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Feedback comments for LD47
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| Timestamp | Since previous | Game | AVAVT's comment | |
|---|---|---|---|---|
| Oct 6 15:07:10 | Gorilla Taxi | ♥ 1 | For clarify I didn't play the game for too long. I'm a very bad top-down driving player (get nauseous after just a bit) so I couldn't manage well. The game's mood is fantastic! - I love the radio music, it's the one little detail that get you into driving mode. - The (German?) street name is another thing that enhance the "local driver" feeling. - The "cause" of the game also drew me in, I still remember when I was a child when drivers don't have GPS and they remember all the streets in the city like the back of their hand. As someone with name-remembering trouble I admired them a lot. - The evaluation criteria are very human-like. Should require a bunch of different detection. How did you do them? The things that I'd love to have better: - The animation of the map opening/closing could be better. I'd love it to have a feel where the guest name a street and you kind of fling the map up for a quick peek and step on the pedal. The in game animation is a bit clumsy. - The evaluation of the game could be more transparent. I like how when I just started the guests give me feedback on how I should not drive on pavement, how I should not cut through streets etc. But quickly after that I get a series of guests who neither complain nor praise and just slap $6 on my face. I don't know how well I did or how I can improve. It'd be great if I can constantly know what I can do to improve. As mentioned at top I didn't reach the point where I "finished" the game, the best result I had is a guest saying fantastic and gave me $80. I can only try to give feedback under pretension about what would a target audience might like. Hope they don't miss the point of the game :) | |
| Oct 6 15:49:33 | 42m 23s | Mission ∞ | ♥ 2 | What I like: - The game is easy to jump in and play. Information are descriptive, for example I can easily *imagine* the stats of a gun at a glance :p - Art style is really cute - The mood is light, feel like old school sailor moon game of sort. You're the cool heroine saving the world, who doesn't like that What I think could be improved: - Contrast of the cursor need to be bigger on both the menu and the game screen. I can't see the cursor at all and with mouse aiming that mean I can't reliably shoot where I want, and it's really frustrating. - The viewable area could be a bit bigger. If it's a melee combat game this size could be fine, but in a shooting game you basically get shot the moment you see an enemy. It also preventing me from appreciating alien's beauty. |
| Oct 6 16:12:26 | 22m 53s | Fort Loop | ♥ 2 | Great game. The concept of time loop was well executed, and polished art style. 2 thing I think could be improved are: - The jump height and jump duration is too low. I know it's a realistic height, but gamer are too acquainted with mario's super jump height, and short jump is just too frustrating. The frustration become apparent at that level where 2 diamonds drop from the ceiling, and it require split moment reflex and precision to grab it. If it's an action game like ninja gaiden, it could be cool but in a puzzle adventure game, it feels terrible. "I found the solution of the puzzle, but I can't execute it after the 20th tries" is an experience no one enjoy. - Jumping and landing sound could be nice. Jumping the first action you learn at the start of the game, but there's no sound and it felt kind of void. Overall it's still a fantastic game though, easily one of the top game so far I've played. |
| Oct 6 16:30:38 | 18m 12s | Stagnatum | ♥ 4 | What I like: - Wonderful art style and ambience - Awesome music & sfx - Great implementation of the theme What I think could be improved: - Art: the enemies could get more love. They look terrible comparing to the rest - Sound the sudden piano "slam" at the end startled me. Maybe because I'm using headphone. - Game performance could use a lot of optimization. There's a lot of FPS spike when I run fast so I ended up having to go slowly. - Story/writing could improve a bit to catch up with the wonderful atmosphere. Right now the writing feel like that in game companion that keep on babbling about meaningless stuff. Lastly I'm not quite sure if it's a flaw, but I don't like how the character move forward when he attack. It's quite frustrating, like you see an enemy immediately above your head so you jump attack, but the attack move you forward in mid air so you end up getting hit instead. |
| Oct 6 16:55:17 | 24m 39s | Oplo | ♥ 1 | Great game! - Graphic was good - The music was spot on - Game was extremely easy to jump in and play, without needing any explanation What I think could be improved: - Performance: the game occasionally have big spike during animation - Were there repetitive levels at level 15th onward or just my deja vu? 15 and 17 looks the same I think? |
