also no pun on "microfiche" in the intro? |
| Apr 26 19:40:29 | 12m 42s | Arrhythmia | ♥ 1 | Clever idea. It's great that the "passive" task of making the heart beat actually has an impact on the gameplay and even fits well into the setting. The bottle-breaking sound was a lot louder than the heart beating, and since I adjusted my volume in the beginning to the sound of the heartbeat, it was a bit painful. Maybe the heartbeat should start much louder, then fade out into the background? Sometimes I felt the camera was a bit too restricted. I did not get a nasty surprise immediately after panning, but a slightly smoother transition (or showing a bit beyond doors) might be helpful. |
| Apr 26 19:53:18 | 12m 49s | Embers | ♥ 1 | I can only agree with @dummydojo's points here. I would have welcomed one or more of the following: a way to create campfires or a way to move my campfire around; a larger inventory; a non-procedural map (I assume the level was generated right?) that has a better progression in terms of rising difficulty, required items, etc. The first key I got was nice, but then I just got too many, and not enough time to go to the relatively distant places where I saw locks. And unlocking areas also didn't really feel rewarding, since it was just more of the same stuff. Also I think sometimes cutting a tree down does not result in any wood? |
| Apr 26 20:02:37 | 9m 19s | Bard: Keep the Story Alive | ♥ 0 | This is nice, like a Simon Says with words. In the current state it feels more like a "toy" than a "game", since there isn't much of a challenge. I was also a bit confused when the game "ended" after 3 verses, I haven't realised that the story would continue if I play again. The growing audience is a nice touch, but I don't think it motivates me enough to keep playing. The wacky sounds when words were spoken were fun. |
| Apr 27 17:55:16 | 21h 52m | Dumbulance | ♥ 1 | Fun concept! The gameplay is a little bit lacklustre, but at least the game is kept rather short. The graphics were nice and simple, though I wasn't sure what the red thing + the brown ball were? Great title also :) |
| Apr 27 18:03:30 | 8m 14s | FabrikatrCorp | ♥ 1 | Well, it really is not a game, but the writing was fun :) |
| Apr 27 18:30:59 | 27m 29s | Pogo | ♥ 1 | Pretty fun! The gameplay is solid and feels fair in general. The graphics are clear and cute, although I would welcome a lot more variety. And some music! Reading the description, only now I realise that the speed ups were connected to the blue coins :) |
| Apr 28 18:14:21 | 23h 43m | Più, a bird song | ♥ 1 | Pretty! I liked how the individual parts of the music worked pretty well on their own. Maybe the bass a little bit less, but that one clearly wasn't meant to be picked up first given the rest minefield ^^ I felt the turning radius of the bird was perhaps a bit too large, so I ended up flying into walls more often than I wanted to. This is more of an issue since the map had a lot of narrow corridors. (I think I would have like the first power, velocity, more if it made me turn faster.) Speaking of the map, I see that the aesthetic was kept very minimalist, but perhaps there could be some subtle ways to make parts of the map feel unique? As it is it was easy to lose track of my position in the world. After picking up the first songbird, I returned to the clef, where I expected to be able to drop the bird off, I didn't immediately realise that I have to return with all four. Anyway, very nice entry overall, quite relaxing. |
| Apr 28 18:36:44 | 22m 23s | Keep it Alive, Keep them Alive | ♥ 1 | Lovely aesthetics! I agree partly with @celia14 – it might be good to indicate more clearly what the behaviour of the … rectangles? will be in the level. I knew that it said in the top left, but I also assumed that a red rectangle will always keep going forward, so I was briefly confused when I encountered the level that looked exactly the same as a previous one, but had a different behaviour. The mechanic of picking up an instruction after it was placed could make the game a lot different (turn it from a puzzle game into a puzzle+reaction game), but it seems to have been used only in the one level. Great music, very nice minimalist graphics and UI, nice puzzles but I would wish there were more levels. |
| Apr 28 20:20:43 | 1h 43m | Aphotic Aquatic | ♥ 2 | I really enjoyed this! Got to 137 🎉 The sudden turn into eldritch emotion-feeding monsters was very nice. I appreciated how us/the intern just reacted the same as to everything else. It also made me wonder if there would be any more. For more evil difficulty maybe you could ask about e.g. "food for Goldie" and mix in answers to "music for Goldie". |
