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Feedback comments for LD46
Veralos's games and stats for all events →
| Timestamp | Since previous | Game | Veralos's comment | |
|---|---|---|---|---|
| Apr 20 15:08:06 | The Beat Keeper | ♥ 2 | This is a really cute game, I think the art is awesome and the drums feel super satisfying. My initial thought is that it would be a rhythm game, and I think that would be a great direction to go in (as opposed to an endless survival type thing). It might help the game feel more thematic and less like a race to spam beats in my humble opinion. | |
| Apr 21 03:15:09 | 12h 07m | A Bard's Party (Keep it alive) | ♥ 1 | What a cute game! I was having some trouble figuring out when to click vs release for the directional notes, but there definitely is a rhythm to it that was more intuitive than I expected. I think it would be nice to have a little more audiovisual feedback when you hit the correct note. Especially on the first song it was hard to tell which notes I was supposed to be playing along with. |
| Apr 21 03:42:51 | 27m 42s | Genomix | ♥ 2 | What a fun little game! It seemed like the only problem I ran into was food, so it was pretty straightforward to get through. It did seem like some of the flavor text referred to multiple days passing though, otherwise it was a very nice and cohesive experience! |
| Apr 21 03:58:46 | 15m 55s | Panda Smash | ♥ 0 | What a hilarious game! It was pretty hard to actually move things around as I wanted, but I suppose that's all part of the challenge. |
| Apr 21 04:09:16 | 10m 30s | Press Flail to fail | ♥ 2 | It's cathartic to just flail and boost this fish around it turns out. I ran into the same situation where I just got unlimited flails by jumping into and out of the water, and I absolutely launched myself off the right side of the last level :) |
| Apr 21 04:18:08 | 8m 52s | Protect the Plant | ♥ 1 | Great job finishing your first game from scratch, that's a huge achievement! I really like how the theme and mechanics are all tied together through the flower petals and recharge. |
| Apr 21 04:29:49 | 11m 41s | Botanist Blitz | ♥ 4 | This is very nice, I especially like the the music is both chill and fast-paced simultaneously. I also love the little skulls floating in the deadly deadly water. It seems a little bit punishing that you can over-water the plans, but I suppose that's all part of the challenge. |
| Apr 24 02:22:32 | 69h 52m | Farm Defense | ♥ 1 | Nice job, especially for a first jam game, congrats on making it to the end! The mechanics of the tower defense feel really nice, even with all of the commands being keyboard shortcuts. I think if you focus on adding some more tower/enemy variety and wave balance the nighttime phase could be a very solid TD! The day phase of the game seems like it might be pretty disconnected from the night phase. I was a little bit confused when I didn't go back to daytime after the first phase and went back every 5 "turns" instead. I think there also needs to be some sort of connection between the corns in the nighttime and the money in the daytime, otherwise it's sort of like you're playing two separate games in parallel, which would interrupt my flow personally. |
| Apr 24 02:35:56 | 13m 24s | One Alive At A Time | ♥ 1 | This is a very cute game, I absolutely love your description of the game. The physics were a little wonky, but in a fun physics-puzzle sort of way. I had a little bit of a hard time with the camera, it sometimes made it very hard to see where an object was rolling. It might be a good idea to put the camera on a wall opposite the exit, or give it more of a birds-eye view. It also seemed like "saving" an object should be pushing it off the edge of the map :) Sometimes it was hard to tell when I was accidentally saving myself by entering the safe zone. |
| Apr 24 02:57:41 | 21m 45s | Firelight | ♥ 1 | This is a nice little game, it strikes a good balance between having to go harvest resources and protecting your fire. I played it on a 2736 x 1824 screen, so unfortunately the left and right side of the health and wood UI were cut off for me. I am curious, was there a mechanic for the glowing flowers, or were they just aesthetic? They seemed like they wanted to be interacted with, but clicking didn't seem to do anything. |
| Apr 24 03:43:41 | 46m 00s | The Hatchling | ♥ 0 | The animations and audio were very nicely done. I liked the enemy variety, although I couldn't tell what was different about them except that the robots(?) seemed to be much worse for the egg. I like the idea of spending your hours of the day on projects as the resource, but you may want to change "rest until dawn" to "rest until dusk" |
| Apr 24 19:34:43 | 15h 51m | Dance Dance Unicorn of Magic! | ♥ 2 | This is a very fun little game. Initially I was pretty frustrated with it, because the default weapon is severely underpowered. Eventually I realized that you're supposed to carry the unicorn around and find new weapons, but I almost gave up before I got to that point! Part of this could be that the speaker icon was off the corner of my screen, so I didn't realize that I should head in that direction. I think you could make the game a lot more dynamic if you only scored points for being in the dancing area and if the dancing area moved at faster intervals (or every time you pick up the unicorn). Right now it feels pretty static, and it seems like if you're careful you can just survive indefinitely if you grab the unicorn and run around, since you're faster than enemies. |
| Apr 24 20:03:19 | 28m 36s | Is anybody out there? | ♥ 2 | I thought the tweening and particle effects were very nicely done, overall the ambiance was great! The game just seemed sort of... bleak? I was waiting for some sort of payoff that never came at the end it seemed. I think that's an indicator of your game being an interesting hook, I wanted more of it and felt like it ended too soon! Nice job. |
| Apr 26 02:16:19 | 30h 13m | Trail Blazer | ♥ 1 | Nice, the controls are snappy and feel pretty good. I noticed some gaps in the background tiles, I think that may happen when you place the tiles manually in Unity instead of using the tilemap system. I also was soft-locked once I got too small on level 2 and I had to restart the game to continue. |
| Apr 26 04:19:14 | 2h 02m | Cabral Soldado Heroico | ♥ 3 | I never realized that I wanted a mixed Spanish-English language game before now. ¡Fue magnífico! It took me a while to figure out what the little blue dot meant, I think it might be a good idea to make it into an arrow shape to give an idea that that's the direction to travel in :) The graphics/look and feel were very nice. I only ran into two problems: 1) sometimes the enemies would just circle around my position and/or teleport a short distance, and 2) it was sometimes difficult to see San Martín's health when I was dragging him straight up. Great job! I've played it several times, hopefully I'll be able to beat it soon! |
| Apr 27 00:52:38 | 20h 33m | Birb Island | ♥ 1 | This was a fun take on a survival-y type of game, and it's impressive technically even without lots of gameplay! I would recommend highlighting the tile that is selected/about to be harvested? I had it happen several times where I accidentally harvested the wrong tile 2-3 times because the selection was ambiguous. Nice job! |
| May 9 00:20:54 | 287h 28m | Keep The Spirit Stone Allive | ♥ 1 | This was tons of fun, great job with the ambience and atmosphere. I noticed the screen panning a lot after clicking UI elements, you may want to add a Not Over UI check in your camera controller code. I like the concept but it could definitely use more balance. I found that the most cost-efficient strategy was to simply upgrade the spawn rate and attack damage of rabbits and ignore everything else. It may be a good idea (technically and gameplay wise) to limit the # of each type of entity that may spawn. That will force the player to unlock new types and will reduce the load for running so many entities. Nice job! |
| May 9 19:58:57 | 19h 38m | Guardian Duty | ♥ 0 | This was a fun arcade-y game, I enjoyed it a lot. I definitely forgot what the spells did early on in the game, but most of the icons were designed in a way that I could figure it out. Perhaps greying out spells that you don't have mana for would make it easier to read at a glance what you can cast. I also liked that the object you were protecting acts as a barrier to interrupt your movement, it definitely made the gameplay more interesting. |