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Feedback comments for LD48
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| Timestamp | Since previous | Game | CorbenG's comment | |
|---|---|---|---|---|
| Apr 26 02:15:34 | Dwarven Delver | ♥ 2 | Found it quite addictive after I figured out what I was supposed to do. There is no signifiers for the affordances of the level such as "get to bottom to go to next level" or "where are the precious gems." When I first started playing, I stayed in the first screen just looking for gems, but didn't find anything except one mushroom. Increasing the drop chances of items, especially in rocks, would help increase the risk/reward system you have set up. Loved how quick it was to restart sessions and the minimal menus. Art and music were charming as well :) | |
| Apr 26 02:21:22 | 5m 48s | A Deep Stare | ♥ 1 | Super interesting abstract art maker. More signifiers about what you're doing and where it's happening would improve the control the player has over the art. But a very unique looking result! |
| Apr 26 02:30:52 | 9m 30s | Lord Of The Flies | ♥ 1 | Loved the rogue-like progression system in a herding system. Super unique idea. I liked most of the upgrades, but adding in extra text that describes specifically what they do could help the player inform their decisions. Also more unique and interesting upgrades could serve to make each run more different than the last. It did feel hard to control a large swarm of the flies, maybe too hard as I would often lose as many as I gained, but it did serve to keep the game moving and not benefit the player for just waiting around, hoarding flies. |
| Apr 26 02:37:43 | 6m 51s | Through The Crust | ♥ 1 | Loved the reversed controls button from a usability perspective (I preferred the inverted controls). Great job offering unique abilities to change movement specific to this game style. However, the UI is hard to read with dark on dark, so it becomes harder to count on the abilities if you don't know how much boost you have (maybe put fuel meter on the drill so players don't have to move their eyes). Charming art gets the ideas across with good signifiers for each item's affordances. |
| Apr 26 02:47:40 | 9m 57s | Miner Rescue | ♥ 2 | Gorgeous art style! Was a bit startled by the controls at first, but I think they really help build the illusion of driving this hard-to-control cart. However, I think the brake slows the game down too much. I found myself slowing myself down every once in a while as to avoid getting caught off guard and having to restart (I wanted to play more of your level). I think the timer is a good start to keeping the speed up, but some design changes to the brake might make it even better. Great work overall! |
| Apr 26 02:53:04 | 5m 24s | Stare | ♥ 1 | Beautifully terrifying void sounds! Would have liked to see that level of sound design on the other actions as well. Great visual effects on the portal as well! However, it was often hard to tell if my actions did something or not. Could use more visual feedback on actions. Overall good atmosphere! |
| Apr 26 02:56:56 | 3m 52s | Paragon | ♥ 1 | Can't play it :( Says its missing UnityPlayer.dll |
| Apr 26 03:04:00 | 7m 04s | DigDig | ♥ 2 | Super good use of time as the main mechanic between the combo system and speed of travel through different stones. It gives the gameplay quite a bit of depth and strategy through planning based around the constant of time. I did find it difficult to lose however, so decreasing the rate gas appears quicker or more spaced out would help increase the difficulty and potentially give the player more direction to their choices. |
| Apr 26 03:10:20 | 6m 20s | Deepz Explorez | ♥ 2 | Very atmospheric! Great use of simple shapes and interesting textures to build a hauntingly beautiful environment. Audio design is also great, with I think some dynamic music as you get closer to the bird! However, would have been nice to see some more unique pickups or some reason for picking them up. Great work overall! |
| Apr 26 03:23:55 | 13m 35s | Deep Delivery | ♥ 2 | Great swinging grapple mechanic! Also good visual communication of health without needing UI. One thing, the hazard sign at the start doesn't make me want to go down there immediately (although I did eventually). At first I thought this was just a tutorial level and I had to get the grapple hook to the finish. Didn't immediately realize what cargo I needed to bring. Overall great work! |
