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Feedback comments for LD46
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| Timestamp | Since previous | Game | honey's comment | |
|---|---|---|---|---|
| Apr 23 21:19:52 | Fire Up | ♥ 3 | Hey, pretty neat idea, but maybe too big of a bite for 72 hours? I mean - awesome to have an editor, but I don't think that people gonna use it much if they have problems grasping basic gameplay loop as I had :) Did I win? Did I lose? Was I supposed just the start the fire or could I feed it by clicking or something? How do I know if my destruction was better then the previous one? At least score counter would be very nice, maybe some score bubbles poping out of the buildings? More of the stuff like that so people actually know what they're doing and whether they're any good at it. By the strong foundation you clearly put in the game I'd say that you just overshoot the scope massively and didn't have time to finish most of it the way you wanted, which totally fine, but also a real pitty as you are clearly capable of doing some interesting and complex stuff have you had less complex and more achievable scope in mind. At least some basic sfx and/or music would be great enhancement as well. I really dig the artstyle though, it is simple yet clear and effective, it matches all well together both style and color wise! Definitely strongest part of the game in the current state. Still it's clear that there's some strong foundation for future game that could be pretty fun, so wish you good luck with that! | |
| Apr 23 21:47:54 | 28m 02s | Chasse Gardée | ♥ 3 | Nice game, digging the turkey sound. Obviously the game could use some more polish, but hey, it's only 72, we didn't do much of it in our game too. But graphics is nice and gameplay feels responsive, interesting enough for the scope and also challenging enough. What bothered me a bit was hit testing for the turkey. It feels like the hitbox is reacting even when you hit just its corner, so no visual part of turkey, is hit, e.g. when you stand right behind the turkey, so the gun is way above it's head and should not hit it at all. That part felt like the game is cheesing you, which didn't feel very good. Also once or twice I found myself in situation that felt like it should have been last minute save, where the enemy was really close to turkey, but visually not close enough, when I hit it, but then hitboxes just collided and enemy killed the turkey, so instead of that "wow that was close, but cool as hell" feeling I had just "damn, that shouldn't have been so close!" I think you always should allow your player to do this kind of last minute save, it feels really amazing. Even when you need to bend the rules to not be completely fair :) So better turkey hit testing and allowing player to kill the enemy in the very last second and feel tense but also great about it, that would be my suggestions :) Overall it's a very solid game, managable scope, fun mechanics, neat execution, looks good, has style. Totally would play again! :) |
| Apr 24 20:40:37 | 22h 52m | A Walk In The Park | ♥ 1 | Hey guys, pretty nice game for this little time. What bugged me was that in slower speed (until I realized that I can "sprint" with shift) the character couldn't overcome some stupidly small barriers like first step of steps or the plank around the playground, so I had to circle around to find basically a ramp spot, where I can actually go in. I also think that you could've done much better with smaller and more dense, cramped game space. It's clear that you didn't have nearly enough assets to put in and that's definitely okay, it's just 72 hours, so just go with it. The sprint was too slow anyways and traversing the same patch of grass again and again gets frustrating even in decent atmosphere. So I think that your game wouldn't be worse but even better if all the stuff like bbq and fireplace was there only once and the space was much smaller overall and everything was closer together. Don't go with "my open world is much bigger than yours" insanity that flows these days :) What is totally great design is that you put more than one "quest item" in the level, so player can reach his own and also there're higher chances that player reaches at least one of them :) That was very clever and it slightly reduced the uncomfortability of decreasingly enjoyable traversal. So I had pretty good time with your game, but I think that the game could benefit more from realizing the scope and make the experience a little more compact and denser :) Still thanks for it, it was most pleasant and I definitely agree with all those guys above about the humor, atmosphere and the underlying idea being very soothing and enjoyable! :) |
