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Feedback comments for LD48
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| Timestamp | Since previous | Game | colapolka's comment | |
|---|---|---|---|---|
| Apr 27 00:16:31 | Archeodillo | ♥ 2 | What a charming entry! Loved the music in particular. Sadly the game wasn't beatable for me - I couldn't get the last insect to register as collected, even though I picked it up multiple times. Regardless, I enjoyed my time. :) | |
| Apr 27 00:29:12 | 12m 41s | Magic Worm | ♥ 2 | I came for the Gameboy palette and stayed for the gameplay! A simple yet engaging and innovative idea - what's not to love? |
| Apr 27 09:51:24 | 9h 22m | Submortem | ♥ 3 | Absolutely amazed by this one! Easily one of my favorite jam submissions so far. The mood was really intense towards the end. I legit panicked a bit and messed up my first try lol - I guess that's a good sign - the mood you set is working! |
| Apr 27 10:05:31 | 14m 07s | Grave Hammer | ♥ 3 | I got a kick out of the graphics and the audio. However, it really would have helped if the game somewhat communicated it goals, win conditions and controls. Also, is there another method of leaving the shop and starting the next wave other than pressing Esc? The first few rounds I was a little confused by that, I wasn't really sure if a new wave starts of if I'm resetting entirely by pressing Esc. |
| Apr 27 10:23:37 | 18m 06s | Archeomoleist | ♥ 4 | Cute entry! :) I can't quite tell if the game is a tad to hard or If I'm just plain bad at puzzle games. :p But if feels like you could approve on the generation of the tiles / worm placement, to ensure that the player gets a set amount of always reachable worms in the first few turns. |
| Apr 27 11:40:23 | 1h 16m | Little Boy Commits WarCrimes Against Nature | ♥ 2 | Damn, that title screen sure is an eye-catcher! Well done! The controls felt really janky in the beginning, but once you get the hang of it it wasn't too bad actually. Sadly, the 3rd or 4th level (dark red walls) was broken for me - player could jump out of bounds and the bombs glitched through the pipes. |
| Apr 27 12:01:03 | 20m 40s | They Know We Know | ♥ 10 | Delightfully disturbing! If anyone here is pondering whether to download a 1.2gb file - yes. Do it. It's worth every kilobyte. Best and most innovative use of the 'deeper and deeper' theme I've seen so far. And - tiny spoiler here - the core loop of repeating a menial task at work while slowly feeling how this repetition grinds at the core of your being. I mean god damn, who hasn't felt this at work? There were a few tiny bugs - some instructions remained in French - but that didn't diminish the experience. All in all - stellar experience! |
| Apr 27 12:27:00 | 25m 57s | Dome Romantik | ♥ 7 | Ok, I played this A LOT longer than I intended too! What a neat idea - what really sets this apart from all the other 'mine for resources' games is how well it is connected to the second core mechanic: The defending part. It really does work nice together, always having to decide whether to drill a bit deeper or to play safe and head back up. Oh, and I really liked the idea that you had to purchase even the base mechanics. I dunno, it kind of opened the game up naturally. Will there be more post-jam updates? I'll gladly come back for more! |
| Apr 27 12:56:56 | 29m 56s | End of my Rope | ♥ 1 | Ok, first of all: Your enemy sounds are plain genius. Kudos! I played through the whole game (though I won't disclose how often I died lol) and really enjoyed the whole experience. Especially the art and overall look/mood. If I absolutely had to nitpick, I'd say that the rope can sometimes feel a little bit janky in it's movement. It didn't distract a bit though from this overall very neat game. |
| Apr 27 13:11:24 | 14m 28s | Cliffhanger | ♥ 2 | I had the pleasure of actually playing it 2 players on one keyboard - which always is a nice thing. It used to be so common to play with a friend cramped over a single keyboard. I applaud you for that nostalgia trip alone. The game itself was fun and a novel idea. Though I found it a tiny bit confusing that the projectile of the 2nd player didn't match the color of it's ray. That would add more clarity I think. Nice job! |
