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Feedback comments for LD47
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| Timestamp | Since previous | Game | marcmagus's comment | |
|---|---|---|---|---|
| Oct 6 13:36:36 | Dungeon Break | ♥ 1 | Innovative puzzle design, lovely graphics. My only complaint is sometimes the perspective and dark colors made it kind of hard to tell which left-right gates were open. | |
| Oct 6 13:41:54 | 5m 18s | The Titan's grave | ♥ 2 | Solid entry. As mentioned in my chat, the perspective on the graphics was really effective in making the Titan very titanic. I ran into a bug where my game locked up in a loop in phase 3 with the Titan fist smashing me but not causing damage and my controls not working. I wasn't able to reproduce, but you can see it in the VOD. I didn't love the long boss invulnerable segment in phase 3, but it's a common feature of boss fights and probably a matter of taste. |
| Oct 6 13:44:45 | 2m 51s | Grave Juice | ♥ 2 | The physics were really fun to play around with. Getting to be invulnerable but still affected by objects was very satisfying, and the audio effects supported that. I was particularly impressed that the axes slow down at the top of their swing rather than having continuous motion, and the arrows fall on impact. Little touches that make the game world feel more real. Nice level design allowed for creativity in finding skips. Good entry. |
| Oct 6 13:46:30 | 1m 45s | Loop Deleter | ♥ 1 | Really interesting puzzle game. Hits that "I know what I'm trying to do but I'm not sure how I'm going to accomplish it" feeling that's good in a puzzler. |
| Oct 6 13:49:49 | 3m 19s | A tale of Loopism | ♥ 1 | Absolutely love that little robot. |
| Oct 7 03:50:30 | 14h 00m | Splines 'n Shapes | ♥ 1 | Fantastic game. Chill, innovative, interesting puzzle, audio and graphics support the mood well. I look forward to buying this to play on my tablet before bed soon. |
| Oct 7 13:54:24 | 10h 03m | Little Pirate Adventure | ♥ 1 | Love the art. Fun to play. Didn't mind the "it's easy once you find the good trades" factor for a jam game, but it feels like it would need a major rethink and not just extension to make a post-jam version without that issue. |
| Oct 7 13:57:29 | 3m 05s | Progress | ♥ 1 | I laughed out loud, so I guess I liked it. |
| Oct 7 14:00:25 | 2m 56s | Hangin' Around | ♥ 1 | Fun set of mini games. The hand holding a hand cracked me up. I liked the way the BGM accelerates in challenge mode as the timer shortens, lends a good sense of urgency (although I'm not sure why but I kept expecting to have less time than I did, I think due to something in the music) |
| Oct 7 14:05:45 | 5m 20s | Loop's Way | ♥ 5 | Interesting puzzle game with loads of visual polish. The ability to steal *some* cubes via reset was neat to play around with, and had some interesting consequences. |
| Oct 7 14:08:01 | 2m 16s | Temporal Loop | ♥ 1 | Oh, that was a fun mechanic to play around with. Would love to see an expanded version; you could set up some interesting puzzles with it, and there's lots of capacity for the player to discover faster routes than the "intended" (or for you to force them / put shinies in interesting places) |
| Oct 7 14:12:11 | 4m 10s | Ring Rush | ♥ 0 | Highly innovative mechanic. Took a lot of work to start getting the hang of really controlling it, and it still ends up being inherently extremely unforgiving. The quick respawns and fairly short levels help with that. That earlyish level with the very long kill corridor is I think harder than the designer, already having good control, thought it was. |
| Oct 7 14:15:55 | 3m 44s | Returning Home | ♥ 1 | Fun core gameplay loop, although I didn't see anything in the game that told me I could click on my ship to upgrade. I played an entire time (losing) thinking I just had to collect "enough" crystals to, ummm, power the landing thrusters? I also managed to achieve escape velocity and leave the map entirely. I'll post a link to the video later, it was pretty funny. Probably suggests the control scheme around the landing thrusters could be made clearer to the player. |
| Oct 7 14:20:42 | 4m 47s | For { } | ♥ 1 | Very interesting puzzle game. I look forward to trying it with the orange block indicators sometime I have a bit more time to puzzle things out. |
| Oct 7 14:23:29 | 2m 47s | Hyperloop | ♥ 4 | Looks fantastic. Unfortunately ran into the physics bug. I hope I get to try it again with the bugfix. |
| Oct 7 14:26:05 | 2m 36s | Donut Island | ♥ 2 | Fun little arcade-style game. Pickups went away pretty quickly, which was either good difficulty balance or harsh depending on how you look at it. I enjoyed running around in this goofy little world. Felt like the shotgun RoF was a bit too low. |
