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Feedback comments for LD46
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| Timestamp | Since previous | Game | DDRKirbyISQ's comment | |
|---|---|---|---|---|
| Apr 26 04:55:36 | Penguin March | ♥ 1 | I made it! Even though this was simple and only really had one "mechanic", it was still enjoyable. | |
| Apr 26 05:13:47 | 18m 11s | Tribis | ♥ 0 | I don't really know how to rate this, but the mockups and what you have are pretty cool! |
| Apr 26 05:37:16 | 23m 29s | Captain Turnip - A Quest for the Golden Rum Bucket | ♥ 0 | I can't believe I made it to the end, lol. That was....something. |
| Apr 26 05:46:01 | 8m 45s | What the Firetruck!? | ♥ 2 | Great game, runs smoothly and with a level of polish and execution I don't expect from the hundreds of half-baked unity entries out there! :D Not sure if my little firetruck was more helpful or hurtful to the city at large...It sure was fun, though! The music really fits the vibe too. Probably the most wanted quality of life improvement I'd like is an indicator on the edge of the screen for off-screen fires, and more importantly, for the position of the rescue helicopter :) |
| Apr 26 05:56:11 | 10m 10s | hype dream | ♥ 1 | I got 5 stars! I've never seen a game with such relaxing art style be so stressful... owo |
| Apr 26 06:35:52 | 39m 41s | INFLAME;Z | ♥ 1 | Capture2.PNG Super enjoyable for me. I imagine only a small portion of your LD audience is actually going to be able to deeply understand the physics of your game to the point where they can complete every level. Some tips for the rest of you: - I think you can only walljump after the apex of your jump - After a walljump there is a cooldown before you can walljump on the same wall / same direction - Walljumping and then holding into the wall doesn't really result in any gained height, however if you walljump, then switch to holding AWAY from the wall, then switch back to holding into the wall again, you can gain height (only once). Buffering walljumps seemed a little unnecessary, I think a short timing window is appropriate but buffering the jump seems a little weird. I think the main thing about the walljump that could be made easier is having the walljump check persist for a few frames so that you can walljump while pressing away from a wall. Makes execution a little easier I think without taking away from anything (?) The level design in general was fairly enjoyable, I enjoyed figuring out the walljump mechanics and how to best use them. The torch idea is great, it forces you to optimize your execution for each section which I quite liked. I think for most audiences, it would be better to have "death" restart you at the last torch rather than at the beginning of the level. I guess that would take away somewhat from the whole mechanic of "re-lighting" your torch, but I think gamers are generally used to checkpoints being a little more forgiving than this. Probably the number one thing that tripped me up was the behavior of the spikes, the "knockback" felt very unpredictable. I almost want to say that instant-death spikes would have felt "better" even though technically they're not as punishing. I think mixing precision jumping with unpredictable physics-based knockback just felt very weird. Perhaps a megaman-like fixed-distance knockback would work well? Not sure... Anyways, thanks for giving me a good challenge :) |
| Apr 29 23:54:27 | 89h 18m | Constance | ♥ 3 | Ah yes, keeping the past alive. A theme that will always resonate with me. I'm a bit envious of the citizens' uncanny ability to fall asleep while standing up, even immediately after giving chase to a criminal ;) |
| Apr 30 08:09:35 | 8h 15m | Hope | ♥ 0 | Nice! There was a lot more depth to the puzzles than I would have expected, with the second level being my favorite. Like an previous poster, I also skipped the "intended" solution to the fuel silo puzzle by simply jumping from above. Lots of good decisions with your design here -- you really made the most of what you had, telling a story with minimal effort and using ambient background audio. I'm pretty impressed by the sheer amount of artwork here. There's even some nice lighting/shading effects! |
| Apr 30 08:19:34 | 9m 59s | F E E D | ♥ 1 | Lol, this was pretty amusing, actually. Please try to achieve proper pixel mapping next time so your graphics aren't weirdly aliased and blurry! |
