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Feedback comments for LD48
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| Timestamp | Since previous | Game | Chrispy977's comment | |
|---|---|---|---|---|
| Apr 27 01:56:02 | Deep Descent | ♥ 2 | Very difficult to control even with the xbox controller, I had to be very precise. Overall pretty fun, feels classic and simple. | |
| Apr 27 01:58:13 | 2m 11s | WATERCOLOR GALAXY | ♥ 1 | Very pretty, I enjoyed messing around with the settings. Very chill game that I could just put some music on and watch for a good while. Not the first time I've seen a fluid/ smoke simulator, but it was executed pretty well and kept things simple. |
| Apr 27 02:06:44 | 8m 31s | Deep Miners | ♥ 1 | I had a really zen time playing this. The vibe is just so perfect. The sound is very ASMR. Lots of fun to play around with. I like the idea of the idle clicker too. Would love to see that come to fruition so if you go that route make sure to update me with a link. The colors and glow were a lot of fun too. |
| Apr 27 02:19:05 | 12m 21s | T-Minus | ♥ 2 | Pretty fun, super difficult. Overall though I enjoyed my experience and could see it developing into something even more awesome! |
| Apr 27 02:26:47 | 7m 42s | Viper Mission One | ♥ 2 | I enjoyed the simple gameplay, it was easy to just play it. The gameplay is a bit slow to start though. The camera angle didn't work great for the controls either. We struggled a bit with that as well, it might have been a bit better to have the camera lined up with the ship or follow it's angle a bit perhaps. Just some thoughts, I did enjoy the core game though. |
| Apr 27 02:31:32 | 4m 45s | To the Center of the Earth | ♥ 1 | I enjoyed the core concept of just infinite play, felt a lot like if flappy bird did less flapping and more drilling. I didn't particularly enjoy the sound it grated on the ears a bit. That might have been the point though to simulate the experience of being a drill. The classic games feel of it is pretty awesome, hit the vibe there. Adding some pick ups or something else to drive the player deeper and deeper might have better refined your core gameplay loop. |
| Apr 27 02:39:05 | 7m 33s | Diggurai | ♥ 4 | Felt pretty dark and dismal, other than the sprite and lighting. The music really sets a mood. Maybe not the mood you were really going for it was a little hard to tell. The controls don't feel awesome and right from the get go I had a hard time getting on to certain platforms. You really need to give the player a sense of direction, I couldn't really tell where I was supposed to head or what to do other than just dig the block I could. |
| Apr 27 02:47:22 | 8m 17s | Deepurr and Deepurr | ♥ 0 | Fun idea, I like the idea of giving control across two different players. Makes it a real competition to trick the other person into going for your own yarn. A few upgrades to the control to make it a bit more intuitive, an update to the graphics and you could have an amazing couple game to just chill and have some fun competition with. |
| Apr 27 03:01:18 | 13m 56s | Kevin | ♥ 3 | Overall I would say it's an interesting concept. You might want to practice writing for games, keep things clear concise and too the point especially toward the beginning. It felt like there were a lot of unnecessary details that didn't totally add to the mood. Art style was pretty good though and matched the tone of the work. |
| Apr 27 14:33:46 | 11h 32m | Deep in the ocean | ♥ 1 | Great entry, I thought there might be some submarine entries out there. I had a decent bit of fun trying to master the controls. I like how difficult it was to control where you were, pressing up made you go further than I thought it would at first. As a suggestion, have the screen get darker as you go "deeper". It really just felt like the sub was trying to stay in the same spot as fish invaded the space where the sub was. Also adding a bit of health instead of letting the player hit as many fish as they want would be good. |
| Apr 27 15:28:09 | 54m 23s | The Forgotten Halls | ♥ 0 | Love it, this game was very well made and had a real air of mystery about it. It was a little hard to grasp the main gameplay loop and a little more tutorial at the beginning might have been nice to understand how all the mechanics played together, but on my second attempt I was able to reach the end without any of my acolytes dying of starvation. I would love to see a more fleshed out version of this with voice acting and stuff, would definitely check it out on steam or another platform if it was developed further. Great entry. |