| Oct 7 14:28:55 | 2m 50s | FROGS Training to be Heros (In a large 'wheel-thing') | ♥ 1 | It was very cool developing a sense of confidence in where my jumps would land me in the ring. The physics, both of the wheel accelerating based on the frog's mass and how jumping inside a turning wheel made anticipating where you would land tricky worked out to make for interesting gameplay. And smashing everything while going really fast with Nate was super satisfying. |
| Oct 7 14:33:06 | 4m 11s | Chamber | ♥ 0 | Solid basic gameplay loop. It felt like the health on the plants was *really* high, and the bombing enemy attacks were particularly difficult to evade, making rooms with either of those particularly punishing. Definitely fun to play around with, and the draft/buying rooms to add onto the end of the loop mechanic worked nicely. The ingame text on the Evolution Room was a little confusing, in that all rooms get more difficult the more times you visit them and that description made it feel like that would be a more unique effect to that room (I guess it's more dramatic there?) |
| Oct 7 14:35:26 | 2m 20s | Tank Fall | ♥ 1 | I had a good time with tank-spleef. I appreciated the interesting way to make a non-violent tank game and also the effect it had that the game difficulty ramps up inherently just because the terrain vanishes. |
| Oct 7 14:39:59 | 4m 33s | Stasis Break | ♥ 1 | [For other Linux people, it also runs fine out of the itch launcher with no need to adjust permissions] Solid arcade game. To my limited experience of the genre the special power was interesting and innovative. There were a couple of places where visual indicators could be tuned to make things a little clearer for the player without reducing the visual noise. Specifically, I'd make sure enemy attacks always stand out from other element, and the glow indicating that you're about to regain control of your ship during a stasis break could be a touch clearer. |
| Oct 7 14:45:28 | 5m 29s | W.M.L.F | ♥ 1 | Cow heads looked more like horses or donkeys to me, but whatever they were, rounding them up was satisfying. Fun to play, nice entry. |
| Oct 7 20:16:00 | 5h 30m | A not so boring game | ♥ 1 | Linux players will need to download both the executable and the pck file. I liked the game and particularly the way the twist played out. One complaint: arrow keys + mouse is a really uncomfortable combination for many common setups, as they both tend to be associated with the right hand. Supporting WASD as an alternative to the arrow keys would have improved the user experience. Nice entry. |
| Oct 8 17:29:44 | 21h 13m | Toucan's Revenge | ♥ 3 | Thanks for providing a Linux executable, but the 7z archive seems to be missing the pck file and possibly other required items? I tried to grab those from the Windows package and it launches but doens't seem to be complete. |
| Oct 9 14:55:21 | 21h 25m | Photon Loop | ♥ 1 | Beautiful and atmospheric game, nice use of the theme. |
| Oct 9 14:57:46 | 2m 25s | SpaceMan | ♥ 1 | Nice exploration game. There were I think a couple of bugs in my experience: the first world rotation trigger (the one in the kind of V-canyon) was invisible until I got really close; if I hadn't decided to go into "I'm curious what happens if I get trapped" mode I'm not sure I would have ever found it. Also I *think* I found all the gems, but I couldn't find a way to get back into my ship if there's a win state. I agree with the commenter above me: an indication of how many gems are left would be really helpful. |
| Oct 9 15:04:24 | 6m 38s | Loop Factory | ♥ 0 | Great puzzle game concept! Might consider offering an optional step mode to make it easier to work through some of the later puzzles, although having to deal with it constantly moving does add to the mood. |
| Oct 9 15:07:55 | 3m 31s | Speedy Spider VS Fishy Fish | ♥ 2 | Certain amount of satisfaction seeing a game with Linux only for a change. The artwork is lovely. The way spider only shoots *backward* makes for an interesting twist, and managing that plus navigating the environment with the strange circular movement and lily pads which are sometimes helpful and sometimes *not* was a good challenge. Took me a while to realize the fish had more than one distinct move, after which I was able to complete it, but fish health might be a little high. That sucking-in move is tough. Also, a note that I get ` git@gitlab.com: Permission denied (publickey).` when attempting to git clone, I had to download the zip. Extra friction might turn people off trying to install. |
| Oct 9 15:14:50 | 6m 55s | Pacxit | ♥ 1 | Really interesting idea, although some of the ghost transforms were kind of obnoxious to listen to. Very innovative. I feel like I'd have to play a *lot* to get to the point where the ghost sounds would help me locate the exit; I found I was entirely navigating by volume. |
