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Feedback comments for LD46
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| Timestamp | Since previous | Game | JasonD's comment | |
|---|---|---|---|---|
| Apr 21 03:41:49 | Don't Kill Gil | ♥ 2 | Overall aesthetic is really nice! Would have loved some animations for the fish, though. I didn't feel like the cards in play gave me particularly meaningful decisions to make. | |
| Apr 21 03:44:13 | 2m 24s | OwOrbit | ♥ 2 | Huh! Neat little mechanic. Took me a couple of goes to figure out what was going on - I think a more forgiving difficulty curve might have been good. Aesthetically also pretty neat |
| Apr 21 14:55:42 | 11h 11m | Last Days of the Empire | ♥ 1 | Love the styling! The overall look is great - simple, clean, and consistent. It also seems like you have the core of a neat little system here. I did run into some game-breaking issues - it seemed like enemies and their cities were sometimes positioned on tiles which I had no way of reaching. So, unless I'm missing something about the mechanics, I don't think it was possible for me to win the game. There were also situations where it looked like I should be able to move onto a particular tile (based on the unit's movement shape), but it wasn't permitted for some reason. A few more hours to address some of these issues, and I think you'd have something very cool! |
| Apr 21 15:01:18 | 5m 36s | HENCHLINGS | ♥ 3 | Neat aesthetic! The art overall is pretty great - although I'm not sure what the brown area in the middle is supposed to represent? Gameplay wise, it was not super clear how the cooldown/recharge for the workers is supposed to work. They seem to hang around the machine for a while after arriving, then return to an empty location, and then they're available again. Might be clearer if there was a "recharge station" that they returned to, and perhaps a bar/indicator for each worker which filled up until they're ready to deploy again. |
| Apr 21 15:04:51 | 3m 33s | We're Lost, Boy | ♥ 0 | Pretty good, graphics-wise. The dog sprite is quite cute! Although the lighting effect seemed a bit off - I could barely see the intro sequence / main menu (super dark), and it looked a bit odd when the game started properly. |
| Apr 21 15:31:58 | 27m 07s | Energence | ♥ 2 | Wow - this looks spectacular! Amazingly atmospheric (especially the city backdrops). For a first game, this is really, really impressive. Only visual comment is that the contrast/brightness of the "start" and "quit" options on the main menu is a bit confusing, and I accidentally quit the first time. But I did really like that little intro/tutorial sequence, where you're falling. Super nice bit of polish - it's great that you went the extra mile to add this. Controls could use a little tweaking, and I think it's way too difficult - I so wanted to explore the world more, but only ever got past the first screen once. Definitely put a few more hours in now that the jam is over to refine this stuff, because I'd genuinely like to play more! |
| Apr 21 16:43:17 | 1h 11m | Symbiosis | ♥ 2 | Great! The visual aesthetic comes together very nicely. The intro sequence and in-game animations are also very cool. Although after a while, it did feel like it took a long time to move around, so could perhaps be snappier? During combat, that wasn't an issue - only really when moving through large empty spaces. Gameplay wise, the move/attack system totally works! Feels pretty complete/polished. There seemed to be an issue sometimes where I couldn't feed - mostly when multiple enemies died on the same tile, I think? The UI looks nice, but a couple of small suggestions - the "power" meter looked only half-full, despite me having 25/25 power. Also the prompt to choose an attack direction could perhaps be more prominent - didn't see it at all, and had to read the page to figure this out. As for the theme, I really like the parasite angle. However, it might feel even more thematic if there was some kind of hunger which drained your power over time? Then you'd have to play efficiently to provide enough fuel to really "keep it alive". |