| Oct 7 08:51:27 | 15h 56m | Loopomotive | ♥ 1 | What I like: - Fantastic art style! Really bring me back to the popcap games era where game could be pleasing to the eye without having to buy a RTX2090 - Choo-choo music - Very interesting idea. (But I think it hasn't reached its full potential, more below) What I think could be improved: - The railway could be more... realistic. For example in the image below, the train is turning in a very illogical way, which make no sense. It'd be much better if the railways order their z-index constantly to reflect correctly how the train will turn when it reaches that intersection. Screenshot_122.png - Currently it is possible to just leave the number of railway to a manageable scope and wait to gain points via railway repair, then I could have infinite score (even though it's slow). One can immediately see that issue at the start of the game, and thus make the aim of the game unclear. ^ My approach to understand the game is: first, understand how the train move, then see what I must do to get point, then try to get better. But as it turn out after making 4 full circles (to understand the train movement) I immediately realized I already "mastered" the game. Which is definitely not good. Minor issues / nitpicking: - WebGL initial window size is too small on itch.io, which force me to play in full screen. Maybe adjust it to be a bit bigger? - The railway snap could be more intuitive, as in image below, this is where I think the railway should snap into position, but in game it snap only when I move it... I'm not sure, somewhere above where it should be? Screenshot_120.png All in all I think the idea is quite promising, but require reimplementation for the "endgame goal". I'd love to play a game like this on mobile, not as a panic attack hyper-casual but some kind of mediative/relaxing game. |
| Oct 7 09:31:31 | 40m 04s | Last Night in France | ♥ 0 | What I like - The floor is lava - The game somehow combined zombie, thriller and detective/spy feel into one, which is neat. What I think could be improved: - The goal was unclear. Maybe show the girl in trouble, or the "Get to the balcony" hint right at the beginning. That way player know immediately "what" they want to do, and can get on to figuring "how". - Dying immediately at the beginning is very frustrating, which can turn off people. I think it can be solved by making it humorous in someway to ease the pain (it's very common in "impossible" games like Getting Over It - the guy himself is funny, or the Impossible mario-like game I forgot name) - Maybe make a logical/understandable reason for "The floor is lava"? At first I thought it was because the character fell from height, but then I realized he dies whenever he touch the ground and I was like "That was no sense at all!?" Nitpicking: Game is too short. I was like "Oh! I finally get how to play this g... WHAT it's already over?!". Maybe add 1 or 2 more levels? You see, I finally managed to beat the zombie and got into the girl's room, maybe a level about unbuttoning your shirt could be a good follow up :p |
| Oct 7 09:54:17 | 22m 46s | Hang on, Bill! | ♥ 2 | Wow this is one really nice game! I love it! It's well thoughtout, well executed, and humorous to boot. The only one complain I have is that it's only 1 level. I hope you can give a few more level like how Bill get caught again at that 2nd bank and all that, maybe after the jam? :D |
| Oct 7 10:15:30 | 21m 13s | Around the Cluck | ♥ 1 | What I like: - That ending was totally worth the effort, lol - Passive humor and references What I think could be improved: - I don't like how the camera always stuck with you at the bottom of the screen. It forced me to always move at the bottom or else I can't see a thing. - The hit zone of item usage is a bit hard to use. The item is grabbed on your peak, but you have to stand exactly on the spot to use it, which is quite hard to correctly get. - Probably add some kind of story at the beginning? Just one dialog of the owner about getting a fat chicken or something could ease the "getting acquainted" step a lot |
| Oct 7 11:08:04 | 52m 34s | Wash machine loop | ♥ 1 | It's a fun short game. The highlight "call to action" for item usage is a nice detail that greatly helped, I like it :) I have one suggestion that is to add a bit of expression to the ladybug in the beginning (like shocked or scared) to add a bit of character for it, and boost the player's drive to save the little thing. |