| Oct 9 15:16:30 | 1m 40s | Lupe | ♥ 2 | Interesting idea, fun to play, although I did frequently find myself in situations where neither corner was facing in a really useful direction and I had to just make movements hoping I'd tumble into a more useful orientation. That's either funny or made it hard to feel in control depending on your perspective. |
| Oct 9 15:21:56 | 5m 26s | Loopy Island | ♥ 0 | Managing the camera was the most frustrating part of the game. I also found a couple of objects where if I could see it I could interact with it even if I didn't have a clear path to navigate to it. This meant by standing in the right spots to manipulate the camera I was able to entirely bypass the maze. Nice little point-and-click adventure. |
| Oct 9 15:30:22 | 8m 26s | Particle Accelerator | ♥ 0 | The physics on this one are *interesting* and, I found, really hard to get a good intuition for even after I had intellectualized what was going on. Very fun to play around with. |
| Oct 9 15:33:37 | 3m 15s | Tower Lord: Sword Loop Saga | ♥ 3 | This big character with the heavy armor and the *huge* sword that can mow their way through enemies is a satisfying mood. I wish there'd been a bit more depth to the gameplay, but also I just wish you'd leaned even harder into the power fantasy that you're *way* more powerful than anything you encounter. Foes should fall in a single swing of your mighty sword, maybe even more than one in a single turn. |
| Oct 9 15:36:26 | 2m 49s | Crash Thunderstud Returns | ♥ 0 | **Crash Thunderstud** is amazing design. This game knows exactly what it is and it leans hard into it from every design element. Core gameplay loop was fun, although I could only play a couple of times before drawing tiny loops on my trackball made my wrist start to hurt. I might come back and try it on my tablet with a stylus sometime for less pain. |
| Oct 9 15:39:04 | 2m 38s | LOOPING ROBOT FLAG FOLLOWER 9000 | ♥ 0 | I love this little robot and need to protect them from harm. |
| Oct 9 15:43:07 | 4m 03s | The Ice Man Loopeth | ♥ 0 | Beautiful graphics. Running around on tiny planetoids is very satisfying, great base on which to build up a game. We talked about this on my stream, but the way the camera left/right works on absolute coordinates is kind of confusing when the camera is in a position where Planetary North is screen down so left moves the camera in the opposite direction expected. Also, it would be nice if something in the game told you with a visual cue that the jumps account for orbital movement so you don't have to lead your target planetoid, just target it directly no matter how far away it is. Perhaps also being just a tiny bit forgiving on targetting, so if you're just barely off target you can still land rather than flying off into nowhere. |
| Oct 9 15:48:59 | 5m 52s | LoopChan | ♥ 3 | Nice game. Rhythm/puzzle isn't a combination I expected. I found the timing of the rhythm aspect was a bit sensitive; it might just be that my computer was busy and interfering with input timing but the effect was pretty frustrating in that I couldn't always control things like I wanted to. I don't know if making the input timing less sensitive on the game end would work to compensate. I think the earlier levels were timed such that it was exactly one input per beat which actually misled me into thinking that was always going to be the case and made me struggle with later levels where I had to skip some beats. It might be possible to design some of the earlier levels in a way that helps the player develop the correct expectations right away. |
| Oct 9 15:52:24 | 3m 25s | Hulagain | ♥ 1 | Love the use of the theme, hula-hooping rhythm/platformer was sure an interesting experience. I ended up managing my hoop by a combination of instinct and the audio cues: after the intro level I couldn't use hoop visuals effectively to know when I was supposed to be pressing which direction. tbf that's about how I hula hoop IRL too: badly, using some vague attempt at instinct and not really knowing which way I should be going. But it might have been nice if that part were either more clear or more forgiving. |
| Oct 9 15:57:18 | 4m 54s | Phil Alone | ♥ 1 | Thank you for including a trigger warning on your game, and thank you for bringing it to my stream. The puzzle of how to get out worked pretty well, you left a nice trail of breadcrumbs throughout the game toward the solution. As we discussed on my stream, the underlying story didn't quite work for me to have the intended effect, but I think it was a really interesting thing to attempt. I've seen a couple of people play it now and I'm intrigued by how differently people react emotionally to the opportunity to manage the health of the house plant. |
| Oct 10 16:16:05 | 24h 18m | X REALITIES AWAY FROM HOME | ♥ 1 | Game looks really good. Had to tune up ship efficiency to achieve victory. Main gameplay loop is pretty fun. Separate from the difficulty tuning, the ship movement is a bit slow. Even for a chill floating in space experience I kept wanting a higher top speed. |
