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Feedback comments for LD46
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| Timestamp | Since previous | Game | samboyer276's comment | |
|---|---|---|---|---|
| Apr 22 12:56:20 | Operation Trepidation | ♥ 1 | Hey, nice job with this one! Clever concept and the high chance of failure keeps you on edge. I found it a little difficult to read what the buttons did when cycling through them. perhaps colouring the buttons based on their action or icons for the tools would help with that? But otherwise great! | |
| Apr 22 13:11:09 | 14m 49s | Wheels of Rage: Enter the Scrapstorm | ♥ 4 | Hey this was really fun! liked the graphics and mechanics. I found myself spamming the cards while low on fuel in hope of a canister being selected but ultimately ran out... Maybe fuel could appear slightly more frequently when you're low? I also thought the left/right cards didn't move the car as far as I thought they would, given the road is quite wide. But other than that it's a really polished game :D |
| Apr 22 14:33:18 | 1h 22m | Finterior Decorator | ♥ 2 | Hey congrats on such a great game! I agre with everyone above, great graphics and tutorial system. I had a slightly low framerate while playing on my laptop, perhaps an option to disable some of the post-processing would help users with low(ish)-end machines. Otherwise a wonderful job! :D |
| Apr 27 16:27:25 | 121h 54m | Plant Party | ♥ 0 | hey nice job! I had fun finding out each plant's requirements and grouping them together for better happiness 😄 I was frequently knocking plants off tables with the watering objects, which I think was an intended mechanic, but the objects seemed quite sensitive to any collisions and would fall over easily... I wonder if the plants could be weighed down a little to keep them in place more, but still fall over for heavy-handed players? Aside from that (and the UI issues mentioned above), it's a great execution! well done :D |
| May 1 12:19:35 | 91h 52m | Keep Me Alive | ♥ 1 | clever game mechanic~~s~~, but it might have been easier to make/distribute as a web 'game'; while it would weaken the joke it would speed up the setup time, help with crossplaform etc. best wishes for your situation though <3 |
| May 3 15:43:49 | 51h 24m | cyberpunk_200s.sys | ♥ 1 | Hey great job! I liked the concept and the gameplay, though I agree with the others that more strategy would help to keep the waves varied. The CRT effect helps with the style, but i felt it was a little excessive when trying to look at some enemies on the far side of the screen; perhaps turning it down a little or apply as a one-shot VFX on kills would help? Overall a really solid entry :D |
| May 3 15:51:29 | 7m 40s | Summon the Phoenix | ♥ 0 | Hey good job with this game! I enjoyed getting better at juggling the logs as i played more, though it was a shame to die after a couple of bad clicks. I wonder if the gameplay could still be balanced by allowing multiple logs to be juggled at once, as like a high-risk (faster clicking) strategy? Also some indication that your mouse is over a log would be really useful to better line up the clicks. But overall it's a really good entry :D |
| May 3 15:56:07 | 4m 38s | Snombley | ♥ 0 | Hey nice job! I think the sprites look nice, but differently scaled sprites at different distances makes it quite difficult to get a sense of depth, without moving the camera a lot to check the parallax but that might end you up in a fire :( I think it would help a lot to have some soft of sprite on the floor under a fire object, like a shadow or something, though it's still quite fun as it is now :) |
| May 9 15:47:09 | 143h 51m | Grove Guardian | ♥ 2 | Hey great job with this! As someone who also made a PICO-8 game, I think you've done a really good job with all the limitations (especially on the music!) As mentioned above, working out what to do is a little difficult; maybe a couple of sentences explaining the various mechanics would be helpful after the starting screen, or in the game description? Aside from that, it's a really good submission 😄 |
| May 9 15:56:43 | 9m 34s | Apocalypse Baby | ♥ 3 | Hey this is a really cool idea! It's a shame that you had issues in development but I can imagine a non-linear path working quite well :) @jk5000's point about not locking the mouse is especally unhelpful on a multi-monitor setup as you end up clicking on other windows, but I think it's a simple property to set in Unity. Another suggestion would be to focus a little more on the player's controls; the graphics and sound are really epic, but it doesn't translate so well to the player with such restricted weapon firing. I'm sure this would have been focussed on given more time but it's important to remember. Aside from this, great job! |
| May 9 16:27:41 | 30m 58s | Derelict: Gaia Protocol | ♥ 1 | Hey, this was really fun! The simple graphics were quite effective at presenting the state of the map, and the audio fit well too. My strategy was to slowly build up energy with net zero homeostasis, then make as many fusion plants as I could, which made winning easy from there! It'd be great if you could disable window resizing to fix the issue @blay09 described. Overall, a great game 😄 |
| May 9 20:59:44 | 4h 32m | Abyssal Accessory | ♥ 3 | Wow, I can't believe how complete and polished this feels for a Jam game! congrats to everyone involved for pulling it off :D Ignoring time constraints, I think it could do with a bit more variety in music and the character sprites to match the length of the game. The squid minigame was certainly a difficult one, but it never seemed to cause me issues with keeping the squid alive. From a purely stylistic point of view, I wonder if the movement of bullets and enemies in the minigame could be clamped to certain intervals, to mimic a lower resolution/processor that the rest of the tamagochi seems to have? But overall, really great work 😄 |