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Flaterectomy

Feedback comments for LD46

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TimestampSince previousGameFlaterectomy's comment
Apr 21 13:30:08 Chicken Coop ♥ 1 A relaxing little tower defense game. As you hinted at in your description, there's little depth with just the one type of tower and enemy. I am now continuing to amass a fortune with seven towers lined up at the top of the screen. I don't even see enemies coming in anymore. Limiting placement to further from the entrance would help there. Visually, the screen is filled with fairly bright green which would become unpleasant if there were more gameplay here that kept me playing longer. The design of the chickens, eggs, nests and fences was all pretty clear. It's a shame you ran out of time to design an enemy. But you have the basic requirements all there. I restarted it to see the enemies take the eggs and the game ending, so there's a clear fail state as well. And you had fun making this, so consider your game a success!
Apr 21 16:03:03 2h 32m Mama Birb ♥ 1 A simple but obviously functional concept with Flappy Bird-like controls. My main gripe is the camera lagging behind so I couldn't see what was ahead - I'd be at the screen's edge not knowing what's two feet in front of me. I wasn't sure whether there was a win condition anywhere, so after a few butterflies I gave up as it felt repetitive and I couldn't tell whether there was something to progress to or I was just delaying the inevitable death of my children. That art is pretty clear, most everything is easily identifiable. All in all, the game has a clear direct objective, perhaps an unclear grand-scheme motivation, and clear mechanics.
Apr 22 15:26:32 23h 23m Cloudy With A Chance Of Pain ♥ 5 A pretty fun juggling act. At first, because I apparently controlled a cloud and assumed water was my domain, I was very confused when I set *everything* on fire. But I learned my lesson quick. I kind of figure that a lightning strike would make more sense thematically. The noise that dying wolves make is just a straight up sex-moan, I am sure. I'm glad I played this on my headset or my neighbors would surely begin some gossip. 😆 After the initial fire incident, none of my sheep died and I eventually finished the round with 8 sheep rescued. The graphics are solid, everything is well designed. I really appreciate the bustling bushes that telegraph the wolves coming in. But playing it twice without casualties, I feel maybe it could have been a little more challenging. All in all, a pretty solid entry. Good work!
Apr 22 15:44:37 18m 05s Shiny ♥ 3 This is a pretty clear escort game. I did not realize shiny *needed* the energy until after I completed the game, but I had been doing that anyway. My main issue with the game was that hit boxes/hit detection felt a little strange. Facing left and right it was a littler awkward getting my timing right to take down the enemies, but I did adapt to it as I went along. The art is pretty cute, though the 2D/3D thing probably didn't help me with figuring out the hit detection. When I got hurt, the screen turned a little too red for my tastes, making it a little too hard tro see things. Rather than tinting things red, it feels like a semi-transparent layer of red was dropped on top of the screen. The sound that plays when you recharge Shiny was very harsh and could've used some equalizing of the specific frequencies that caused that shrill effect. Nice work!
Apr 22 19:06:11 3h 21m Punch_To_Survive ♥ 0 At first I was not sure who is meant to be punched and who isn't. I thought everybody needed punching at first, then some grandmas came through and it seemed to be fine. I felt like I was not informed enough to understand what I need to do. Just experimenting a bit I noticed the grandmas are meant to go through, but the kids in hoodies and hipsters aren't. Of course, *then* I decided to read the intro text (which falls off-screen for me on the HTML5 build - I had to go full screen to see it). Now I understand. I think. I lost two hearts but only grandmas came through. The art is clear, but I would have liked clearer visual clues on who to punch. Additionally, there's inconsistent scaling, which is a pet peeve of mine. Blown-up pixelart hearts at the top, fine resolution sprites elsewhere. You used audio from other sources and so you should have opted out of the Audio category. For that I can only score low I am afraid. All in all, I would advise considering how and what you communicate to the player. If you can avoid explaining through pre-game text, do so. All that said, I did have some fun, but I wish there was more to it.
Apr 23 14:44:24 19h 38m I'll Never Leaf You Behind ♥ 1 I assume you meant to include enemies, as I am wielding a sword but only use it to pick up keys and collect water. 😄 Within the confines of what the game turned out to be, the sword makes little sense, but I some understand how features don't make it to the final game. The main concept of the game seems to be deciding when to drop the plant to interact with the world. That's a solid idea you can build something cool around, so props for that mechanic. Unfortunately, as things turned out, the tactical decision-making wasn't that important. I easily finished the game in one play-through with only dropping to around 25% water level. I occasionally got stuck against walls while walking perpendicular to them. The art is pretty simple, but things are clearly identifiable. I am not a big fan of the grey wall/orange floor color scheme with the occasional red rug. Figuring out a good color scheme would be my main critique. There's a little bit of non-uniform sprite scaling with the sword being HD but the rest of the game is scaled up. The music is quite repetitive. It could have used some variation. All in all I feel like I see and appreciate where you were going with this, and it's a shame you ran out of time to implement it all.
Apr 23 14:55:29 11m 05s Last Light ♥ 2 As others have said, the art and game's atmosphere are pretty solid. I did notice that Brightman can face bottom-right, bottom-left, top-left but not top-right. However, I had no idea what I was meant to do. You have some instructions on this game page (Charge the energy of your light with crystals; Feed Solar (the flower) with light and keep it alive; Beware of monsters in the dark), but you do not explain the controls. Nothing actually happened to me when the monsters touched me. I stood in a corner with the light pointing away from the monsters, but it seemed to have no negative effect. I'd like to properly play the game, but unfortunately I do not know how to.
Apr 23 15:49:36 54m 07s Keep the Tree Alive ♥ 1 This is a simple but clever mechanic that drives the game. And simple, nostalgic art to go along with it. I played it three times and finished successfully each time, but I got pretty close to failure on my third attempt. Critique-wise, I'd say the game is fairly easy, but maybe I got lucky with the RNG. And sound would've been welcome of course. There isn't much depth to the game outside of the main battery mechanic (or if there is, I didn't notice it) so the three play-throughs I did are enough for me. I kind of wish for more complexity so I would play more. All in all, good job!
Apr 23 18:00:25 2h 10m How to Air ♥ 1 What a wonderful game. The art style is excellent, and combined with the audio it sets a great atmosphere. The intro and outro, while short, added a ton of character to this entry. It wasn't a big challenge to get through though. With the limited options, it was easy to walk around and try everything on everything. When I got *stuck*---which never felt like I was really stuck, as I could just continue my way and try things. So while I really enjoyed the character and feel of things, the mechanics were a little less fleshed out. But all in all, one of the more polished entries I have seen so far---great work!