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JesterSeraph

Feedback comments for LD46

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TimestampSince previousGameJesterSeraph's comment
Apr 22 17:06:18 Keep It Alive Game ♥ 1 I didn't really understand how to play, and after a few tries, still couldn't get into the swing of it unfortunately.
Apr 22 17:06:51 33s Bobbleheads want to dance ♥ 2 You've got a great sense of humour and it's expressed really well in the game!
Apr 22 17:09:20 2m 29s Monolithique ♥ 0 Love that art style and sound effects. A nice simple game with great rhythm.
Apr 22 17:18:19 8m 59s Feed the Fire ♥ 1 Had a great time playing this! Fun, and lighthearted, with a funny twist. I was wondering if it would be infinite.
Apr 22 17:22:02 3m 43s Stand Still ♥ 1 More instruction would have been helpful as it took me a while to figure out what was expected, and even then the difficulty right form the start seemed a little high.
Apr 22 17:23:45 1m 43s Save the last Plant ♥ 1 Pretty basic concept, but well executed!
Apr 22 17:24:56 1m 11s Fimbledore ♥ 0 So much hard work went into this! Good on you for all those extras.
Apr 25 16:58:00 71h 33m Cloudy With A Chance Of Pain ♥ 3 Based my feedback off of the gameplay video: This game is super cute! All around it's super cute and appears quite well executed. I can't comment on how clear controls are or the learning curve, but assuming you've learned them it looks like the challenge ramps up nicely, in a wacky "punish you for your mistakes" kind of way while also making it harder for the player to *not* make mistakes. My primary criticism is around the audio & graphics. Namely: the graphics are very simplistic, and certain animations such as the wolf attack animation seem disjointed, as well as lack certain visual feedback for what's actually happening. I don't know if a wolf bite is a 1-shot kill on a sheep, but some kind of additional visual or audio cue indicating that a sheep has been bitten (and is about to be bitten) by the wolf would help, especially as a sheep can travel a fair distance away from a wolf by the time the wolf's animation is finished. My experience working around accessibility is that you should do your best to have distinct visual & audio cues whenever something deserving of feedback is occurring, and something like an attack windup that you need to respond to before it finishes is one of those things. Otherwise a player will be left confused about why they lost. I didn't even notice the wolf that killed a sheep in the gameplay video, instead looking at a different wolf winding up an attack. I get that it's a part of the game, but some visual stimulation to make it more clear what the player is dealing with helps reduce their frustration. Feeling like they lost fair-and-square is always better than going "how was I supposed to even see that!?!?!?" The audio was rich, in that there's a lot of audio going on between the cloud, wolves, sheep walking around, and the music, but a lot of the sounds come across as the same, or very similar. They all seem to fill around the same frequencies. It's worth trying to vary the frequencies a little more, such as having the thunder sound use more bass, the rain more hi-hats & rim hits (along with a pitter-patter pattern to discern the rhythm), and wolves... well honestly the wolf sounds are perfect and would be better with the variety of the other sounds. Other than that, the music is quite loud, making the sounds of the game harder to hear. The music definitely helps with the mood, but it shouldn't impede gameplay. I assume the volume's adjustable though, so I'm not considering it in the ratings. Overall, awesome job! Definitely an above average game, and the reason I'm harping on these finer details is because you're a team of 4, and therefore with your individual roles you can afford to focus more on each of your crafts.
Apr 25 18:48:08 1h 50m Aero-Ball ♥ 1 Game was innovative, but definitely felt less like playing a game and more like fighting with the randomness & the system. Half the time the ball would just spawn into an untouchable space, and it took a while to figure out when swinging the paddle. Overall a good attempt! Maybe some other camera angle would have made it easier to time the paddle swings.
Apr 25 18:55:46 7m 38s Unfinished Game (Keep the Ball Alive) ♥ 1 Definitely unfinished, but oh my gosh my friend and I laughed a ton playing. Comment from my friend: the selecting a player with the mouse constantly was surprisingly innovative, and having to constantly switch between them was great.
Apr 25 19:04:58 9m 12s Unnamed Balloon Game: Video Game Edition ♥ 1 It was definitely fun! The ceiling fan killing the balloon was a nice touch, though it was very hard to actually get the balloon to hit it. Making the fan a little lower could have increased the difficulty. The music was simple, but was a bop. The track doesn't loop into itself well though, there's a hard stop, but overall the loop doesn't really get tiring while playing.
Apr 25 19:19:04 14m 06s Seymour ♥ 0 Oh my gosh, overall not the best game out there but in terms of humour & innovation, my friend and I nearly peed ourselves with laughter and surprise. Could have used a lot more of that fun & love during the general gameplay, since overall it felt very simplistic and boring, but that single moment of when the plant reached full maturity brought the whole experience up a ton.
