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Feedback comments for LD48
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| Timestamp | Since previous | Game | aurel's comment | |
|---|---|---|---|---|
| May 18 02:27:47 | Time to Sleep | ♥ 1 | A very cute game ;) | |
| May 18 05:36:44 | 3h 08m | Mindcraft 2: Robe Squadron | ♥ 2 | A very different take on the theme! Had a bit of a hard time figuring out how to actually progress and gain followers as it wasn't clear what combinations of thoughts actually made a difference! I guess that's kind of the point about philosophy, huh? |
| May 18 05:54:41 | 17m 57s | All Mine | ♥ 1 | Wow, this was surprisingly fun. It went from "how in the heck is anything supposed to work" to "these puzzles are actually pretty difficult to figure out." I wish there were more levels :) just as I felt I was getting into it, I ran out of levels. Really nifty concept. |
| May 18 06:05:22 | 10m 41s | Diamonds and mud | ♥ 0 | This has a lot of ways this can be expanded - I think using light would be an interesting mechanic, something like torches or lantern oil or something to add an additional depleting mechanic. If only food disappears, it would be nice to add other "things" going on at the same time. A few suggestions: 1. A loading screen would be great for the procedural generation 2. The mining sound is rather painful to my ears when using headphones. I had to turn off the audio as I was in actual pain from the mining sfx. |
| May 18 06:33:06 | 27m 44s | Treasure dive | ♥ 2 | I ended up playing this for far more than I'd like to admit, but even after playing for a long period of time, I still felt that the number one most frustrating thing was the controls feeling inverted. It was rather difficult to actually maneuver the vessel where I wanted. That said, I still ended up having a lot of fun, and really enjoyed the way that, as you actually got deeper, the environment changed to reflect what was happening. Getting the speed boost and magnet were game changers! |
| May 18 06:46:45 | 13m 39s | Into the abyss | ♥ 1 | The atmosphere was very cool - but I didn't really understand what the enemies were. On my second play through I figured out the controls better, but I was "discovered" which I wasn't sure exactly what that meant. I just figured out that you can "gain" air by rising to the surface again, but I'm not sure what that does for me. The darkening effect was very cool, but... it was nearly impossible to see anything down there. I really like the idea of the insanity meter... but I wasn't sure if there's any way to regain sanity. Either way, the idea of piloting a submarine is super cool. Gonna go in for a 3rd attempt now. |
| May 18 07:00:55 | 14m 10s | Deep-Sea Idling | ♥ 2 | I'm a sucker for a fun idle game. The idea was cute and simple. I maxed out everything once I reached the sea floor, so I guess you can say I finished it. Left it running for a bit while I rated some other games to see how much I get before I turn it off. I'm not sure why some of the top level ones go "invisible" once you max them out. It might be a slight bug. |
| May 18 07:04:19 | 3m 24s | WATERCOLOR GALAXY | ♥ 1 | Woah! Trippy - this was super weird. I have no idea what's going on, but I love it. |
| May 18 14:58:19 | 7h 54m | 48 Tons | ♥ 1 | I'm a big fan of the original song (16 Tons), so when I saw this I was genuinely surprised when this seemed to be a parody of that. The writing was quite hilarious. My favorite was the 100 dollar fee when you try to purchase something you can't afford 😆 At one point I seem to have gotten stuck in a bit of a loop when I went back to a lower level and got the same story about it being my first day and kept getting a "TimeClockLast" option here and there. I'm not sure if that bugged out my game, but I didn't seem to see anything about poison gasses when I was past Level 5. The ending with the Canary was quite hilarious. |
| May 18 15:16:12 | 17m 53s | The deepest curse | ♥ 1 | The mechanics are pretty solid. Every item I picked up really made me feel powerful. The wall climbing, the void dashing, the hooks. I hit a really bad glitch a few on my third play through where I found myself unable to jump after holding space in a one-tile gap, which kind of kept killing my run. I think I kept pressing "W" to jump, or wished I could've used arrow keys for something like this, but once we had the Pickaxe/Hook on the right side, it made more sense why you used WASD - but it really started to hurt my hand to constantly be spamming SPACE A D SHIFT to jump around corners and such. A bit of fluidity in the motion would go a long way, but it was overall really fun! I too hit the bug where the dash would fly me backwards to the nearest "checkpoint". Once I got the HOOK grabber, I couldn't remember the hotkey for it, so I pressed escape to check it out, only to find that I lost all my progress :( Either way, I played through it a number of times, it was really fun. |
| May 18 15:53:33 | 37m 21s | Dungeon digger | ♥ 0 | I spent a bunch of time confused about how to get back up to get the drill, but it was through comments here that I discovered that X places ladders! Would've been nice if I could have gotten some feedback when the fish were damaging me, as I didn't know they were enemies until I died and respawned on top! |
| May 18 16:08:06 | 14m 33s | DieAblo | ♥ 1 | That was surprisingly fun! I still don't understand what the mana was for. On my first play-through I tried to upgrade my mana and never found any use for it. I just ignored it on subsequent playthroughs and that worked out really well for me :P Needs a bit of polish to the UI, but it was a really cool idea and really well executed. |
| May 18 16:51:36 | 43m 30s | [DATAMINER] | ♥ 1 | THAT WAS AWESOME. I absolutely LOVED this. The vibe, the mood, everything was great. The music made me feel like I was running through/away from something. The hints, etc. Mostly, I've never seen this bizarre control scheme where a projectile FLOATS to your cursor. It was super cool and well done. Also, I love seeing another 3D game that values a Hint system ;) |
| May 18 16:57:43 | 6m 07s | Captain Jack's Revenge | ♥ 0 | The look and feel was really great. I had a lot of fun. Dying kind of killed the game, but I was able to just restart the page. Throwing the bombs was a fun mechanic, but was a bit weird to get used to using my num-pad to angle/aim the bombs while enemies were coming at me. I feel like maybe using WASD and a mouse to aim might have made it a bit easier. |
| May 18 17:12:05 | 14m 22s | Sheep: The Origins | ♥ 1 | Took like 10 minutes to extract the Zip (5.7k files in there lol), but once I got started I was surprised to see it running as part of Blender! You don't see those every day 😁 The boss fight was interesting. I thought it was broken - I kept fighting the first phase for like 4 minutes before I realized how to actually get up and attack it. A few notes: - Flying backwards is... er, trippy. - The brown sheep in the first phase seem to match your speed. If you slow down, they do too. - You can basically just press W and hold Space to get through the game without doing anything. Perhaps some pickups or things to incentivize the player to actually move around the environment might've been great! |
| May 18 17:15:56 | 3m 51s | I'm Definitely Not Scared of My Own Basement | ♥ 1 | Congrats on a fun game - especially made by a husband-wife team! That seems like a fun collaboration. My wife tends to just laugh at me recording SFX and animal sounds during our jams 😋 The old style of the game was really fun. I loved the artwork for the avatar and it sent me a nostalgia factor for the past. Also... you guys BUILT THE ENGINE DURING THE JAM? IN HASKELL!? |
| May 18 17:52:27 | 36m 31s | Big Brain Time | ♥ 1 | I think adding a Canvas Scaler would be nice since I had to change my window resolution to get it to load. The minimap was very nice, and the way that the neuron stretched was cool. I found myself mostly just staring at the minimap more than at the level itself, which was weird. I ran into a problem where one of the neurons seemed to give me an "empty" task and I had no idea what to do with it, as the thing was counting down but I had no idea what to get it to return. Either way, it was cool discovering and learning the map, so it was a lot easier on my second play through, once I had already seen where some things were. |