| Apr 24 21:20:57 | 40m 20s | do not go gently | ♥ 2 | Did I win? Bez názvu.png For the whole time I just got bit low on ammo, that was about it. Just when I started to think that maybe I'm in a bit of a pickle. But then the screen came (played web version in Chrome on win7, in case you decide to find a fix). So definitely not challenging enough for me to feel that I cracked the code and outsmarted the game. As I was writing this I realized that maybe the player hasn't really got a viable option. You either pick a good/bad card or pick whatever is hidden, it's just not really interesting decision making I'd say. You're not making trade offs, you just avoiding what you think would be worse. If you can see monster card, then the other one is probably not worse, most likely better, so what you even should think about? Maybe you just need to give player more viable options, so he can make tough choices and feel under preassure, but also rewarded afterwards? I don't really think that stretching the game would help much, cause the core loop stays the same. Maybe you should give it one more go to see if you can patch it up somehow? Just for practise's sake? I'm not the best when it comes to designing card games, so I cannot put my finger on it precisely, but there's clearly something important missing in the game core-loop-wise. So take aforesaid with a pinch of salt, maybe the problem is elsewhere, but I'm trying my best to point you in the best direction I can provide. That being said, you all (your wife included) did a great job on the game, the artstyle is atmospheric and moody, it fits well together, and also the blend of turn based combat, cards and the iso/3D background feels pretty nice. Also I didn't encounter any bugs or problems (except the text one that apparently goes with webGL build), so I'd say everything worked. You should've totally made some audio though, these kind of settings cannot go without one, even if it's just night ambient insect noises. You need to hear to fear! :) Still good job, very nice work! Hope you find the right loop and feel soon, I'll be back! :) |
| Apr 24 21:34:40 | 13m 43s | DANGER! Alien Cow Thieves! | ♥ 1 | There's not much of a feedback you can give to a game like this, you clearly got your stuff together :) Fun little game, feels good to play, everything's crowded just right, highscore table is a neat idea. I wasn't particularly good (scored bit under 2000) so maybe I just didn't grasp the mechanic fully, but - is there any reason not to mash the attack button like crazy? Jump felt pretty useless to me, as you could attack bounce all around the place, which was super fun, so that's what I was doing. Was it intended? Not much of timing, just bouncing around like crazy? :) If so, well done, if not, well done anyways! And thank you, I really enjoyed playing your game! :) |
| Apr 24 21:54:34 | 19m 54s | Deer Quest | ♥ 1 | Nice one, very funny! You somehow managed that I never got lost in the samey forrest, that's great. However I would love to have some checkpoint in the game, it's still plenty of going back and forth through stuff you already know and did. Also it seems to me that the difficulty spiked a bit too much. The combat would very much benefit from some audio and particles. However I love the 8-directional movement and the artstyle is simple yet expresive and very neat and nice. The player character feels very good to control, which is superimportant! Overall I had fun, thanks for that! :) |
| May 7 18:43:02 | 308h 48m | Véia Defense: Aliens Attack | ♥ 3 | Hey, nice entry! At first I didn't exactly know what to do, I thought I just need to shovel the middle tree for it to grow, then tried few other things. After I read the tutorial, things started to be more interesting, cause killing aliens on was pretty easy on it's own. I often struggled to guess both attack and damage distance to enemies though, as well as recovery time of the shovel swing. I also noticed that you move faster diagonally, which was probably not intended and due to non normalized movement direction vector :) What struck me immediately as a thing I would do is that when carrying the bag of tree growy thingy, I would put it physically in my character's hands, so it could not attack and carry the bag at the same time. This way it would not only indicate that you already carrying one bag much better than in the UI panel, but also it would add another depth layer and increase difficulty in terms of decidion making, which is alawys a good thing, according to people of the internet :) But that's a design decision so that depends on what game you want to make. It seems that we both went the kind of same-ish way when tackling the theme. We actually did a lot of decisions (like the four way movement only and some AI behaviour) just to avoid some pathfinding and other AI difficulties like enemies getting stuck behind the wall (which happened to me a few times when playing your game). Maybe consider that next time, pathfinding is better avioded in tight schedule :) I very much like the hero of your game as well as graphics in general, it feels really refreshing and positive! Also great you managed to do pretty good menu, adds a lot. Overall there were some minor issues that bothered me (see above) and I could handle a bit more preassure, but still playing your game was very pleasing and fun experience! Thank you! |
