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Feedback comments for LD48
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| Timestamp | Since previous | Game | aevek's comment | |
|---|---|---|---|---|
| Apr 26 03:14:11 | Mineshaft | ♥ 2 | Doesn't look like your itch page is published yet, looking forward to playing this once I can! | |
| Apr 26 03:15:54 | 1m 43s | Jupiter II | ♥ 4 | Really cool atmosphere! Really liked the use of the flashlight for both scanning and repelling enemies, that double use lead to some neat gameplay. Also loved the unnecessary detail of the water ripples as I dropped in. |
| Apr 26 03:29:31 | 13m 37s | Dig Deep Get Gold | ♥ 2 | I really love how clean this is. It's a beautifully simple concept in theory but I wasn't able to get a perfect run in my several attempts. Would have liked the option to use different keys than arrow keys though because my keyboard doesn't have any :(. I persevered and had a lot of fun with this. Excellent work to make something so deceptively simple so well. |
| Apr 26 20:35:39 | 17h 06m | Drop n Grab | ♥ 1 | I feel like I'm missing something here because I reach a certain depth and hit obstacles that I don't see a way to clear because there is just too much horizontal distance to traverse in the given space. I think there must be a way, but I wasn't able to figure it out. Perhaps warming players up to that kind of thing with the same thing but slightly more space to work with before that would help? I'm not sure since I never found the answer. The visuals were clear and good, but I would have appreciated to have one keyboard press to reset instead of two mouse clicks every time I died. Cool simple game, well done! |
| Apr 26 20:51:51 | 16m 12s | DwarfSweeper | ♥ 1 | Love this idea. My incompetence of minesweeper has never been as much of a problem as in this game, but I had a good time. The additional depth of needing to explore the grid in a way that left traversal options as open as possible lead to some interesting decisions. My suggestion would be some kind of two-stage cursor where the tile selection is constrained but the user can still move the mouse freely, as having it hijack my cursor didn't feel great to me. Thats a minor nitpick though, and overall a really great idea and very well executed! |
| Apr 26 21:20:11 | 28m 20s | Fly Away | ♥ 2 | Love the idea of skydiving into sinkholes! That's a super cool interpretation of the theme with a lot of potential. There were a couple of times where I wasn't sure if I'd somehow died on the landing platform and just redoing the same thing, so maybe some more differentiation or at least a "you died" text or a "level x start" text on screen would help there. I'd also expect skydiving controls to feel a little 'floatier' with some more acceleration but I understand that that makes movement a lot less precise so the game might not feel as good. I would have also appreciated slight strafe controls to finely tune my fit through some of the tighter gaps. I think a cool addition to this game could be scoring more points based on how close you fly to things or how tight of a gap you flew through, since once I started challenging myself to shoot for the tiny holes I had a lot of fun with this. Great work! |
| Apr 26 21:39:04 | 18m 53s | Bulldozer By The Sea | ♥ 2 | Had a lot of fun with this one. I'm not sure if it was something I was doing wrong, but I found that quite a few levels I ended up just waiting for the tap to put out water until I reached some large number. I followed the game's advice and dug narrow channels that sloped gradually, but slightly wider canals seemed to make the number go up faster? Loved the visuals, voice acting, and music. I think an interesting idea could have been to make the player interact with the water more since they are a fish. Possibly requiring them to also stay hydrated, but making digging slower when underwater could be interesting? Really solid game as it stands though, and I'm not certain adding mechanics would actually improve this, its great as-is. |
| Apr 27 01:21:13 | 3h 42m | Artifact Rescue | ♥ 1 | Ran into a few technical issues playing this one, which is a shame because I really like the idea. I tried a couple of times but each try at least one of my workers lost the ability to work. On my final attempt my archeologist become completely broken when he touched the tank, but even before that his pathing seemed odd as he would try to fit though gaps he apparently could not. I also had some not-great performance and pretty nasty stuttering on the webGL build in some areas (mostly the orange forest), so maybe a windows downloadable version could help there. Love the concept of workers clearing a path deep into the woods, has potential to be a fun game if you can get the bugs worked out. |
