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Feedback comments for LD48
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| Timestamp | Since previous | Game | CinderBlock's comment | |
|---|---|---|---|---|
| Apr 26 02:29:32 | Odd Jobs | ♥ 1 | Absolutely hilarious. This may be my first ever game jam, but this is certainly one of the best of jam games. The game is very nearly perfect, and I love it. If I had to choose some criticism, I would say that some of the audio needs work, but certainly nothing that kept me from enjoying myself. | |
| Apr 26 02:39:14 | 9m 42s | aphorism.io | ♥ 1 | I'll tell you what, I'm literally not smart enough to play this game. Kudos to anyone that can come up with an apt aphorism at a moment's notice. But on the other hand, I _did_ learn a new word today 😄 (hint: it's "aphorism") |
| Apr 26 02:50:14 | 11m 00s | Soaring Under | ♥ 2 | It's certainly very very pretty. I'm a sucker for low poly stuff, I love these roaming style games, and the audio is also very well done. I did find it very hard to collect the pickups however. That's my only gripe personally. |
| Apr 26 23:55:43 | 21h 05m | Deeg Deeper | ♥ 0 | I liked the graphics and music, that was very pleasing! However I'm not sure why I want to collect exactly 123 coins, and what that would do for me. Overall a nice little project :) |
| Apr 27 00:04:20 | 8m 37s | Just quarry on | ♥ 1 | I found myself playing longer than I expected. It has a pretty therapeutic vibe to it for sure! However, because the map is so wide, I expected to be able to direct the droid left and right. I don't think that's possible however. I found myself wanting to pull it by the drill, which would make for an interesting mechanic. |
| Apr 27 00:12:10 | 7m 50s | Turtruckin' | ♥ 3 | You know, the whole time I was playing the game I thought "how does _this_ fit the theme?". And then it hit me like a food truck. I'm DEEP-frying chicken. Brilliant take on the theme. |
| Apr 27 00:22:14 | 10m 04s | samurai-dash | ♥ 1 | I think the animations are really good. And is nice that there's no cooldown if you hit a dash successfully. It does seem to be pretty hard, not sure if I'm doing something wrong, but I was not able to get more than like 30 seconds in haha... |
| Apr 27 00:30:47 | 8m 33s | Burry this… Thing | ♥ 3 | This was really interesting, but I'll tell you what, I am _not_ good at this game. |
| Apr 27 00:38:19 | 7m 32s | Altum Altum | ♥ 4 | I was surprised at how quickly this got hard! Perhaps I just have a terrible memory. |
| Apr 27 00:44:44 | 6m 25s | I'm So Deep | ♥ 1 | Listen, how is "I've got a big knife for ya" not a good response for her asking for a big big knife?! >: ( Absolutely hilarious though. I love how the player character just rolls in. What a stunner. |
| Apr 27 01:29:54 | 45m 10s | Bunny Bunny Dig Dig | ♥ 1 | I love this game. Seriously, its perfect. 5's across the board. |
| Apr 27 01:38:24 | 8m 30s | Submarine Bean | ♥ 0 | Very relaxing and serene. The UX is also very very polished. Even the menu screen felt "right". |
| Apr 27 02:04:31 | 26m 07s | The Deepest Threat | ♥ 1 | I think you definitely hit every gamer's lizard-part of the brain. we sure do love comparing armor stats! Surprisingly very calming and serene! |
| Apr 27 02:07:46 | 3m 15s | DO NOT INSERT INSIDE THE EAR CANAL!!! | ♥ 1 | Honestly brilliant. Big points for humor too. |
| Apr 27 02:12:11 | 4m 25s | Bad Day to be a Bunny | ♥ 3 | It may be a bad day to be a bunny, but its a great day to be a game jam players. The soundtrack is honestly amazing. The comic-style story telling is brilliant. And the game idea is nice and simple. Excellent all around! Edit: Also "The cats own all the pizzerias in town, it's a cover operation but they make some really good pies" is probably the best lyric ever written. |
| Apr 27 02:32:43 | 20m 32s | Explory Story | ♥ 4 | Absolutely brilliant. A new way to explore an old classic. When I'm not worrying about taking damage, its a very very serene and peaceful game. I could see myself getting lost in something like this! |
| Apr 27 02:38:19 | 5m 36s | Deep Sea | ♥ 1 | Very cool stuff. I think the animations for every enemy and the player are really good in this short amount of time. No idea how so much art was created so quickly. Great stuff! |
| Apr 27 02:47:26 | 9m 07s | DECAY | ♥ 1 | Wow the effects on this game are something else. Such simple graphics and yet they drive home the exact point the game wants to make. The combination of "sanity" and "health" into one bar makes the game very approachable because there's less to keep track of, and in its simplicity its very easy to pick up and just go. Everything is intuitive, everything looks great! |