| Apr 28 02:22:20 | 10h 54m | DOWNHELL | ♥ 3 | That was pretty fun. Hard depending on the randomness. I got some pretty hard enemies right off the back, but got a hold on the mechanics after a minute. The sound was pretty good as well. I could see this being a strong contender for the top spots. |
| Apr 29 18:18:08 | 39h 55m | sp0rm | ♥ 1 | Feels like if qwop wasn't a nightmare. I got a rough control over the course of a few minutes. Pretty fun idea on the controls and the art style fits well. Pretty silly concept and hits the theme pretty well. Thanks for the entry! |
| Apr 29 18:27:36 | 9m 28s | Last Flower | ♥ 1 | So good, I really enjoyed the atmosphere. You really hit an awesome narrative note here. I always find it so hard to find ways to tell a narrative story without losing gameplay, but I feel like you hit a pretty good balance. I would argue it wasn't the most fun game in the world, but since it had the emotional tones I feel like it made up for it. |
| Apr 29 18:50:16 | 22m 40s | Mining Robot | ♥ 3 | Very fun little game. I think it is worth considering that I played this game for a solid 20 minutes or so before pulling myself away. It has the addictive quality of some other popular mining games and some of the stuff that you find on apps like Core. (Maybe consider making a version over there to make a small profit?) I think the environment could use a bit of a make over and beatification, but it wasn't terrible to look at or anything. The robot is a fun little character, but doesn't fit in with the world to well. Maybe make the world style fit the robot better or vice versa. The song in the background lost its luster after a bit and I wouldn't mind a change in sound as you progress, but it is also possible I didn't get far enough to see that since I was so focused on just upgrading my gear and getting that next dopamine hit from it. Not bad at all! |
| Apr 29 18:56:49 | 6m 33s | Down To Hell | ♥ 3 | Theme felt a bit like Doom meets brutal legend. Pretty fun, but the hit registration was all over the place. I couldn't tell when I did and didn't hit a monster, some went down with a shot from across the map while others would just take it at point blank. Also the health system was a bit hard to understand without experience. Movement has a fun idea behind it but would need to be refined a bit more. Great entry with a fun vibe, can't wait for your next entry. |
| Apr 29 19:13:19 | 16m 30s | Deep Waters | ♥ 1 | Emotional undertones and a pretty gripping story. I wish I had more time to go looking for all of the secrets hidden within. The pacing came off a bit slow and while I appreciate exploratory gaming I felt pretty lost as to what my real goal was and the water didn't rise fast enough for me so I had to just sit and wait at some points to get a book or two, but overall not bad at all. |
| Apr 30 23:56:37 | 28h 43m | Eldritch Depths | ♥ 0 | That was a ton of fun to play. The way the shooting mechanic works was really unique from what I have seen and I had a lot of fun mastering that with the movement. I would love to see more like this in the future. The core gameplay loop did get a little stale, maybe adding some power ups for new abilities could be cool (different projectiles, shield effects, maybe add a slash to the dash) Just a few of my thoughts. The theme and mood felt well put together. I'd love to see narrative added to it as well. |
| May 1 00:23:47 | 27m 10s | You Killed Someone | ♥ 3 | This was a ton of fun, like playing a bit of among us without needing friends or annoying voice chat. The mechanics are a bit simple and I found it really easy to beat so increasing the difficulty and choices could be fun. Getting a bit graphical could bring it to a new level, but I would respect it if this is the kind of idea you wanted to keep text based. Creating your own narrative and having to remember the lies was fun, sometimes I was presented with totally different options though and that made it hard to lie and I was immediately called on it. That felt both like BS and then later when I kept being presented with the same choices to lie it made it feel too easy. I think the best version of this lies somewhere in between, but making it so you can split the group off and only have some people around would be cool too, then you have to remember what you have told certain people and you can get away with your lies only if no one on the current group hasn't heard a different response. Tons of different ways you could take this in a really cool direction! |