| Oct 7 11:31:17 | 23m 13s | Stuck in a Timeloop | ♥ 4 | Well it told me to capture screenshot so... Screenshot_123.png Anyway it's a pretty good game. The initial thought I have when I see a "space to timeloop" game was "Oh no not another mindf*** game", but turn out the difficulty was well done 👍 The death on lava was quite punishing but you basically only die once at the first time you see lava, and the timing was appropriate (when it doesn't hurt that much) as an introduction, and later you knew there'd be lava before reaching that part, so it was acceptable I guess. All in all I think the difficulty curve was the most well done part of the game. As for gameplay I'd love to have a moment of "Oh, I got it!". Right now I kind of just move around doing stuff and just get the reward, it lack a "stop and think" moment which usually an important moment in puzzle solving games. |
| Oct 7 12:54:54 | 1h 23m | Concentric | ♥ 1 | It's a fresh concept and good idea What I liked: - Good instruction, very easy to understand. - Gameplay is very smooth and the target is clear. Many little quality of life features helped me jump in the game and play immediately. What I think could be improved: I don't quite get the Point and the level's Target. They don't really go together. You can keep on playing forever without clearing a level and get infinite point. So the Point thing is pretty... pointless imo. Just on top of my head some changes I can think of - Maybe change the targetto "get XXX points in an amount of time" - or instead of regenerate runes, let user try to get the most point before they are stuck in impossible state. Just random ideas that pop on my head so they may not be that good, but anyway my point is the point and level target mechanics don't have synergy, and should be tweaked to go better together. |
| Oct 8 08:57:03 | 20h 02m | Aztec Ride | ♥ 2 | Truly one of the most outstanding game this time around! What I love: - Fantastic art and thematic music - Smooth control and overall gameplay - Complete and casual disregard to human lives. Some nitpicking/hope for improvements: - The font could be a bit more clear. I totally can't read the Creators name and all that - Turning off camera rotation could be a bit more visible or available in-game. By the time I know about that option I was already nauseous. |
| Oct 12 15:15:28 | 102h 18m | Curly's Chase | ♥ 1 | What I like: - Super lovely artwork. I can't get enough of this cuteness! - Interesting way to unfold story. I was mildly surprised and amused at the same time when I can fly through the cloud and just as I was about to think "So, what now... oh, so now I face water challenges, cool." What I think could be improved: - The view distance is a bit too close. When you are moving vertically it is impossible to react fast enough to turn. In other word it's pretty much guaranteed that you must press Z whenever you see a turn while moving vertically, and it's a bad experience. I think this is the biggest issue with the game. The "problem" of the game is very alike to parking car, and certainly no one enjoy parking car while forced to not turn their neck. - Smoother retry would be nice. I mean after I hit the wall, maybe instead of resuming with my face touching the wall, maybe one auto Z that put be back a bit further in time would be great quality of life. |
| Oct 15 07:05:09 | 63h 49m | What Goes Around | ♥ 1 | What I liked: - Geometrical surface movement is really cool presentation! Maybe I'll try to make one some day. - Ikagura mix Geometry Wars is a great idea! I actually was just passing by but when I see the idea I simply *had* to try. Was totally worth it. Slap some vfx on it and you'll have a totally dope game. What I think could be improved: - Music sounds like sfx. It confused me and made sfx lose its, well, effect. I couldn't reliably deduce which sound means what happened. - I think the size of the everything should be smaller (relative to the big sphere/the planet) - But more importantly the **speed** of everything should be reduced to about 75% of current. At the moment because of speed and size it's not a danmaku game, it just feel like traffic in my city where your safety only depends on luck, and the only way to ensure you're alive is to stay still. Possible addition: As mentioned above, after playing for a bit I feel like staying still is the best course of action. But honestly, if your player stand still on a geometry surface game, it basically lose the whole point. Geometry surface presentation is only cool if player is constantly moving. So maybe additional "flag point" or "capture point" could be good incentive for point-gaining. |
| Oct 24 11:45:56 | 220h 40m | Fault Outcome | ♥ 1 | Great mood! I can tell that a lot of love was spent making the game. The storytelling part is very impressive and I think it fit great in a thriller/ghost game. My biggest complain is the story ended too abruptly (understandably). The text content could use more, like, importance. Being at the top doesn't help much because it's a bit hard to read. Maybe having their own panel and a bit of sfx on open/close could make player feel their existence more. |