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Feedback comments for LD46
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| Timestamp | Since previous | Game | RexTGun's comment | |
|---|---|---|---|---|
| Apr 21 05:34:21 | OTTS & GLASH | ♥ 1 | aw damn this gives some feelings of serving a not a great god that everyone knows and worships but just your local tribes small god of some specific thing. a vibe not often seen in a lot of places. very much enjoyed the feeling of serving away shaping my little farm for his glory. cant wait to see more! | |
| Apr 21 06:26:43 | 52m 22s | pestilentia | ♥ 1 | fun idea! though the sense of challenge just isn't there with the ability to move players and objects, feels more like a sandbox with a timer. if you decide to further develop this or develop something like this I would recommend you limit the players abilities or have them change from different levels giving them agency over only certain things or for a certain amount of time. it would be really fun to build a little hut of logs and see how it fairs against a horde of zombos |
| Apr 21 06:40:00 | 13m 17s | twisty shooty | ♥ 2 | I had to click when I saw the thumbnail, the idea feels like it could be developed into something quirky if this concept was given some direction. but hot damn, twisty shooty is the best name ive heard for any game in some time |
| Apr 21 07:01:58 | 21m 58s | Mollie | ♥ 1 | Really fun! all the levels up to 14 felt perfectly challenging and learning of the mechanics felt natural. level 15 felt just right challenging wise but janky physics and bugs really started to show their face here. I really want to see this developed further (with some more bug testing of course). one of the best games I played this night, ty! |
| Apr 22 08:05:47 | 25h 03m | Galaxy Boiler | ♥ 4 | gameplay is pretty convoluted and not intuitive so it took a game or two to understand how it works. at first I thought the strategy would just be to keep using the kill all enemies button but the need to repair allows for decision making and risk management. the game isn't to polished but design wise you did really well |
| Apr 22 17:13:48 | 9h 08m | Protektor | ♥ 1 | hehe nice synthwave, gameplay is reflexive, fun, and feels really nice. the shading is a little weird though since you have the top down ape-out eques walls but the walls shadows act like its at a angle |
| Apr 22 17:36:13 | 22m 25s | Kusa | ♥ 0 | Amazing how simple rules lead to complex enough strategy to be interesting, requiring quick thinking and adapting to how things change around you to stand a chance. absolutely amazing gameplay, though I think there might have been some form of memory leak as it got super laggy after the first level on my machine. might wanna check that out |
| Apr 22 17:58:38 | 22m 25s | Body and Soul | ♥ 1 | Love the oppressive feeling at the beginning, enemies challenge your abilities and your upgrades genuinely shift the odds. Its fun to see your choices have effect. The breaks with the upgrade select ask for strategy while the gameplay begs for reflexes and positioning utilizing both skill and wit. |
| Apr 22 18:18:31 | 19m 53s | Survivors - Protect or die trying | ♥ 1 | really amazing art and music, but gameplay feels unplayable. there is very little feel or feedback for what you do and not really anything that gives you a solid idea of what to do. I found myself just standing around seeing how many things I could piss on. still congrats on completing LD46! don't forget to review and play other peoples games as it will boost your games popularity |
| Apr 22 18:34:53 | 16m 22s | Human Spiderweb | ♥ 1 | really fun concept, the game was lacking a lot in the feel department but had funny sounds and voice lines. 3rd level felt next to near impossible. game feels a little to punishing for a puzzler |
| Apr 22 20:45:24 | 2h 10m | [M]achine [L]earning | ♥ 0 | I saw hips, I clicked. I tried to give this game all I got but ended after the bad ending (got as far as getting to the hamburger joint). the story was extremely enjoyable hitting all the right notes with tone but planning the weeks felt like a chore, maybe its just not my kind of game but it definitely feels like those sections could have been designed to be done faster. the design of the planning was nice with the balance between money, various skills, and stress. atleast that was interesting but doing it over and over again was a bit of a drag atleast in my experience. insane ammount of playtime and depth for a LD ty for making it/ [APPLE] |
| Apr 23 09:41:21 | 12h 55m | Fish Flop | ♥ 1 | The art was pretty lack luster and the over all feel would have been underwhelming... If the gameplay wasn't so fun. by simply using physics to toss your fish around combining skill, uncertainty, and risk with having to get to water regularly emerges a lot of moments that feel like genuine decision making. I definitely want to see this polished up a lot more and maybe have the fish flop around too. really fun! |
| Apr 23 23:48:16 | 14h 06m | Samurai Slow Down | ♥ 2 | before i say anything i just want to point out that the art is absolutely phenomenal, and you should have included the humor category because i found it hilarious the way they slice and half and moan like old men. from a strictly game play perspective though the game felt a little to punishing (not referring to difficulty but how difficulty is treated). im not sure if i was supposed to slice right after the shadow was invisible or a little afterwards and how much leniency i would get but it really felt like i hit it right on time somtimes or maybe a millisecond off and it ended in a draw or death. fun submission and was overall fun to play |