| Apr 30 08:41:46 | 22m 12s | Slime Mama | ♥ 2 | Hahaha, this was fun. |
| Apr 30 09:09:40 | 27m 54s | Box Of Limes | ♥ 1 | Lemmings??? (ok, "lime"...) Oh my :o What a wonderful look and feel to this game, with all sorts of unnecessary doodads and bells and whistles. The title screen even pans around! Got 2 stars on all 12 levels. Things definitely got easier as I got used to the mechanics! Thanks for this game, it was great! |
| May 3 04:11:23 | 67h 01m | up in the sky | ♥ 2 | Simple yet interesting. The movement is "janky" as you said, but it really works! Great example of an LD game done well :) |
| May 3 04:26:28 | 15m 05s | Julia Dream | ♥ 0 | Interesting start to a game! I can see similarities to both Yume Nikki as well as our own "Goodnight Meowmie" game. There's a lot of great graphical design here, the lighting and animation on the torches for example. Unfortunately it seems like the rest of the gameplay was pretty stubbed out, as the enemies are no real threat and it seems like after the first "level" the game doesn't progress any further? Still, this is pretty cool for what it is :) |
| May 3 04:45:40 | 19m 12s | The Keep! It's Alive! | ♥ 2 | Yes! This is all kinds of win. I found level 13 to be the hardest to 3-star (darn those fast peasants!). I feel like smashing was less efficient than simply picking guys up and throwing / eating them, though I guess YMMV. I almost feel like the smash was =harder= to aim despite being less effective at stunning enemies. I wonder if smashing ought to stun enemies for longer, or have a larger area of impact, or perhaps there should be a "swipe" move where swooping your fist horizontally momentarily stuns (and pushes back?) all of the people on that side. Just food for thought, I'm sure you can figure it out. Probably the only "bad" part of this game is that a lot of people aren't going to see all of the funny quotes and listen to the entire song, haha... |
| May 3 05:16:23 | 30m 43s | Grove Guardian | ♥ 1 | Won after 15 days! I felt like some Zerg player with all of the map control in the world and expanding, expanding, expanding, expanding, expanding...Trees for days...... The overall strategy felt a bit one-note (first get some nutrients going, then sunlight sunlight sunlight sunlight sunlight) and I hardly even noticed the attacks, so maybe there's a bit of tweaking to be done. It felt like the spirits were very hard to notice given that the map was so large and everything was off-screen. If there were some way to consolidate the action into a smaller view area somehow, it feels like might streamline things a bit. Still had fun regardless! |
| May 3 05:36:08 | 19m 45s | Extinction Intervention | ♥ 1 | Almost a perfect clear, woo!!! ...but got distracted by accidentally turning off the sound =( Unfortunately, it didn't seem like I could re-enable audio once turned off, oops. You can, actually, but most of the button is actually covered by the itch.io overlay, so only clicking on the bottom edge of the button works, d'oh! Rest in peace single dino... Also, is this a 1:1 aspect ratio? So rare to see... I appreciated the differences in the various calamities, not just graphical but the way they behaved as well. It was nice that it's possible to click on multiple targets at the same time as well; all of it added some small elements of strategy on top of the mostly "physical" based game. |
| May 3 05:48:33 | 12m 25s | Missing Pieces | ♥ 1 | Bug report! Hastily triggering the first cutscene before the animation results in some....quite wonky behavior (spasming briefly then walking into the sky...) There is a little TOO much style over substance here for my personal taste but I do appreciate the detail paid to aesthetic here -- hopefully people actually maximize the game because the default itch.io resolution makes the game look quite blurry! The puzzles were cute but a bit...how do I say, unsubstantive? Again, it feels like you guys spent a lot of attention on the aesthetics, but there isn't that much "meat" to any of the puzzles. Level 2 for example was not frustrating at all, but was rather mundane as it was simply a matter of trial and error. If the directions in the path somehow mapped to a clue in the music somehow, there would be a moment of "aha!" and I feel like the player would be more satisfied with having figured something out, perhaps... Great job anyways though! |
