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Feedback comments for LD46
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| Timestamp | Since previous | Game | zchen's comment | |
|---|---|---|---|---|
| Apr 22 12:44:35 | The Last Raccoon | ♥ 2 | The amount of art you created for this jam is impressive! I wish the tower designs worked better with each other. I just found myself using the more expensive tower and the cheaper towers became useless. I liked how you had a story and really ran with it. The screen when you lose really did the trick for me, I immediately went to play again haha. | |
| Apr 22 12:57:38 | 13m 03s | RESCUR'ROBOT | ♥ 0 | Solid music, good job creating it in such a short period of time. The game wasn't very engaging for me. I wished there were some interesting choices for me to make or some story unfolding as I play. Good job on the graphics and effects. I like the particle effects around the robot and the human. |
| Apr 23 10:55:55 | 21h 58m | Timewalk | ♥ 1 | The first thing that drew me in was the visuals. Good job on creating an atmosphere that was tense and interesting. The gameplay was very confusing so me. It felt too random and that it was almost better not to click on an moments. It can be quite a deep metaphor for people who lack meaning in life because they're overwhelmed by what seems to be the meaningless randomness of life. But other than that it didn't make for a great gameplay experience. Well done on the music, I was very impressed when it started to get more and more intense. |
| Apr 23 11:22:08 | 26m 13s | Silkworm: Keeping the Game Alive | ♥ 1 | Very impressive entry! I think the thing that stands out to me the most is the amount of content you got into the game (3 mini games?!) and the thought you put into the design of the gameplay and story. Personally, I found the dialogue starting to feel like it's dragging on a bit just past the mid way point, around the Chameleon part. I also feel like the Chameleon mini game and eventually its end game ability was quite lacking. It was not as interesting as the mole mini game and I didn't notice what the ability did in the end sequence, I just spammed P and went on my way. I felt like the mole mini game had a decent amount of challenge, which was nice to find in what felt like a mostly narrative game. Also the tying together of the mechanic at the end was a really nice touch. Good job overall! |
| May 3 09:54:51 | 238h 32m | Acorn City | ♥ 1 | Cute entry! You did a great job on the squirrel model and animations. I think the gliding is an awesome addition too. A few improvements, I think for a 3D platformer, depth perception can always be tricky, having a drop shadow for the acorns (even a faked one with a texture) would make the collecting experience much smoother. Also the world felt quite big to me, instead of a spurt control, I would prefer the default speed to be 'spurt speed' and Left-Shift could be a 'walk' control instead when the player needs more control. Overall very impressive for a jam entry, good job! |
| May 3 10:23:44 | 28m 53s | O Captain! My Captain! | ♥ 2 | Very impressive entry! I'm blown away by the sheer amount of assets y'all created for this jam. Everything from the models, music, and voice acting! I also appreciate the thought put into the camera angles, like how the screens fit nicely in the frame when you're in the flight pit or when you take off from the fuelling station the rainbows rocks are in line with your view. As for improvements, I felt like the ending felt abrupt and forced. Mind you, it had the desired effect and I did feel for my robot companion a little bit. But I think some environmental foreshadowing might make the ending feel more natural. It could be as simple as a notice board that says, "SHIP DAMAGE DETECT. SCHEDULING DE-COMMISSION.", inside the ship where the player is bound to walk past and glance at as they do the missions. Also my audio was quite soft as a few people mentioned. Overall, I'm super impressed by what you all pulled off this jam. Great job everyone! |
| May 5 09:07:54 | 46h 44m | Sentience Protocol | ♥ 1 | I was drawn in by the visuals! I think the premise starts off as intriguing, but the gameplay doesn't do much to support it. I think the main issue is the lack of feedback regarding the consequences of your choices. Without knowing the impact of it, the choices quickly start to lose its meaning to me as a player. Good job getting all this done during the jam. There's potential in the concept! |
