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Feedback comments for LD46
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| Timestamp | Since previous | Game | Random-storykeeper's comment | |
|---|---|---|---|---|
| Apr 21 04:42:11 | Leafed Behind | ♥ 2 | Dangit Grams, why do you have so many flies in your house? 😩 I like how the music sounds like it's building up as the plant grows bigger; it makes me more excited to see what the plant grows into. It would have been neat if the layers were actually added as the plant grew bigger instead of just being tied to the single track, but overall, it synced up pretty well with my successful playthrough. The sound effects for the flies were kind of strange - the sound of them crunching upon death was satisfying but also uncomfortable, like I'm popping them into my mouth or something. 😂 I like the small details of the water stream running in the window. Graphics wise, the palette looked nice, though I found it a little strange that the watering can had a black outline but the plant pot didn't, even though the watering can wasn't black coloured. It's a small nitpick, but I think the black outline on just the watering can makes it look like it's not completely part of the game. The fly swatting mechanic was quite finicky sometimes, like it felt like the game required a very precise lock onto the flies in order to kill them and I wish the hitbox detection for the swatter were a bit more generous. I wasn't a huge fan of the plant moving around, personally. I think it adds an interesting depth of challenge, but it also lends itself to a huge degree of uncontrollable uncertainty. Especially when it gets to the later days, it's not fun to try spend time defending the plant from flies when it's in one area only to have the plant suddenly move to the other end on its own. It also doesn't really make sense in game. It could, however, be interesting if the player also had control over the plant and could move it by clicking and dragging with the mouse. A couple of my failed attempts had to do with the plant moving itself into a crowd of flies when I was already defending it from another crowd of flies, and I can see that hindering the experience for a lot of players. Overall, I enjoyed what I got out of it - there were some fine ideas that fit together nicely. 🌻 | |
| Apr 21 06:00:10 | 1h 17m | My Friend Phil | ♥ 3 | I somehow ended up with two Phils, and the one I threw into the water had a mind of its own and started flopping towards me. He prefers me over water? 🤔 My Friend Phil - double Phil 75.png I wanted to like this game more than I did, but I think the controls and the long death sequence are truly what stop me from fully enjoying this game. Something about the combination of AD/arrow keys to move and the spacebar to jump *plus* the mouse to throw the fish made things super finicky. I never really did end up using the fish throwing mechanic because I always had one hand using the spacebar and the other hand to move with the arrow keys. Maybe it's just me, but I'm not used to using the AD and spacebar with one hand simultaneously, personally. It's a shame because the fish throwing mechanic seems like a really clever idea, using the one thing you have to protect as a weapon. Honestly, I do wish W were added as an option for jumping, since I think that seems like a pretty standard set of controls for when you have to use both the keyboard and the mouse. The other frustrating aspect was the long death sequence (also, when I die, the game says that "Phil dies", so I guess my life force is connected to Phil's, haha). It takes a while to adjust to the physics and how the character responds to movement, so to instantly die on a single hit makes things all the more irritating when combined with a game over sequence that spans several seconds. Just based on the finicky nature of this game, having an instant restart would at least have created more incentive to go through multiple attempts. This particularly becomes a nuisance after the waterfall, where I found it unclear how far I had to fall. It took so long to get up there, too. 😩 But as vexing as these issues I had were, I found the rest of the components to be on point. I love the look of the game. The graphics reminded me of Hyper Pixel Man with a more vibrant colour scheme, and I love the concept and story overall. Like I said earlier, I like the idea of having to protect the fish but also use it as a weapon to kill enemies. Oh yeah, and the music is on point. I love it. It's got this happy, but upbeat adventurous feeling, especially when those electric guitar-sounding synths play those syncopated chords against those chiptune arps. It's so great! I wonder if there's more music in the other areas (I didn't play past the first level, but the other screenshots do seem to imply there's quite a bit more to this game), but I can say at least the one track I heard was easily part I enjoyed the most about this game. I think the game has a lot of potential and I may try to pick this up again in the future. As it is right now, it's hard to keep playing it so many times in a row because of the long death sequences combined with the 1-hit KOs. |
