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Feedback comments for LD47
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| Timestamp | Since previous | Game | Fryer's comment | |
|---|---|---|---|---|
| Oct 5 20:30:13 | The Death Loop | ♥ 1 | I answered no on the first question and died immediately. And then I died in every possible way after that, and I even had to restart the game to go left at the start because I forgot to do that the first time I played. I had more fun finding different ways to die than winning the game, so I wish there were even more traps. The random saw blade out of nowhere made me jump, so that was my favorite, but I also liked the sikes and the cows. Since there was a lot of respawning, the slow death and alive screens became a bit annoying after a while. It would be nice to be able to click past them. I tried going through all the walls, but one of them let me go a bit inside it, which I thought was just a random glitch until the game told me there was a hidden door there. I wasn't sure if that flat rock looking thing was supposed to be a button to activate the first trap, because it seemed to activate it even if I didn't quite step on it. | |
| Oct 5 21:11:37 | 41m 24s | PolyFury | ♥ 1 | The graphics are very clean. Sure it's simple shapes, but they're nicely colored and blended. The sound effects and music fit nicely with the gameplay too. I was a bit confused the first time I played about if there was a health indicator, and it was hard noticing it because the game just kept throwing stuff at me and it was very subtle. I didn't see the controls anywhere either, so I hope it was just A, D, Space, and I didn't miss anything. The movement deceleration felt a bit too slow, which made it hard to precisely control when the tight bullet pattern appeared. Being inverted at the top threw me off a bit, so I mostly stayed at the bottom of the loop. It'd be interesting if there were bullet patterns or anything else that forced you to go around the entire loop. I went into the settings and saw music and effects volume controls, but there was no music or sound there to test different settings. |
| Oct 5 21:51:28 | 39m 51s | Donuts On Donuts | ♥ 1 | I love these types of endless dodging games. This one in particular is extra hard because of the perspective, but that just makes me want to try harder. I thought I'd figured it out and gotten in a flow a few times, but the game just kept throwing weird combos at me, and getting the timing right for the moving obstacles while also planning for what was ahead of them was brutal. I played until I got to 10 laps, but I might revisit this game later to improve that score. The only thing I can think of to do differently would be the slowing down and speeding up. Instead of having 3 different speeds to think about, it would be a bit easier to have just a single key to go either faster or slower. |
| Oct 5 22:39:50 | 48m 22s | Inside the Planet | ♥ 4 | It's a fun idea, but it feels like the mechanics are a bit unreliable, like I don't always know what wall I'll end up on when I jump, and sometimes Moku even does an extra tiny jump after I land. I think some levels also depend on the timing of enemies and obstacles when you spawn, which gets a bit frustrating if you end up with unfavorable timings several times in a row. The graphics and music are great (especially the music), and I like the story in the beginning. I'm not sure if it was a bug, but when I died on one level after completing it, it looked like the game ended, but then I checked the list of levels, which showed me there was a lot more. I didn't know which level was the last one I played, so I had no idea where to go from there. |
| Oct 5 23:49:29 | 1h 09m | Shadow of Archimedes | ♥ 3 | I didn't understand that you could click the icons at the top to build structures at first. I thought they were inventory slots or something, but after overcoming that misunderstanding I started getting resources and slowly rebuilt the planet. One thing that'd help a lot would be some sort of indicator on the machines you build showing you what resources they give you. I kept forgetting which machine did what, and the silhouettes weren't giving me much of a hint about what to expect, so I wasted a lot of resources at the start. Numbers showing how many of each resource you have would also be nice. The floating trail of icons gets a bit crowded after a certain point. |
| Oct 6 05:20:43 | 5h 31m | Hulagain | ♥ 1 | It's an interesting concept. Never played or saw anything like it, and it fits the theme well. I found it very hard to jump while also focusing on the hula hoop though. The arrows when I was close to failure helped a bit, and I'd like if something like that was visible constantly. Since the game mechanic is very different and a bit hard to get a hang of, it would be nice if the difficulty curve of the levels was a bit less steep. After the first jump there was a left jump, and then a trap that I didn't notice that reset me to the start. I'd suggest using a different instrument for the main melody, or softening it a bit. I had to turn down the volume a lot! 😅 |
| Oct 6 06:52:10 | 1h 31m | Lethal Loop | ♥ 2 | Whew, I saved the server and data! That was a very hectic, but fun experience. I really like the idea of restricting the order of actions, while still being free to time everything however you want. I can see the potential in coming up with strategies for different levels if you plan on developing the game further. I managed to beat the current level by prioritizing health and shooting, and cheesing it by spamming dash to get back my attacks quickly, so having more layouts to make each card useful would really bring the whole idea together nicely. The music and the player character both feel very wholesome, and then you're fighting all these mean viruses, and I don't know where I'm going with this, but I liked it. First time I played I gave up on my run because I didn't know what I was doing and made the game really hard for myself by building a bad deck. Maybe some way to change it without restarting the entire game would be a good idea. One thing I didn't notice at the start was that the platforms didn't block enemy bullets, so me taking cover wasn't helping my chances of surviving. I'd also like to be able to slash viruses below me while standing on the platforms. I think that would make the slash card feel more useful. |
