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Feedback comments for LD46
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| Timestamp | Since previous | Game | jondkoon's comment | |
|---|---|---|---|---|
| Apr 21 23:53:52 | Straying Alive | ♥ 1 | Really like the simple art style and nice little animations. The tutorial page was good. Would have been nice to integrate it with the game itself. Wonder if red/green color blindness would be an issue for the color choices. Agree with the other comment that a few sound effects would have been huge. I was hoping I would get an army of green circles to control - maybe I'm just not good at it, but I felt like I had to sacrifice my circle every time to protect my base. | |
| Apr 21 23:58:19 | 4m 27s | Pump It ! | ♥ 3 | Love the graphic style and music. Kind of expected there to be more puzzle mechanics than just trying to figure out which pump to hit. Love the robot head coming off. Neat concept and great execution! |
| Apr 22 23:42:12 | 23h 43m | Keep the Party Alive! | ♥ 3 | I really like the music and the low poly graphics. The mechanics were fun, but it wasn't satisfying when I solved a problem - maybe I was doing it wrong. Ok I just reread the directions. Sounds ridiculous, but I was picking up the guests and taking them to the thing they wanted. |
| Apr 22 23:51:20 | 9m 08s | Rumble in the Bronchs | ♥ 2 | Really like the graphics and music. The gameplay was bit easy. Would have been more interesting if the enemies were smarter. I liked that each level had a different color scheme. As I progressed I found myself just being stationary and firing from the center. I guess that didn't really work in the first level since it forced you to move around to kill the enemies. I think something in the later levels that kept you on your toes would have been good. Would have been nice to have something more satisfying happen when killing an enemy like a sound effect or animation. Shooting sounds would have been good too. Overall good execution of the idea. |
| Apr 23 00:07:31 | 16m 11s | The Last Plant | ♥ 1 | Really fun mechanic. I liked balancing the factors and the different tools and environments that would effect it. I played a few times and didn't get very far. There were some good sound effects. I think you got the post apocalyptic mood down correctly. The graphics could use some attention, but I liked that you focused on getting the gameplay right. That being said it could probably use a little more tuning so that it's easier early on or something. |
| Apr 23 00:15:30 | 7m 59s | Fish in Peril | ♥ 1 | Great job on this this one. Love the graphics and the concept. The level design was well done. I liked the cat coming from the behind the couches. The music was nice and relaxing and matched the graphic style in my opinion. That being said the gameplay was a little hectic, so it was an interesting contrast with the relaxing music. A simple concept executed well. Nice job! |
| Apr 23 00:27:49 | 12m 19s | Boids of Prey | ♥ 1 | Lot of nice touches in this one. I liked the music. I liked opening the chest with the boost and then the stunner. Nice job introducing the concepts one at a time. My main feedback is that it was a little hard in an unrewarding way. I was frustrated that some of my chickens died as soon as the level started and there was really nothing I could have done. I think the game could have used a score or some other incentive or feeling of achievement for saving the chickens. From what I could tell you made it through the level if you saved at least one which seemed odd to me and wasn't clear either. Like I didn't fully understand what the win or lose conditions were until the 5th level or so. I liked the transition on the level. Nice screenshake and noises when closing off the level. I liked the color palette change too right when the ghosts came in. Also when I finally lost I liked the zoomed in slow mo. Again some really nice touches. Just needs a little balancing. |
| Apr 23 01:51:07 | 1h 23m | Sly as a fox | ♥ 3 | Really liked the art. I could tell you put a lot of effort in the main characters look and animations. I liked seeing the robots hiding in the grass and the overall environment. The movement was a lot floatier than I would have expected. Also everything is very large. I don't think I can recall a game like this that is so zoomed in. Typically you can see a lot more of the environment at once in a platformer. There were a few glitches like getting stuck on the corner of a stump or something. The levels felt short and I didn't feel a sense of accomplishment when finishing them. I think some music and sound effects would go a long way. Avoiding the robots on the 3rd level was the biggest challenge. Overall well done. I think you nailed the main character and you should be proud of that. Maybe next time you can spend a little more time on the gameplay. |
