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Feedback comments for LD46
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| Timestamp | Since previous | Game | pickens-inc's comment | |
|---|---|---|---|---|
| May 8 19:17:09 | Protect Floaty | ♥ 0 | Not bad! Twin stick gunplay works quite well, all your meshes are quite appealing (Floaty especially, the particles with it are very nice). My main gripe is that I wasn't sure I understood how having the enemies go for Floaty instead of me improved the gameplay, beyond being there for the theme. I often found myself feeling powerless at Floaty's being assaulted, as he would often not seem to follow me when I try to flee and reposition. One other nitpick is that the dim lighting lends itself to a rather grimey look which your lovely meshes don't fit with. Consider brightening it up a bit and playing with the lighting! Well done! | |
| May 8 19:32:02 | 14m 53s | A Case of the MOONDAYS | ♥ 0 | Interesting entry! I have some constructive feedback for you. First of all, the best part about the entry is definitely the visuals. The entire environment is really appealing - and that's not just because you used assets. Even with assets made by others it takes effort to put them together in an appealing way. Animation on the character would obviously have been great. My biggest gripe is the gameplay. I think I can see where you're going for this, but, like others have echoed, if you're going for the 'frantic busywork' kind of loop, taking care of the tasks needs to be quick and snappy. I'm not sure why it's three clicks. Because there's no feedback on the first two it just ends up feeling a little clunky. A single click and a fast satisfying sound and visual would help that a lot, as well as some indication for when the player is close enough to start clicking. In addition, since there's nothing to aim at besides the object itself (which you are already approaching by moving there) I think using a button press rather than a mosue click would work. Finally, you need perhaps a fail-state rather than a time. Or you have to survive till the end. The first thing that cam to mind was a bar that is slowly decreasing, and you need to fix the machines when they malfunction, and if you don't do it after X seconds they explode and the bar takes a big hit. Obviously, a bit of a different game, but in my head I see it resembling a lot of the aspects of yours! So well done for making me think. :) |
| May 8 21:42:32 | 2h 10m | Team Wipe | ♥ 3 | Really liked the entry! Took me a little bit to understand the cooldown system but I really liked it and felt it was quite intuitive after a bit. Also really love the concept. I love games where I'm the boss against a party, it's great fun. The spells looked great, too, the particles and sounds were all excellent so it genuinely felt great to use my abilities. I felt like I was in some kind of Final Fantasy XIV instance (specifically the Warrior of Darkness fight). The only thing that ruins it for me is that with all of the wonderful kit and the enemy party to fight, I only have one real objective, and it's just too easy! Once I understood the spell system I just spammed Fire II repeatedly till I won. Mixing it up was far more fun! I think it would benefit instead with having just a health system rather than the time limit of the wizard. Really well done! Genuinely had fun. |
| May 9 12:03:54 | 14h 21m | Hack'n Dice | ♥ 1 | I should have read the instructions on your page right away. Once I understood the mechanics I found it quite compelling! Really quite nice game. Having different dice to choose from added an element of skill with a nice dash of luck in there. The options of dice could have done with some balancing as I was occasionally offered the choice between two seemingly entirely red dice, which I think is a bad thing? It was a little difficult to tell what the effect icons implied (besides the very clear heal and super heal ones). Stylistically the cowoy and hooded swordsman feel like they're both from the same game, but a very different game to the rest of them. Same goes for the knife lady. But individually the graphics are gorgeous, and I really like the attack animation on the cowboy man especially. Well done! |
| May 9 12:24:00 | 20m 06s | Healer | ♥ 0 | I see people complaining about the controls, but whilst they're not perfect I play a lot of Dota and it felt fairly natural to me. Really like this concept even as someone who tries to steer away from the Healer role. The skills didn't need much to figure out how to use (although I thought the entire time that E was passive, not sure what it does!), and it felt good to use them too, quick snappy effects and sounds. Constructive criticism! It was a bit frustrating that, especially during the late game, the knights split in different directions, and there's no off-screen indicator to see if the knights are taking damage. So I sort of have to frantically squint and spam heals and hope it's going right. There's also no indication or sound (besides health bar at the bottom) to tell you yourself are taking damage. Every time I died was because I didn't realise I was being hit, and it seems somewhat counter-intuitive that you can't heal yourself! Finally, love the cover art. Looks great. Very stylised. Well done! |
| May 9 12:48:44 | 24m 44s | The Lonely Tree | ♥ 1 | Absolutely gorgeous game, the atmosphere is really there, marred only by the jarring bullet sounds. Perhaps a different kind of projectile. As Topper above me says, feedback would have been really great for player messaging. I didn't realsie you could shoot enemy bullets for a good long time. The gigantic wind turbines look imposing and elegant and I was disappointed they weren't part of the gameplay environment, as the one lonely tree doesn't serve as cover. 😜 so some environmental obstacles and features would have been great especially to mix up strategy. It wasn't long before circle strafing grew a little wearying. But it was a very pretty little experience. I didn't even dislike aiming all that much and reloading feels good. Well done. |