| Apr 21 06:50:45 | 50m 35s | Box Of Limes | ♥ 1 | Nice game, it reminds me of Sandman, Enemy 585 and Mega Mash's Nitrometris bits. :P The pixel art is lovely and I enjoyed the music a lot. It was kind of a shame that the music restarted every time I restarted a level, as I restarted quite a bit due to the puzzle aspect of it. Everything overall responds pretty well - I think the game was pretty generous in the detection of when the lime gets crushed due to a block and I enjoyed using the aspects of Tetris as a mechanism to get a character to the goal. There was one instance of one of the ledge levels (High Ledge) where I was able to place a block on the topmost ledge way above the dotted line despite when I reloaded the level, I couldn't do it again. I also had trouble navigating the level select menu when I had the mouse controls activated. The menu says to swipe to scroll, but when I tried to "swipe" by clicking and dragging down, I would just get stuck on the top part of the level select. I notice that the menu moves when I move the mouse, but it didn't really allow me to select anything past the first level with the mouse alone. I think it would definitely be worth fixing those softlocks as soon as possible, and as you mention, would be within the rules. The rest of the game is pretty solid as it is. The added challenge of collecting the star was a nice touch. |
| Apr 21 17:07:52 | 10h 17m | Worm Protect Egg | ♥ 2 | I enjoyed it. Took me a bit to realize the egg was solid. Makes sense I guess, but I think it might have been better if the egg weren't solid since you need to maneuver around quickly to protect it from enemies in all directions. The enemies look so funny when they get stunned! I like the idea of using the snake mechanic to get longer, thereby having more tail to protect yourself. The difficulty curve was the biggest issue I had with the game, as many other comments have mentioned. It's pretty steep, especially for new players who do not fully have a grasp on the responsiveness of the controls. I'm also not really sure what the pink creatures do in the game. I thought they were additional pickups you could use to gain segments, but wouldn't harm the egg, but it seems inconsistent as eating one at the beginning does give me an extra tail, but another one in succession of that does not. Do you have to eat a certain amount of small bugs to gain a segment? The game is quite fun, and I think the other elements like graphics and audio are great (although the sound effect with the worm at the menu - I think it was a sound effect but it was...bloopier - anyway, it was kind of annoying but that was the only thing), particularly the sound design. The idea in itself is quite fun, but the steep difficulty curve makes it hard to get into, especially with that tutorial screen popping up every time you replay. *I already know how to play after my 5th attempt, dangit!* 😆 |
| Apr 22 05:52:04 | 12h 44m | Come Meet My Friend Who Lives in the Attic | ♥ 2 | The mood in this game is outstanding. It has a charming retro Flash game look to it. The silhouette of the monster is delightfully creepy, and there's just the right amount of colour applied to the psychic ability. Paired with the screams of the martyrs and the crunching sounds, plus the distorted sounds in the music, it was an evocative experience. The gameplay was simple, but straightforward. It was strange that the stairs were basically anywhere on the floor, as if people magically had the power to levitate upwards, haha, but I found it amusing. I was confused by how the health and score metres were affected; it seems like the people have one hit KOs and I couldn't get two people in a row to the attic in succession, but each person I led up there seemed to give anywhere from 30 to 80 points. I also felt as though the controls were somewhat unresponsive, like there are slight delays when I press a key to go up or down the stairs. I'm not sure if it was intentional for the challenge, but I think the need to weave between the wandering enemies demands less of a delay in the controls. Perhaps it was just my machine, as I did notice the game lagged a ton when I tried to stream it on Discord to show a friend. (I just took a quick look at the video gameplay; I didn't realize you could wait on the balcony. 🤦 I basically just tried to rush it every time lmao.) Also, if a person could really be led into a dark house with zombie-like creatures and not immediately think they need to get the heck out, I mean, that's really on them, isn't it? 😂 All kidding aside, the game was just the right amount of creepy and I love this dark take on the theme. |
| Apr 22 06:22:59 | 30m 55s | The Reef | ♥ 2 | This game takes me back to biology - a class which I quite enjoyed, especially when it came to learning about marine science. I remember learning about predator and prey relations, but unfortunately a lot of that knowledge has gone down the drain. Even though I'm no longer a marine sciences major, I still am drawn to games and information about it. I appreciate this game's educational drive. It's fun to mess around with the various parameters and see how the ecosystem is affected over time, and I love that you put a graph at the bottom right to indicate that. I'm not sure if this is a bug, but when I first got a game over, that text stayed at the top permanently when I restarted the simulation and it was behaving to the parameters I adjusted. In one instance, my reef suffered from coral bleaching and the red game over text indicated that for a split second before reverting to the other text that simply mentioned that my ecosystem had crashed. I also think the graphics could have benefited from making the predators and prey more distinct. The vibrant colours do make the fish stand out, but some of the predators and prey share the same colours and that made it difficult to tell how I was affecting the ecosystem as I could confuse predator and prey - particularly when they were all grouped together or farther away from the screen. That aside, I was impressed by the amount of details that were added to the reef itself, especially with the variety of seastars. It would have been cool if the seastars also played a role as predators, but I suppose that could be for a different simulation. Regardless, I'm glad to see an entry that has this specific take on the theme be executed so thoughtfully. It really makes me think. 🤔 |
