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Feedback comments for LD46
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| Timestamp | Since previous | Game | Chinchilla's comment | |
|---|---|---|---|---|
| Apr 21 14:54:27 | You're Invited! | ♥ 1 | Elegant gameplay loop and extremely efficient tutorial. 30 seconds in I knew exactly what I was in for! "Generic Rock Song" simultaneously made me laugh and feel called out for my music tastes. Very well done! | |
| Apr 21 15:41:51 | 47m 24s | B R U I S E S | ♥ 3 | The art is extremely stylish and cohesive​. The color choice makes it feel like a real point-and-click adventure from the DOS era, but like... through nostalgia goggles of "what I remember it looking like" and not what it actually looked like. It took me a bit to figure out that right clicking was different then left clicking. Once I did I got to appreciate the characters and writing a lot more. I had a lot of the same problems I usually have with the Point and Click genre. I spent a lot of time hunting for the right thing to click on. To repair the torn message/photo, I saw posters that are TAPED to the wall and I'm thinking "Oh! I'll take the tape and use it on the posters" but instead I was supposed to click the box next to the posters. Which makes more realistic sense but I didn't realize the box was clickable right away so I got stuck. I liked the picture/message re-assembly part as a way to vary up the gameplay. Although I found it kind of frustrating that if two pieces overlapped I'd almost definitely select the wrong one. It seems they lock in place if you put them in the "correct" spot. I wish it were more forgiving and gave some sort of feedback when you got it in the right spot. The message was especially hard to assemble. I got stuck at the message because I don't know how the game is expecting me to arrange it, I have some pieces in the right places so I try to align everything with those pieces and the game doesn't take it. It seems like there's an expected gap between two pieces I'm supposed to fulfill, but that feels impossible to predict. If you're able to patch this I highly recommend it. This is the best writing I've seen in a Ludum Dare game, it's a shame I'm roadblocked by the gameplay. If it does get patched feel free to @ me in a comment and I promise to replay and re-rate it! I wanna see the ending! Also: I somehow managed to get into a bugged state where text would appear and immediately vanish when I clicked on things. It might have to do with alt-tabbing out of the game? Alt-tabbing back and forth seemed to fix it. Also-also: I think there's a typo "You wanna to skate gain?" |
| Apr 21 16:02:54 | 21m 03s | Body and Soul | ♥ 1 | Refined gameplay loop, polished feedback, interesting and varied upgrades. Wow. What a good-ass submission! |
| Apr 22 02:15:23 | 10h 12m | Only one way | ♥ 2 | Interesting ideas and concept! I like the environmental storytelling of a robot taking care of a baby in an ice-cold environment while getting shot at by... aliens? There were just a few niggling things that kinda salted it for me. For instance, why is the button to pick up the child different from dropping the child? I also can't see the kid's health bar if he's off screen unless I zoom out, which often leads to me losing without warning. I noticed you made this in LOVE2D which is cool! Always nice to see other LOVE developers out in the wild :) |
| Apr 22 15:02:27 | 12h 47m | It Alive | ♥ 1 | Incredibly clever use of the theme, it works on several layers! Although I didn't really use the main mechanic until I got to the level with a ton of enemies. All of the other levels I could pretty easily platform around them. Perhaps there could be a level early on with narrow chokepoints that enemies block so you could teach the mechanic early on and gradually demonstrate wider use cases. Very impressive for a compo game! |
| Apr 22 15:23:12 | 20m 45s | Rhythm Rifles | ♥ 1 | Simple and elegant game loop. Normally I don't like these "endless hoard" games but this one is different. The rhythm mechanic made it feel like every shot counts. Every beat I have to think about my position and line up my shot and fire on beat. It's incredibly satisfying to land multiple shots in a row, and genuinely panic inducing when you miss a shot you thought you had because now you're falling behind. A part of me kind of wishes that you'd fire automatically on beat but maybe that would be too easy? The difficulty ramps up a bit quick with the curtain fire enemies, but the iteration time is so short that it doesn't really matter. There's lots of cool potential here! I'm imagining this as a rogue-like with boss fights and different weapons that each have different tempos/effects. |
| Apr 22 15:30:38 | 7m 26s | Cosmic Felk is Dead! Long Live Cosmic Felk! | ♥ 1 | Very well written. The visuals were great but I wish the textbox were a little more opaque for my feeble eyes. I loved all the goofy looking characters and the made up music genres. LONG LIVE COSMIC FELK! |
| Apr 23 14:32:12 | 23h 01m | Egde Fault | ♥ 2 | I love the art style! Also I love any game that features a Giant Enemy Crab. |
| Apr 23 14:37:40 | 5m 28s | Desktop Garden | ♥ 0 | Absolutely delightful concept, I like how everyone probably experienced this game differently based on their desktop habits. The sound and graphics were really nice and pleasant too! You also managed to crash my explorer.exe which is a first so congrats on that also 😛 |
| Apr 23 14:46:45 | 9m 05s | Gino the Neutrino | ♥ 5 | I love how much personality you put into subatomic particles. I never thought of neutrinos as "introverts" but now I can't un-think it! I liked how the music changed over time too. I found the gameplay a little lacking assuming I was playing it right. It seemed like my objective was to dodge everything so I just spent most of the game at the very top of the screen not moving. Perhaps if there were powerups to grab or some incentive to not sit still you could solve this problem? Overall though it was a nice submission! |
