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Feedback comments for LD48
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| Timestamp | Since previous | Game | exofrenon's comment | |
|---|---|---|---|---|
| Apr 27 09:28:44 | shaftception | ♥ 3 | Great graphics, music and sounds! The gameplay fitted the theme and it had more depth than I initially thought, trying to manage your boost to get the lowest time possible on repeated tries, even though the content was quite limited. The idea was also not the most innovative, but I am not one to judge since I made pretty much the same game :p. A few remarks: = The boosting feels a little bit buggy. Some times it didn't work at all and others it worked when I was pressing only shift. Also I think it should be remapped to a single key press, only `Shift` for example since it doesn't do anything else by its own (it would be even better to have only `S` but I can see you might have problems with the WASD button promts you are asked to press duing the game) - Speaking about the button prompts, it took me a while to understand what I had to do and I was ready to give up right at the beggining. Some more guidance on this the first time you see it would be welcome. Overall great try, but for your next LD I would suggest to cut a few corners and spend less time on implementing the mechanics of the game and more time on creating more levels and finetuning the level design. It took me a few LD entries to understand this for myself and it made a difference in the final quality of the game. | |
| Apr 27 11:32:04 | 2h 03m | deepfeater | ♥ 1 | Sorry, I tried playing this game 10 times in a row and I couldn't figure out what you have to do. What do these symbols mean and what do I have to press? No matter what I pressed nothing happens and you die. The instructions are not very clear. It is a shame because I can see a lot of effort went into the game with the graphics, the intro scene, the music, it even has a the main menu (even though the instructions menu is buggy). Please ping me so that I can recheck it later. |
| Apr 27 11:50:29 | 18m 25s | Deep Seeker | ♥ 1 | I like the main idea of the game, it is quite fresh and innovative, but it is very difficult to understand what you have to do. It gets complicated right from the moment you boot the game and there is no proper guidance to teach you how to play it step-by-step other than a huge instruction text that is a little bit too technical. I spent quite some time reading the instructions but I couldn't make much out of it. Props for the effort though, the graphics and the music are well done, they create a nice atmoshere, the UI is functional (but not very intuitive). For a solo project this is a big achievement. I only wish I could play it without spending so much time to understand it. |
| Apr 27 12:11:37 | 21m 08s | Descending | ♥ 1 | As the others mentioned, the link is not working. Ping me to check this back again. |
| Apr 27 12:22:38 | 11m 01s | Animals in the Deep | ♥ 1 | Bro, why are ducks stuck underground :D? A very fresh idea for the theme, simple but fun. I liked the graphics and the music, the mood in general. I also found the whole thing kind of hilarious if you think about it for a second. Great effort for a 1-man project. The only thing that felt off a little bit was the physics / character controller. It was getting stuck on the wall, so you will need to play around a little bit with the RigidBody2D component to get it right. |
| Apr 27 22:07:58 | 9h 45m | Captain Zapdash | ♥ 1 | This was brilliant. Not only was it fun to play, but it also had a great sense of humor (I LOLed at the what I assume is a recorded sound effect when you get hit). You obviously have some music background, because the music is legit, and the fact that it was not fitting at all made it even funnier. The graphics were serviceable. I enjoyed the "juiceness" when zapping an orb. Overall it was great for what it was, not much nitpicking to do. The only thing that has room for improvement are the graphic. I see you used the classic "primitive shapes + high gloom" trick, but having pretty graphics was not really necessary in this case since they added to the humor. The game was also quite short (it was repeating every 12 orbs I believe) which is probably because it is as far as you can go when you have a fully procedural "level design" before becoming boring or getting out of hand, so if you wanted to make it longer you would need a more sophisticated algorithm to generate a more interesting placement of obstacles. Overall pretty great and very admirable that you did everything yourself in only 48 hours. |