| May 5 10:00:56 | 53m 02s | a new life | ♥ 1 | Angela!! Thank you for making such a touching game jam entry again. T-T I'm currently in a long distance relationship and the video call sequence hit me pretty hard. It's heartbreaking to think of anyone who can't be with their loved ones for one reason or another. Regarding the game's design, I really like that the chapter select system creates an accessible way to replay the story but you avoid the loop being "replay last chapter and try different choice" by making consequences span multiple chapters. It's tricky to give constructive feedback since most of it was so well done, but in effort to do so I have a small nit-pick. Near the start of the game, because I chose to not look at my phone, I never got any notice about the virus before the decision for the wedding was presented. So it feels a bit unfair when you need to restart because you didn't have the knowledge required to make an informed decision (I guess it's a good representation of life haha). It would also be nice if the restart sequence sent you to the chapter select instead of the menu. Overall, I'm blown away again by what you're capable of in such a short amount of time. Keep creating amazing things! |
| May 10 02:29:49 | 112h 28m | Keep Floating | ♥ 1 | Good job on getting everything together in such a short amount of time! The strength of the mechanics was that they were simple enough to pick up and jump into immediately. I thought the 'pick up lives' part of the game felt a bit out of place. I was a good way to add a change in pace and give players a break but it felt too disruptive to the score chasing nature of the game. I think a small improvement would be instead of having the 'pick up' game every time you lose a life, have it at some interval, so maybe every 100 or 200 points. And instead of picking up lives, make it a bonus round, where picking up boats will add to your score. That way you mix things up but still have both parts of the game cohesive and build towards the score chasing experience of the game. Again, well done on bringing it all together for the jam, the art, mechanics, sound, and even story/references. Good job! |
| May 10 03:50:06 | 1h 20m | Left Behind | ♥ 0 | Good job on creating that starting sequence with the storm, it was interesting enough to grab my attention at the start. An improvement for the narration text, to avoid skipping text accidentally, would be that pressing E displays the full text and pressing E again when the full text is displayed would skip to the next one. Also some visuals to show that there is more to explore at the edge of a screen (especially in the base) would be helpful. I almost didn't realise there was a second part. Overall, well done on complete this! |
| May 11 21:49:38 | 41h 59m | Soul Dungeon | ♥ 1 | Solid entry! You got all the elements of a tight game loop going on. As many people mentioned, some balancing to the difficulty to make it ramp up faster in later levels would make this shine. Good job! |
| May 11 22:09:22 | 19m 44s | Dying Ember | ♥ 0 | Good job, you got a solid platformer here. The game looks quite pleasing with the minimal graphics and the lighting from the fire. Small improvement I'd suggest is to no have a restart screen and send the player straight back to the start of the level when they die, it just makes it way smoother to play when there's a chance the player might die a lot. I also like how you paced the level to teach different ways of using the mechanics. Well done! |
| May 11 22:17:36 | 8m 14s | Core | ♥ 1 | I quite enjoyed this! Tight gameplay that came across immediately so I could jump in and enjoy it from the get go. It would be great if there was a way to control the sensitivity cause I don't have a lot of mouse space to scroll. I reckon there's a potential addictive mobile game here if you keep working on it. Good job! |
| May 11 22:25:09 | 7m 33s | Slime Knights | ♥ 0 | I like the slime knights haha, they're a cute idea. The game probably needs some balancing for now, it seems really hard to die because the slimes seem to be healing even when I'm not at the safe zone. That's probably what's causing the confusion too cause the slimes just keep walking forward after they naturally heal. |
| May 11 22:34:37 | 9m 28s | Covid Runner | ♥ 1 | Quite a nice looking game! I thought the humour was pretty good! It's a shame you didn't include the humour rating. The shooting felt a lot out of place, I found that I could just hold down the shooting and spam it as I ran so it didn't make much of a difference to the difficulty. It might be a tighter game without the shooting and you just jump/slide around corona viruses. |
| May 12 11:53:23 | 13h 18m | Prometheus | ♥ 0 | Great job! I can honestly say your entry was one of the most fun I've had with the jam games. It can be a bit frustrating at times because it's not clear where the hitboxes start and end. The elements of a solid platformer are there though! Well done. |
| May 12 12:08:20 | 14m 57s | Keep'n It Alive | ♥ 0 | The animations and music blew me away! Great work. When you're on beat, nothing really seems to happen except your character dancing. It would be nice to have some feedback to show that I'm on track and not missing anything. |