| Apr 23 15:06:11 | 19m 26s | Restart Later | ♥ 0 | I love the use of dark patterns! I did find the iteration time a little frustrating, I gave up after my third attempt because I was tired of waiting for the Decripter to unlock each time. Always a fan of fake OS games! |
| Apr 23 15:09:48 | 3m 37s | Joe Biden Campaign Simulator | ♥ 2 | spicy. surprisingly unique gameplay for a political shitpost |
| Apr 26 16:17:03 | 73h 07m | Mind Defender | ♥ 0 | I like the concept. Although I couldn't really tell what the difference between the 3 types of towers were. So I wasn't sure what trade-off I was making when I built a bunch of the same tower rather than a few of each. The music loop has this gross "click" at (presumably) the point where it loops. Fortunately it's entire fixable, I've helped enough LDer's fix this problem I made a quick video about how to fix it https://www.youtube.com/watch?v=XJUJezqdtqA |
| Apr 29 15:12:05 | 70h 55m | Grow! | ♥ 1 | Our submissions are shockingly similar​! The overall concept is great, your incentivized ​to grow out and around and find patches of water, but you also don't want to spread yourself too thin because otherwise you'll starve. I also like at the end you're told how many days it took you to complete and your encouraged to do better. I dig it! The turn-based/grid-based aspects of it are interesting. They make the whole thing feel organized and methodical, especially once you unlock pruning and the ability to reveal other areas. It really felt like you could min/max your way to victory if you planned ahead. However there are a few little gripes I have that get in the way of my enjoyment. First off, I wish there were hotkeys for pruning/exploring/skipping. Clicking "Prune" and then clicking over at the one root I wanted to remove, and the repeating that process over and over was really tedious. I also think that the "grow through stone" upgrade and the "reveal area" upgrade should be swapped. By the time I had the reveal upgrade, I had already hit "rock bottom" in the sense that I had nowhere left to explore that wasn't blocked off. So the reveal upgrade didn't do anything for me except for taunt me with areas I couldn't go to yet. That being said, this is a really solid submission overall, especially for the compo! It looks like this is your first game on itch.io, which I assume means you're pretty early in your gamedev career. If that's the case then you're off to an amazing start! |
| May 4 02:36:11 | 107h 24m | Father... Musn't I Kill It? | ♥ 1 | You bastard, how could you make me do this. I love it. |
| May 10 19:54:26 | 161h 18m | Woodpunk | ♥ 0 | There is a LOT of content here! Especially for a Ludum Dare game. Every inch of it looks great and sounds pretty good too! However it took me multiple attempts and reading the itch page description to figure out how to craft, which is a pretty essential part of the game. Perhaps binding the crafting menu to the right mouse button would have made it more discoverable? I didn't complete a single quest in the game. I would get a quest, not understand how to complete it, and then move onto the next area. I figured out what Onion Minions were and how to create them about 2 areas in and didn't feel like backtracking to complete the first quest. Maybe Granny could have mentioned something about "Pressing shift to open your crafting menu." Fourth wall breaking but entirely necessary for gameplay. Likewise, all of the enemies could be summarized as "click on them until they die," regardless of what type of ammo I was using. It seemed some enemies weren't even worth killing since they'd either just stand there or were easy to evade. The world design is well done. It feels like an open world and yet I was constantly able to progress and continue onto the next area. I never felt lost. I made it all the way to the boat, where I was promptly stuck because I didn't know where to find planks. There appeared to be some planks in the basement of the castle area right before the boat but I think those planks were decorative planks and not quest item planks. All this being said, this is an incredibly ambitious Ludum Dare game and I'm extremely impressed with how much game you managed to get out of the weekend. |
| May 14 00:45:00 | 76h 50m | Me: Tree! | ♥ 0 | Hey, I made Lay Down Your Roots and I came to check out your game and wow!! You're right, our ideas were similar! But what's crazy is how they were almost _even more similar_. I had considered doing the UI similar to how you did, 2 clicks where the player chooses the exact angle, I ultimately chose against it but I'm not totally happy with what I chose (LDYR screws you over sometimes, maybe that's part of the game? :p). I had also considered the idea of having nutrients as a third resource, but I wasn't really sure how to differentiate it from water. I love your color choice! And I love that you can play this in a browser, that's perfect for this style of game. Maybe I'm dumb but I'm having trouble getting started. I can't seem to figure out how to start gaining energy. I have 15 leaves but I'm gaining zero energy and then I just die..? I'm a bit confused about that. But from the screenshots it looks like it gets pretty wild in the late game Also I can very very very faintly hear music when I play. But it's soooo quiet and my volume is cranked all the way up. Is there something wrong on my end or is the music really quiet? It's fine to have quiet BGM but I think it's _too_ quiet. If I had my volume any lower I wouldn't even notice it. Really cool submission! |