| Apr 27 22:51:36 | 43m 38s | Just Fishin' | ♥ 0 | This was a cool game and way more exciting than what I thought it would be when I read it was about fishing :D. Out of all the games I tested for LD, I invested the most time with this, probably due to the nature of the genre. Overall it is a very complete and polished product. The gameplay was addictive, the graphics were nice, the music was very chill, even the UI was working surprisingly without any bugs. A truly astonishing achievement for something developed from scratch in 48h. But I do not see the connection with the "deeper and deeper" theme, which makes it a little bit suspicious given the completeness of the overall package, if you know what I mean (the timelapse video is enough proof though). Now getting into the actual criticism: - The movement felt a little bit laggy, sometimes I was clicking on almost the same spot to fish again but the player was moving place, making the delay a little frustrating. - The game needs a little bit more balancing. It is too slow for an LD jam, where you don't want to spend to much time testing one game. I also felt that some of the upgrades I bought didn't do anything really. - The main loop is go to the lake, fish, go back to the shop to sell / buy and then go back to the lake. So ideally you need to fish as close to the lake as possible to save time. But you are allowed to go anywhere in the lake, even to the other end, which doesn't make sense if you have nothing to gain out of it. And to the best of my knowledge, no matter where you fish, you would get the same rewards. So what I would suggest is to spice it up and make the furthest part of the lake to offer more expensive fish that are harder to add some progression in the game. You would start by fishing close to the shop with your cheap rod and as you get better you would go to the other end little by little. Maybe the lake gets deeper and deeper the further you go, which would also fit the theme of this LD jam. Great game overall, very professional, but the theme was kinda ignored. |
| Apr 28 22:51:11 | 23h 59m | Down the Edge | ♥ 2 | Great work! You did a fine job with the graphics, both the quality of the assets and the color scheme. I also liked what you did with the lighting. For me the strongest point was probably the music and the sound effects, they created a very moody, even nostalgic, atmosphere. Very straight implementation of the theme, you are literally going deeper and deeper. |
| Apr 28 23:05:03 | 13m 52s | Sloopy the Microkiller | ♥ 1 | This was a very cool idea for a platformer, that can very easily work on mobile devices since you only have to tap at the screen to jump. SImple and elegant. At first I thought it was made by one user and I said that this person must be really talented, an industry veteran, but then I saw that you were three, which made more sense. But each member of the team did a fine job. The graphics were neat and consistent, the music rocked, the levels were nicely designed and I didn't notice any bugs. it also had a lot of content for an LD game, considering how little time you have to make it. Didn't even notice it was procedural before I read the description. Overall very solid, I can easily see this being released on mobile phones by adding some sort of score and leaderboards, collectables to pick up and items to buy. |
| Apr 28 23:23:14 | 18m 11s | Deep Snails Night | ♥ 1 | This was a cool game. The graphics were awesome, it is obvious that you have an art background and that you put most of your effort on that. I also liked your sense of humor, the little jokes here and there on the background were quite smart. The whole game reminded me of 90's cartoons, Animaniacs specifically for some reason. Nice choice of soundtrack too. Unfortunately it was too short and the gameplay needed some work, it was quite basic and I felt it was only there to navigate and look at the art, but given how much time you have to do this and the amount of time you probably spent on the graphics, it is expected to cut a few corners here and there. Overall, this is a very admirable effort for one person. |
| Apr 28 23:38:08 | 14m 54s | Déjà Vu | ♥ 2 | Interesting idea, it could become a nice little puzzle game if further expanded. I reached the final stage without really understanding how, and by the time I understood the puzzle I felt like an idiot. The graphics were nice and the music very chill. But it could have been a little bit longer. Since this is your first jam, my number one tip for your next jam is to keep it simple and wrap up the mechanics / graphics of the game faster, even if you have to make some sacrifices, so that have more time to spend on designing the levels and not do it at the very last moment (which I guess is what happened here, judging by experience). |
| Apr 28 23:50:22 | 12m 14s | Ariel Cleanomancer and the Eldritch Sweep | ♥ 3 | A very cool spin on the Sokoban genre. Very professional. The graphics were top notch, the level design well though, the sounds / music very fitting and atmospheric. Probably the best and most complete game I have played so far in this jam that can stand by its own rights, not just as an LD game. This could be a smash hit as a browser game. I have nothing bad to point out or any improvements to make, which says a lot. Congrats! |
