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Feedback comments for LD47
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| Timestamp | Since previous | Game | alaah's comment | |
|---|---|---|---|---|
| Oct 5 00:33:13 | BLOOP | ♥ 1 | It has been a while since you came up with a unique title! There isn't much to say. You are a master of your craft. If I had to point something out: it didn't feel that much *eerie* this time even though it clearly had its eerie element. And pretty sure you can safely hit a spear if you move your head back up too early. But God, it's nothing. People who blindly download games and skip intros will think: "this 5/5 game had to be made by a talented 4-man team in 3 days". | |
| Oct 5 23:26:24 | 22h 53m | Paper Planes | ♥ 0 | It feels pretty great to play. It reminds me of my first LD game which was also an arena of triangles with super simple yet super effective AI. Except yours have great controls. The AI have only one gripe though and that is they don't migrate enough. There's a clear snake inspiration though I think it would be more fun if you expanded beyond it and added stages, powerups or multiplayer. A mobile port would also be something to look forward to. Things you probably know already: it's a shame it doesn't have any BGM and theme-wise I can draw loops but I don't see the "stuck" part. My highscore is 16. |
| Oct 6 00:16:52 | 50m 28s | Right Side Up | ♥ 4 | I'm a negative person. Here are the issues I found: * The ultimate wooden level basically clears itself. * The first steel level is disproportionately difficult compared to everything else. * Slow-motion has no duration so the optimal strategy is uno-reversing it into fast forward. * Physics go batshit insane if you use too many explosives or have the box *Stuck in a corner*. * It isn't always stuck in a loop if I can have it stuck in a corner (in 2-1) and open a different tab. It can lie there forever, sad and forgotten. * The screen transition frame is visible on non-standard DPI and you know it. * Box bounces should have SFX. What I liked: the general idea; I think you may have been inspired by real-life delivery companies. The puzzles were nice to clear except for 2-1 where physics were off. You can easily expand it with more stages and mechanics and make a really fun game. It also fits the finalist theme "Control the world, not the player". |
| Oct 6 01:06:01 | 49m 09s | Time Princess | ♥ 2 | What the others have noted is a general rule: exponential scaling is bad. After I understood what was going on, I built a powerhouse (twoshotting colored skellies with no damage taken)-or so I thought before I was OHKO'd by the fat green guy. If not mild scaling then a fast forward button was what I missed. |
| Oct 6 01:32:22 | 26m 21s | Fort Loop | ♥ 2 | "You are stuck in this looping castle. Forever" is a really interesting idea I haven't seen before. You should consider making a full game based on this concept and maybe add procedural generation to it for more replay value. What you did this weekend is insane. Every jam puzzle game that makes me stop and think for a sec deserves extra credit. Congrats in advance for winning your fourth compo trophy. |
| Oct 6 14:23:37 | 12h 51m | Another | ♥ 2 | > The gameplay is pretty straightforward, and should be understandable from the in-game “instructions”. Please let me know if it isn’t. So it kinda isn't; it took me a decent while to understand what was going on (at first I moved *towards* the red crosshairs because I'm dumb) and even longer to realize I can multihit. But once I got a grasp on these two details, I nohitted the whole game. What else can I say except I don't like QTEs, especially on a keyboard, and yet I enjoyed it. The head attack key should be either a right hand key or all W+A+S+D at once. Sound and graphic design is absolutely flawless and enviable, 6.5/5. |
| Oct 6 14:47:23 | 23m 46s | Loop Cultist | ♥ 1 | This is the coolest entry I've played in this event so far. It was difficult but extremely satisfying to realize what was going on and I always love seeing something new. Don't feel bad about puzzle design because it's good and making a *great* puzzler in a compo is a *feat*. The visuals are gorgeous. The ending got me confused. I kind of picked omega at random, went through the old theta/iota room and I was surprised that it worked. > Text editor · “IDE” gedit is probably what you mean. |
| Oct 6 17:08:09 | 2h 20m | Leave the yard | ♥ 1 | It's too difficult imo. I beat it in two seconds. |
| Oct 6 17:35:39 | 27m 30s | Looponaut | ♥ 3 | Really beautiful. The ambience is top-notch. It's very similar to Hollow Knight in that regard. I'll be disappointed if you don't score >4.0 in Mood. The penultimate level is the hardest; I speedran the last one on 1HP and I like the overall idea of permanently losing HP (or choosing to restart and redo the loop a bit better). Platforming is sometimes off; I'm certain it doesn't listen to some input after some jumps and it even got me killed once. Also, my personal pet peeve is not having jump height control (longer hold->higher jump) in 2D platformers. |
| Oct 6 17:59:19 | 23m 40s | Get in the Loop! | ♥ 1 | This game is perfect. Never before have I played a gamejam entry and thought: "This is flawless. There is nothing I don't like" with an expression similar to Niko's on my pfp. If you had managed it in time for the compo, you would have transcended the concept of jamming and achieved gamedev nirvana. This game is perfect as it is. 131.98s |
| Oct 6 18:29:36 | 30m 17s | Circleline | ♥ 1 | I thought I had it here: 2020-10-06 18_00_54-Circleline by Tom Quinn.png (I redid it right after) It's phenomenal. I don't have much else to say. This compo is stacked. Puzzles 8 and 11 are **awesome**. I always have extra respect for puzzlers because you have so little time to come up with great levels. Expand it with more levels/mechanics and send me a link to the steam store page. 265 clicks 30 crashes Suggestion: consider adding some sort of crash/error sfx because it feels kinda weird without them. I understand this is a calm game which is why you chose to opt for the road signs instead. Maybe something like a piano note would've worked. |
| Oct 9 01:29:43 | 55h 00m | Ribbon | ♥ 3 | It ended way too soon but that's a given. Making more content of this caliber in such timespan would've been illegal. The ribbon textures are so detailed! It does look like a fifth gen game. It's always great to see a new and innovative concept. That said, I don't think it would translate well into a full game because of how weird it feels. |
| Oct 9 10:33:18 | 9h 03m | Cotton Candy Dream | ♥ 1 | Hi, please make sure to add a changelog to this page as per the rules. |