| May 3 07:51:40 | 2h 03m | Tumbleweed | ♥ 3 | Nice. This is going to blow some people's minds :) I think one of the things that I feel could maybe be improved (?) is the integration of the "narrative" poetry into the game. I think what you've got written there serves as a nice accompaniment to the game, and the poetry is pleasant to read without being too dense. However, I found that it was difficult to pay attention to the words while also looking about the 3D world and watching out for interesting sights and obstacles. In other words, it felt like these two elements were fighting each other for attention -- if I truly gave focus to the poetry, I was sure to miss all of the work you put into the environments, and vice-versa. The only way to enjoy both would be to stop moving altogether whenever a new line appears on the screen, which obviously throws off the whole rhythm and flow of the game. This may be a controversial opinion, but I'm wondering if it would work better if you did a voiceover of the narrative (in addition to, or maybe instead of, providing the text on-screen). I feel like having a voiceover would allow you to evoke the same sort of imagery and mental feel that the current narrative does, but without forcing the player to be distracted from the visual sights of the rest of the game. It also feels like it might fit will with the nonobtrusive music style. Just my two cents! |
| May 3 08:19:56 | 28m 16s | The Empty Cone | ♥ 0 | Oh dear...note to self -- prioritize safety over profit margins =( My store got absolutely wrecked after I decided to. The limited ammo mechanic really got me -- after such huge profits on day 2 I wasn't sure how much ammo my "grim reaper" needed -- turns out two purchases of ammo wasn't enough. My first playthrough I also didn't expect how quickly the machinegun would run out of ammo (is there any way to replenish it???), and my store got ransacked. I would suggest maybe having a handgun or melee weapon that is weak but has unlimited ammo, it feels like if you ever run out you're just sore outta luck right now as the monsters basically wreck everything you have and you're sunk way too deep into the red to ever do anything about it. Anyways, this was great fun :) I do wish there was a little more to the ice cream serving portion of the game. Yeah, the toppings sort of added more to keep track of, but at its core it was still mostly just following directions. I can imagine this going in either a multi-tasker game route, where you need to direct all of the servers (more micromanagement of different things), OR an overcooked-style route, where delivering the actual orders is more frantic. As is it just feels pretty mundane, which although realistic isn't exactly thrilling. As a final note: Please give credit to the original source of the audio track! Great job on a successful LD entry! :D |
| May 3 08:32:28 | 12m 32s | Until it blooms | ♥ 1 | Thanks for the heads up about the resolutions! :) I'm on a 5:4 display here and yes, Unity's resolution chooser is still not great... This is short but sweet. A perfect example of a game being more than the sum of its parts. If you strip away all of the aesthetics and polish here you get a very boring game, but the music and visuals come together to make it a much more enjoyable experience. The ending was not exactly groundbreaking but I felt that it was appropriate. Really the highlight here is in all of the little details. Things like the music filtering out when you're outside the ship, the various animations, even the smooth camera panning contributes to the look and feel of the game. As I mentioned, the game loop itself isn't super thrilling but you sell the game with everything else. Great job! |
| May 3 08:53:06 | 20m 38s | Turtle Daddy | ♥ 1 | Spent way too much time trying to get past the final wave, gahh. Great gameplay tension between defeating enemies vs protecting babies, the design works very well! |
| May 3 08:59:11 | 6m 05s | KTPA | ♥ 1 | Interesting idea. I question the need to manually press in the correct direction when turning around corners; feels like it should just happen automatically, which would avoid a lot of frustration with turning the wrong way and/or doing a u-turn and then running into a wall, both of which I experienced. The lighting effects were very cool, however they made it very difficult to see which direction you needed to turn in, which added to the confusion. Really cool vibe though :) You should post some better screenshots of the game in action! |