| Apr 27 03:29:02 | 41m 36s | Deepest Sword | ♥ 1 | I don't think youre supposed to create a finished and polished and ready-for-release game for a jam! Absolutely outstanding work. One of my favorites on here. |
| May 1 16:20:10 | 108h 51m | Veealune | ♥ 1 | Someone find the monster pls. Send pics |
| May 6 23:34:30 | 127h 14m | Deep in the ocean | ♥ 1 | A very calming game, other than the loud thruster SFX. I didn't really feel a difficulty increase the further down I got, and so I feel that once you get the hang of the floaty/"under-water" controls, it's fairly simple to never run into an obstacle. It also didn't particularly feel like we were moving downwards, and it just felt like we were floating on screen. The art was cute, and I liked the "cutout"/"paper sprites" effect (2d sprites in a 3d space feel) |
| May 6 23:55:56 | 21m 26s | The Dungeon Of Depth | ♥ 0 | You weren't kidding about the super chill music. In the dark, with the music, the game felt kind of solemn, not sure if that's what it was going for. Graphics were cute, and the slight touch of post processing was welcome (screen distortion & chromatic aberration). All of the pieces to make a fun platfromer were there, but it lacked a little bit of personalty. Controls and platforming could have been a little tighter as well. |
| May 7 00:15:22 | 19m 26s | PANEMUAN | ♥ 1 | Very strong message, and the visuals compliment it completely. But as far as being a game goes, I'm not sure that the content is necessarily there. Plays like a visual novel, but it ends too quickly for the emotions that it seeks to really set in. The game would do well with a little more time to tell the story and convey the feelings that it wants to. |
| May 7 00:29:52 | 14m 30s | Deeper Dreams | ♥ 1 | Certainly very psychedelic, it very much felt like a dream state of a game. I don't particularly understand the story. I feel more could have been expanded on there. I did like the low poly graphics, and very bright and saturated colors that helped the game feel like a dream. |
| May 8 15:44:22 | 39h 14m | SlappyBird | ♥ 1 | The humor hit, the game was very funny. I liked the combination of "genres". The mechanics were simple enough to understand on a whim, and the goal was similarly simple to get. These are all positives for a jam game. The one big drawback for me was the "tightness" of the controls. The game could feed very "jerky" at times. And when you have to balance WASD movement, the rotation through mouse position, spamming the space bar to keep afloat, AND "slapping" enemies in midair, the jerky-ness of the controls could get a little overwhelming and you could quickly find yourself forgetting to apply one of those mechanics. Enemies behind you, while you are in mid-air, and can't drop quickly, are a death sentence. Turning around to slap them changes your direction, and it can be hard to get back the way you were going with the depleting stamina bar, and ignoring them allows them to kamikaze into you, killing you outright. |
| May 8 16:24:01 | 39m 39s | TAILSPIN! | ♥ 2 | You guys have accomplished to create a finished game. Controls felt extremely tight. Everything was intuitive. The only tiny little nit-pick I have are the bouncy mushrooms. Because the mushrooms wait for you to land to give you the jump boost, it almost feels like input delay, even thought, I KNOW why they wait for you to land. If this is intended, then I have absolutely nothing critical to say about the game, it is a finished product. |
| May 11 23:39:55 | 79h 15m | Depths of the Library | ♥ 1 | Graphics were very cute, and I felt instantly attached to the main character, and even his grandpa. The controls are very tight, and I never felt like I got hit when I shouldn't have. The length of the game is the perfect size for a jam game because the whole thing is playable in just a few minutes. The game showcases everything it has to offer in that timeframe, and you're not left wondering if there's more. That being said, there isn't too much to experience as whole. Another dynamic would be require to make game feel "whole". Perhaps you bring up the wrong book, or your grandpa requires a different book, every time you bring one up, to make the story repeatable, and thereby creating a gameplay loop. This way, each book could be at a lower and lower level, and once the player loses all of their hearts, they have to start over. Or perhaps, once you retrieve the book that our grandpa is looking