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Feedback comments for LD48
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| Timestamp | Since previous | Game | caeonosphere's comment | |
|---|---|---|---|---|
| Apr 27 11:47:12 | Dungeon Diver | ♥ 1 | ss.png Awww yeah! I didn't think I had it in me! Fun movement, love the sound of that skull rollin' along as well. Nice work! | |
| Apr 27 11:54:46 | 7m 34s | Down for the kiwi | ♥ 2 | I will take my kiwi! A fun little maze. I am also a lover of interesting fruit; if you can get rambutans where you are, give 'em a try! They're one of my favorites. |
| Apr 27 12:07:49 | 13m 03s | depthscraper | ♥ 1 | Can't say I've seen a puzzle mechanic quite like this before... cool! Definitely liked how it involved scrolling farther and farther down in the browser, neat take on the theme. |
| Apr 27 17:57:31 | 5h 49m | Holey Hell | ♥ 2 | Neat! I enjoyed how the jumping velocity seemed to be fixed after leaving the ground, meaning that I was often operating on a different axis than enemies that were even right next to me. Pretty tough to wrap my brain around! |
| Apr 28 05:19:39 | 11h 22m | Neuro Diver | ♥ 2 | Fun animation and art style! Pretty unforgiving hitboxes, though, I must say — it was a lot harder than I expected. |
| Apr 28 06:15:51 | 56m 12s | Psychedelic | ♥ 1 | Certainly as advertised, I liked the shifting textures and strange geometry. It was pretty easy to sneak outside of the main tunnel and cheat my way to a victory; on the other hand it felt basically impossible to survive if I didn't avoid most of the obstacles rather than weave my way through them. Reminiscent of the game "AaAaaAA!!!" in a fun way. |
| Apr 28 06:31:42 | 15m 51s | loading... | ♥ 2 | I did manage to get it working... couldn't stop spinning, though! Seemed like nothing I did could change the angular velocity numbers (I assume that's what "AV" stands for). When I saw Saturn that big, basically right next to me, I thought: *I am really fucked.* But then I could also see the ISS — unconventional scaling to say the least! Always cool to see a LD game with voice, and commendably acted at that. Could maybe use a little more instruction. |
| Apr 28 06:46:21 | 14m 39s | Below the Tide | ♥ 0 | Looks great! Pretty inspiring to see what can be done with smart use of relatively simple geometry. I was seeing a bright flash towards the bottom of the screen, but never seemed to get any closer to it. I started thinking it was some kind of graphical glitch: is that intentional? |
| Apr 28 07:01:42 | 15m 21s | Sleepy Trouble | ♥ 4 | Found the teddy! A nice long game, lots of level design for 72 hours. Well done! Agree with the others about the levers blending into the walls. I feel the controls could really have benefitted from some coyote time as well — maybe I'm just accustomed to it, but I sometimes felt that I was being unfairly deprived of my double jump, especially in the section where you climb all those narrow platforms. Besides that, though, great work! |
| Apr 28 07:30:46 | 29m 04s | We Have to Go Deeper! | ♥ 1 | Damn, lookin' great! Nice length for a compo game, plus the fun death indicators and of course just totally awesome looking. Nice work! |
| Apr 29 07:33:01 | 24h 02m | Starchaser | ♥ 0 | Cool! Like the UI, liked the energy/fuel duality once I figured out what was what. The artefacts are placed randomly, I take it? I had an issue where the distance between the 3rd and 4th was like... forever. I accelerated and accelerated and never seemed to get any closer! |
| Apr 29 08:09:29 | 36m 28s | Super Drill Diver! | ♥ 3 | Beautiful! Loved the *softer* elements of this game: the art and the music. It looks like a few other people agree that the controls are a little off. I actually love platformers that some people would call "floaty" or "unresponsive," like N++. Being more charitable, I would call them... "momentum-centric." I think my beef with the controls here stem from the fact that on the ground, the character turns on a dime, while air control is very low. It's realistic, but it's not what most people would expect. Funnily, I did this exact thing in LD44 and [got the same criticism](https://ldjam.com/events/ludum-dare/44/meltup). The instadeath pits are also pretty harsh, and I feel that the gun could have used a liiittle bit of autoaim. The modular level generation was a great idea, though! Would love to see more of that in 3D platformers. |
| Apr 29 08:56:23 | 46m 54s | Glamour | ♥ 4 | Lovely art, and storytelling without words. That king sure knows how to use a sword... |
| Apr 29 09:00:49 | 4m 26s | Carriere | ♥ 1 | Chipping away at a 3D Minesweeper: very cool take on the theme! I think it could be even better with authored puzzles ala Picross and Hexcells, rather than randomly generated ones. A big ask within 72 hours, I know. |
| Apr 29 09:08:30 | 7m 41s | Storyteller | ♥ 0 | Fun art style, plus animation! I can tell a lot of work went into this. It was fun to give strange names to each object and then have to remember what the hell I was talking about. |
| Apr 29 09:19:21 | 10m 51s | CQns | ♥ 1 | I managed to kill just a dozen or so enemies, and I felt pretty lucky! A fun look and a liked the twist of shooting backwards. Definitely hard to aim, though... how come the enemies get to move and shoot at arbitrary angles and I'm stuck with right angles? And they're all ganging up on me, eh? Hardly seems fair! :) |
| Apr 29 09:29:32 | 10m 11s | CAELUM CORE | ♥ 2 | Cute character! I was also able to wedge myself into walls pretty good. Good 2D platforming is hard to get right — lord knows I've tried and failed before... |