| May 1 00:38:14 | 14m 27s | Etherial Horizon | ♥ 0 | It was really hard to tell what the minerals even looked like I was looking around some of the beginning astroids for a while with no luck. Finally when I ran into some later in the level I got the idea but calling it out or making the first one a lot easier to find so that people get the initial feel right off the bat would be good. How the gravity switches is awesome, but a bit disorienting for a platformer, going third person might have helped the camera move a bit more naturally. The bouncing element seemed a bit weird for the mood of the game, I think using a jet pack with refuel points/ just a limited use or something would have fit in a bit better. Not a bad entry at all, the atmosphere was pretty cool and the idea is fun. The overall set dressing though made it a bit hard to tell which asteroids were closer to others, this was only a problem when smaller rocks were involved, but again I think the third person camera would have helped to see what was actually close or further. |
| May 1 01:06:42 | 28m 28s | LD48 - The Forest | ♥ 1 | Your LOD on the leaves was a lot larger than the trees so I saw a lot of floating leaves with no trees. The skybox made it really apparent somehow. Music in the shack should probably be sourced to the radio in the corner rather than the rafters. Overall a decent game, the daughter at the end was a bit for nightmare fuel though. 30 minute playthrough is a bit long for LD for sure, but that has been mentioned. I think flow management is probably where you want to look as far as improvement. Make sure you know exactly what story you want to tell and then create a small version. You can always expand out and go bigger. Wringing things in to go smaller can be a bit of a challenge sometimes. Time is the enemy though, if you are interested I do project management both for my team and professionally, I'd be happy to give some tips and tricks of going from idea/ theme > product (even when you don't have too much time 😉 ) Great job and getting something done regardless of your constraints though, it takes guts to submit no matter what and I think too many people have a product even further in the pipeline that this was that don't submit and the world is often worse off for it so again thanks for putting your work out there and keep it up! |
| May 1 03:40:21 | 2h 33m | Oh no, I opened the door and there was a fish! | ♥ 5 | Pretty interesting take on the theme. Felt really deep and dark, can't believe you were able to make all of this in one weekend. Pretty insane level of detail. The fishes around the map didn't seem to fit into the environment too well. |
| May 1 03:56:23 | 16m 02s | L1-S0N | ♥ 1 | Interesting visuals, though it does get a bit repetitive on that front. The game play was fun enough, but it was too hard to see where the next goals were. You ended up just having to explore with not enough time. In the description you mentioned planning your route, but it's pretty hard when you can't see enough to make a plan. Cute robot though I did have some difficulty using the jet pack move, it was still fun to hop around and see the cavernous map. |
| May 1 04:04:28 | 8m 05s | Screw it | ♥ 2 | That was a hilarious game. Kind of stress relieving too. It looked like some of the screws were watching the driver/ hammer, it would have been cool if all of them did. Having some other sounds would be nice too, having the same scream every time got a little old. |
| May 1 04:22:05 | 17m 37s | Power Station Beta | ♥ 1 | Like portal and antichamber had a baby but it was a little premature. Still needs some work to be in a really fun state. Most of the time the blue charges just came at me with no way to defend or keep myself alive. I ended up using cheesy strats to make it through. The voice for the announcer wasn't my favorite, recording your own voice might add some character, though on a tight schedule I understand using what you did. The overall vibe seems like it was pointing to the deeper and deeper idea, but I think you could have leaned into it a bit harder. Not bad, but can't say it was my favorite. |
| May 1 04:27:06 | 5m 01s | Singularity Dive | ♥ 6 | I didn't really get the objective, I suppose what I mean to say is it didn't feel like I had a purpose to keep playing. Good graphics and compared to the game me and my team made you kept the player on screen a lot better with your constraints. The audio levels could have been a bit more kind on the ears, it was kinda loud right off. The song was pretty good and fit well to the vibe. Overall a great entry for LD48. |
| May 1 04:34:49 | 7m 43s | Deeper and Deeper into Outer Space | ♥ 1 | I feel like this is a bit out of date, I am a sucker for a decent retro game, but it looks like this needs some polish. The music was a bit too repetitive, but the back and forth dodging motion got me hooked. I was able to master the mechanics and get decently far. Staggering the asteroids and rotating them a bit so they feel more natural and random would be good. |