| Apr 26 03:29:50 | 5m 55s | Dig Deep Get Gold | ♥ 2 | Super addictive! Love the input buffering. It felt great when the sound started going super fast and I got in the flow. Speaking to that, the game felt at its best when it kept me in the flow, right in my skill level, and so making the mechanics speak to that would help keep players engaged. The speed up is a great way to do this, but maybe less of a slow down on mistakes would let players keep in the flow rather than be punished severely, |
| Apr 26 03:37:40 | 7m 50s | Space Dig | ♥ 1 | Wow! Super deep gameplay! Loved the controls and the entire atmosphere! The tutorial situations are also great to teach you about the mechanics like the pirates (and the the spawning of the space station afterwards, nice). |
| Apr 26 03:48:58 | 11m 18s | Hide In The Dungeon | ♥ 4 | Excellent job! Especially for your first game! Great art style, everything feels in place, great lighting with it as well. The knife is super satisfying to use! Loved that I could swing it or LITERALLY swing it with my mouse to break the leaves. |
| Apr 26 15:51:55 | 12h 02m | Am I only dreaming? | ♥ 2 | Great atmosphere, very LIMBO vibes. When presenting the player with an edge, suggest to them if there's danger or where they should go, I fell into spikes without seeing them first. Great work! |
| Apr 26 16:02:45 | 10m 50s | Chimes | ♥ 1 | Beautiful interactive presentation of the poem. Could use level design to depict different sections of the poem and lead player through the experience more than blindly searching for the glowing beam. Great work! |
| Apr 26 16:27:58 | 25m 13s | Defiled Reflection | ♥ 3 | Super cool concept! Loved the challenge the two sides brought. However the mirrored controls felt frustrating at times as the right side was typically where I was looking when trying to avoid something. Well done! |
| Apr 26 16:38:02 | 10m 04s | Depper and Depper | ♥ 1 | Great aesthetic; sounds, visuals, mechanics all tie the idea together. It's hard to read so much text when its compressed into a tiny window. The puzzles were very challenging as well as it's not clear how I might get the second half of a password. Overall great work! |
| Apr 26 16:47:30 | 9m 28s | Hell's Gift Shop | ♥ 2 | I beat it! The progression felt super exponential, as one run I was making it just a few platforms, then with one more energy upgrade I was able to escape. (Energy feels like the best upgrade). Also by making it a unviversal cost for every upgrade, it encourages players to buy the same upgrade over and over so they get a "lvl 4" energy upgrade rather than a "lvl 1" speed upgrade. Maybe speed up the screen scroll when the player gets close to the edge of the screen as well. Overall great work! (and in pygame!) |
| Apr 26 18:13:34 | 1h 26m | Star Trail | ♥ 1 | Great work! You get a lot of play time out of your mechanics, however its held back by repeated events. Maybe reduce the trip duration to accommodate the refined list of events. Beautiful art and atmosphere as well! |
| Apr 26 20:08:59 | 1h 55m | River, Carry Me Away | ♥ 5 | Beautiful aesthetic! Felt it as more of an experience than a game, but I think that's what you were going for. Great work all! |
| Apr 26 20:20:48 | 11m 49s | Corresponding | ♥ 1 | Typing is always a fun challenge, and your method of choosing words works great and is very unintrusive! Background sound was a bit jarring at times, but overall great atmosphere! Nice work! |
| Apr 26 20:28:56 | 8m 08s | Deeper Caverns | ♥ 2 | Lots of possibilities for puzzles here! Great visuals too! Its always hard to wrap my head around using WASD to control isometric... |
| Apr 26 20:36:41 | 7m 45s | Edgar qui court | ♥ 4 | Great use of modifying game mechanics to depict addiction. Making the base speed lower the more coffee you drink is a great way to showcase the effects. It might be helped even more if the more you drink, the less of an effect it has, and the more you have to drink to get back to that high. Great work all! |
| Apr 26 21:04:40 | 27m 59s | Who Killed Tim | ♥ 2 | Love how intuitive the conversation system works, just walk up and away you go! Found myself often aimlessly wandering rather than moving with purpose based on clues, but overall great work! |
