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Feedback comments for LD46
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| Timestamp | Since previous | Game | Ceuteum's comment | |
|---|---|---|---|---|
| May 3 09:07:11 | ʞɐdʇomʞɐ | ♥ 0 | Hi, can you ping me as well? Would like to try it. So far seems really impressive from some Twitch clips I've seen! | |
| May 4 04:50:36 | 19h 43m | Kardiossomatic | ♥ 1 | One of the best games I've played so far, starting from game page and to the game itself. The atmosphere is awesome. Balancing the heart rate felt intuitive, but I had to test a few times to see the limit after which a heart attack happens. There's some thrill to the gameplay, because you have to navigate the labyrinth quickly, since you don't know where exactly to go and whether there will be something to keep you heart alive; and that felt good. That being said, I got kind of lost after the first room, wandered for a while before I realized that I have no idea where to go. A very good entry. |
| May 9 10:16:22 | 125h 25m | Isochronism | ♥ 1 | Okay, this is one of the few entries that I actually wanted to complete. The art is nice & Shara's expressions are adorable, but a little more polish in UI would be great. The music is cool. The story got me hooked, as there are many kind of clues as to what happened, so you spend time pondering that. Very impressive for a jam game, I would enjoy playing the full version if it's ever to be released, don't hesitate to tag me for that too! I am really stuck in the third room, though, after Rune measures Shara's pulse. I feel like I've written down & tried every possible number in the game I've ever seen. There's some clue in the mirror about seeing a reflection, I tried counting everything in the mirror & spelling numbers backwards, but it didn't help either. Some folks from the comments did figure it out, though, so maybe I'm just being repeatedly blind.. Also if you restart the game your starting HP isn't five, but one. Refreshing the page helps, but it takes a while to load the game again. So, anyways, I really loved the game, but I'm a bit sad I didn't get to complete it, because I'm blind. |
| May 10 07:07:00 | 20h 50m | 1922: The Unfortunate Olympian | ♥ 1 | Liked the atmosphere, reverbated sounds and light shaders were really adding to that. Felt like I had an important mission, too. Tutorial ended after I extinguished the torch by accidentally putting it through a door that got automatically locked, but I noped out of it and went back without thinking, felt like a big brain moment, haha. Navigation feels a bit confusing overall, combined with overall fast pace due to liquid going up and all that, but I'm not sure if that was the intention, because on one hand "oh my god where do I go", on other hand it gives some thrill to the gameplay; clearly some can like that and some can dislike that. Anyways, that was a fun game, nice job! |
| May 10 07:49:42 | 42m 42s | Tiny Fragments | ♥ 1 | Extremely polished, especially for a compo entry - anything from graphics to level design feels like a finished game. The mechanics are really unique, too; I had a lot of fun playing the game. You did an excellent job making all this in just 48 hours! |
| May 10 08:09:55 | 20m 13s | Flare | ♥ 0 | A nice concept! It felt a bit confusing at first because I didn't know the other player's controls change the first player's elevation level, so I had to play with the mechanics a little bit to figure it out. Also, as others have mentioned, lightning feels a bit confusing, a bit more clarity would be great. Still, it was fun to play for a while. I feel like this idea is good, though, and it can be turned into a nice two-player puzzle. Great job! |
| May 10 08:55:12 | 45m 17s | Peacock Potions | ♥ 2 | The game is really calming, relaxing and charming; soft guitar music and watercolor art really helps with that. Season changes are so pretty, especially the spring! I kept giving love to my peacock, but it fell sick twice, so it totally devastated my budget :D Maybe reduce medicine prices a bit, if you're planning to make a full version? I had to refuse giving gifts to my family, because I almost went bankrupt, but I made it somehow. Anyways, this game made me feel some good feels. The characters are adorable, they even have various events with them, that was a fun experience! Would love some event CGs for a full version. A really nice game, thank you c: |
| May 10 09:30:28 | 35m 16s | Abyssal Accessory | ♥ 2 | This is a really good game and the concept is nice, and I liked the writing & the story and pretty much everything, but.. The Tamagochi gameovers honestly felt too sudden. I would feed it, play with it for a bit, then focus on the story, immersing myself in the world of this game, and it would suddenly end. Maybe some more indication, like sound, would be nice, but also keep it unobtrusive? Also, some indicator other than squids's emotions, because it gets a bit unpredictable, and because of that, I always have to check the squid, which takes away the immersion a bit. Also, I got a bit confused with squid's state several times, because the squid cries together with the hero and invites to play with him, so I play, but it doesn't stop crying & it's invitation doesn't go away, so I don't know what's enough. I also don't know if there's a particular "story" state of the squid and his "natural need", because I had, like, three gameovers in the first chapters because I thought it's needs were fulfilled story-wise, but then it suddenly dies. I also didn't find the key for saving, so each time I had to start over, this was a bit frustrating. Anyways, I feel like this is coming out as being harsh on a really great story game, but I wanted to give some (hopefully) valuable feedback & share my experience. I do agree with the others that the concept & writing is great, and I do love the game, and it kept me immersed and made me feel some feelings, but I feel like the tamagochi feature needs some tweaking, or maybe just better indication. |
| May 10 11:47:32 | 2h 17m | Me And My Horse | ♥ 1 | This is fun. Physics were cool. I liked running just to give my horse extra moment and see it flying around and bouncing off various things. Art style reminds me of some older games, which I think is cool. I didn't have any problems with controls, but the intro screen confused me for a bit because of all the arrows on the picture; but I thought I'd figure it out on the fly and I did. Nice entry! |
| May 10 12:17:06 | 29m 34s | Village Vanquish | ♥ 1 | The graphics are really astounding. Everything from the fire effects to the font really looks like a part of a polished and finished game. It looks coherent too, which is what many games lack. Nice job here. The mechanics are cool, though the descriptions of spells & other important things are better to be put inside the game, and not on the game's page, as people (me included) tend to skim through them. I was a bit confused about why my big teddy was moving around, and then I figured out that he likes the ball (yeah, I checked the game page more thoroughly later); also I though I could control it but then I figured out I should guide it instead. Anyways, that was just a really minor thing to mention. I actually liked the gameplay once I got it figured out. If you're planning to do a full version, then it would be cool to have more ways to influence the bear. I liked the idea with the ball a lot, but it could be expanded into spawning meat mid-air to make him jump on some slopes, some screeching spell to make him stop, or whatever you come up with. A great entry! |
| May 10 13:01:19 | 44m 13s | Into the Abyss | ♥ 1 | I liked the atmosphere a lot. The UI & controls & the spritework together really make you feel like you're controlling a little sub. You're alone amidst the void, navigate your path with sonars and some clues from the researches before you, this is really cool. The audio adds up to that, too. I liked the idea about firstly reading a log that says there are beasts and you must use your light to defend, and then actually encountering the beasts, quickly skimming through the windows and testing what you've read in logs. I feel like this sort of hinting can be expanded further with possibly more mechanics in a fuller version. The maps felt huge and sadly there wasn't that much to do aside from going from point to point carefully and occasionally lighting enemies. In a fuller version, some radio conversations, or perhaps more mini-games would be great. Anyways, nice job! |