| Apr 27 01:33:11 | 11m 58s | Pedro | ♥ 4 | Really enjoyed this! My first couple of attempts before I 'got' it didn't feel great as it initially seemed like I just dug mostly straight down until I got stuck and died but once I started to understand it and use my brain a little I had a lot of fun. Maybe some kind of tutorial would help? Not sure. Really clever idea with how much depth and interesting strategic decisions you get out of relatively few types of tile. My only complaint is I couldn't figure out a good way to reset other than alt-f4 and relaunch, but overall very well done. |
| Apr 27 02:32:54 | 59m 43s | Ski Trip | ♥ 3 | The music and visuals are amazing. Crouch felt a little unresponsive sometimes, but since I almost never needed it that wasn't too bad. I think some of the collectibles are slightly out of reach? Loved how the progression of everything was so well tied together. A few checkpoints were a little mean with needing to immediately turn hard, but nothing too bad. You guys made so much damn game I'm impressed that I had as few problems as I did. Very well done guys. |
| Apr 27 05:55:30 | 3h 22m | Upside-down Volcano | Ludum Dare 48 Jam | ♥ 0 | Really enjoyed this! The balance of the need to keep moving deeper with the desire to slow down and also need to occasionally blast a path was really well done. I don't really have any suggestions, this game is tight and I feel like adding too much or making it easier would diminish it. Great work. |
| Apr 27 23:29:07 | 17h 33m | DigTD | ♥ 1 | Thanks for bringing this by our stream! I really enjoyed this one. The mixture of digging tunnels while placing tower defense tiles was super interesting. I feel like there is real potential in this idea to expand with more tower types and the other things from tower defense games. I think adding things like tower synergies where some towers have their effects boosted by others could be really interesting additions. I'd also like more ability to look over my mess of tunnels after I die to make it easier to figure out where it went wrong. This is such a cool concept and I hope you expand on this idea, I'd love to play more! |
| Apr 28 01:03:59 | 1h 34m | Masseuse you Loose | ♥ 3 | Loved all the different keyboard moves and the timings felt just right. Really solid difficulty curve, and I loved the voice work. Also really cool to see a challenge mode, my time on that was 3 minutes. |
| Apr 28 03:01:53 | 1h 57m | Deepest Sword | ♥ 1 | Incredible game! I got stuck for a long time on the "reach for it" section, it took me a long time to figure out how to climb up there but I stuck with it because I just had to see the rest of this brilliant game. I loved the subtle way you tutorialized each new thing you could do with each new sword, and the jump that required playing with the pivot point were amazing. The humor was spot on, and the visuals and music were great as well. I'd have liked some more audio/visual feedback on the sword itself, maybe making it scrape and throw up sparks as you drag around the massive length. |
| May 4 18:38:09 | 159h 36m | Clean it. | ♥ 1 | I like the idea of the two different 'attacks' that you made. I think that idea could be really cool to experiment with taking further. My main complaint was the keyboard layout. Movement requiring arrow keys is ok, especially when no mouse is needed and abilities are on the main keyboard, but using F and B wasn't super comfortable for me on my qwerty key layout. Using adjacent keys for abilities would have been more comfortable for me. Some kind of slow regen on the acid could be nice to avoid players getting stuck when the run out. Huge props for submitting something you weren't 100% happy with, but honestly I think this is a solid entry. Good work. |
| May 4 18:53:02 | 14m 53s | Dangerous Depths | ♥ 1 | This was a fun little game! I would have liked if the camera looked a little bit further ahead, since things behind me are kind of useless to know about but more ability to look ahead would have helped. I'm not a huge fan of the mystery boxes being hard to reach but sometimes having a negative affect. It seems like its safer and more reliable to get a high score by avoiding the boxes just like the mines because of the chance of getting a negative. It could be interesting to have subtle differences (not too subtle) between 2 different kinds of box that give good/bad pickups so that observant players can make an informed choice. Randomly getting something that screws you over isn't super fun. I like the core concepts here, and things looked visually great and clear. Really solid work for a first jam/game! |
| May 4 19:00:21 | 7m 19s | Falling & Shooting | ♥ 0 | Really enjoyed this one. The core gameplay felt super satisfying to me. I wasn't super sure how I actually was picking up the weapons from the enemies I killed, but I had a lot of fun regardless. The shooting and movement felt nice and precise, I particularly enjoyed encounters where falling bodies were used as cover so maybe some more falling physics objects in the levels could be an interesting thing to play with if you take this further? Great work, well done! |