| May 3 09:17:29 | 18m 18s | Tower Defence of the Heart | ♥ 1 | More TD games need to allow for 100% refund rates! The "random" mode of Element TD is my favorite TD of all time because of this; it even incentivizes you to sell and rebuild towers periodically by giving you interest on your unused money every 15 seconds. This is simple and straightforward but there's enough variety in the towers and waves to be pretty fun and allow for a neat process of discovering what works and what doesn't. The 100% refund rate means the player is free to experiment -- which they need to do since we don't tell them any stats or characteristics of the towers. It works really well! |
| May 3 09:58:39 | 41m 10s | Apple Factory of the Insatiable | ♥ 1 | Woo a deck builder in LD! My only complaint would be that the Juicer card seems to be a bit buggy. I believe it's supposed to be -3 apples and +6 energy, but routinely it would give me 20 or 40 energy in the lategame for some reason. Besides that the progression here was very satisfying, as it should be. Great job keeping me entertained! |
| May 3 22:34:38 | 12h 35m | Blackbird | ♥ 2 | Oh man, this was at once both comedical yet serene at the same time. Great job, especially with the flying mechanics, which felt very satisfying together with the audio/visual feedback. If you're using 3rd party audio assets, please attribute them! :) |
| May 3 22:42:55 | 8m 17s | Love Verne | ♥ 1 | Kind of buggy and rough around the edges, though you seem to have addressed some of this already in the post-jam version. It's a cute little game! Feels like something I'd play on a DS or something. :) |
| May 3 22:51:55 | 9m 00s | Mr. Cheesy | ♥ 1 | Almost hit 4000 points! Gets really fast at the end... Nice music track, is this VRC6 or something? The pitch bends are really great. |
| May 3 23:05:33 | 13m 38s | On Air | ♥ 2 | Nice. I played until Thursday when I had all 3 stations going. Like some other LD games I've played it seems like you've got some fun things going on here but a lot of the action ends up happening off-screen which leads to a lot of running around just to pan the camera around. I feel like if the game could be consolidated to fit onto one screen (with an according increase in the pacing of the events) it would be much more fun. As it is it's mostly a game about constantly running around between three stations to check on them which does get a little old...not sure if maybe that was just your initial intent though. The music changing depending on the area that you're in was a neat idea that I feel like got hampered by the gameplay since running around constantly causes the music to repeatedly fade in and out between the different versions. Aside from that there's a lot of charm here, I know I just criticized the decision to have so much space in the level layout, but I did actually appreciate all of the little (unnecessary) visual details thrown in regardless. :) |
| May 3 23:41:46 | 36m 13s | Shipping Schrödinger's Cat | ♥ 2 | Good idea! I think you're onto something here, though the current execution is a little rough around the edges as noted by previous commenters. I think the design could be cleaned up and pared down a little, made more focused because right now there are a ton of different moving parts (pardon the pun). |
| May 4 22:36:25 | 22h 54m | Scrambl'd | ♥ 2 | I spent way too much time on this one, haha. Made it all the way to the second half of the last level before giving up. It was frustrating, but in a way reminded me of why we all play these games in the first place; just listening to some good ol GB chiptunes while trying a level over and over again...good times. I think some of the levels could use little tweaks here and there of course, but if I had to critique the design as a whole, I think that the frequency of having to make blind jumps and/or guess at the next obstacle's position isn't super great. (granted, it's authentic to how games used to be designed, but we've come a long way since then!) I think if you intend this to be part of the process of playing the game ("you don't know what's coming, you need to trial and error to figure it out!"), then I'd personally recommend slightly shorter levels; the later levels in particular can feel extremely punishing when you finally get through a difficult section only to fail the next one because you literally have no idea where the safe landing spot is. If you don't want this to be part of the process of playing the game, I'd try to find a