| Apr 29 09:56:32 | 27m 00s | Physician, Heal Thy Elf | ♥ 1 | Those are some nasty SFX, y'all. Had to play it for the name alone, enjoyed breaking chains of blocks — pretty fun twist for a game like this. The parallax view at levels below was fun too, really sold the theme! Mandatory win screen: ss.png |
| Apr 29 10:23:22 | 26m 50s | Time to grow down | ♥ 1 | It got so dark down at the bottom! D: I really like the idea, a fun take on the theme. I've certainly never played a root-growin' rock-dodge-'em-up before. Also a great idea to let people save screenshots! My plant is kinda scraggly, not exactly worth framing on the wall, but I suppose it's a matter of practice. |
| Apr 30 06:16:34 | 19h 53m | Deep Seek | ♥ 1 | Fun animation and effects! Could be pretty harsh for a jam game, but I'm not really one to talk since I always make my games too hard. A nice, effortful entry. |
| Apr 30 06:27:30 | 10m 56s | The Cave | ♥ 1 | Had to turn the lights off in my room to beat this one! Thank you to Shezz, Bast, Roob, and the rest for lighting the way. |
| Apr 30 06:38:43 | 11m 13s | Bubble Diving | ♥ 3 | Obligatory victory screenshot: ss.png Simple and fun! I enjoyed the art style and enemy designs. I did feel like I got pretty lucky to win... a little more control in any form might be nice. |
| Apr 30 07:07:03 | 28m 20s | Pipes All the Way Down | ♥ 2 | Unique submission. I did feel like I could probably survive just about forever: gradually introducing obstacles or restrictions would have added some interest to longer runs, or maybe just gradually increase the cost of discarding to make sure runs are finite. Would like to see what you might have done with the full 48 hours! |
| Apr 30 08:03:45 | 56m 42s | Way Down We Go | ♥ 1 | I'm a sucker for achievements, so I just had to 100% it. Very glad your definition of "all the fish" is 100, not the estimated 3,500,000,000,000 in the world's oceans. You have more restraint than the people who design the achievements for some AAA games... |
| Apr 30 08:12:29 | 8m 44s | Unearther | ♥ 1 | Ran into an issue on "Floor is Lava" where respawning placed me into a wall I couldn't move out of :( Took me a while to figure out the rules: when I can move up, what the laser does (I assumed it made the object it hit passable, at first). Interesting puzzle design and some nice music! |
| Apr 30 08:31:22 | 18m 53s | Crystal Core | ♥ 1 | Hey, very stylish! Appreciated all the designs for the different areas, and each with their own hazards. Not totally sure what the hazards do, though, since I managed to avoid them all! You could have made them a little meaner, I think: the columns toppling as you walk by them, bigger falling rocks... you got quite a lot done within the 48 as it is, though. |
| Apr 30 08:47:56 | 16m 34s | Smooth Debug | ♥ 1 | What does it say about me that my favorite part was the math puzzle? -_- |
| Apr 30 10:11:44 | 1h 23m | Squiggly Squid | ♥ 3 | What LD submission page is complete without a victory receipt? ss.png What a unique submission! I quite enjoyed being a squid dragging a fork through a tunnel. I bet you could wring some fun puzzles out of these geometry problems. The buoyancy on the bottle was clever as well. My hand got pretty tired mashing the up arrow, I'll say. Oh, also: some of the most fun I had was when I thought there might be an easter egg out of bounds to the right of the first level, trying to swim up and fling myself over that little hill. Lots of opportunities for future exploration here. |
| Apr 30 10:46:04 | 34m 20s | Fallumns | ♥ 2 | I mean... wow. I could type an essay about this thing. It's astounding. Across 7 Ludum Dares I've played about 300 submissions, and this is the best one I've seen. Seriously. Here are my problems with it: * Sometimes you run into issues taking a block from one section into the next section * That's it Like, wow. Man. Bravo. |
| May 2 22:48:42 | 60h 02m | Nefarious Dive | ♥ 2 | I managed to max everything out and win! Those clownfish are vicious — or should I say fishious? Would have been cool if the various depths had more differences from each other, the strategy seemed to be to linger at the surface until maxing out, then diving to find the win. It also seemed like the fire rate upgrade was linearly decreasing the time between shots, meaning it was exponentially decreasing the shots per second. That last upgrade is pretty crazy! |
| May 3 03:24:15 | 4h 35m | Deeper Into The Mind | ♥ 2 | I beat it, I think! Dark as it was and with no health bar it was kinda hard to tell what was going on, but felt solid overall. |
| May 7 01:09:43 | 93h 45m | Bioluminescence | ♥ 1 | Very creative! I especially liked the rainbow jellies. Did you use the concept of boids in your logic? |
| May 9 06:54:12 | 53h 44m | Marble Warble | ♥ 1 | I triggered the race to the exit, but no way was I gonna make it in 20 seconds! I had a good time, agree with other folks that the music is excellent and the controls feel maybe a tad sluggish. I appreciate inertial physics as much as the next guy, but that ball felt heeeeavy. |
| May 11 07:00:14 | 48h 06m | The circuit | ♥ 1 | Ah man! I would have loved even a second level, but I know how these things go. Cool idea, this kind of zooming-into-a-glyph thing is actually what I thought Opus Magnum was going to be when I originally saw it. I want more! |
| May 14 06:55:09 | 71h 54m | Nuclear blaze | ♥ 1 | What a great look! Would have loved the ability to spray water in midair, felt like a big disconnect for me between that and the overall platformy feel. That plus more checkpoints, having different button for jumping and aiming upwards... a few other improvements to be made, but I appreciated how it really did feel like battling through a building, fighting a fire. |