| Apr 29 12:18:05 | 15h 57m | Save the torch! | ♥ 2 | Nice that the fire was both something to protect and the weapon. Some things were a bit annoying: the fact that the embers that dropped from enemies hurt the player when not holding the torch (very often the torch is close to where the enemy died), the fact that there were no invincibility frames, some ledges were overhanging a bit so you could get a bit stuck under them. Even though there were few levels, restarting the game from the beginning felt a bit punishing. |
| Apr 29 19:15:48 | 6h 57m | File Survival | ♥ 0 | Great stuff! The graphics and mood remind me of OS's like Mac OS Classic. The game was nicely challenging and had cute desktop-related ideas. The level of difficulty is fair, but I think I would still appreciate a slower start and the opportunity to explore the desktop a bit, read the e-mails, get used to everything. In terms of UI, I guess you could argue that less parcticality is good, since it adds challenge. Even so, it was strange that the game is trying to emulate an OS but lacks some very common (even in the 90's) features, e.g. double click to open, slower double click to rename. I kind of wished I could just delete the rockets! For the keygen part I had to look at the screenshots. What threw me off was the fact that the browser could not be opened with a double click, so I assumed it just does not work. Would be great to expand this somehow to have levels, a progression, a much deeper featureset in the OS, etc. |
| Apr 29 21:01:49 | 1h 46m | Flock for Feast | ♥ 1 | Incredible levels of ***juiciness*** and polish, and it's a compo entry! 😮 Very addictive gameplay, and the leaderboards only kept me playing for a longer time. The aesthetics and music are great, and I would not be surprised to see them in a full indie title or at least a very popular mobile game. I appreciate a lot of the little touches, like the faces on the … circle-shaped scenery, the fact that I can deflect the enemies with my boost-poop, the combo-encouraging score system. I do have some nit picks: - When the enemy destroys a lot/all of my flock at the same time, the sound is rather unpleasant and loud to the point of clipping; maybe it should be "throttled". - The various (randomly-generated?) arena layouts are great, but many of them feel extremely unfair, especially ones with a narrow V-shaped tunnel, or a more enclosed notch. - It would be nice to be able to restart the game without submitting, when I know my score is much worse than my best and I don't want to wait for the submission (not that the server is slow but still!) - I really don't understand what makes the second enemy spawn, my best guess at the moment is that it is just random; when it spawns, it might as well be game over, the game becomes a lot more difficult! (My best attempt on the leaderboard is one where the second enemy never spawned?) - The camera feels nice and dynamic, but sometimes it cuts off important parts of the screen, it is very annoying to have to collect food that is off-screen. - The fact that the enemy speeds up towards the flock when destroying birds makes winning and losing more of a binary decision, I am not sure if that is good … And combined with the loud sound issue it feels doubly punishing. - Sometimes I start with 2 birds instead of one? Sometimes after collecting food a bird spawns pretty much in a random spot on the screen? - Some of the level scenery feel too thin to be colliding – the pipes that stick out are colliding obstacles while the hanging chains are not (yet they are visually similar). But really, these are mostly minor thing, overall this might be the most polished game I've seen this LD. Great job! |
| Apr 30 18:55:01 | 21h 53m | Corruption | ♥ 1 | I found this one first via itch.io, so I accidentally played the post-compo version first. I replayed the original, which as far as I can tell only has graphics improvements? The gameplay is pretty nice, although I am not sure the theme shows here. Really I am killing a boss. I guess I am keeping the heart alive but it seems not much more than just a slightly strange HP indicator. It would be good if the heart played a role in the gameplay; now I see you already said that in a previous comment :) How convenient that this megabrain is using its hands to aid us! (By the way, you should set your itch.io page to link to here.) |
| Apr 30 20:05:01 | 1h 10m | Protektor | ♥ 2 | Nice game! The graphics were nice, the music was good, the gameplay felt good for the most part. Level 6 is where some of the pains showed a bit – I get that the escort mission-style play was for the theme (although is the hostage really an "it" 🤔), but escort missions in games are rarely fun! The red VIP got in the way, or was too slow, and I generally wished I could just tell them to stay put in a corner while I clear the room; or alternatively there could have been a tactical mechanic for "protecting" the VIP with my own body, or by pressing a particular button to shove them on the floor or something. The slight auto-aim was nice, but sometimes a little bit unreliable (it felt particularly weird because of the slow turn speed I think). I liked that the gun had a limited clip size and reloading required to slow down. It was both funny and sad to see how often the enemies shot each other down. There was a minor graphical glitch: the bullets were visible through the walls (but such a situation is rare since there is not much shooting off-screen or from behind walls). Some more variety in the level decor, weapons, and enemies would be appreciated of course! |