| Apr 26 21:26:02 | 21m 22s | The little abnormality | ♥ 1 | Very crazy experience. Great use of various pictures and textures. Feels very difficult to control though, maybe make the jump a little higher so its easier to start the grapple. Well done :) |
| Apr 26 21:29:30 | 3m 28s | Pipe Dream | ♥ 1 | Usually expect a lot of slow-paced planning from building games like these, but it kept me on my toes with the rapidly draining water! Maybe a bit difficult though. nice job :) |
| Apr 26 21:39:18 | 9m 48s | Derelict Dive | ♥ 2 | Really liked that once you grabbed the tanks, the screen became its own mini level that you must escape in order to reap the benefits. Maybe link the pulling back to something other than the oxygen meter, because it didn't feel great when I was so close to the bottom of the screen with oxygen in hand and I ran out and had to restart. Maybe just avoid all obstacles on your way down or you drop it? Nice visuals and audio as well. Overall great work! |
| Apr 26 21:47:01 | 7m 43s | A Way Home | ♥ 1 | Really enjoyed the main mechanic once I figured out it's constraints. Didn't realize that I had to place the blocks on top of other things first. The falling once you've failed lasts maybe longer than it should, because the goal is to go down, and when I lose I'm going down further, but then I die, so it doesn't feel quite right. Great art and sounds as well! Overall great work! |
| Apr 26 22:02:03 | 15m 02s | Quick Scrap | ♥ 0 | Very polished experience! Movement felt very responsive, but maybe too responsive at times, especially during tight corridors where pressing up or down could very quickly kill you. I didn't realize I could shoot some enemies to disable them, some more signifiers for that affordance or a pop-up for the first enemy you encounter could help this. Great art and sounds to accompany every action! Also would have liked some checkpoints so players don't have to restart the level every time they touch something once. Overall great work! Keep up the great youtube content! |
| Apr 26 23:55:41 | 1h 53m | Crab Splitting | ♥ 1 | Wonderfully juicy! Great concept for risk/reward of splitting the enemies. Beautiful presentation as well! Found that staying in the middle is most effective against the octopi(?) but the laser enemies quickly thwarted that plan :) |
| Apr 27 00:04:47 | 9m 06s | Last penny | ♥ 3 | Very intuitive controls! Would work great on mobile. Some more visual feedback on actions would be nice, but overall great work! |
| Apr 27 00:10:19 | 5m 32s | Terminal | ♥ 2 | Great concept! Some suggestions might be more ways to build momentum, and don't put dead end holes that make you immediately lose, but otherwise great work! (Visuals and palette are gorgeous). |
| Apr 27 01:23:18 | 1h 12m | Doomino's Pizza | ♥ 2 | Great execution! Character writing is very charming. Maybe make restarting after dying faster, and checkpoints would be nice, but overall great work! |
| Apr 27 01:40:37 | 17m 19s | New Horizons | ♥ 3 | This isn't animal crossing... but a very weird and cool experience. Was very interesting exploring the 3d world in 2 dimensions. Would have liked the ability to finish the word typing by hitting space or something, felt like I was just watching it most of the time. Overall great work though! well done :) |
| Apr 27 01:50:18 | 9m 41s | Deep ribbit | ♥ 6 | What a wild ride. Who thought I'd be playing a third person shooter where you play as a frog mowing down hordes of enemies. Nice work :) |
| Apr 27 21:23:12 | 19h 32m | Words Words Words | ♥ 1 | Interesting idea, found it engaging enough to see all the way through. However, it was a bit hard to select items at times because of the small hitboxes and inverted camera controls on pc. At times, when I couldn't figure out the riddle immediately, it became an effort of just checking every item until something worked. Narration sets the mood very well. Overall nice work! :) |
| Apr 27 21:33:25 | 10m 13s | Unto the Eight | ♥ 1 | Very cute game! Felt like a very big world, with the npc's discussing events happening elsewhere to hint at you to go there. That part reminded me of zelda games and their exploration. I thought the light mechanic was pretty neat, but I think it could be used differently to create some checkpoints around the map. With this, you might be able to limit access to some areas and subconsiously lead the player in a desired path? might be something to look into. The visuals were great and sound accompanied it well. Nice work overall! |
