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foolmoron

Feedback comments for LD48

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TimestampSince previousGamefoolmoron's comment
Apr 28 01:13:45 Diacombs ♥ 1 Love the concept and the visuals. It's very dark but with lots of tones so it's still colorful. Plus you really captured the iridescence with just a few pixels, especially in all the different diamond shapes. Makes it really addictive to just push things around.
Apr 28 01:15:15 1m 30s Under the Stove ♥ 1 Making a Roblox game in 48h is so badass! It's wild that it's networked and multiple people can play. I love how dark of a concept this is for a kids game, and how your art got censored by the mods. Plus I totally relate to this fear of under my stove/fridge.
Apr 28 01:18:32 3m 17s Holey Hell ♥ 2 Doing the wobble effect in a circle is absolutely awesome. It makes the flat colors look 100x more interesting. The gameplay itself is overly frustrating to me, mostly because it's hard to estimate the jumping to me, but also there doesn't seem to be much progression, so I don't care too much whether I get 5 or 20 levels.
Apr 28 01:22:47 4m 15s The World Is A Deep Dish Pizza ♥ 0 omg I didn't realize it was spelled Anne Chovie, that's so good! I love the dynasty warriors kinda vibe, and the saucey gibs flying around is surprisingly addictive. The trail on the pizza cutter makes running around look so dramatic too.
Apr 28 04:00:03 2h 37m Walls ♥ 1 All the gimmicks were really surprising! And they were all pretty stable too. I dropped the key in the portal which I'm guessing is the point, so it was fun to try to catch it.
May 5 04:39:02 168h 38m Fare Well ♥ 2 Super great presentation, especially the font on the title screen. Something like that really sets the tone for the whole game. I thought you were being very efficient with your assets too, until I got to level 4 and saw there's whole different worlds. The difficulty in world 1 was already too hard and random though. I had a lot of trouble with level 1 then 2 and 3 were really easy. 4 was impossible. I thought the controls were too sensitive and slipper to avoid spikes, let alone 10 things flying at you. The in-air boost was really fun, but it seemed to kill me more than anything. The "best" way to play was to hide in the bucket. Music in world 1 was the best too imo!
May 10 02:49:11 118h 10m Deep Seek ♥ 1 The drowning felt super intense. I thought it kind of clashed with the cheery tone of the graphics and the diving animation (which is great)! I was pretty addicted to the diving flow so that worked well, but I think the items were too spread out and random for me to get that metroidvania enjoyment. I didn't end up finishing it. One thing that was strange was this air pocket under some dirt, not sure if that was intentional. I also didn't quite know what all the items did - not sure if it affected speed or oxygen or what.
May 10 02:57:55 8m 44s Deepest Darkest Double Bogey ♥ 1 This was so fun, I was soooo close to the end and ran out of strokes! I thought it was going to be a typical golf game but I love that it's more like an adventure platformer. The scarecrow targets were a really good way to guide the player's aim and give mini goals along the way. The physics of the ball were pretty interesting, due to the bumps. I wish the golf controls were a bit more diegetic instead of being UI buttons. The camera angle on the ball felt too close too - it made the prediction line hard to see.
May 18 19:32:17 208h 34m Robed Bird Reckoning ♥ 0 Finally getting my rating in with 30 mins to spare! This was super fun and I can't imagine anyone not playing to the end. The most obvious weirdness is that the rooms don't reset but that actually makes things easier for the player later on and ensure pretty much everyone can complete it. I think that's pretty cool. It also has a really great progression from impossible difficulty to something a bit easier where you have weapons and can stomp anything in your path. Normally games try to get harder towards but the end, but this way really sells the power fantasy in just a few minutes, which AAA games try to deliver in 20+ hours. Biggest negative for me was how the double jump and dash were effectively the same thing, platforming wise. The double jump was a bit longer and had a weird up angle to it (which might be to catch a ledge like pressing triangle in Spyro? but more often than not it ran you into an enemy or spikes and killed you). So I stuck to the dash for most everything. The boss had really awesome design but was too trivial. You didn't have to jump anywhere to dodge the spikes or hit the eye, so you could just hang out at the bottom.