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Feedback comments for LD46
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| Timestamp | Since previous | Game | phi's comment | |
|---|---|---|---|---|
| May 10 06:57:40 | You Have One Job | ♥ 1 | This feels like a Simon game, but without the additional challenge of having to memorize! I don't think it's a bad concept, I personally like it when games are kept simple and the goal is immediately clear. I just think a bit more challenge would be nice -- for example, if some special tasks came up every once in a while. This way, it wouldn't be "the same, just faster". The game looks and feels quite polished already though! Nice entry! | |
| May 10 07:06:50 | 9m 10s | 1922: The Unfortunate Olympian | ♥ 1 | Is there only a Windows build? I would have loved to play it, it looks awesome, but I'm on Linux. If it's not possible to build for other OS, please tag the link correctly (right now it's tagged as "Source Code"), so people don't spend valuable seconds downloading and unzipping ;) |
| May 10 07:18:20 | 11m 30s | Isle of Light | ♥ 1 | Amazing! Love the atmosphere, the sentimental music fits perfectly, being able to change the music is a nice touch. I didn't really notice anything negative, except that the objects floating in the water were sometimes a bit glitchy. Loved playing every second, thanks for making this! :) |
| May 10 09:13:13 | 1h 54m | Yeti Protector | ♥ 1 | Very cool idea, and nicely implemented as a turn-based strategy game. I loved the gameplay, and just noticed a couple of things about the UI/UX that I think could make the interactions a bit more intuitive: - It would be more convenient to click the protector itself, not the button, to move it (since you're gonna have to click near the protector anyway, to move him); also, when there is no protector in a particular level, the button is useless anyway - Remove the fade-out transition between turns, it makes it harder to see where the villagers moved - Once there is nothing else left to do (no protector, no more torches, trees or steaks), auto-forward the rest of the level, so you don't have to spam-click through the remaining nights - Make the tiles have some sort of border or indication, so it's easy to see how many tiles there are between elements - Have a visual hint about the radius of the steaks and torches (it was quite hard to figure out whether the area of the effect was a square or a "pixelated circle", and how big it is) Starting from level 6, I thought it became more interesting, because it felt like it was more about calculating moves, instead of just maximizing the space between the yeti and the villagers and clicking through the nights. Maybe you could make the playing field in the first couple of levels a bit smaller, so this feeling would be there too, without it becoming more difficult? Also, it definitely needs some sound effects when the villigers are slaughtered :P Overall, great entry, had a lot of fun playing! :) |