| Apr 27 22:04:37 | 31m 12s | Get Some Foogin Sleep! | ♥ 1 | Super fun gameplay! Could maybe look at making the obstacles more visually obvious that they hurt you, but great job on all aspects! :) |
| Apr 27 22:10:21 | 5m 44s | Deeper & Deeper Research Ltd. | ♥ 1 | Really like how intuitive the split mechanic works, super quick to switch camera and controls to other character. |
| Apr 28 00:15:11 | 2h 04m | Diggy Diggy Down | ♥ 0 | Good idea with having to avoid the boulders. However it always feels like you can survive if you are paying attention. Charming art, nice work :) |
| Apr 28 02:55:55 | 2h 40m | Below the Ocean | ♥ 1 | An amazing game, I actually really wanted to play it and finish it. Super polished and the physics based tether worked great and made for really unique puzzles. Some coyote time on the wall jumps would have been nice, but an overall great effort! Well done! |
| Apr 28 03:08:20 | 12m 25s | WordGeddon | ♥ 1 | Word scrambles are always fun, and the time pressure and ability to make any word you want gives it a unique twist. Erasing could be a bit frustrating and unresponsive at times, but the visuals and art fit well. Nice work :) |
| Apr 28 03:17:31 | 9m 11s | Into the Deep | ♥ 2 | Very cute, calming experience. You're able to get a lot more out of just a simple move set. Nice explorable environment and pacing is solid as well. Well done :) |
| Apr 28 03:25:19 | 7m 48s | Submarine Bean | ♥ 0 | Super solid gameplay and visuals, however the level designs feels a bit niche, especially in the beginning when I would have liked more general teaching levels. Overall great work! |
| Apr 28 03:41:53 | 16m 34s | Apapon | ♥ 1 | Nice little game! Felt like it moved too fast at times as to make it feel more luck based around the generation and if something might hit me. Also some more visual feedback on what my actions are doing would be nice, but overall nice work. The visuals also fit nicely. :) |
| Apr 28 03:48:13 | 6m 20s | SPERMA | ♥ 1 | Nice concept ;) Also the horde mechanic is very interesting to control with just some simple controls. I think the progression options are very good to allow for deeper penetration (nice). Good work! |
| Apr 28 16:55:38 | 13h 07m | Deeper and Deeper | ♥ 1 | Really liked how you used the flame and its light as a total representation of vision with how the camera pans to see what it shows. That makes total sense and makes for great natural mapping of how to use it. Well done :) |
| Apr 28 17:04:17 | 8m 39s | Cave Girl - SUPER AQUA GOTH | ♥ 2 | Very great use of systems design in making everything effect everything else (like the environment hurting the enemies or them grabbing the powerups). Some more feedback on whether my attacks were hitting would be nice, and the bow felt clunky to use. You could also use more visual design to communicate what each thing does, because it was hard to tell just from looking at something if it would hurt me, or if it was safe to touch. Consistent color coding would probably help there. Overall great job :) |
| Apr 28 17:11:28 | 7m 11s | Dark Inside | ♥ 2 | Very good tutorialization! Was super easy to learn the controls and what the enemies did! Some of the enemies rush at you very quickly, giving very little time to react and hit the shield button. Visuals and sound effects are stellar as well. Well done :) |
| Apr 28 20:05:28 | 2h 54m | Nuclear blaze | ♥ 2 | Super polished experience! Loved the art and the effects were beautiful. Checkpoints would be nice because of the one-hit death, but overall great work! |
| Apr 29 21:47:53 | 25h 42m | Dahla's Journey | ♥ 1 | The presentation is beautiful! I really the like the concept, and it makes for really interesting puzzles to solve. However, due to the enemy movement being random, it feels bad sometimes when you get stuck and can't avoid taking damage due to an unlucky roll. Overall great work! |
| Apr 29 22:30:02 | 42m 09s | Just Dig | ♥ 1 | Very cute game! Love the concept, and the upgrade path feels good. Wasn't immediately clear how to play or open the shop. Also the controls would probably benefit from some input buffering, so you don't have to be holding the direction while you press space, and could have some leniency. Overall great work! |