| Oct 6 07:42:27 | 50m 17s | bloTT | ♥ 1 | I really liked the level design on this one. At first it felt like just any other platformer, then I realised that "oh, this is going to be the same level over and over with small differences? OH right, the theme is stuck in a loop!" Knowing that it was going to be the same thing again and again, but with a few small things changed, made me oddly excited to find out what the change was going to be each time. I thought I'd actually get stuck eventually (not in a loop, just because the puzzle seems complicated enough that there would be a mistake somewhere), but I didn't, and managed to finish the game. And the ending was funny when I did! All that trouble to get exploded... 😂 The music was great too. I can't find any serious flaws, so here are a couple minor details that could be a bit better: - Blott almost blends in with the background. - Jumping up on 2 block walls wasn't very smooth, so it was a bit scary when there were lasers right after a 2 block jump and I had to stop completely just as I reached the top. |
| Oct 7 01:56:22 | 18h 13m | TowerStuck | ♥ 3 | Wave 69 with 13 zappers, felt like a good point to stop. 😂 bzzzt.png I realised after a few minutes that my towers could break eachother. Some health/damage indicator on them could probably make that clear, as I was very confused at first why I had fewer towers than I had placed. The slime and fire towers weren't very useful, but I guess tower defense games take a while to balance properly, so I won't expect that much from a jam game. I'm not sure the zappers were really that useful either, but they're cool enough to use anyway. The best strategy seemed to be just placing a bunch of towers facing straight paths and making them shoot only on that path. With that in mind, the actual gameplay wasn't that much more different than a regular tower defence game, except towers can now only shoot in one direction. Just recording actions and having them loop didn't seem to work reliably enough to do anything fancy, so maybe something more needs to happen to make those loops consistently have the same effect on each wave, but I'm not sure what that would be. |
| Oct 7 09:42:27 | 7h 46m | Eternal Run | ♥ 1 | Fun game, started out hard, then got very easy when I upgraded to one-shot bullets, then started getting harder again because so many zombies spawned. In my attempt to escape them I picked up a super speed power-up and managed to glitch through the fence, but the power-up ran out and I couldn't get back in. So I started shooting the zombies on the other side of the fence, got one kill, but then the zombies started pushing eachother through the fence. I ran away from them for a while and the game crashed. 😂 The collision seems to be a bit buggy in general, especially when the bullets go straight through zombies without hitting them. In that case I'd suggest using something like raycasting to make sure bullets can't skip things between updates. The power-ups were nice, but that speed power-up was definitely too fast and hard to control. The music was fitting and didn't feel too repetitive, and the sound effects (and all that blood, so SO much blood!) added to the satisfaction of killing the zombies. The upgrade sound effect was a bit loud compared to everything else though. |
| Oct 8 07:53:55 | 22h 11m | Flight Stick Uncalibrated | ♥ 1 | I've played flight simulators a lot, so I liked this. I was wondering how broken controls and going through hoops related to the theme, but somehow didn't expect to be stuck doing loops with the plane. It was a bit tricky to figure out, but I started getting a hang of it and got through 9 hoops before getting overconfident and crashing. I think the shadows do a decent job of giving me a clue about the depth, but maybe tweaking the camera FOV to be a bit wider (looks like it's orthographic as it is now) would make it more obvious. |
| Oct 8 08:19:15 | 25m 20s | Punpkin Loops | ♥ 1 | Nice first game. The platforming and collision seem to work without problems, so good job on that! I thought some of the jumps were impossible, but realised I could double jump, which made it easier. Some indication that double jump is possible would be nice, because if I hadn't thought of that I might've just assumed the game was flawed. |
| Oct 8 08:43:49 | 24m 34s | Traveling the Wild West | ♥ 1 | This idea is great, I'd love if the difficulty curve wasn't so steep though. I gave it a few tries and couldn't get more than 167 coins. The bison seemed to come in groups, which made them almost impossible to deal with, especially when there were rocks on the road and vultures circling above at the same time so early on in the game. The art style is nice and coherent. The only thing I'd add there would be shadows. Some funny sound effects would definitely help bring everything together and make the experience awesome! There was a lot of dead space on the bottom of the screen. I think if you shifted the camera forward a bit it would make it easier to deal with rocks before you're attacked by all things from all directions. |
| Oct 8 09:24:14 | 40m 25s | Boomie | ♥ 3 | I love this game, best one I played so far, I just wish there were more levels so I could keep playing! The puzzles were not very hard, but one of them did take me a while to figure out. That ending was great too. I walked into the room and thought "I know exactly what this is!" and it was just a satisfying as I wanted it to be. All the mechanics pretty much explained themselves as I tried doing different things, and I didn't run into any bugs or soft-locks. |
