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Feedback comments for LD46
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| Timestamp | Since previous | Game | FireSlash's comment | |
|---|---|---|---|---|
| Apr 23 08:13:14 | Postcard Ninja | ♥ 1 | Love the aesthetics! It's a fun mix of tones that gives it a unique style. Gameplay wise though it feels a bit simple. I love the concept, I just want more things to grapple to and maybe a bit of a slower speed so I can enjoy it more. but these might just be preference. | |
| Apr 23 08:49:10 | 35m 56s | Droplet Dodge | ♥ 2 | Echoing the control issues. Ultimately while the slippery feel is kind of annoying, the big issue for me is that movement continues after releasing the movement key. This removes almost all precision from the platforming. |
| Apr 23 21:22:55 | 12h 33m | Guide Ur Human | ♥ 1 | Interesting idea. Took me a few tries, but once I got past the first manhole, I found it pretty easy. Not sure what barking actually does. It probably needs a few more mechanics to really get its groove, but this is certainly a solid foundation. |
| Apr 23 23:56:33 | 2h 33m | Boggle Battle | ♥ 0 | Also getting timeouts. Looks like it's dead again |
| Apr 24 21:39:41 | 21h 43m | DANGER! Alien Cow Thieves! | ♥ 1 | Lovely graphics! Gameplay wise there's a lot going on here. Movement feels fairly forgiving but needing to bounce off enemies to hit the second level platforms is an interesting choice that I'm still conflicted on. Once I realized the only real threat is the saucers, the game felt fairly easy and started to lose interest due to the lack of new mechanics. Ignoring those little niggles though, the game itself is fun and well polished. The art is charming and overall it's a very impressive entry for a jam. |
| May 2 23:16:57 | 193h 37m | Commandball | ♥ 3 | The ability to control projectiles is a neat idea, but I found it almost always easier to just ignore that and line up a next shot instead. Part of this is just the clunkyness of the controls; and part of it is more the natural limitations of my brain; I can't manage to chase the projectile while also avoiding hits. Locking player movement for a time while hit seems like a rather punishing choice; it often just leads to the first person to take a hit being constantly bullied with projectiles they can't dodge while the other can easily skate around dodging until a projectile can be steered into them; which given control issues is a bit of a feat honestly. Art and feel were both good. In general I'd highly encourage an AI player for LD, even if it's dumb; most people likely don't have a friend to play with (especially right now). |
| May 2 23:25:57 | 9m 00s | Plant Fren | ♥ 0 | As others have mentioned, this one's pretty hard to decipher. Most actions don't appear to have a logical outcome, and whatever variables are involved aren't clearly exposed to the player. In games like this it's important to steer the player a bit; give them clear feedback on what is working and why. You typically want the player to feel smart for solving a puzzle, but not get frustrated in the process of finding that solution. It's a bit of a balancing act. |
| May 3 23:09:30 | 23h 43m | The Last of the Dino Eggs | ♥ 1 | I have no idea what "kills" eggs at this point honestly. I moved an egg from one spot to another, and moments later I lost the game, while staring at the unharmed egg. There seems to be a number of unexplained mechanics here; perhaps updating the description might help. For the rest of it; movement felt solid for an FPS game, graphics were simple but reasonable; though the mixture of soft terrain and voxel structures is an interesting choice. Particles appeared to bleed through the world but this actually made it easier to find things; possibly a compromise for that reason but a map of some kind might have been preferable. Overall a solid entry. |
| May 3 23:12:30 | 3m 00s | Keep Baby Alive!!! | ♥ 1 | A simple idea with solid execution. |
| May 3 23:17:43 | 5m 13s | Egg's Dream | ♥ 1 | Neat entry! I wish the potions had a little explanation of some kind. Platforming mechanics were a bit frustrating, and I wish the killbox was a bit closer so I didn't have to wait as long when I made a mistake. Otherwise pretty fun! |
| May 4 07:15:53 | 7h 58m | Garden Mayhem | ♥ 1 | Oh man, these controls. I get what you were trying to do, but various objects collide with the mouse vector unexpectedly, causing your character to veer off into strange locations. I also found if I walked over something, I would end up pushing it through the floor. Audio cues seem to play regardless of whether an action succeeds, so you're never quite sure if you did something or not. The audio and graphics are nice and comfy. I think with some minor control tweaks and a tutorial, you'll have a fun little game |