way to scale down the game as a whole so that more of the level fits onto the screen. An alternative would be to build in some visual indicators and/or clever level design to inform the player of where the upcoming designs are ahead of time (e.g. have the player roll underneath a tricky section going right, then have them navigate through it going to the left), but I'm not sure how feasible that is. Of course I understand a lot of these are not really design changes that are feasible to make at this point, just throwing out some food for thought for next time maybe! Props all around! The soundtrack really helped keep me playing, haha. Was this done in LSDJ or ...? |
| May 5 03:57:18 | 5h 20m | For Ducks' Sake | ♥ 1 | A few bugs: - Arrow key aiming didn't seem to work at all for me, pressing any arrow key seemed to cause the duck to aim to the right. - Plugging in a gamepad seems to make the game hang; in fact starting the game with a gamepad connected seems to result in the music playing but only a gray screen being displayed. I'm running Chrome 81.0.4044.129 on Windows Server 2016, if that helps with a repro! Anyhow, I ended up having to use the mouse to aim. I didn't have any issue with the 8-way aiming. It does feel a bit..."weird" having 8-directional aim with a mouse -- it'd probably feel much more natural with twin stick or keyboard (or the classic robotron dual arcade stick setup....). Not much else to say here, it's cute and simple but enjoyable for what it is. The one thing that was kind of weird for me was the chick following behavior. I get that the chickies try to move towards the player, but as the player you're incentivized to move closer to the chickies since there's less bullet travel distance that way. Also, the gnomes end up moving the chickies towards the edges of the screen. All of these factors combined mean that I just ended up having the whole group of chicks move gradually towards the edge of the screen, which doesn't work out so well... Feels like a problem that could be easily solved though! We also made a game about saving chickies by the way! Feel free to try it out :) |
| May 6 06:43:08 | 26h 45m | Pitcher and the Whale | ♥ 2 | Ahh whale is too cute! >w<; One complaint, I'm a dinosaur running on an old 1280x1024 monitor here and whatever GMS is doing for resolutions doesn't play too nicely -- it tries to make the window size match the aspect ratio of my monitor, which ends up clipping off the left and right sides of the game. Changing my desktop resloution to 1280x720 sort of works, though at that point the game barely fits in the screen. Resizing the game window manually works of course, but results in pixel artifacts... |
| May 9 08:17:12 | 73h 34m | Lucid Drifter | ♥ 1 | I mean, the boost mechanic isn't super groundbreaking, but it's implemented well and =feels= very satisfying; I'd love to play some sort of racing game featuring this, maybe with a slightly more zoomed-out view. The preferred control method probably varies a lot depending on input device; left/right to turn makes a lot of sense for keyboard but perhaps on a gamepad analog stick the other one would be a lot better. Great job! |
| May 9 08:29:40 | 12m 28s | Anatomic Mayhem | ♥ 0 | Hey there! **It looks like you've used third-party assets in your game -- specifically, the main backing music track. This is totally fine, however as per the [official rules](https://ldjam.com/events/ludum-dare/rules) you need to OPT OUT of the corresponding (audio) category:** > You’re free to use 3rd party Artwork/Music/Audio assets, or assets you previously created, but we ask that you **OPT-OUT** of the respected voting categories (Graphics, Audio). You can opt-out of a voting category when you submit your game. There's actually also a submission checklist that you had to agree to upon submitting a game, which includes opting out of the appropriate categories. We all make mistakes though, so I'm more than happy to give you the benefit of the doubt here ;) You can and should still opt out of the category now by editing your entry. I've voted you as 1 star in audio in the meantime -- please remove the rating so we're all following the rules! :) That aside... I played the compo version! Someone was bound to execute this idea well in this jam. The number of organs to deal with ramped up quite quickly, I feel like there are bound to be players that feel very rushed in trying to learn each of the organs -- learning the first few is trivial, but then it's very difficult to devote enough of your brain to learn each new one while juggling the previous ones. But perhaps you've already addressed that in the post-jam version (?) I can see this mayyyybe (?) working well with a sort of "keep talking and nobody explodes" system where you mix and match different organs to create different difficulty sets. Anyways, great job :) |