Apr 25 19:43:14 24m 10s The Spark ♥ 2 The game didn't stand out in any major factor, but overall it felt like a solid game. It's something that's playable, keeps you interested, and upon finishing would feel like you played a full game (which is hard considering the time constraints, so 10 levels is a LOT). It felt like it was greater than the sum of its parts. Biggest feedback: my friend and I would just let ourselves die to get 75 spark to start a level with, making the spark lifespan more of just a 75/100 timer than a mechanic where we needed to recharge it to keep going. Starting the spark amount on respawn as a lower number (like 35 or 50) would have better incentivized charging the spark to a higher value on the prior level in prep for the next. Definite big plus though, having a colourblind mode. Huge kudos for that, thank you :)
Apr 25 20:03:26 20m 12s Branch Out ♥ 0 Graphically it's really simple, but quite pleasing to look at. It's a nice minimal approach, and it's very gratifying to successfully build a tree. Each branch & root made felt great. This isn't my kind of game, but my friend admitted that he would absolutely waste way too many hours playing just this version of the game. Good job! Biggest challenges: The menu button quitting the game caused my friend & I to close the current playthrough way too many times. Some indication of the resistance to bugs, or a health bar or something would be nice for showing where the damage is at instead of a branch just suddenly falling off. finding the build button took us a while, and the build mode vs not build mode isn't really needed, building can just always be active & the upgrades screen could still be there to click. A volume control also would have been nice, since after a while the music started to get bothersome.
Apr 25 20:30:26 27m 00s Constance ♥ 4 Really cool idea! Feels like it just needed a little more time, or little more intuitive indicators (such as a person's cone of vision, of how long before they wake up). When my friend & I finally got a body to the house to perform surgery on, it was unclear how we actually gave the body parts over, or if we needed to at all, and it seemed like no body part would take, and we also couldn't make space on Henry. It didn't appear like there was a timer for how long we had before Henry would die, so there no real sense of urgency. Overall it felt like it was really polished, and just a couple steps away from being that perfect game for the competition. My advice would be to focus more on the gameplay itself next time, and ensure the core game is fully fleshed out before all the polish really goes in. This entry felt like it nailed 4.0 and higher in everything other than being an overall fun game, which seems to be a trap larger teams can fall into. It takes a lot of work to organize & plan everything out from the start so that all members have work to do, especially with such an ambitious project as this was (visually & mood wise), so pivoting to improve gameplay becomes a larger challenge. Best of luck!
Apr 26 19:38:26 23h 08m Morose ♥ 1 Game was an absolute mood. My friend & I got super invested. What hurt the most, really, was getting soft-locked twice. Once when we didn't have enough seeds to complete a shape in combat, and once when we tried to make the white flower (couldn't place it anywhere. just glitched). Would have liked: sound effects. The music was excellent but there were no sound effects. Could have been better: The combat felt more like a chore than a core element of the gameplay. The gameplay felt like the puzzle of solving the storyline & building the flower shapes. Could definitely see this expanded more into an Undertale-esq game where the plant combat has more complexity. Overall, holy heck this was a full game, and had so much shoved into it for a compo. Excellent job!
Apr 26 19:45:29 7m 03s KABLOOMATOIDS ♥ 1 Good attempt! Really impressive project for a less experienced team. The 72 hour time crunch is definitely hard. I recommend aiming for a smaller scope next time. If you didn't finish your idea in time, it's a lesson to scope smaller & make that smaller experience great.
Apr 26 19:57:14 11m 45s Keep Away ♥ 3 This game is really solid. Never expect a multiplayer game to turn out well during these, but even playing alone you could accomplish a lot, which is excellent! I can see what the gameplay would be like with more people, and I firmly believe this is the kind of arcade game I'd find on xBox Live & play for hours with friends in couch co-op. It was so goofy and the resource management works beautifully when you have multiple people. Main complaint would be that the visuals weren't cohesive. I get mixing 2D with 3D, but the 3D elements felt like they were significantly lower in fidelity than the 2D assets, and between the various 3D elements it seemed like different styles were applied. Making the whole game feel more visually cohesive would have jumped my graphics rating up.
Apr 26 20:07:30 10m 16s Zhoot IT ♥ 1 Friend played it. Here's their feedback: As a fan of FPS games & old-school stuff like Wolfenstein, this felt super immersive and fun. Really liked it. It was minimal, but all of it felt extremely effective. The mood was great, and the audio really helped contribute to that. Even if you didn't produce all the audio during the jam, knowing what sounds to use and how to use them is its own skill. Would have liked a slightly less barren world & volume control to tweak the SFX/Music volume.
Apr 26 20:18:35 11m 05s The Blind Hummingbird ♥ 1 Might be a little fatigued from rating, but overall felt like the game did what it set out to do. The main issue my friend & I had with it was that it was very simple, very straight-forward, and didn't really leave us wanting to play more. It kind of felt like this is the extent of the game, and what we saw was about as far as the game could go. Music and art was good though!
Apr 26 20:43:40 25m 05s Birdie Burglars ♥ 1 Really cute game! Definitely one of the better games of the jam, overall. Lowest ratings were innovation & theme, because while the game is really cute, shooting animals with a slingshot isn't a new idea, and while you were keeping something alive, the objective felt more like shooting the burglars than keeping something alive. Seems like a majority of us really went for "gameplay that happens to be linked to something living or dying," either in protecting something or in maintaining some energy bar. Otherwise: always appreciate sound controls. The music & effects came in way too loud to begin with.