| May 5 03:39:12 | 20h 23m | Tyson Lee: KEEP IT ALIVE EDITION | ♥ 1 | Echoing others here; better UI would go a long way here; Zachtronics games are a good template. You also probably need to train players on certain interactions like latches, this can be done in a few ways; for LD it's probably easiest to start levels requiring them with the critical concept pre-assembled to demonstrate how it works, then let them build the other. Then in later levels they can use past knowledge to work forward from there. That said I love games like these, and despite the flaws found it a fun little entry. |
| May 12 04:12:03 | 168h 32m | Nightfall Sigil Gray Shield | ♥ 0 | Yeap, getting a 404 as well. Hopefully the author can fix it before rating ends. |
| May 12 04:45:19 | 33m 16s | The Weeny's Quest | ♥ 2 | Cute little game. The art is lovely and the audio backs it up nicely. Everything more or less worked as I expected, though it wasn't immediately obvious I had to move the camera myself. I would have liked to either see a wider camera angle such that this wasn't needed, or a self-moving camera mechanic of some kind. Gameplay felt slow (as you seem to have already noticed) but ultimately the game loop is always going to be a bunch of waiting. I'm not sure how to solve this without drastic changes to your design. Overall a fun little entry. Could use a bit more polish in some spots, such as the menus and transitions, but you appear to be on top of that as well. |
| May 12 04:50:23 | 5m 04s | My inners are ours | ♥ 1 | Getting some nice Downwell vibes from your art style here. Overall this one gives me mixed feelings. I like the idea you've gone with, but I'm not sold on the execution; it's a neat concept but it doesn't go anywhere. In general the switching mechanic is rarely needed and when it is, it's just for nuisances like navigating around spikes. Also as others have stated, the lack of checkpoints make playing this a bit of a chore. Neat little entry though! |
| May 12 04:59:12 | 8m 49s | Danger in the City | ♥ 1 | Collision on the rocks was a bit brutal (often you'd explode just by getting near them). The lack of audio and visual feedback on the car's speed and braking also introduced a lot of guesswork. I basically just kept failing until I got a mostly straight shot out of the level. Overall neat idea, I would have liked to see some more variation in the effects though, perhaps buildings falling over and shattering, or tipping to the side to leave little gaps. Also hitting buildings at low speed probably shouldn't be a game over. neat little entry though! |
| May 12 05:15:08 | 15m 56s | Game of Life | ♥ 0 | I was just looking into the game of life earlier today; talk about coincidences! Ultimately this is a really neat idea, but the gamification doesn't really feel good. I probably would have slowed things down a lot, maybe even made it turn based so the player has a lot more time to think and react to what's going on. This would also open up a lot more opportunities to give the player more control than the rather blunt tool interface currently given. I know that isn't really in the spirit of Conway's original implementation though, so I suppose your goals here matter a lot. Anyway, super neat entry! |
| May 12 05:24:15 | 9m 07s | Live Bomb | ♥ 0 | the hard level seems to just error whether you win or lose. In general, a pretty simple tower defense game. Would have loved to see more options. letting the player define their own path makes it fairly easy though. |
| May 12 05:30:58 | 6m 43s | Oogy's Saviour | ♥ 0 | Solid little entry. The only bug I ran into was one of the "rooms" was inaccessible because it was blocked by another Also found the distance from the entrance to be a bit long... ended up taking a bit of a joyride of faith. A little starfield would help the player be more confident flying out into space, as well as maybe some kind of connector deco meshes between the rooms. |
| May 12 05:47:29 | 16m 31s | Outpowered | ♥ 1 | A functional map really helps here, nice work! Enemies were a bit of a chore more than a challenge. their slow movement generally just makes them fodder, and constantly needing to sweep them while hunting for items became tedious. mechanically everything worked as expected, though the victory screen could have used a bit more fanfare. Granted I'm guilty of this one too, 'tis the curse of the jam I suppose Really well done for a compo entry honestly. I'd like to see more but this is a solid foundation |
| May 12 05:53:00 | 5m 31s | Brawnfire | ♥ 1 | A fellow haxe user! Despite the simplicity, I love everything about this. The difficulty curve, the introduction of increasingly absurd "enemies", and the incredibly straightforward mechanics. Really solid entry! |