| May 1 04:43:25 | 8m 36s | Drop.N3T | ♥ 2 | Damn, what a ride. Sick music, sick visuals, and really fun fast paced gameplay. I really loved the falling mechanic. I think if I could do it all over again I would make an entry married somewhere between the game my team did and this. I love how you go faster and faster. Though it was a bit hard to control the WASD side of things, felt too sluggish to really get where you needed to go and I relied on the jump a bit too much which really seems to slow the gameplay down. Finding a better balance would really put this game over the edge for me. I would pay money for that kinda stuff. |
| May 1 04:51:33 | 8m 08s | Archeomoleist | ♥ 4 | I'm gonna be honest with you, I didn't have very much fun. The randomness of the move sets and how awkward they are too string makes this really too difficult to get into. I think you've made the entry curve a little too steep. I would suggest starting off a bit easier and then ramp up into harder levels with more randomness etc. |
| May 1 05:18:40 | 27m 07s | To the Core | ♥ 1 | Hilarious intro cut scene. I got to the bottom barely surviving and was not ready to make my way back up. Didn't get anywhere clos. Guess I'll have to try again another time. Decent game. Thanks for the entry I had fun playing. |
| May 1 05:40:13 | 21m 33s | Narva the Narwhal | ♥ 0 | The game was fine, but it was near impossible to kill any of the other fish. The model seemed a bit stiff as well. Fun take on the theme though. |
| May 1 05:53:11 | 12m 58s | Escape into the Abyss | ♥ 2 | I had a pretty good time with this game. After a bit I got into a groove and it was very zen. I could see this being a successful mobile game type of deal. The sounds were somewhere between soothing and a bit too repetitive. Also getting started was a bit confusing the shaped seemed to be random how well they worked. All in all decent entry. |
| May 1 06:50:18 | 57m 07s | Untitled Simulator | ♥ 1 | The web page won't work, also cheating kinda sucks soooooo. |
| May 1 07:05:58 | 15m 40s | The Tourist | ♥ 2 | After sign like 5 I was like yeah GTFO, I'm going to another forest. Pretty fun, I had a good time. Nice factoids about bamboo. |
| May 1 21:56:21 | 14h 50m | Aye! Aye! Captain! | ♥ 0 | Not a bad entry, though I can't say I really enjoyed it. The experience was a bit too easy and straight forward for my taste. I think some more platforming and more specific boundaries on the map would be nice. I found that I was halfway into the floor most of the time. It kind of gave a parallax effect, but mostly I think it just brought me out of the game. The fished to bounce on were really inconsistent as well. |
| May 2 02:22:26 | 4h 26m | Where's my dynoMITE? [LD48] | ♥ 2 | Overall it's pretty fun, love the basic mechanics. A bit more polish to the control and physics of both the helicopter and guy would go a long way. A solid ending screen would be a nice touch as well. |
| May 2 19:41:44 | 17h 19m | PANEMUAN | ♥ 1 | I thought the moral implications of the story were pretty good, though they could have been executed a little bit better. The idea of becoming better and tuning out the haters so you can live up to your full potential really resonates with me, but the first level was pretty boring, I'm not sure if that is because the enemy didn't feel like it really gave me a sense of urgency or if it was just too slow paced. All it was is running and jumping there weren't any fall offs or anything. The second part where you see the memories was cute and played to the story well, but then randomly having the hole in the ground show up threw me out of the immersion not to mention going all the way back to the beginning and having to play through again to try again discouraged my engagement. Hope this is useful feedback! |
| May 2 19:46:28 | 4m 44s | Bubbly | ♥ 3 | The overall mood and feel of the game is pretty good and I like the score board element. Makes it really motivating to try and get good at the game. There seems to be a pretty steep curve though. Your map generation works pretty well and with the ceiling coming down there is a real sense of urgency and progression. The biggest gripe I would have is with the enemies there are a lot right from the get go and it feels like the best solution is to just run and kill maybe one or two if you can edge them in, but since you lose your ball with no way to retrieve it over time or anything it feels almost too risky to attack sometimes. Most of the deaths at first felt pretty unfair, but then the more I played and better I got the less it felt cheap and the more I felt there was a way out most of the time but that feeling still came around time to time, usually due to level design at that point I think. I think both the levels and the enemies work on their own, but maybe there is a better balance to be achieved here. |
