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ProdigalSon

Feedback comments for LD46

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TimestampSince previousGameProdigalSon's comment
Apr 25 22:26:26 Dumbulance ♥ 1 Nice twist on the gameplay making the player control what would otherwise appear to be obstacles in you way. Feels a little weird that once you commit to a direction you are set but I suppose the game would be too easy otherwise :D
Apr 25 22:38:25 11m 59s The Gates ♥ 1 I felt like I was a beach casually collecting things to recycle ;) As you continue to work on this game and improving it I recommend on adding an object system. Something real simple like one line that says "collect battery" and then "recycle battery" to help guide players as they get to understand the game loop. :)
Apr 25 22:45:53 7m 28s Protect the Sand-Worm! ♥ 1 I haven't read other's comment but I'm sure others have mention something similar. Sadly, the controls do not work for me at all. Perhaps to someone who plays many games on PC they might but for me I found myself not understand the sequence by which I could successfully perform an action. Perhaps if the game was controller via the mouse (rotation, hold for strength, maybe release to shoot OR space for strength and click to shoot) it would the game you did not intend to make but it would've made it easier to get into. Having said that, I like the simplicity of it and the mood/aesthetics of the game fit really well not to mention that allow the player to also cause the demise of the worm is a nice challenge.
Apr 25 22:53:52 7m 59s Astrodrift ♥ 1 I like the easy to understand objective and super simple controls. It was hard for me to understand how much momentum I was going when attracting objects (seem like this was consistent) or much momentum would be left over once I stopped attracting the object. I was expecting that the distance between me and the object would indicate a greater traction pull. Meaning, attracting to close by object would be a short push while those across the screen would "slingshot" me much faster. I also couldn't tell where I was supposed to go on the second level and got lost and went around in circles. I am bad at directions in game and usually need some sort of indicator that I am going in the general direction. Still, pretty solid entry
Apr 25 23:00:15 6m 23s Keep your Distance ♥ 1 I found myself struggling with the controls especially the rotation was too fast - this could be because I am primarily a console gamer and I'm not used to using a mouse - plus it never felt like I as able to properly move and aim. However, I did find the gameplay quite easy to understand and get into, the graphics are very fun like little capsule people, the environment feels alive (though to do in a jam so congrats), and the game was as challenging as you make it be. :D
Apr 25 23:06:50 6m 35s Keep It Afloat ♥ 1 I feel like I almost could have played this game on the original gameboy on a car trip. :)
Apr 25 23:14:16 7m 26s Levain - My needy friend ♥ 1 For some reason my first reaction was to make and feed bread to Levain not realizing that he has his own meter of items he wants. Once that was out of the way it was just a juggling act. :)
Apr 25 23:25:26 11m 10s PlayBack ♥ 1 Very very cool. I like how you slowly introduce us to the mechanics, which feel very solid by the way, and how the music does not make the situation tense at all. If I mess up it is easy to recover and the variations comes so quickly that it keeps the experience fresh. For some reason I felt that the red-square was thrown too quickly and I had to replay so many times. Maybe making its introduction a little easier would help. This was a very fun experience and I enjoy anything that makes me use my brain. Thanks :)
Apr 25 23:29:37 4m 11s Bibou ♥ 0 A little disobedient is he but I suppose I cannot blame him. Hope you can add more variety into the routine and maybe really make the disobedience a feature like a rebellious attitude as is demanding more what it wants or something like that :)
Apr 25 23:36:10 6m 33s Operation Trepidation ♥ 1 My feedback is only for the video but let me start by saying that it definitely looks like a mobile experience so props for making it feet so well for the chosen platforms and the music/sounds effects really feeds into the mood. I would recommend though, for future jams, to try to always include a ready to play PC/Mac or HTML version if the engine you are using allows you to quickly do that as it makes it easier for reviews to play.