| May 9 08:44:24 | 14m 44s | Interstellar Connection | ♥ 1 | Came here by surasshu's recommendation thread on twitter! I played the jam version. It's rare that I so readily am willing to give something 5 stars, but I really love experiences like this. The perfect combination of everything, just....fantastic. Best of luck on the rest of your ratings :) |
| May 9 08:51:39 | 7m 15s | Firekeeper | ♥ 1 | Yes. Yes yes yes. |
| May 9 08:56:24 | 4m 45s | This Website Will Self-destruct (dot) com | ♥ 1 | Thank you for making this. I had some similar ideas near the start of the jam, creating a space for people's messages to be "kept alive" in the face of transience. While this website points in the opposite direction -- messages that are transient rather than everlasting -- I appreciate that it explores the same space, makes people think of the same things, and am very happy that someone actually took the time to navigate the issues around this to create something. Love Always, |
| May 9 10:06:55 | 1h 10m | Lantern Lagoon | ♥ 1 | Nice. I made it all the way to the big rotating tower, and climbed it up and down multiple times trying to figure out what I had missed,, until my motion sickness got the best of me and I had to stop. Some of the puzzles were a bit awkward to execute -- and the jumping sections ended up being very tedious, but the general idea here is great! |
| May 9 10:10:32 | 3m 37s | GhostVac | ♥ 0 | My game never made it to the boss round successfully unfortunately. That's a shame, would have loved to see more of this! |
| May 10 01:07:50 | 14h 57m | Don't Kill Death (Or Die Trying) | ♥ 0 | Nice action game, lots of satisfying gameplay feedback, and that voiceover!!!! The only thing that wasn't very fast-paced was the actual timer for ending the game, it drags onnn and onn and onnn....I got all 5 upgrades and farmed a ton of souls very quickly, then just stood in place healing my HP every once in a while, waiting for the timer to slowly. count. down. I think the timer was barely only halfway done by the time I had all upgrades and all the souls I ever needed. Feels like the end goal should maybe just be to farm 200k souls or something like that, rather than wait for a timer to go down, or something? Aside from that, this was pretty fun! The main strategy was just holding both right and left click and summoning a line of guys and immediately mowing them down, which proved to be quite effective, especially with the right upgrades. Nice job on your first LD! |
| May 10 01:38:52 | 31m 02s | MACHINA | ♥ 2 | Nice. There's an interesting amount of depth here, though the balance is thrown a bit out of whack by luck, as you've already admitted. After a run or two figuring out the mechanics I made it all the way to level 3 where I had a good thing going until a wave of enemies literally surrounded me as I spawned -- I had no option other than to explode the boomers, taking myself down to 20% health, after which I died shortly. Boooo. I even had the +1 action point upgrade at that point, which seemed pretty important. With some balance tweaks and quality of life improvements this could easily be a lot of fun to run repeatedly! I loved the tongue-in-cheek narration in the tutorial btw ;) |
| May 10 03:34:32 | 1h 55m | Bones 'n Roll | ♥ 2 | Aww yeah. Those jumps are really fun! I can see this working really great as sort of level-based score-attack game. The audio balance is a bit off, which is unfortunate. The music track seems really great, but it's quite faint in comparison to some of the sound effects, which I think loses out on some potential. Seems like something that could easily be tuned, though :) |
| May 10 22:29:07 | 18h 54m | Chicken Luck | ♥ 0 | "COOL!" *pfft* |
| May 12 19:42:55 | 45h 13m | HEAL ME PLZ | ♥ 1 | Too real |
| May 12 20:02:41 | 19m 46s | Save The President | ♥ 0 | If you're looking for a tiny but readable low-res font, I used this nice 3x5 font for one of my previous entries: https://fontstruct.com/fontstructions/show/1602566/unnamed-3x5. Though the one you used isn't bad either! |