for, you have to also traverse the same elevator trip back upwards. And because we're now moving upwards, the challenges become that much harder because things will begin falling down quicker. From a design standpoint, I felt that attacking was a single-use mechanic, and could have been used for more. For example hitting books and globes out of the way. Another idea would be to have books actually pile up as they fall, requiring the player to hit them away off the platform. This would add another mechanic of difficulty. Perhaps built up books tilt the platform in a way that requires the player to clear them, lest the platform flip, or something. Overall I think it was a fun little jam game! |
| May 12 00:01:32 | 21m 37s | Marbellion | ♥ 1 | The graphics for the character and the nom noms were incredibly cool looking. I wish the rest of the map shared that same "wow" factor. The overlaying gradient also added another level of feeling/mood to the game. Overall, the game actually gave me a very eerie feeling. Like _something_ was off. It was a combination of just how bizarre everything was; from the robotic female voice telling me to collect the nom noms, to the look of the skybox. Even the imagery for it is very odd, and inspires being unsettled. The controls did feel a little unintuitive. The camera only rotated 180 degrees or so, before you had to go back the other way. and the jumping was a little "floaty", and I didn't know exactly where I was going to land after jumping. Otherwise, I really want to know what the underlying "story" is for the game. Who are we? Why are we collecting these nom noms? I want answers. |
| May 12 00:15:19 | 13m 47s | Ludum Dante’s Inferno | ♥ 1 | Between the simple controls, simple graphics, and simple design, this game drew me in until I was able to get to the end. I couldn't exit without knowing what was at the end. I think this is because I knew precisely how many "levels" there would be because the game is based on a known story. Congratulations on making a game in an engine not designed for games! |
| May 12 00:34:12 | 18m 53s | Rope Adventurer | ♥ 1 | Absolutely stunning art. Very unique control scheme that I'm not sure I've seen anywhere before. I was a little lost on the meaning of "leveling up" and also the gold until I caught on to what was going on. I also didn't know WHY we needed to level up until I hit the final goblin boss. So it could have used a little polish on the UX side of things. Overall, I felt like I entered a sort of "zen" state playing the game. It was very casual and yet very demanding of attention. |
| May 15 16:57:34 | 88h 23m | improbability engine | ♥ 1 | Very impressed with the amount of content for a 72 hour game. I really enjoyed the 2D/3D-esque graphics. And the humor hit. While the puzzles were frustrating, they were also really rewarding. I also really appreciate that there were skip cheat codes, because I don't think I would have figured out the rubiks's cube. Overall a very interesting little jam game, I very much enjoyed playing it! |
| May 15 17:22:32 | 24m 58s | Billy Nauseous | ♥ 2 | I can see that a lot of work went into creating, and the fact that you were able to get this much done in 72 hours is really impressive. However, I feel that the game could use quite a bit of polish. The controls were somwhat unintuitive, and not super easy to get the hang of. It feels like you ran out of time to really polish the enemies/hitboxes/etc. I also wasn't exactly sure what would hurt me, and what wouldn't. Overall I really liked the stylized look of the game. It had a "after-dark cartoons" kind of vibe. |
| May 15 17:46:19 | 23m 47s | Depths of Mind | ♥ 1 | It's tough taking on a game about depression. Usually we play games to escape such feelings, but this game does the opposite. I admire what you've done for sure, and I don't think this game is meant to be fun. And that's alright. It's an experience that makes you think and reflect, and in that, it's a big success. I liked that there was a light at the end of the tunnel, and the game didn't just end on Matt remaining depressed. Luis seems like a very good friend to keep around. |
| May 15 17:56:36 | 10m 17s | Project PANDORA | ♥ 1 | I think this is a solid foundation for a game that wants to become a puzzle platformer. The idea was interesting, but I won't talk too much on it out of fear of spoiling the end. The graphics were nice, though the main character could have used a little more animation, especially for jumping. I think the game could be built up to make something very interesting! |