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Feedback comments for LD47
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| Timestamp | Since previous | Game | Adiwan's comment | |
|---|---|---|---|---|
| Oct 6 07:34:45 | The Calamity Coil | ♥ 4 | The concept is interesting. Blocking and fighting feels a little bit delayed and it lacks the oomph and immediate impact to give a greater satisfaction fighting the enemies. I tried playing it with the XBox controller and keyboard with mouse. For some reason the mouse view rotation is very choppy. I also think that there should have been a visual indicator for the cycle breaking. When approaching the gate those collected crystals could have been automatically inserted, showing the player how far they have come. | |
| Oct 6 07:46:52 | 12m 07s | PRISON STATION O | ♥ 2 | It's absolute madness. Everything happens at once! I played it a couple of times and I barely finished one cycle. I was running in literal circles fixing the breaches and fixing systems and had no time for the prisoner's needs. Despite having a working oxygen station I suffocated. I think a post-jam version with a more gentler difficulty curve and more in-game explanations could make it tons more fun. |
| Oct 6 08:00:05 | 13m 13s | Blazzy's Big Breakout | ♥ 1 | The in-game control explanation could have been bigger. It took me a restart of the game to re-read the control scheme. As @gonzalol I was stuck for a moment and didn't realize "E" was the key to open the door (before I had to restart the game). |
| Oct 6 08:17:07 | 17m 02s | GOD SAVE US!!! | ♥ 1 | I didn't come very far in the game. My head struggled too much with the controls, especially when I had to think to defend the inside and outside, and aiming wasn't as smooth as I hoped for. It took me several times to align my guy in order to shoot the archers. A little bit more smoothing could maybe do the trick. I also can see it working well with an analog stick where you have a more precise way to choose the direction. |
| Oct 6 08:24:47 | 7m 40s | Glowing Home | ♥ 1 | Very solid game. Pressing "R" to restart can be very easily abused when missing a shot haha. |
| Oct 6 10:22:58 | 1h 58m | Oops Loops | ♥ 2 | Conceptually it is a fine idea. As a player I wished to see the whole map and a choice in which cards should be used upon death. Also there should be a restart button when you're dead and no available cards. Despite that I like it. |
| Oct 6 10:35:00 | 12m 02s | Trajectory | ♥ 1 | For me it's just crashing into the planet within the first second. And whenever I am fast enough with the mouse to enable the thrusters I'm out and explode. |
| Oct 6 10:41:19 | 6m 19s | Enigma Cubes | ♥ 2 | I like the concept but I'm usually bad at puzzle games and didn't get much enjoyment because of that. Despite that it has great things going on. In a out-of-jam scenario I could see mechanics that prevent the player to overuse the dragging ability and just pull the cube into the goal. |
| Oct 6 10:52:09 | 10m 50s | Pete Repeat | ♥ 3 | I agree the one hit death is very discouraging, especially when it's hit with a fatal error. The dimension-shifting with the teleporter is a nice idea. |
| Oct 6 11:26:07 | 33m 58s | lüp blaster | ♥ 5 | A welcome change of pace reviewing all of the jam games. You cannot go wrong with arcade-y goodness. |
| Oct 6 11:38:22 | 12m 15s | The Hidden Soul | ♥ 1 | Haven't played a Wolfenstein clone in a long while. The lamp mechanics are good. As I was walking I had troubles judging how far I could go when the lamp was put down. I believe having a visual indicator for how far from the circle the player is (tinting the peripheral view or something else) would be great. |
| Oct 6 12:13:20 | 34m 58s | Loop ♻ | ♥ 1 | I dig the concept. The constant "ticking" of the time put me in a little stress but I finished it. Sadly there is only one level and only one way to solve it. Personally I prefer not being stressed during puzzles but it was easy enough here. I believe it could be fun if the time only advances when the character performs an action, Superhot style. I enjoy more the strategizing than the hectic aspect. |
| Oct 6 12:19:24 | 6m 04s | Loophole | ♥ 1 | It transports me to the time when I was young playing Starfox on the SNES. (I actually played Starfox again a few years ago but that's not the point). The bounce on the walls is super tricky to avoid. I died many times because I hit the walls too hard haha. |
| Oct 6 13:00:04 | 40m 40s | Caterpillar Cowboy | ♥ 1 | That was a darn fine piece of ranching. |
| Oct 6 14:03:30 | 1h 03m | One Slicing Minute | ♥ 1 | I had somewhat of a difficult time aiming as the camera constantly drifted away using a XBox controller. Slicing objects is fine and nice but it does not matter how the enemies are sliced. The horizontal slice was usually the best as it was less prone missing my targets. And having the enemies clumped up at the huge hemisphere I get more at once. Your core loop in this should involve using different slicing angles. Enemies that are only you can only slice with the right angle. When so using a non-motion-controlled controller (i.e. XBox) I would use fixed angle increments that match the enemies with the least amount of button clicks, or using the (right) analog stick. |