| May 7 18:57:33 | 14m 31s | Icy Mountain Hot Potato | ♥ 1 | Hey, very nice game, although pretty difficult. Your tips helped me a little, but still the struggle is real! :) Not the bad thing though, definitely keeps you playing much longer just because you feel getting just slightly better each try! What was a bit weird was that game didn't end when my character fell down off the screen, was that intentional? Sometimes I found myself watching bouncing potato for a while and unable to do anything :) The mechanics mashup is awesome btw., had it been the "combine two incompatible genres" theme like in one of previous jams, you'd have definitely won the theme category! :) |
| May 7 19:05:06 | 7m 33s | Herding sheep | ♥ 0 | Why my fence is degrading on it's own and this fast? :D But in the end, I was okay with just watching the sheep falling out of bounds of the game and screaming to peaceful sound of your guitar. Very zen experience :) |
| May 7 19:40:46 | 35m 40s | Keep Them Away ! | ♥ 1 | I don't think there's any point in adding power ups and enhancements before the game core loop is fun. I don't mean to be mean, more of pointing out the stuff that I think you should focus on next time for your game to be much better. First - you should actually take the time to prepare your sprites so that they'd face the mouse (and enemies face whatever they heading towards), which was not the case in my playthrough. In Unity, the sprites need to be facing certain direction or need to be rotated inside parent object, which is then rotated via script. Aim would be and feel milion times better had you taken the time to do this. Also the pacing is very weak. You should never make your game fun by buying upgrades - nobody gonna want to buy them unless they already like playing the game. You should make your game fun without upgrades, and then make it even fun-er with them! The arrows should fly fast from the beginning, the shooting should feel responsive and snappy. When you get aforesaid right, then try to add some visual feedback - how do I know if I can or cannot shoot right now? By just clicking and seeing what happens? Is there a better way? You don't need to have complex animation, maybe have just two or three frames with ready and recovery poses, or maybe just change the color somehow. Just let the player know, they need to know, it is crucial! When you done that, focus on enemies - are they fun? Are they ACTUALLY a threat to a player or are they just a cannon fodder? Some enemies can be just cannon fodder, but some need to be actually threatening to the player, otherwise there's no challenge, no preassure. Then you can mix and match enemy types, so that the player actually has to prioritize which one to shoot first, e.g. low threat enemies and high threat enemies. After you have this kind of game, that is actually fun to play on it's own, then you can ask yourself "what would make this game even more interesting/fun?" Whatever you try and find good you can make as an upgrade. But never put all the fun somwhere in upgrades, nobody is gonna play that far (at least outside of game jams). BUT! This was your first jam, and you actually finished a game that has menu, some content, is playable, isn't broken somehow (didn't find anything at least), stuff just works. That is a huge thing and you should be proud of yourselves! You tackled all the different parts of game development and struggled through it and finished your project. Next time you'll be better, faster, smarter. Work on what you did, build on the good, improve the not that good, carry on! See you next jam, looking forward to what you can do next time with all the feedback you got! :) |
| May 10 14:22:38 | 66h 41m | DI(e)NO(t) | ♥ 2 | Made it to the end! Played few times, the initial runs were pretty challenging, the latter ones though I kinda optimized the fun out of the game, herded all my dinos to the corner and survived there throughout the history :) I'd say a little less randomness for the next strike would be better, so that nobody can live peacefully in the corner like me :) I love the artstyle and the idea you went for, dinos are cute and their personalities in different periods are fantastic :) Also the mechanic that all the area gets more and more cramped and navigation is more and more difficult is pretty well thought out! Graphics of meteorites and volcanos are also great and the impacts and erruptions do feel good! I would prefer better control over the dinos (maybe more stamina, faster replenishing, faster dinos or something like that) so that there were a bit more interesting situations like hitting volcanos when running from meteorite, which rarely happened to me because I rarely run any greater distance due to low stamina. I found myself in what I thought to be the optimal strategy (even before cornering dinos) when I move the dinos only as little as possible, which meant not moving at all for some time. Still great few minutes spent with your dinos, overall it was very, very uplifting and pleasant experience! :) |