| May 2 19:49:16 | 2m 48s | blank | ♥ 2 | The proc generation was pretty good, you saw some of the bugs I ran into on stream, but outside of that really impressive for a Jam. The movement is hard to master, but really fun to play with. I thought the difficulty curve was just about right. The graphics were a lot of fun too, I really felt like I was playing a game out of time. Probably due to inexperience, but I don't have much in the way of solid feedback, other than keep leaning in this direction, I'd love to see more enemy types, a little bit clearer instructions on the starting area (just easier to read, though the style is fun). |
| May 2 19:52:40 | 3m 24s | Deep Dungeon Tactics | ♥ 2 | I have become a god level wizard. That is to say I think there is some mechanic tweaks needed. Once I realized I could just use one character primarily it made it too easy to start one shotting everything with my wizard while hiding my other characters in the corner or letting them fall to the wayside dead in a ditch. The basics of a really good game are all here, the level design is a little lack luster, I would love some different environments/ rooms with different elements, maybe even some interactive stuff that lets you use the environment against bigger enemies. Xcom ran into a similar problem with their games where people would be way too methodical and careful in their games due to the fact that your troops have perma death and only the ones in combat get XP, I think there is a happy medium in there somewhere. |
| May 2 19:56:17 | 3m 37s | Ixcar'th | ♥ 2 | This was an interesting game. I love existential space level threats so you got me there. A very creative name, not something I would have expected. You definitely got the deeper and deeper vibe going on, though some of the levels were a bit hard to navigate. I think a slightly smaller scale with maybe a little more challenge in traversal rather than just distance would be good. Also, I'm sure time was your main enemy here, but variety in the boss types would be good rather than just variations on the same thing. The portal boxes were a bit strange too, the hit box wasn't too easy to pin down and I just wanted to get close enough to not take damage and continually attack and I just found it annoying that with every attack I moved away from the cube a bit. Also next time make sure to include a new largest floppy disk ever, I'm expecting at least 2 terabytes or more. XD |
| May 2 19:58:49 | 2m 32s | Surface Level | ♥ 3 | What a fun game. I had a pretty good time trying to get good at this, but I wasn't very good at it in the end. It has been a long while since I've played a game boy game and this nailed that vibe on the head. I really enjoyed the work you put into this, the custom music, the funny tones. I don't think this worked toward the theme super well, but I still saw where you were coming from. Great work on creating an addictive game I wish I had on my phone. |
| May 2 20:02:47 | 3m 58s | Nuclear blaze | ♥ 1 | I wish this had audio in it. I think it would really flesh out the experience and bring it all together. The water physics got me good. I enjoyed the experience so much I wish I could just have a game using this character to fill up a giant hole with water. The graphics were beautiful and the progression felt satisfying. It was a little hard to understand how the fire spread at first though it made sense I just wasn't expecting it and ended up feeling like Mr. Incredible a couple times. Getting a hold of the mechanic where you have to shoot water on yourself was a bit of a challenge at first as well. Once you have gone through the learning curve though this game becomes a little monotonous. Adding in some more unique puzzles would bring this game to the next level. |
| May 2 20:06:46 | 3m 59s | HELL deep is your love? | ♥ 6 | This was a real challenge. I struggled with the camera speed above all else, either it was way too fast or too slow depending on the level. If it was a little dynamic where it would speed up slightly if I was ahead and slow down slightly that would be really good. I appreciated that the screen didn't represent the entire area where you could survive though. Landing on some out of sight ledges really saved my bacon a couple times. Having some kind of attack would be good in my eyes. I think there were too many enemies sometime and if I could attack just one of them it would have been enough to keep me moving forward. |