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Feedback comments for LD46
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| Timestamp | Since previous | Game | GameCarpenter's comment | |
|---|---|---|---|---|
| Apr 24 01:16:55 | In A Game Wherein | ♥ 0 | The mood is cool, and it's kinda amusing in a meta way. I was thinking of doing a collection of minigames at one point, in a way this outlines the issue with that - not a lot of time to spend on any of them =P. | |
| Apr 24 02:49:51 | 1h 32m | Bon Bon and Eggward | ♥ 0 | Punishing, but pretty fun. Needing to throw the egg in order make jumps is pretty tough. There was an area with two spike spawners on the ground, and two grass platforms in the air, one on the right you need to double jump to, and another area across the way that it seems like shift jumping is the easiest way to get to. The spike area above there is as far as I got. I'm pretty sure the door to the conveyor belt in the area before that is supposed to be open - getting the egg through those triple spawners is tough =P. Really would have been nice if the checkpoints worked XD. Bit buggy with the gravity occasionally being disabled or something, and it seemed like some spikes the egg could kill, and some killed the egg, so that was a thing. I thought the conveyor belt areas were the most thematic. Getting to the egg to warm it up before time ran out. Those were my favorite mechanics. There were situations that I found myself waiting around for the egg to warm up though, and that was not the best experience. Was that going to be an additional function of the checkpoints? Some of them seemed well positioned for that. Overall quite enjoyable. |
| Apr 24 03:19:34 | 29m 43s | Aqua Qaos | ♥ 0 | If you're in my state, you had best hope to live in NorthWestVille, cause every other city is straight up doomed. Simple enough idea, though at this speed, I think I could maybe handle 2 cities =P. It would be better if things just burned to the ground / flooded, slower. A level system where one city is repaired each level (ala missile command) would be nice. Then you could slowly scale up the difficulty as well. I used a select and act interface, and I think that would work well for this also if you wanted to do keyboard controls. Select a city using the numberpad even, then choose an action. Or select cycle counter clockwise / clockwise with left / right, and raise / lower with up/down (or the wasd equivalent.) |
| Apr 24 04:20:27 | 1h 00m | Protect Thy Cargo | ♥ 0 | The whole personal shield mechanic, and positioning your ship to block seemed quite good. The elemental shield mechanic of the carrier however, I didn't have a very good understanding of other than put up the shield when being shot at, and drop it when you're not. Is the large delay between waves linked to the shield cooldown? Maybe you could immediately drop and refresh the shields once there were no enemy bullets left instead to increase the pace. |
| Apr 24 05:48:35 | 1h 28m | Dragon Breeder | ♥ 0 | The graphics were quite nice. The only sad thing is that I didn't have a lot of time to look at the malady descriptions / images because I was too busy playing the game. Maybe they could have been used as a next event preview so learning them would have gameplay relevance for that mastery element. I saw in the post jam version you added in progress counters, which was needed. It also felt like the difficulty levels were tuned a bit better? It felt like in the jam version Skilled was tuned a bit on the hard side - either that, or those progress counters really made a difference. Very good. |
| Apr 24 21:56:49 | 16h 08m | DANGER! Alien Cow Thieves! | ♥ 1 | Ack, review got eaten, but anyway here's the TLDR. Fun, chaotic, with some target prioritization strategy elements. Odd jump mechanics add to the chaos, no time for deliberately picking up coins. Cows don't obey gravity, possible for player and cows to get stuck to bottom of platforms. Some level/wave mechanics would be nice. Some sort of positive progress and goals other than score. Maybe an eventual victory condition. |
| Apr 26 03:01:03 | 29h 04m | Friendly Fire | ♥ 2 | Fire blocked the selection text that was telling you that you were actually selecting the fire. Made it difficult to actually feed it at some point. The fun of the mechanics all seemed to be in doing things you ought not to do =P. The objects found mechanic which felt like the main progress(?) wasn't very clear as far as I could tell about what a thing to find was, and when you found one. |