| Apr 24 03:28:44 | 3h 40m | DEATH | ♥ 2 | i pissed myself |
| Apr 24 18:21:00 | 14h 52m | Shmup with grappling hooks | ♥ 1 | really fun idea! the feel was on point and it felt really nice to move energy from the enemies into the generators, but some design choices did create frustration. a few times i would confuse CTRL and SPACE or maybe just hit a little off i would be draining the generators and fueling the enemies. that did not feel like a punishment for playing bad but instead just like controls that allow the player to do things they dont intend since there is not a point in which you will want to fuel enemies or unfuel generators. also the enemies did not add any real challenge with their damage with the game feeling quite slow. what might have made it more interesting is if they were shooting at you (since the movement was done so well) and maybe if there were enemies you wanted to fuel or generators you wanted to empty, maybe some generators are overheating and if not drained they will explode! or some enemies can be fueled to the point of explosion killing enemies nearby. just things like this could add a ton of depth to your simple system and make the game exponentially more interesting. i really cant wait to see where this project goes and thank you for making this game! |
| Apr 25 17:00:06 | 22h 39m | S.L.I.M.E.S. Division | ♥ 1 | One of the better games ive played so far, while it was a liiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiitle difficult i felt like my decisions matter and was interesting trying different play styles to see if i could even get past 5 minutes, its hard for a game to be interesting when winning is so difficult but somehow you made that fun. heres my favorite strategy i tried out ohno.png |
| Apr 25 17:18:27 | 18m 21s | Stroller Rover | ♥ 1 | a very interesting dynamic of resource management, these mechanics leave alot of opportunity of how you can approach a problem and everything costs something, be it time, energy, or progress. was very misled by the simple graphics and cheery music that this would be a easy game. but it was definitely interesting |
| Apr 25 18:06:04 | 47m 37s | Harvest Season | ♥ 0 | really good job and surprising amount of depth for a game made in that your timeframe! but purely as a game its riddled with bugs and lacks polish, one big problem though is the time it takes waiting between waves and watching everything play out so slowly. the big fun in this kinds of games is making the defenses and adapting them as things get harder so to much time between will make for a tedious experience. still really great job with the limits you played with and hope to see more soon! |
| Apr 25 19:17:21 | 1h 11m | Keep What Alive | ♥ 4 | Really cool what you and your team was able to accomplish during the ludum dare! overall it was pretty fun but i did notice some big design problems (please take this with a grain of salt as i played the executable version, i also played the browser but because of lag i stopped half way, im playing on a old machine because my newer one broke). its VERY unclear as to what you should or even can do, alot of the time i just walked into downtown because it felt like there was nothing else i could do. minigames (especially the burger flipping one) seem to conflict with the story. if a player is playing just for the minigames they will see the story as a drag to get through and if a player plays for the story they will see the minigames as just in the way, keeping them from their real fun. the best way to fix this would be to make story elements into minigames and minigame elements into story ones, you actually kind of did this with having to keep social distancing when going to downtown. it was gameplay that directly influenced the story so whether you were playing for the gameplay or the story you got service on both ends from those sections. i hope you will take that into consideration and cant wait to see what direction your team takes it! you did alot of amazing things with multiple resources to manage and consider ontop of all your actions (aside from flipping burgers) having real consequences great job! |
| Apr 25 23:46:32 | 4h 29m | A tale of Rebirthism | ♥ 3 | redeye.png greeneye.png deepsexybeasteye.png |
| Apr 26 01:56:38 | 2h 10m | Don't taste the lava | ♥ 2 | the game was a very interesting puzzle with a cute funny theme, but there were some conflicts in design that made it frustrating enough for me to have quit at level 16.the time limit conflicts with the ability to retry a level since being able to retry makes it so that running out of time has no punishment but wasted time and it comes down to a test of speed instead of a test of thinking. the way tetris gets around this and makes both speed and puzzling work together is by each situation being random, once you lose you lost that forever and you will probably not run into that exact same situation again in your life. the way you could implement this is by having a procedural system that generates a level by placing blocks first and forming the level around this so that you could keep both the time limit and the puzzle elements encouraging thinking on your feet. as for the levels that teach you how to play thats where being able to retry comes into use though you could also make that procedural and limit what the level generator can do. this is a really interesting concept but sadly these two elements are set into conflict with eachother, i hope that you can resolve this and make this good game into a great game. over all this was really engaging and definitely fun |