| Apr 29 00:12:34 | 22m 12s | Carpet Flea | ♥ 4 | A great little platformer you made there, and a very strong LD entry. I was a little mad with the game in the begfgining because I played through a couple of levels by only using the jump button before I noticed you could dash. . After that the game really clicked. Very neat mechanic to have a limited amount of jumps and dashes and picking them up to se them. Nice art direction, the main character was kinda cute and reminded me of super meat boy. The sounds / music were moody. The levels were nicely designed and offered the right amount of challenge, and you also had 10 of them which is a suprising amount of content for an LD jam. The whole package was quite polished, without any bugs and very functional UI, which is rare to see in this jam. My only gripe is with the controls, which were a little bit stiff and could use some work. There are a lot of small tricks you can apply to make it feel better. I would suggest you to read this blog post on Gamasutra on how to make a satisfying platforming controller: https://www.gamasutra.com/blogs/YoannPignole/20131010/202080/The_hobbyist_coder_1_2D_platformer_controller.php Great job overall. |
| Apr 29 18:15:09 | 18h 02m | Sweet Lies | ♥ 2 | Interesting genre you chose here. I liked the whole sugar theme of the world and the artsyle of course. The length was also just right for an LD game, but I couldn't really see how it was connected with the deeper and deeper theme. But I did run into some bugs with the UI. When investigating, sometimes the text was either cut short or there was no text shown at all. The UI in general was quite barebones and was sticking out like a sore thumb next to the rest of the graphics. A few animations here and there would be welcome too. I also think that the game would benefit a lot by some background music and maybe even some sound effects, because as it is right now it feels kinda empty and lifeless. Even some free stock music would do the job. It would also be nice if you had a limited amount of time to investigate each room so that you carefully picked your actions instead of doing everything. Picking one of two options on an item was a little weird since your character sound be able to do both of them realistically (why would anyone either take a sample from the bag or take a photo of the name and not do both?) |
| Apr 29 23:24:24 | 5h 09m | Deep Dive to the wormhole | ♥ 1 | This was fun to play and could become very addictive after a while. Great implementation of the theme also. I liked the mechanic that you could only dig if you had ground below you. It was a nice addition that added some necessary depth to the game, since without it things would get boring pretty fast. I can't put my finger on it, but I felt like something was missing. Maybe a couple of mechanics could spice things up, fuel for example like the others mention, or even something to make the drilling more involved, maybe a specific kind of rock tiles that you would need to spam the click button to break? I don't know. Also, I didn't get why you had both a shop to convert rocks to money and an upgrade building to spend the money. They could be one and the same to reduce the back and forthing. Finally, I think that the game would benefit a lot by better graphics. It doesn't have to be anything amazing. I would suggest you start looking into pixel art even if art is not your thing. It is quite easy to get into for everyone and after a while you will be surprised with what you can achieve. A simple rule tile to break the monotony of the ground and some particle systems when a tile is broken would also make a difference in the "juicyness" of the game. Other than that, cool idea, nice implenetation, the core loop was there, I didn't notice any bugs. A job well done for a first solo jam. |
| Apr 30 23:10:04 | 23h 45m | Blackout | ♥ 7 | Outstanding job. Truly a 10/10 entry and by far the best game I have tested in this jam. Very professional. It offers the complete package. The amount of detail in the pixel art and the animations, the music and sounds, the overall atmosphere. The game itself was also interesting as an point-and-click adventure game that managed to tell a short story without ever being boring. I liked the double twist. Perfect length also Very polished for an LD game. I mean, most people barely manage to put their game together at the very last moment, but you even had time to add ingame credits as an easter egg with the portrait room. That was a nice touch. I generally try to make a leave more constructive comments, but there is not much to say here. Only minor complaint is that it was a little hard to figure out the cigarettes. You know that there is something there because of the hint by the zombie downstairs, and since clicking on the bed is a separate interaction that does nothing, it doesn't go through your mind that you must click at the top. It doesn't help that it doesn't really stand out, it looks like a regular pillow in the bed drawing. |