| May 1 10:43:18 | 14h 38m | KeepAlive | ♥ 2 | I agree with the points @fiakaiera made. DAS/ARR is familiar to me but if it is there, I would like it to be configurable :D For the first two games I didn't realise I could move sideways, it seemed clear to me that I am bound to the rails. Looking at the LD page now (I got to the game via itch), I see there is a gif of the game with the player in the middle of the rail, so I guess it's my bad. But, the left/right movement is not very useful when the game speeds up, since I can't catch up to packets! The left/right movement speed should scale with the game speed. |
| May 1 10:58:39 | 15m 21s | Icy Mountain Hot Potato | ♥ 1 | Interesting gameplay idea! It was counter-intuitive at first that the score was how many platforms I destroyed rather than how much I climbed or how long I survived, but I guess it allows for interesting strategies. Maybe it would be nice if the player spawned in a more platform-dense area to begin with, since sometimes it seems hard to make even the first jump. Doubly so because even though the screen wraps around, the camera does not reflect this (@notan-lemon's idea would help here). Oh, I see in your comments now that there is a "fast fall" by holding down. This is not indicated in the description! Still, this was pretty fun! |
| May 1 11:39:10 | 40m 31s | Mark | ♥ 1 | Fun stuff! I like that the theme is represented in two ways. It confused me a little bit that mines were not active whenever I entered a new level but haven't picked up the dog yet (but the rock traps were active!). I think it would also not hurt the gameplay to actually show the number of messages (as well as the limit at which the game ends) even when my phone is not out. At first, as I was typing, it was not really clear to me what my typing does, since sometimes I re-opened the phone and my "score" was at 0 and my message count was also at 0. I think showing a little graphic like "-5 ✉️" whenever you close the phone would help to convey what just happened a lot. The dog looked a little bit like an elephant to me! I get that it has a black nose, but that black nose is also as black as the background! The music variations were nice and made the game feel a little bit less repetitive. Good job! |
| May 2 10:06:03 | 22h 26m | Anatomic Mayhem | ♥ 1 | Simple and polished. I really enjoy multitasking games. My biggest gripe is that the difficulty curve might be way off. After 20 minutes I just stopped playing, because I didn't feel that the game was getting any more difficult. Some ways I can think of to add more difficulty when all 9 organs are present: shuffle the boxes around; trigger organs more often; make the brain think more complex words; hide the "tutorial indicators" (space next to the heart, drag next to the guts, etc); hide the interior of the organ (for the bladder and the stomach); add temporary challenge organs. |
| May 2 11:36:43 | 1h 30m | Dark Star | ♥ 1 | I saw this game on your stream and was really interested to see the strange control scheme that seemed to work so well on a gamepad. I played the first mission with the "regular" ship, that was fine and controlled well enough but it was not very exciting. I would point out that you should really allow arrow keys + space, which is much more common for keyboard-based shmup games. You said in the stream that the keyboard controls for the second ship were kind of meh. That's an understatement! WASD arranged in that pattern is extremely painful. I would really like to see how this would work with e.g. Q/A for the left thruster and O/L for the right thruster (the upper key accelerates, the lower key goes backwards), plus space for shooting. I feel that would map much more closely to the gamepad control scheme. Anyway, apart from the controls, the music was great, the art is nice, although I much prefer when pixels actually line up and aren't just used as vector art. I would expect the game difficulty in this game to really stem from the control scheme, so it feels really easy when playing with the non-twisty ship. Even so, in many parts of the levels there is just not that much that you *have* to do (e.g. in level 2 there are waves of horizontally moving enemies where you can simply park your ship on top of the client and shoot threats down without moving, since many enemies just don't come near the client). |