| Apr 23 02:01:16 | 10m 09s | Fire Saver | ♥ 1 | Nice job on your first jam! Great graphics and pretty fun gameplay. I did find some of the mechanics confusing. I would have expected for cutting the trees to automatically help with the fire or maybe me carrying the logs over. Given that they are such a scarce resource in the game it was frustrating to try to aim the logs into the fire. It also took me a bit to realize that I could "aim" the enemies by looking at their lines. It seemed a little random. I think it would have been nice if they had rotated 360 or at least 180 each time. I think ideally you'd have at least some change of always knocking them where you wanted them to go. So it's more about timing skill than chance. Having the directions in the game would be nice. Even after reading the directions I wasn't confident that hitting the water into the trees was helping. Maybe there is some better feedback there like making the tree grow immediately or some sound effect. I think the game could use some balancing to make it easier early on and then ramping up the difficulty as you progress. |
| Apr 23 02:13:58 | 12m 42s | Coalesce | ♥ 0 | Very neat concept. I have not played something like this before. I like the sprite art. Nice job. The main characters idle stance was a little odd though. Seems like his hands were always forward like frankenstien or something. I was confused by the doors in the game. I thought I had gone through them to progress, but then later I could not interact. Maybe I just misremembered. There was a moment on the 3rd level where I should have gone up, but I went down and I was a little disoriented. I think that is one thing about the game that the novel idea sacrifices. You don't have a lot of visibility into where you were because you only have half the screen to see the stage. I liked that you gave the character several points of HP. I think getting hit could have felt more devastating though. Like some animation, screen shake, color changes, sound effects - whatever. Just a little jolt in that moment would make it a little more intense. Overall great concept and execution. 4/5! |
| Apr 24 00:20:51 | 22h 06m | Defendeer | ♥ 1 | This was great. Funny idea. I liked the backstory. I kind of had to read it because otherwise it was a little absurd. Love the design of the handheld and the lcd. The music was great too! As I started to play I was thinking "man this is pretty slow", but then when it started speeding up I got it. Nice job on that, it did create a lot of waiting right at the beginning though. I feel like it would be fine to have the bullets animate quickly to half way and then slow down just to get them game started faster, but shrug. I played the first level and got 900isjh points. I checked out the other levels as well. It might have been nice to have you "beat" the levels and progress just to give a sense of accomplishment. I think that would make the novelty of the different level designs exciting to play through. I think you could have still maintained the score throughout and maybe cycled through. Or you could have added another element to the scoring system so it's not just how long can you survive. So you can have a sense of progression, fulfillment in "beating the game", and the score for bragging rights. Like pacman or something. |
| Apr 24 00:28:48 | 7m 57s | The Last of the Dino Eggs | ♥ 1 | Nice job. I haven't played many first person 3d games for the jam so that was cool. The movement felt good. I was a little confused about what I was supposed to do. I saw the meteors, I saw the eggs, I collected some eggs, and I even placed some eggs, but I was mostly frustrated because I couldn't find places to put the eggs once I had picked them up. Just for the sake anchoring the player I think it might have been nice to have a box or something near the starting point to bring the eggs to or maybe multiple boxes for saving the eggs that were very clearly marked and visible from the starting position. Overall fun game. I liked the music, the movement, and the 3d. Well done! |
| Apr 24 00:34:26 | 5m 38s | Dying Flame | ♥ 3 | This was cool. Loved the graphics and the lighting effects. Loved the text incorporation. The movement felt a bit stiff and attacks did not feel satisfying. I got confused on the 3rd room and bailed. Seemed like there was a puzzle to solve, but I couldn't figure it out. |
| Apr 24 00:40:54 | 6m 28s | PLANETâ—¯ | ♥ 1 | Solid 4/5. Like other commenters I felt the game was very difficult. Probably didn't help I was playing with a touch pad. I really loved the gameplay, the graphics, the concept and the sound. I think I would have played it for quite a while if it wasn't so hard. I played three times and then bailed. It was very satisfying to get one of my towers upgraded. In addition to balancing the enemy progression I think you could have removed the need for clicking to activate the towers. |
| Apr 24 01:01:20 | 20m 26s | Keep It Olive | ♥ 3 | Really fun game. I played this the longest of any of the jam games so far. I really wanted to see my plant get even bigger, but before passing the big olive bush I got tired of running back and forth when my inventory was full. Might have been nice if there was some technique to get the plant to follow you. Execution was top notch. I loved the art, the music, the animations, and the humor. It would have been nice to have some more mechanics though or at least understand how the different materials were affecting the plant. It felt pretty random. I find it interesting how long you kept me engaged with what amounts to a pretty shallow mechanic. I think all of the polish and feeling of progression really added up and kept me going. Solid 4/5 - great job! |