| Apr 27 13:36:39 | 25m 15s | Doctor Shrink | ♥ 1 | Well I can finally say I found god. ;) Real unique spin to the theme, loved it. And the music reminded me of early 90s Amiga games - a good thing in my book. |
| Apr 27 14:00:00 | 23m 21s | Corporate Mole | ♥ 2 | 'I saw that!' - oh poor worm, you leave me no choice. ~~ Never has corporate espionage been this fun. I lost it right at the beginning with the worm disguise lol The camera handling could be improved upon - it can get a tad frustrating when off-camera worms spot your shenanigans. |
| Apr 27 16:45:12 | 2h 45m | The purpose of a worm | ♥ 2 | Oh wasn't that just lovely? I felt like a child, being read a bedtime story. Loved the art and overall mood! |
| Apr 27 19:01:14 | 2h 16m | Drillromantik | ♥ 4 | Wait - you did the modelling in Minecraft? That's insane! Kudos. Food for thought for your next project: A win condition and a more polished UI would have easily improved an otherwise still very neat little idle clicker. |
| Apr 27 19:12:40 | 11m 26s | Spy Supply | ♥ 2 | Novel idea, I had my fun with it. I have to admit I didn't like the audio. I can see what you were trying to achieve with it, but it didn't work for me. Otherwise, cool entry! |
| Apr 27 19:24:13 | 11m 33s | Cavin' | ♥ 1 | As other have said, a hint about being able to re-launch mid air would have been nice! Solid if simple core mechanic though. |
| Apr 27 19:45:02 | 20m 49s | Into the Past | ♥ 1 | Great concept, could definitely be improved upon! I think some kind of timer for each wave would help -> you'd have a reason to move fast and meanwhile make it harder for your future self. Otherwise Players could just play it safe and move slower to provide an easier target for your future self. Does that make sense? Your game has successfully mindfucked me, lol Are you planing any post-jam updates? Good job! |
| Apr 27 21:25:18 | 1h 40m | ROOTS | ♥ 1 | There are a lot of 'upgrade-able digging' game this year - but none scratch that Motherload-itch quite like yours! The fluid controls are a real nice twist as well. Superb execution! P.S.: 48.32s personal best in time-trial 😎 |
| Apr 27 21:52:54 | 27m 36s | Disco Inferno | ♥ 5 | Okay, this little gem here needs to get more attention! Simple core gameplay, but oh boy do these fellows nail the execution. Loved the cutscenes, the music, the art style and the overall pacing. Tubular! |
| Apr 27 22:02:42 | 9m 48s | nine to five | ♥ 2 | 90s electronics beige and Windows 95 desktop cyan - my two favorite colors. ❤️ |
| Apr 28 08:50:28 | 10h 47m | Drill Through The Earth | ♥ 1 | Huh, well I've never played a first person tycoon/clicker before, so bonus points for innovation! I found that spin interesting, but the execution could be approved up. I found the exponential costs of the energy generator too harsh. While exponential costs are a common tool in traditional idle clickers, I don't think it works quite as well here. Maybe one additional task to perform while waiting for upgrades would have done the trick. Otherwise: Liked the models, the layout of the room and the overall mood. Keep on going! |
| Apr 28 09:06:34 | 16m 06s | An Ore'ible Game | ♥ 2 | You powered through the horrors of working with an unfamiliar aspect of an engine and you published your game within time. AND you made me laugh with your title and relate to your story about the development. You managed to make a game in 3 days. No-one can take this accomplishment away from you. Not even the Unity physics engine. ;) |
| Apr 28 09:28:50 | 22m 16s | The Rabbit Hole | ♥ 1 | Ha, brilliant! I 'played' similar wikipedia challenges with friends, but never before as a workable game that actually counts your steps and lets you click through the actual wikipedia. Neat idea! |
