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Feedback comments for LD48
fxydev's games and stats for all events →
| Timestamp | Since previous | Game | fxydev's comment | |
|---|---|---|---|---|
| Apr 28 00:24:19 | DigDeeper | ♥ 1 | Neat project, would be nice to have an indicator for the timer of when objects move or a way to know where the door is like seeing the whole screen for better planning. I like it. | |
| Apr 28 00:42:55 | 18m 36s | Crashdown | ♥ 2 | Absolutely radical execution of the theme, don't know how I lost my gun but I still had fun. |
| Apr 29 02:34:40 | 25h 51m | HELL deep is your love? | ♥ 7 | Great art and music with a really intense game. Would definitely pass around to friends. It would be nice if the music didn't reset on death. |
| Apr 29 04:01:54 | 1h 27m | Pâquerette Down the Bunburrow | ♥ 3 | Very pretty game reminds me of the Farfetch'd segment of Gold and Silver. I'm not good at puzzle games but I had fun. |
| Apr 29 04:20:27 | 18m 33s | Rabbit Rappel | ♥ 2 | Super cool game visually and the mechanics synergize in a very fun way. Would feel even greater with sound effects and some spike forgiveness would be nice. |
| Apr 29 05:57:13 | 1h 36m | H.M.S. Rustbucket | ♥ 4 | Cool idea, emergencies happen a little slow though so I didn't have much urgency. |
| May 3 19:16:01 | 109h 18m | Down Dog | ♥ 0 | Got a time of 66 seconds, pretty game. More feedback when attacking enemies would be appreciated, like a sound effect. Didn't have much of a reason to attack the slimes as they didn't drop anything nor were they in the way. The boss's hitbox is much larger than its sprite which led to some annoying deaths. I ended up standing on the platform above them and attacking when it tried to fly up. |
| May 3 19:31:12 | 15m 11s | Fetal Fury | ♥ 0 | Really satisfying game here firing on all cylinders. The penultimate level kinda fucked me where I spawned halfway on top of the spike leading to a loop of the enemies going onto that spot and me just racking up deaths. |
| May 6 05:52:50 | 58h 21m | Deep in the Space | ♥ 2 | Good concept with having a random chance of shot types but its missing a lot of basic polish and fun that other shmups have. The bosses have no reaction to being shot at all so when combined with their massive health pool I could barely tell I was doing any damage. Having the enemy flash when hit, having particles of your bullets, or a nice sound effect to confirm I did damage. Also not a lot of feedback for when I take damage or for how many hits I can take. The main mechanic deserved to be used more actively as I just reloaded at the beginning to get as much damage as possible rather than stay with my current powerset until the next boss if I only had like 2 guns. It would work really well if you had a goal for the player to achieve during the fight that allowed them to reload or upgrade their shot type mid-fight. The bosses need some additional bullet pattern to encourage the players to move around whether that be bullets that shoot in their direction, additional enemies that throw more bullets out that the player wants to kill to make their time easier, or some reward that gets them to move like a grazing bonus or a power-up. Wishing you luck with this project because its definitely a great functional game to start with that can be improved in many fun ways. Looking forward to seeing what you do. |
| May 6 23:46:44 | 17h 53m | Barkcheology | ♥ 2 | I really like this game as an abstraction of mining, especially with the challenge of the later arcade levels. Looking forward to how you progress the adventure mode aspect of the game. |