| Oct 10 16:17:46 | 1m 41s | Base Defender | ♥ 1 | Interesting entry. Trying to aim through to the opposite side of the loop was challenging. Breaking your streak is pretty punishing. |
| Oct 10 16:24:13 | 6m 27s | Inside Divine Comedy | ♥ 0 | Simple game, each circle developed some lag toward the end of the timer. The audio and visual aspects are *fantastic*. The enemies inspired by Bosch are great, and the backgrounds are very evocative. Well done. |
| Oct 10 16:28:07 | 3m 54s | Re-Peter | ♥ 2 | Nice puzzle game. I liked that there were a couple of levels which had multiple possible solutions. |
| Oct 10 16:30:23 | 2m 16s | Looper Hell | ♥ 1 | Solid arcade-style game. Controls are straightforward but interesting to play around with, leading to a compelling "one more try" experience. |
| Oct 10 16:34:43 | 4m 20s | A Night Around the Fire | ♥ 1 | Gorgeous voxel graphics, great soundtrack, extremely moody. Seemed to take a long time between when I pressed my One Button and when my character actually hid, not sure if it's because I was experiencing a bit of lag or if it's a little unresponsive there. Fun to play for a bit, or just sit on the menu screen and chill by the fire with the nice music. |
| Oct 10 16:45:38 | 10m 55s | Re-Slash | ♥ 1 | This was a really cool concept that I'm glad you tried and executed well and didn't quite land for me. As a puzzle the levels were interesting if kind of easy, but as an arcadish game I felt like the precision demanded of my inputs was higher than I could reasonably achieve and the end result was that I knew what I wanted to do but I couldn't make it work, and in a frustrating "I'm fighting the game" rather than "I'm not quite good enough and I want to keep trying" way. It occurs to me than twin analog stick controls with a little smoothing might have worked better for me than keyboard+mouse. Also if the interactions with the enemies (especially the arrow turrets) were a bit more forgiving so the focus were shifted a bit more toward the puzzle element vs the combat element it might have been more to my taste. |
| Oct 10 21:34:30 | 4h 48m | Beyond Death | ♥ 4 | Stunning graphics. Nice use of the interaction between bodies and environment for puzzles. I wish the sky bridges had a visual effect to indicate you can't fall off the sides. I didn't have to pick my way carefully up every time. I agree with Fupi just above that the transition in the cave felt a little odd. In fact, I almost missed that it was possible to enter the cave when I was playing, because it looked like just a closed space to mark where one idol was. The way the environment evolves over the course of the game was a lovely bit of polish that really let you show off your artwork. |
| Oct 10 21:38:03 | 3m 33s | Who Knows | ♥ 1 | Interesting basic mechanic, fun to play with. Timer was a bit long; a much shorter timer (like 60-90s) and slightly faster movement would have made me much more interested in playing again and competing for high scores. The meaning of Spacebar was the inverse of my expectations. This was either an interesting challenge, or a control dissonance, you decide which. |
| Oct 10 21:41:08 | 3m 05s | two tapes | ♥ 1 | Really interesting concept for a puzzle game, glad you brought it to my stream. As we discussed, I think it really needed a visual indication that extra notes would prevent a door from unlocking, like making them glow red or something. That would have saved me quite a few minutes of being stuck down a rabbithole. Nice use of musical concepts and a refreshing if literal take on "loop". |
| Oct 10 21:43:04 | 1m 56s | HONK II | ♥ 1 | Solid and fun gameplay. I somehow completely missed that the environmental hazards were causing me damage, even though I was flashing red and losing health; I don't know if that's just on me for being unobservant or if there's something you could have done to more clearly communicate that. |
| Oct 10 21:44:49 | 1m 45s | Re:Live | ♥ 2 | A nice take on the multiple lives through the level puzzle theme. I *absolutely love* the player sprites, and especially how they are customized and retain their customization as cute little ghosts. Made the game for me. |
| Oct 10 21:54:52 | 10m 03s | Twist Turn Shoot Burn | ♥ 2 | Great quick arcade-style game. Quick and a ton of fun to play with, really hits that "one more" feeling. Fantastic music. I think all it needs is SFX when you shoot the baddies to complete the sense of satisfaction. The CRT simulation looks really cool but probably needs an accessibility option to be able to turn that off as it got to be a little overwhelming after a few minutes of play. Audio settings start really loud and aren't preserved (even reverting to loud on backing out of the game to the menu) which is frustrating. (It's a specific ncurses compatibility dependency, too; the Arch package is ncurses5-compat-libs, ncurses and lib32-ncurses are insufficient) |