| Apr 28 09:47:35 | 18m 45s | Eva Power Plug Nap | ♥ 0 | Huh, contrary to some of the other commenters, I found the controls rather intuitive. I really liked this one. Short, concise and overall polished. |
| Apr 28 09:58:03 | 10m 28s | Aquarius | ♥ 1 | Damn, that is impressive for an all-from-scratch solo entry! The combination of the visuals and the music was on point. Also bonus points for the movement, really fitted the slow fluidity in an ocean mood. |
| Apr 28 11:08:37 | 1h 10m | Surface Level | ♥ 3 | Aw, I just dig Pico8 games! I may just be an old man with horrible reaction times, but I think the control timings were a little bit too harsh. Maybe it would have helped if the actions lasted like 10-15% longer, so that you could push the buttons a bit in advance? Still a fun and charming game. Oh, and the music was awesome! highscore.gif |
| Apr 29 20:24:17 | 33h 15m | Down to Goblin Town | ♥ 2 | downingoblintown.png Yay, I've made it to Goblin Town! Please tell Arthur and Caspar that I had fun playing their game and that I'm very impressed as I've never seen developers their age. 👍 |
| Apr 29 20:38:37 | 14m 20s | Earigator | ♥ 1 | Oh man. I'm always stunned by what Pico-8 developers can come up with. And this right here is an especially remarkable specimen of Pico-8 glory! I liked your game so much, I ended up speedrunning it! I really tried to push for that sub-35, though I'm stuck at 36 for now. Awesome game! highscore-earigator.png ------------------------------ Update 1 day later: sub35.png Woop, woop! But now I wonder... can I go deeper? |
| Apr 29 21:35:20 | 56m 43s | Trouble in Pizza Town | ♥ 2 | That was... chaotic but charming lol I couldn't pay my debt and remain an indentured slave to Dough Corleone. Sometimes the cars push you into corners where multiple enemies gang up on you and reset any progress you made. Did it hinder me from beating the game? Yup. Did I enjoy the craziness of pizza cars crashing into each other and sending me flying through an bizarre pixel pizza plaza? Yup. |
| Apr 29 21:47:46 | 12m 26s | RUN FROM STUFF (2D Chase Game) | ♥ 1 | I love the movement of the enemies. Kinda reminded me of aggravated wasps. Very unique! What I didn't love was the fact that you cant jump right in front of walls. It really stopped the otherwise great sense of flow in this platformer. Dunno if it was intentional, but in my opinion it would have fared better without this. Oh, and I found it a bit harsh to be sent back to the very beginning after being caught. Being sent to the start of the level instead of the whole game would have kept me playing for longer. Bonus points though for style, the super cool music and the insanity that you started all over again an day 2! |
| Apr 30 06:07:18 | 8h 19m | Crust | ♥ 4 | Absolutely blown away by the level of polish. Dang! I honestly couldn't point out a single thing you could improve upon, not even in a nitpicky way. Now heading into my second play-through, as I didn't find all the hidden pearls. |
| Apr 30 06:29:34 | 22m 16s | Deep Jam | ♥ 1 | Congratulations on finishing your first project! Cool idea / use of the theme. Couple of suggestions for improvement: - The best strategy seems to be to just smash both mouse buttons constantly: It resets the deadline as soon as possible. Maybe a solution could be to put both abilities (shooting and resetting) on a shared 'energy' resource? This way the player would have to make decisions. Do I engage in this fight with that enemy ahead first or should I push the deadline back first? - The final boss seemed a bit unfair to me. A visual or auditory indicator just before he's about to attack would have greatly helped imo. Looking forward to your next entry! :) |
| Apr 30 12:23:25 | 5h 53m | Air-O-Space | ♥ 2 | 2080 at my second go, kinda proud of myself! Super cool gameplay idea. My brain feels like being put in a blender, but I guess that's exactly what you were going for with this multitask game, right? lol Stressful but super fun. And I really dig the funky music. Though If my hands were only a little bit smaller, I think I wouldn't have been able to properly press the breathing keys. |