Apr 25 23:43:50 7m 40s Suicidal timer ♥ 1 Made me laugh until I started to think that maybe it was trying to kill my computer - lol. I liked it :)
Apr 25 23:46:32 2m 42s SuperOgre64 ♥ 2 Simple yet complex at the same time :P
Apr 25 23:48:29 1m 57s Alien Endangered ♥ 1 As you get the opportunity to continue to work on this project, it would benefit from having music and sounds to build up the mood more and the help tell the story too. :)
Apr 25 23:50:48 2m 19s Beerloose starring Beer Bearer Bob - Keep the Party Alive! ♥ 3 Interesting take on the theme :)
Apr 25 23:56:40 5m 52s The Given Path ♥ 1 I recommend to work on adding transitions between the stealth and combat sections. It was an interesting choice to move by drawing a path (props on getting that to work) and having battles be a card system. Unique, for sure, but they need a little more work to better blend in. Why not keep the card system outside of battle, like metal gear acid, and let me choose different actions to avoid battle via my deck and then the deck changes when I engage a battle? That might be an interesting idea
Apr 26 00:00:00 3m 20s CRASH OR LIVE (HTML5 & Windows) ♥ 1 Does the announcer say "leave"? The physics are a little hard for me to grasp so that I could control better and this type of game can benefit from a wide angle so that I can see what's coming and have more time to react as I found myself not having enough time to properly respond and crashing into the ceiling as the boost appears to only have one option "max". :)
Apr 26 00:07:46 7m 46s Run A Morte ♥ 0 This was all done by a single contributor? Impressive. I think adding some music/sounds then you get a chance, and maybe some indication as to how close to the goal you are will help improve this game
Apr 26 13:34:09 13h 26m Boids of Prey ♥ 1 That escalated quickly. I nearly lost at the second encounter with only 1 chick left. I recommend adding the basic controls (movement) on your description since I literally went to WASD and Mouse first before remembering that "ARROW" keys also move. After that, the game tells me what else to press which is good. I like the slow-mo action. The battle music feels more like a triumphant entrance than an encounter :). I do like how the game saved my state so I was able to go back and continue where I left off
Apr 26 13:54:06 19m 57s Prophet ♥ 1 Let me start with what I liked: - Simple control - Easy Objective - The music matched the mood and pace of the game - The aesthetics are all well done and fit together - (good a jam) so long as I collected everything on the way I was always ready for the next round of enemies Areas of improvement - A gear counter in the HUD so that I don't have to open the menu to see it - Some sort of an alert near the "Open Upgrade Manual" to let me know when something is available for purchase - Better indication of the machine's state...I never felt like I losing Optional things (depending which the style of game you want and how much more difficult this makes it) - Friendly fire? - Should the enemies flock towards me if I'm near and maybe snatch away whatever I collected? (since the goal is to keep the machine alive and not the little avatar) :) This is an impressive solo project. Nice work! The Prophet.png
Apr 29 03:52:15 61h 58m Dragon Egg ♥ 1 A couple of things that stood our immediately that made it challenging for me to enjoy the game: - The button mapping could benefit from an alternative version where I could use the ARROW keys to move since I need to use "Z" to fire flame, or switch to using "F" for fire and that might help - The egg starts over a trap and the first thing prompt says "press Z" which causes the fire and causes you to lose. This is an unfair way to play unless you set the expectations from the beginning "This game is designed to trick you so be aware of your surroundings" or something like that - The game became a "trial and error" situation since I could only see one row bellow not allowing me to make a decision I can recover from. Meaning, if I don't go down the right block chances are the next row has only spikes and it is an automatic death - not a fun experience - Which brings me to this, I would be willing to accept everything above if the game quickly threw me back into it but I have to wait through a few text and screen loads just to try again and fail at. This really tests someone's patience making the game not as enjoyable as it could be Now for the things that did work: - Always a plus to have the buttons right there on the game and immediately get feedback as to what they do - The graphics and aesthetics all fit very well and even the music help to set the mood be it I would like some variation on longer plays - The speed and animations gave it a weight that made it feel right given the environment I was in Some additional improvements - Allow me to recover once or twice from putting the egg in an impossible spot. For example maybe I can whip it to make it go over the spikes on my current row but if I do that 3 times the egg breaks. This way if I land on a bad spot and need to move the egg over some spikes, I can
Apr 29 04:00:33 8m 18s Hive Mind ♥ 1 Congrats on submitted a completed game and having something playable. Concept is simple and easy to get into. I actually decided to not repair the hive and let some wasps in to keep the game a little more exciting. Something that can be easily fix in the future by maybe allowing me to upgrade my bees to be faster at moving/repairing, stronger fighters, maybe even allowing me restore health to the queen using honey or something like that :D
Apr 29 04:22:57 22m 24s Short Dark ♥ 1 I struggle a bit with this one mainly because the interaction didn't feel intuitive and didn't always have the expected results. Having to hit ALT to engage the cursor, not knowing where the cursor was whenever I engaged this mode, and simply seeing "power" and it enter negative it just didn't click to me. I understand that this might have been choice due to how the mouse also controls the camera so needing a way to switch between manifested itself by holding a button. Perhaps allowing me to press "E" to interact with the objects instead might have made the experience a little more fluid. To which you might need to some how indicate which objects are interactible. Beyond that the game looks nice, the atmosphere gives a proper sense of isolation, and the overall presentation is good.
