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Feedback comments for LD47
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| Timestamp | Since previous | Game | exofrenon's comment | |
|---|---|---|---|---|
| Oct 11 11:02:55 | Unholy Echo | ♥ 5 | Nice idea, decent graphics and sound. | |
| Oct 11 11:16:55 | 14m 00s | The Calamity Coil | ♥ 2 | Great effort for a LD entry, built within the limited time constraints. The strongest point of the game was the atmosphere / mood, but I would expect more fleshed out combat mechanics since it is the only thing that you do in the game. |
| Oct 11 11:32:49 | 15m 54s | RAIL LIES | ♥ 3 | Great idea, a funny game you made there. Could have been a little bit longer and what you have to do a little bit clearer. The music and the mood was also well executed. |
| Oct 11 11:48:06 | 15m 17s | Jack's Inferno | ♥ 1 | Surprisingly well polished for an LD entry, right from the moment you launch the game, but there was a bug after the second level and the game was stuck on a black screen with a cursor. Great controls, graphics and music, but it was not very relevant to the theme. |
| Oct 11 12:00:07 | 12m 01s | Orbitality | ♥ 1 | Very cool and fresh idea for a game and very well implemented. As @supergamersgames mentioned it could have some slight auto-aiming to make it play smoother, and maybe the UFOs could be a little bit slower, or pause from time to time to hit them. The graphics were also quite polished. |
| Oct 11 13:32:06 | 1h 31m | Pufferfish Panic : Proliferating Pressure | ♥ 2 | Quite possibly the best game I have played in this LD so far. Nicely designed (both mechanics and levels) and very clean graphics and user interface. The concept is very innovative on its own, even though I am not sure if it is completely novel (maybe other games like that exist out there?), and it is also not very relevant to the "stuck in a loop" theme. Props to the one with the idea of not having multiple small levels (as usual with these games), but having only one level that is expanded with more and more stuff. Moving on to the minor stuff: there was a bug with the rotation of the objects on the HTML5 version (scrolling was waaay too sensitive, making it hard to rotate it as I wanted, also you should mention how you rotate somewhere), and I also think you should have a button or something to clean up all the fish that are stuck. |
| Oct 11 13:44:47 | 12m 41s | Dig Down | ♥ 1 | Cool idea for a game, but I felt that the "stuck in a loop" theme was an afterthought and it was just tacked on top of the digging. Also the main character's shape should be simpler and 1:1 with its collider so that you can see exactly where it gets stuck, and even better if it was a ball or something so that it would slide and not get stuck in a single ground pixel which becomes kind of frustrating. I didn't play it long enough, but some new mechanics as you progress would be a welcome addition to the game. |
| Oct 11 14:22:53 | 38m 06s | Around The Jungle | ♥ 1 | The core mechanic is very satisfying and I believe it has a lot of potential for a full fledged mobile phone with multiple stages and more mechanics. The graphics were not bad and the sounds were spot on. Fun overall, but I feel that the "stuck in a loop" mechanic was kinda tacked on and not part of the main game design. It was confusing what the main goal was, which I guess it was to go around the stage as fast as you can. I think you should give better guidance on where you need to go next to end the loop (either by having arrow signs or by showing the whole stage at the beginning so that the player knows roughly what they should do, or even better to have a larger field of view with smaller stages and some implicit guidance based on intuitive level design). I think you should also have a UI to show where the force will be applied while you drag the mouse (I kind of expected the ball to follow the mouse when you click and when you release a force to be applied towards the vector from the ball to the anchor). The use of mushrooms was also a bit confusing. Overall, great job! |
| Oct 11 14:34:32 | 11m 39s | Hoops | ♥ 0 | Nice core idea, simple but fun. I can see the similarity with super hexagon as you mentioned, so it probably needs a couple of more mechanics to differentiate those to AND it would also make it more complete, but it should not be overdone. I also think that losing was kind of random, meaning that if it happens that you go on the opposite side of the next hole (since you can not see it yet), then you will lose no matter what. It would help a ton with this it you would show an indication/arrow where rotate next, counter clockwise (cc) or clockwise(c), or at least make it a rule that you follow a pattern of directions (i.e. cc->c->cc->c and so on) |
| Oct 11 16:03:28 | 1h 28m | Ghost in the LOOP | ♥ 0 | Interesting art style, the ink-like cell shading reminds me of Don't Starve and it is definitely the highlight of the game. I can see what you went for, but the combat needs some work. Collisions feel off, there is no feeling of impact (visual or audial) when landing a hit or getting hit, and the melee attack was either buggy or missing an animation. There is also a lack of enemy variety, but you probably didn't have time for that, which is understandable. Other than that, if the combat is fixed and the game is balanced, I can see the core gameplay loop becoming addictive. |
| Oct 11 16:28:45 | 25m 17s | Revenge of Loopy the Turtle | ♥ 1 | Damn, our games are too similar! 😅 I see you kept it simpler and were able to make more out of it instead of having something half-finished. I also love how you combined it thematically with the story of the turtle, but it would have been more fitting if you tried to save other animals or combat environmental waste, but it is funnier this way. a little bit of enemy variety would be nice to have, too. |