| May 10 14:36:19 | 13m 41s | Chaleace Tournament auto-battle | ♥ 1 | Very interesting idea and pretty impressive graphics for one person in 72 hours! What bugged me a bit was the UI. When all my interaction with the game is just drag'n'dropping stuff and thus changing stats, it would be nice to be able to see better which part of equip would be enhanced, or at least have the UI better structured. In this kind of game, I think it is crucial. It was kind of bothersome to having to remember all the stats and stat changes, when there could (and should) have been UI that showed you the information for you to dig into and think and plan. Also I would like to know at least something about the next encounter, so I can pick the right equip for it. But still it is pretty neat idea that could be build upon! |
| May 10 15:16:52 | 40m 33s | Will of the Wisp | ♥ 2 | Uff, it runs incredibly slow on my notebook, gotta play it again on desktop PC. Wouldn't do that if it wasn't for the music and art that is so good that I want to experience it properly! |
| May 10 21:50:47 | 6h 33m | Campfire in the dark | ♥ 0 | It was hell of a fun! When's the dawn? Always died at 5:00 :( It felt fair though, I feel like I could do better next time - that is one hell of an achievement for you! What bothered me a bit was campfire collider, I got stuck where I felt I should "float" around the round campfire, which cost me few deaths. But apart from that the gameplay felt very cool, very responsive, hitting the foes felt very satisfying and the challenge was there! I enjoyed it very much, thank you! |
| May 10 22:03:09 | 12m 22s | Welcome Home | ♥ 1 | Very nice, controls pretty intuitively, the voice acting is great and hilarious! |
| May 11 07:18:44 | 9h 15m | Shadow of the Elm | ♥ 1 | SotE.png I really expected that something is up there since I went so far away from everything else :) Otherwise pretty neat, jumping felt good, controls felt responsive, never encountered any weird behaviour. I sometimes felt that platform colliders were a tad bit too small, like I was supposed to land on the very edge but fell through it instead. Also I'm not sure about the platform graphics, the title screen and the character is beautiful, but the platforms themselves are just... well, they're okay, which is a high contrast to the title screen :) Good one, short fun, perfect jam length, pleasant experience! |
| May 11 08:21:54 | 1h 03m | Unfurmiliar Territory | ♥ 1 | Really nice graphic style! How do you replenish your ammo? I thought that the fish skeleton does that, but it doesn't seem like so (and it took me while to get what they're really good for :) ). That confused me a bit. Also the audio is way too quiet, had to crank up my volume significantly to hear anything. It is good audio though! :) Love that you can skip the dialog in the beginning for all but the first time, but maybe let player skip it even the first time, cause you know, they might not care or they might've just reloaded the game, so they technically read it already but you cannot check for that. And it doesn't explain the gameplay in any means, so it is not that important either. Very nice entry! Thanks for that! |
| May 11 08:36:09 | 14m 15s | A Tale of Freedom | ♥ 1 | Hey, nice entry, lots of work making all the stuff stick together. I don't know exactly if your constraints were lack of time or lack of skills graphics-wise, but both could've been at least partially solved by switching to 2D and using some zelda-like or similar projection. That would achieve very similar experience with much less effort. But if your goal was to try out 3D then ignore it completely :) The camera work was really good and I never encountered any view obscuring glitches, well done! What I'm not sure is the overall speed of the game, it is much faster then your common stealth game, but also it is not really that hectic or preassuring. I cannot put my finger on it precisely, but I think that there's definitely room for improvement. Maybe also give the player more viewspace? Not sure, should it struck me later I definitely come to tell you! :) Overall pretty solid entry, everything worked well, controlled easily, camera felt nice, and I like the take on the theme! Thanks for this game, I enjoyed it! |
| May 11 08:53:58 | 17m 49s | Keep Sweep | ♥ 1 | Awesome! :) The aiming mechanic is interesting and I got into it pretty quickly. Also the number of upgrades is pretty amazing! It seemed like the arrows were pretty inefficient in the beginning in comparison to just stomping on everything, but with later upgrades it was really fun to throw stones around :) What I think is a bit off is the directional arrow when aiming, I think it doesn't set the expected direction properly, so it takes some time to get used to where you should actually aim. Also I think there could be better indication both of you dealing and getting damage. But overall I felt preassured enough to actually think what am I doing, I was using everything you provided and all the hitting and stomping felt pretty good! Nice entry! |
