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Feedback comments for LD47
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| Timestamp | Since previous | Game | klianc09's comment | |
|---|---|---|---|---|
| Oct 6 09:52:07 | Pendulum Jumps | ♥ 3 | Took a while to get used to the controls, it's very frustrating if you don't know how to gain height and have to wait for the wheel to bring you back up. But once I understood how to best gain momentum, (by clicking diagonally down) it was a lot of fun. | |
| Oct 6 10:18:42 | 26m 35s | A tale of Loopism | ♥ 1 | Very hard, but that's okay. Got past the spinny thing, but the next section where you have to bounce around is just too hard with lag. |
| Oct 7 10:41:53 | 24h 23m | Loop it | ♥ 1 | simple but effective gameplay, maybe a bit too easy/short. |
| Oct 7 14:18:11 | 3h 36m | Fear Of Gears | ♥ 2 | Amazing game. Very well executed. Main complaint is that I cannot tell when I take damage. I'm a bit torn on the upgrade system, just getting random debuffs makes the upgrades feel kinda pointless. I'm just gonna pick what I feel like, and I pick more if I want it to get harder. Seeing what debuff I'm gonna get could make it feel more tactical, but would make it easy to always pick simple debuffs. But maybe you don't see all of them, or maybe there is an upgrade that let's me see what debuff I'm gonna get from a card (which can be picked up to 5 times to see all five potential debuffs). Or instead of a debuff being associated with a card, I can see what debuff I'm getting when I pick e.g. a second or third card, but it doesn't matter what second upgrade I pick. (anyway that's my ramblings on that) How far do I have to get for the bossfight? The game starts to feel a lot like discroom once you get your seventh loose gear. It's hard, but still felt pretty fair. Kudos. |
| Oct 7 14:37:30 | 19m 19s | Cursed Deck | ♥ 1 | It was hard to follow what was going on at times, when cards went into and out of discard was unclear to me at first. I think I now understand that the banish card bans one card EACH from deck/hand/discard, so a total of 3 cards. Also I didn't realize that there were also instant effects to pick from, I first thought they would all be cards that get added to my deck. |
| Oct 7 20:15:38 | 5h 38m | 360 | ♥ 1 | 10/10 would rate again |
| Oct 8 13:46:42 | 17h 31m | SPACELOOP | ♥ 1 | Nice entry. The feedback on enemies that take more than one hit is a bit too subtle and I found that looking at the crosshair made aiming even worse for me. |
| Oct 8 13:59:55 | 13m 13s | Chaos in the Cabin | ♥ 2 | Really hilarious premise, I absolutely loved the announcements. |
| Oct 26 09:51:46 | 427h 51m | Nothing To Hide | ♥ 1 | Really innovative concept. One could certainly do a lot with this, but I already had fun with it as it is. |
| Oct 26 12:03:30 | 2h 11m | Training Loop | ♥ 0 | I like the execution with the visualization of multiple simulations at the same time and also the added debugger in the post-jam version is nice. However what I'm missing is a simple description of what all the variables do. Like for the first level, just explain in plain English what theta and theta_dot are. The code was also hard for me to understand. I think it's javascript, but it's using syntax, variables and functions I'm not familiar with. Just took me forever to discern that "p" is supposed to stand for "parameters". The debugger is nice, but what would help even more if I could set initial simulation parameters so I can just test simple scenarios. And the speed could be shown as an arrow, while stepping through it frame by frame. For this concept to be approachable in any way, it needs a lot more explanation, visualization and helpers. |