| Oct 9 00:57:30 | 15h 33m | Loopin' Looie | ♥ 0 | Nice graphics and music, and the platforming was interesting, especially the 3d rotating platforms with 2d gameplay. The rotating platforms seemed to have a bug, causing them to break the 2d spell. If you walk up onto the bushes while the platform is rotated 90°, then wait until it's normal, walk to the end of the bush, and wait for another 90° rotation, you'll have been pushed far enough outside of the regular 2d gameplay plane that weird things start happening: bug.png I did this twice. The first time by maistake, and I tried to ignore it and just jump to the next platform, but it was small and I was at the wrong depth, so I missed it. I also think I missed the death collider, because the level didn't restart. The second time I did hit the death collider, but the camera went crazy trying to reset. |
| Oct 9 01:29:09 | 31m 39s | Driven Round the Loop | ♥ 3 | Today I made a difference in the world. I helped people through their struggles, guiding them to happiness. That's how it feels playing this at least, really nailed the mood, while also definitely giving me a laugh over how it's styled like a petition website with stock photos. Anyway, the amount of level design that has gone into this and how each level has a unique story, and how it all fits into this narrative of helping citizens with their troubles is very impressive for a jam game, great work! And the music really helped immerse me in the role. I also like how you really only need to solve the issues in the petitions, any other unrelated disaster caused by that goal is irrelevant. Almost reminds me of how things work in the real world sometimes... 😂 |
| Oct 9 02:16:09 | 47m 00s | Lost Caravan | ♥ 1 | Nice art style and music. I didn't realise at first that there were wheels and skulls to indicate which path I should take, but after I figured that out i managed to get to the caravan. Maybe some tracks or other more obvious clues would help with that, unless the point was that you had to figure that out. |
| Oct 9 10:45:11 | 8h 29m | Don't Go | ♥ 1 | The blind game idea is very interesting, and this game executes it great. I like how you played around with getting platforming to be varied when you can't really sense more than what's immediately around you. I was a bit confused about what was going on near the end section until I figured out the right head bumping technique, but solving it was very satisfying. I think the wind sound was a bit loud compared to the ledge sound, so I had to really focus to hear when I was close enough to the first death pit to jump. Other than that the sounds were pretty clear, and it didn't feel like any part of the level was unfair. Some thoughts after looking at the map after I played: The first ledge that you had to drop down was made clear by the narration, but the second ledge felt just like the death pit before it, and I didn't want to risk dropping down and restarting, so I jumped and probably almost landed on a snake instead. I realise now that the wind sound had to be present to mean there was a death pit, but I didn't understand that while I was playing. |
| Oct 11 04:17:23 | 41h 32m | Stunt Bike 0 | ♥ 1 | Nice and easy game with lots of potential that could be expanded on in many ways. More levels with different obstacles and targets, score for best time and accuracy, longest distance, adding several hoops and trying to jump through several in one jump, and so on. A clear indicator of when you win other than the sound effect would be a nice addition. |
| Oct 11 04:52:57 | 35m 34s | Loop World | ♥ 1 | Very creative level design with great difficulty progression and step by step introduction to the game, and nice use of the theme to create a unique platforming mechanic. Good job adding moving platforms and moving and rotating loops! The movement was a bit wonky with the slow acceleration and deceleration, but the variable jump height was nice. Sometimes after landing on a platform after being boosted, the jump wouldn't work immediately, which became very frustrating when the levels started getting harder. I'm not sure if ducking was useful for anything. The sound effects were all fitting, all that was missing was some intense music to really set the mood. |
| Oct 11 06:51:13 | 1h 58m | Escape the Loop! | ♥ 0 | Interesting idea to have an artifical gravity space station be the loop, and nice docking cutscene. I got to the 3rd space station, but I don't think it was possible to clear it because aliens kept coming from both directions with no real way of avoiding them other than climbing up the ladder. |
| Oct 11 07:46:09 | 54m 56s | Impunity | ♥ 1 | I couldn't finish a single project, but I guess that was the point, sad times. Funny meta idea to make a project about the struggles of finishing project. I think that's something a lot of us can relate to. On my first few playthroughs, I didn't realise that you could create more than one project at a time, and kept only getting to 83%. I had to read the comments and check the screenshots again to realise I had missed an important aspect of the game. Part of the problem I think was that the new project window spawns on top of the project manager window, so I thought that was all there was to it. Making the windows offset a bit so that the new project button is still visible after creating the first window would fix that. Also, colorizing the title bars, perhaps even highlighting them when you hover over them and changing the cursor could help make it clearer that you can move the windows. I like the out of memory mechanic when you try to create more than 5 windows. It was funny, but also stopped me from trying to cheese the game by abandoning my current projects without penalty. On my last attempt I tried closing projects as they were returning less "joy" and managed to get to 95%. I'm not sure if the game is winnable, but I'd like to see the penalty for closing projects being decreased slightly, so that you can get to 100% (unless that is already possible and I'm just bad). The sound effects were very satisfying too, just what I expect from a clicker game. |