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Feedback comments for LD47
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| Timestamp | Since previous | Game | scsc's comment | |
|---|---|---|---|---|
| Oct 6 20:17:59 | Infinite Loop | ♥ 1 | Indeed a good example of what one stuck in a while loop would have to endure if they wanted to break out. However, I'll note that it's not very intuitive how one has to put all characters together, because C-family languages don't really care about spaces before symbols like ";", so I'd recommend either explicitly mentioning this, or just parsing the white-spaces out when checking for a solution :) If you were looking for further ideas, a perfect game update would be adding some compiler warnings, but it's true that your approach makes it feel more mysterious. | |
| Oct 6 20:31:41 | 13m 42s | Duck In A Loop | ♥ 1 | As mentioned above, one often starts to unexpectedly fly, even though it should technically take 50-60 days for a duckling to learn to fly, and maybe even more for a rubber one. But with a game named as good as this, there's a lot of potential, so you should really keep up the good work and design some additional game loop mechanics to let players fully experience all of those duck skins :) |
| Oct 6 20:51:33 | 19m 52s | Loopedy Island | ♥ 1 | Along with the feature of flying cars, I'd say that the car controls feel a little bit too unforgiving, making it a challenge to roam at a high speed without being constantly stuck in the walls. In any case, I wish you to find proper solutions for the Godot issues; btw. out of curiosity, was there a specific reason why did you go with Godot for example instead of Unity, and do you have any tips for others how to avoid the issues you've faced based on your experience? :) |
| Oct 6 21:21:13 | 29m 40s | The Cult of the Broken Clock | ♥ 3 | An excellent aesthetic first impression with the clock hand making the game feel really natural. When it comes to game mechanics, firstly I'd expect that the timer is going to be somehow related to the game events (maybe like having quests to open a certain crate) or the clock itself, and secondly it could use some progress tracking to motivate player to do something specific, because right now they just strive to stay on the positive half of the clock for the sake of staying there (and never find a reason to go into the dark side unless overwhelmed by enemies). Good job and good luck with your further progress :) |
| Oct 8 17:53:26 | 44h 32m | Easy Mode | ♥ 0 | Also stuck in a ~~loop~~ wall :( |
| Oct 9 08:20:04 | 14h 26m | Stuck in an inner tube! | ♥ 1 | Considering how fast one needs to react to jump after falling down before sliding away, my major feedback is that you could implement the jump key to register even while mid-air and activate instantly after touching the grind (as you probably intentionally chose not to enable auto-jump by holding the W key), so that players don't get frustrated when they feel that they've jumped at the correct time, yet they fell down and have to restart even (even if they still have some time while sliding, but don't neurotically spam the W key). Also sharing @jarvisp99's sentiment, this feels way too slippery ;) |
| Oct 9 08:33:47 | 13m 43s | Beyond Death | ♥ 4 | Funny concept, one could make another video song of "Dumb Ways To Die" with the scenes from this game ;) But come on, is getting yourself impaled so that you can walk over your own corpse really the most efficient way to solve a puzzle? :) Btw. the intro was very well done, but I think there's an opportunity for more voice-overs during the gameplay if you plan to continue the development, for example after every death, when entering a new puzzle zone, or when idle for too long. |
| Oct 9 09:08:48 | 35m 01s | Roller Riches | ♥ 2 | Really great and properly designed incremental game, you should probably really try to go into a mobile game market with this idea :) The ending was a bit too anti-climatic, and there are some issues with WebGL version being too large to fit in one screen (without full-screen option), which even makes itch.io block the Research button, making it misclick-prone. Other than that not seeing the cost of building or the camera hint, the effects of the buildings (and their ordering interaction) feel maybe too ambiguous, but the game is fast paced enough so that one reaches the New Roller-Coaster Order soon enough :) |