| Oct 6 14:57:23 | 53m 53s | Pufferfish Panic : Proliferating Pressure | ♥ 2 | That's the stuff. Chaos ever evolving and expanding. It took me a while that objects can be rotated with the mouse wheel (I urge you to mention this more overtly because it's a critical part). |
| Oct 7 06:40:15 | 15h 42m | Ace of Rope | ♥ 1 | Very fun. This has the right amount of absurdity to make it work as a video game. Only bound to a gallows' rope and not by reality. |
| Oct 7 07:13:13 | 32m 58s | Legendary Orbit Golf | ♥ 1 | I want to like it more but the immediate halts in the gameplay loop is frustrating to say the least. Because there is no way of recovery when the "ball" hits the planet it basically ends and I have to restart it and begin anew. I would highly suggest to lift the ball into orbit when crashing on the planet. Sure it's not "realistic" but you don't feel so frustrated each time you hit the ball. |
| Oct 7 07:25:22 | 12m 09s | Last Lap | ♥ 1 | I played a few rounds and I gathered some thoughts: It's a nice little casual game with some potential. Instead of collecting boxes as main objective to get points I would prefer counting laps, that would also emphasize the "loop" aspect a bit more. This would give the game the aspect of "outlasting the odds" too. At this point you can also just "park" the car in the corner or any edge and wait for a box to appear. I had several times that a weapon box simply spawned in front of the car while picking up one, messing me up. For some reason there was a lot of flickering of the car when the mines went off. |
| Oct 7 07:33:05 | 7m 43s | SUSHI INK. | ♥ 3 | That was a brain twister. No wonder octopi have a small brain in each arm. |
| Oct 7 07:52:21 | 19m 16s | Cat affairs | ♥ 3 | I had big problems with the 3rd person camera as it was constantly colliding with the environment making it difficult to orientate myself. A top-down view would have been sufficient. The tasks and all the chaos around is already disorienting enough. I would also prefer a "Wario-Ware" style of task description what to do. It would make it easier to prime the player and focus on the task at hand. I also would have preferred only to have one interaction button. "Begin Task" and "Interact with an object in the task" appears to be redundant. |
| Oct 7 08:51:01 | 58m 40s | Stuck in the Loop | ♥ 1 | The vaporwave and the cybertrucks ooze out of this game! I like the shop concept. I imagine that it could be nice to have two "pitstop lanes" for purchasing health and speed for buying them without the interruption of the gameplay flow. Although I made the mistake to buy as many speed upgrades early on and went out of control, haha. |
| Oct 7 08:58:34 | 7m 33s | The Loopyrinth | ♥ 2 | Dammit Dijkstra! I am bad at computing the shortest path in the head. It's a cool training game to teach children finding a shortest path in a (directed) graph. |
| Oct 7 09:11:48 | 13m 14s | Caught in the Sheriff's Loop | ♥ 1 | I had a decent time with this game. I have not a problem with the ice physics of the items but I rather preferred that the rope didn't have self-collision and any collision with the player character and the sheriff. It limited my range of movement hugely in a frustrating way. A slightly increased movement speed could also increase the playability a bit. The puzzles and the ramp up in difficulty was just right. |
| Oct 7 09:35:25 | 23m 37s | Looper | ♥ 1 | I had a lot of fun with your game. Devilishly simple in concept but astoundingly fun. |
| Oct 7 09:44:56 | 9m 31s | Infinity - 1 | ♥ 1 | Sokoban³. It's very solid and was fun playing. |
| Oct 7 11:45:50 | 2h 00m | Roundabout Way | ♥ 1 | It's like Frogger, only driving in circles! Love it! |
| Oct 7 14:25:48 | 2h 39m | Looper Hell | ♥ 1 | I really like the foundation of your game idea. The way it's handled now can be easily exploited and making the game very easy. Just by moving up towards the screen edge and only by switching directions I could avoid the bullets easily. Right now I don't know how to improve it. Introducing more threat sources (not only the one at the bottom) or limiting the player's ability to change direction, as you did with the slowdown. It's a hard balancing act. It somehow evokes memories how I played with my compasses (the circle drawing thing) in geometry classes. |
| Oct 9 09:44:10 | 43h 18m | Mobodo | ♥ 2 | I've played through it and I don't know if there are any branching story paths. While playing it I was frantically scanning the whole screen and clicking on every object as there wasn't any clear indication which objects are intractable until they suddenly light up when pointing at them. It was frustrating as a player that there were multiple scenes with no interactions. I know that the time scope was too tight to make more things to happen, that push the narrative forward or not. |