| May 11 16:24:52 | 7h 30m | THE SECRET FLAME | ♥ 2 | Beautiful and atmospheric, 5/5 graphic and mood without hesitation! Also love that sound your flame does when you bury it in the snow, that was a splendid touch! What was not that good - collisions were bit weird, it seemed like there's enough space to the edge of a cliff or between the trees to squeeze into, but suddenly the path was blocked for no visible reason. Also the last puzzle felt a bit trial and error more than actually learning something somewhere, but maybe I just missed something? And the text speed mentioned above - that was definitely by far the most annoying thing, and it is not that hard to implement second E press to uncover the whole text, which is also kind of a standard nowadays I'd say. Devil's in the detail I guess :) Still AMAZING game even for much longer than 72 hours, you guys surely know how to do stuff :) And the game actually left me both wanting to play some more and uncover more of the story of the world and the characters! Great job! |
| May 11 16:52:18 | 27m 26s | The Wait | ♥ 1 | It is obvious that you took a big bite, so many things stayed half-way done. I'm not sure why you went 3D when on tight schedule 2D would done fine if not better, but maybe you just wanted to, and that's alright, that's what jams are for :) Weirdest thing for me was the movement, but you can eventually get used to it. Still for this kind of movement (and possibly any kind of it) the collision boxes were way too small, so that made it really frustrating, especially when picking up food. Also weird glitch is when you stop moving but the run animation is still playing, as well as playing animation for putting the log into the fire while character can move again all around the place. You really should've checked for that! Still pretty solid entry, random world generation is interesting addition! |
| May 11 16:58:10 | 5m 52s | Crank-Light | ♥ 0 | The flashlight charge mechanic was a great idea! Also the atmosphere was pretty dense! The combat lacks a bit though, it's hard to say when wolves attack. |
| May 11 18:02:06 | 1h 03m | Colonize | ♥ 0 | Some visuals for gun cooldown would help, but still there was too much going on in my opinion and nothing was clear enough to make any sense of it for me, so I was overwhelmed by meteorites pretty quickly and died before I got to know how to control all the stuff. The pacing and learning curve is the culprit here I'd say. |
| May 11 18:29:15 | 27m 09s | Petra | ♥ 0 | Checkpoints would help very much, repeating once solved puzzle is no way fun. Also the room with golden rods didn't react even though all the pillars were turned correctly, possibly a bug. Sometimes the preassure plate turned the pillar twice though. Impressive amount of work for a jam! |
| May 11 18:36:50 | 7m 35s | Nightmare Knights | ♥ 1 | The bears are just wondering around while your child is being eaten by those monsters! Evil little swines they are! |
| May 11 18:55:47 | 18m 57s | Runaway | ♥ 1 | Is there a goal of the game? Any ending? I tried different approaches and found out that staying in an engine room is pretty safe tactics, police will come, but it takes a long time and there's no cover for them. Got bored before anything happened though, optimized the fun outta game again :) Also I had no idea where am I shooting, why am I missing or hitting what I was aiming for (I was pointing to policeman with my cursor, still particles spawned on the roof, except the times they did not and I actually hit for no apparent reason). Reload button would be nice. I'd suggest the game starts in the engine room so that you know it is somehow important - I didn't notice it at all on my first playthrough (I usually go in blind first, then read the description for the other ones) - and have finite amount of coal and have it spawn in the train somewhere so player has to go out there. The cover mechanic is pretty neat and I like the idea that you can gradually get into and out of cover, that it is not instant, sure can be built upon! Also when stuff worked (like hitting enemies) it actually felt pretty satisfying! |
| May 11 19:29:39 | 33m 52s | Metagame | ♥ 1 | Very nice and funny idea! It might not be necessary to allow the player to see the level beforehand, I think it would be sufficient to have level checkpoint, so that the player won't have to play all the levels again when they die. That was pretty annoying for me at least. But overall it is a very good game, stylish graphics, music fits the style! Good job! |
| May 11 19:44:33 | 14m 54s | Firekeeper | ♥ 2 | Pretty fun! Managed to get all the badges without feeding the campfire though, not sure if it is intended. I very much like the character graphics. Also the platforming was nice, though it could use some coyotte time :) Nice entry! |
| May 11 19:50:52 | 6m 19s | Protect The King | ♥ 1 | Very nice idea and great artstyle! Really finger breaking key binding for me though, would appreciate to have charge on space or something. Even though it was fun to play! Every action felt responsive and juicy :) Good work! |