| Apr 21 18:31:04 | 1h 47m | Keeper of the Flame | ♥ 3 | Wow - I pitched almost this exact idea to our team, but we decided to go in a different direction. The only difference is that we had the braziers at the start of each level, acting as a kind of checkpoint, and some of the puzzles required extinguishing the torch and then looping back around to re-light it. Really impressed with how you pulled it off! The graphics/mood are really nice and consistent. The level design is also great - and things are pretty dynamic with the rising water levels etc. I know that kind of stuff can be fiddly to get working, and it's really slick here - great work! I'm biased towards liking this take on the theme, but I think you totally killed it! Very polished and well-realised. As far as constructive criticism, it would have been nice to have a more detailed main character sprite, but the silhouette direction you went with works really well stylistically as a stand-in. Some of the platforming (mostly the springs) felt a tad slippery, also. |
| Apr 21 18:44:19 | 13m 15s | Remember, Apollo | ♥ 2 | Aesthetically this is obviously exceptional! The central mechanic is also pretty neat, although it did end up feeling a bit frustrating / trial-and-error at times. Also, a bit disconnected from the theme. Super impressive in an artistic/technical sense, given the time constraints. |
| Apr 21 18:52:14 | 7m 55s | ROBOY | ♥ 1 | Great! Roboy is frickin' adorable. Graphics overall are fairly strong. The movement controls are pretty tight - but the combat felt a little bit rough/unfair. Nice work! Overall it's on-theme, and feels complete. |
| Apr 21 22:47:45 | 3h 55m | Sisters' Lighthouse | ♥ 1 | **SPOILERS!! Play first if you're reading this!!** Firstly, the characters and other artwork is really beautiful. Love this style! The story surprised me! Very mysterious, and I was definitely curious to see what would happen. The first moment with the green light, and the later scene with all of the bodies, were both unexpected and compelling. Nice job! |
| Apr 22 13:36:19 | 14h 48m | Dunkegg | ♥ 1 | Humour and overall cinematic presentation are totally on-point! The audio also feels really complete. Unfortunately the framerate really chugged for me, even on the low-quality setting, and I wasn't able to experience the gameplay properly. |
| Apr 22 13:40:32 | 4m 13s | Lumina Mori | ♥ 0 | Very atmospheric! Liking the graphics and audio, and overall look of the environment. Unfortunately the mouse controls didn't seem to do anything for me, so I wasn't able to get into the gameplay. And also W always moving "up", as opposed to "forwards", felt like quite a disorientating control scheme. |
| Apr 22 13:51:27 | 10m 55s | Cydonia | ♥ 3 | Nice! Seems like a pretty neat puzzle platformer, and fairly complete in terms of levels and mechanics. Good job! I didn't think the mechanics tied into the theme particularly. Also, I quit in frustration the first time because I couldn't figure out what I was supposed to do on the first screen (that I could move the second character with the arrow keys), and just happened to boot it up to try again. Please list the controls! |
| Apr 22 14:00:11 | 8m 44s | The Genesis Loop | ♥ 5 | Kind of crazy that you implemented and documented a custom scripting engine for this! The content itself is great, and the presentation is simple, but feels cohesive and complete. Overall it's very immersive. I think you picked exactly the right number of things to focus on: the event writing, warp effects and planets are just enough, and they're all polished up nicely. Great work! |
| Apr 22 19:42:38 | 5h 42m | You Reap What You Shoot | ♥ 3 | I liked the visual of the plant being connected to you like that, providing you with air - helped to emphasize the theme. Also it was interesting how your bullets could be blocked by / bounce off it as you drag it around behind you. I found the movement / performance a little laggy, so it was tricky to really get into the action side of things. |
| Apr 22 23:25:10 | 3h 42m | Volty's Quest | ♥ 0 | Great! Felt really nice to interact with - graphics and audio were also very fitting. The mechanics / mechanisms in the levels are pretty neat, too. I had one moment where I got kind of stuck on the side/corner of a block in a weird way, but for the most part the controls were surprisingly solid. Also felt a bit disconnected from the theme (as you're keeping "yourself", rather than "it", alive). Overall, Very impressive! |