Apr 29 04:30:45 7m 48s OtherworldlyFlavors ♥ 1 Let me just get the obvious out there, if the game had sound/music it would be more immersive, having said that the twist on how take care of the plant and the consequences of your choice are fun and fair. I felt like enough of a hint was given to quickly understand how to advance the plot and more or less what to watch out for. In the end I gave the church too much power and they did what I expected (this is a good thing) :P
May 2 22:16:15 89h 45m Keep Gannet alive ♥ 1 I'm a little confused about how long it takes for the food marked as poison to no longer affect Gannet. Mainly because I lost when I was certain I kept every single food marked at the top right away from Gannet except for what appear to be that if the good had spawned when it was considered poison and before it was destroy the poison food changed, then it looks like it still affects Gannet no matter what. Other than that, make this into a mobile game and you got yourself a nice time killer
May 2 22:35:57 19m 42s Keep it Lit! ♥ 1 Very solid entry. The controls are responsive, the goal is simple, and the mood feels right with this sense of "I better go out for more fuel but what may be out there that could harm me. It's okay, I have my trusty lantern which guides me in this thick dark forest....and it just went into the fire...well, just kill me know I say" lol
May 2 22:49:28 13m 31s Constance ♥ 1 This took a twist in the direction I was not expecting it which made me smile in the "Huh, you got me" especially since the game agreed we should be focusing more on keeping his memory alive rather than himself. lol I like the art style, the voice acting, and the audio all work together to set the right mood. I didn't quite understand the mini game to swap parts around as I never saw the new parts go in or at least didn't get the right feedback to let me know I had done well or not. I think maybe focusing on that a bit more to complete the experience.
May 2 22:56:47 7m 19s Wheels of Rage: Enter the Scrapstorm ♥ 2 At first I thought this was going to be one of those game where your selection was limit and you had to learn by trial an error like "Whoops, I guess I went the wrong way even though I had no way of knowing nor am I given the option to move to the opposite direction" but then I saw that the actions change as you use them. Definitely challenge which makes it unique too.
May 3 04:03:38 5h 06m Fill Up Yum Yum's Tum Tum ♥ 2 Voice acting!? Talk about going above and beyond ;) For some reason I felt that Yum Yum was going to automatically eat anything that came in front of him and I had to click on the bad ones to eliminate them so that Yum Yum would not eat but obviously that's not how it goes. Maybe this could be an option especially if you end up putting this on mobile
May 3 04:10:59 7m 21s Dragon Eggs: Greatest Hits Edition ♥ 1 Interesting take on a chess game that can make it more engaging since it feels like the peaces are alive and you have to keep them alive giving you more of an incentive to perform well or else their lives are at stake ;)
May 3 04:18:40 7m 41s Remember, Apollo ♥ 0 Very cool and unique approach at a narrative game. I really enjoy how I can choose the path myself and even when I over shoot I might end up in other memory that I was not aware. Although, I can't help but have that feeling that I don't know if the story will progress well and get all scrambled if I don't follow a specific order making it hard to make too many bold choices at a fear of missing out. Perhaps that's me or that's part of the design. In the end, and this is probably a preference, it would be nice to give some or of a guide that will show me the apex of my jump and perhaps the angle at which I will descend to help me my choices
May 12 13:15:48 224h 57m Danger in the City ♥ 1 I recommend adding more options for controlling the car like WASD and/or Mouse as well as posting the controls somewhere as it took a bit before I figured out how to move. Don't know if this is a bug but once I died it became harder to restart because almost immediately everything in front of me was filled with boulders making it almost impossible to move and go anywhere. I think it might also help to have shadows on the floor/car that shows where a boulder is about to drop to give the player a few seconds to react. I do always enjoy a nice driving game. With some music/sound and turning down the speed at which the boulders appear this can be a nice game to just drive and see how far you can get before getting crushed. Congrats on making a game
May 12 13:21:13 5m 25s Seeking Power ♥ 1 At first I was taking by surprised at the different art style that many of the sprites. Meaning that they don't all look like they go together. If you have time, I recommend updating the graphics so that they all have the same style and work together. Additionally, the music makes it feel like the game would be played on the Game Boy or something like that, which is a cool idea itself, but again the visuals do not match that well so this could be another area worth looking into to update. Congrats on getting a game submitted for the jam. :)
May 12 13:40:11 18m 58s Lively ♥ 1 This is definitely one of the more unique approach to the themes I have played this far and I like simplicity and easy of use. However, not sure if this is just one of the things you were not able to implement or I just was not good at keeping the cat interested in anything because no matter what and how I clicked, other than the camera moving around to focus on it (pretty cool by the way), I could not get anything to happen. For a moment there, the way the UI for the buttons is presented, I thought the gameplay was about clicking the LMB and RMB in a specific rhythm to make the cat move towards the things it needed. lol Maybe a new "mode" ;)
May 12 13:50:48 10m 37s Feed the Machine ♥ 2 Solid entry. The game is easy to get into and control. The graphics are fun and, though it could use some more ambient sound or music, the mood is appropriate. I recommend working on some sort of a feedback to let us know if the machine "liked" what was fed to them with possibility some things causing it to go haywire and maybe change colors like it is burning up or dying. Just overall, improvements to the HUD/UI to help guide the player more towards each goal. Honestly, I forgot to repair anything and just kept finding things to feed it and hoped for them best. lol