| Apr 22 06:44:36 | 21m 37s | Save the Plant | ♥ 0 | I won? And also: Save the plant - I won 50percent.png When I started the game, the text was already zoomed in and the game was in full screen. I had no way of closing this text nor did it disappear for the entirety of my playthrough. Fortunately, the text did not obstruct me from playing the game, and despite the UI being just barely visible (I saw a blue bar, but I had no idea what it did), I was able to win. While I do agree that the game was pretty easy, it was overall well executed. The controls were responsive and I found the dashing mechanic to be particularly satisfying. All the areas looked the exact same, so it was hard to tell how far I was progressing along. With only one look for the enemies, it often felt as though I were going through a loop until I reached the end. I also initially thought that "saving the plant" meant I had to go pick up the plant first, so I mistook one of the suns for being a little flower plant, oops. 😂 |
| Apr 22 08:02:31 | 1h 17m | The Honest AI | ♥ 2 | Quality game, 10/10, glad it let me do this https://www.youtube.com/watch?v=nZBZ5jeMrH8 (Although I will have to deduct 1 point for the mispronunciation of the word "eh" 😏 ) |
| Apr 30 00:02:19 | 183h 59m | Save the Penguin | ♥ 0 | As a fellow penguin lover, this game broke my heart. 😢 I was glad that in the end, I was able to save any future penguins from being slayed by my boyfriend, even if it took three tries to get a bunch of noodles cooked correctly. rip 😔 That aside, I like how you took an unconventional approach as to how to "save the penguins". It was overall pretty humourous and I think the graphics were fitting enough. The penguins looked good, at least... 🐧 The gameplay was simple, but I think that was a good idea given that the main goal is to make the Doshirak correctly. It's funny how intense the music gets during the making of the Doshirak and then transitioning to that upbeat chiptune track for the "racing" part was a logical progression. I did think it was kind of strange that penguins would fly (omg) across the top of the screen despite them not really having any effect on the gameplay. It didn't seem like I was in danger of jumping into them, at least. Well, I'm glad those ones were alive. 😛 |
| Apr 30 00:24:26 | 22m 07s | Fishy Escape | ♥ 0 | The graphics and music are the standouts of this game. I love the colour palette and the design of the character. Despite having no facial features, the character's appearance still carries a lot of personality. I also like the idea of implementing trees that interact with the fish differently, but also affect you in a strange way. The palm trees, in particular, were a great touch since their effects could make the game significantly more challenging and not just straight up kill you. I would have loved to see more challenges like those implemented into the game. I was also not expecting the crocodile to come up and eat my poor fishy, so I liked that element of surprise. Overall, the game is a good starting point that has the potential to be a very lovable and charming game. |
| Apr 30 01:25:38 | 1h 01m | Food Chuck | ♥ 2 | This game is oddly endearing and I like the mixing in of hitting targets with a dining dash sort of twist. I can't really add on to what's already been said. I enjoyed the aesthetic - something about the way the lighting and the design of the vehicles made it seem more serious and post-apocalyptic, but also humourous. The strange altered voices saying what type of foods I was giving to my customers really fit in with the mood, but also was funny because it's weird. I have to admit, even though I enjoyed the strangely distorted ice cream truck theme, it was extremely grating by the time I got into the later levels, or ended up restarting the first three levels however many times I did. It was a good idea, but it also added to the challenge of tolerating the soundscape while concentrating on aiming. Speaking of aiming, I often found myself having trouble moving the mouse around to aim with the cannon. The first time seemed fine enough, but later attempts made it seem like I was moving my mouse all the way to left and yet I was only barely able to view what was to my actual left. I wonder if there was a way to re-calibrate the mouse in the middle of playing, such that I could reorient my cursor in the middle while keeping the camera view the way it currently is. I also found it difficult to aim at the targets - not sure if there was a good indicator other than the skull at the top of the cannon, which even then, didn't seem to always hit the target specifically. But despite the frustrations with the controls and my personal taste with the music, I can say that all these elements come together cohesively and give the game an extremely distinct and memorable personality. It hits a very unique spot that is on target, unlike 80% of my shots fired in this game. 😂 |