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Feedback comments for LD48
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| Timestamp | Since previous | Game | GuitarBro's comment | |
|---|---|---|---|---|
| Apr 28 02:10:47 | all the king's men | ♥ 1 | Really appreciate the storytelling here. Goes to show you don't need the fanciest graphics to have a compelling game. My one critique is that it seemed like level 3 was disproportionately hard compared to the surrounding levels, but otherwise a nice little experience. | |
| Apr 28 05:01:39 | 2h 50m | Chuck Yeager's Jet Janitor | ♥ 1 | The effects really help sell this game. Makes things really satisfying. Also like how you explicitly put the theme in the intro so nobody can miss it lol. |
| Apr 28 05:12:06 | 10m 27s | Bug Well | ♥ 2 | Nice little game, really like the atmosphere and the kid's facial expressions. Pretty minimal gameplay, but it's deceptively simple and the inclusion of highscores is a nice touch. I did get some strange artifacts on the WebGL version in Chrome (Windows 10 PC), Idk if you can do much about it. tmp.png |
| Apr 28 05:43:06 | 31m 00s | Asterisk | ♥ 5 | Great art style, simple but effective. The voice acting was an excellent touch and the gameplay was solid even if the scope wasn't crazy (but hey, it's a jam game, gotta keep the scope in check). Also great job at coordinating such a large team. We did that a while back for LD 38 and I know it's not easy. |
| Apr 29 03:02:41 | 21h 19m | Deep-fry Deeper | ♥ 2 | Nice little minigame. Shame you didn't get time to put some fun music in, but oh well, gotta do what ya gotta do for the jam. The graphics are really charming and the gameplay is simple and quick, but fun to retry to get the perfect score. I could easily see this in a Cooking-Mama-type game. |
| Apr 29 03:18:57 | 16m 16s | Antrum | ♥ 1 | First off, let me just say that the mood was very good with the atmospheric droning music and the thick fog. The color palette worked well for what you were going for. Even though the graphics were pretty simplistic, they were pretty effective. The creatures were nice and creepy and made appropriately squishy sounds. π One suggestion I may offer though: the creatures having a similar green glow to the health pickups was a little confusing as I'd often see one out of the corner of my eye and not know if it was good or bad immediately. It would probably be better to make them a different color to distinguish them. Overall, a pretty solid game though. |
| May 1 21:34:29 | 66h 15m | Deepenguin McPool - Wants a deeper pool | ♥ 2 | Charming art style and audio. The feedback loop of collecting the fish to go deeper was perfect for an auto-clicker, though I will say that I felt the balance was a little off (makes sense, since it's a jam game). Progress really seemed to slow to a crawl once I got further than 300 or so as the cost of the fish multiplier grew much faster than I could get fish. Perhaps increasing the rate at which swim speed increases would be a good way to compensate? Regardless, it was still fun to play, so good job on that. |
| May 1 21:58:11 | 23m 42s | Boombox | ♥ 5 | Nice and simple, but effective. Controls were intuitive and worked well for the gameplay. The sounds/animations were really solid, especially for when you miss-click and it bonks against the box. The fuse volume getting louder the lower it was was also a nice touch. Pretty impressive you actually managed to get multiple difficulties with meaningful changes to them (instead of say, just shortening the timer). Graphics were somewhat minimal but consistent in style and fit the humorous mood of the game. If I had one suggestion to make, it would be to add an "invert" option for WASD since my brain apparently wanted to rotate things the opposite direction a lot. π But overall, a pretty solid entry. |
| May 1 22:13:34 | 15m 23s | Die in the Mine | ♥ 1 | Unfortunately I was pretty confused as to how to play (despite reading the tutorial on this page and in-game) but luckily I realized that once you rolled 3 times, you had to click the actions in the bottom right, THEN click the tile you wanted to do the action on. I also totally didn't realize the slider on the bottom was for rotating the camera until I saw the gif on this page lol. Perhaps add a little camera icon next to/above it? Aside from that, I really like the idea here and the graphics definitely have a nice consistent style to them. The audio is pretty simple but fitting and the gameplay itself is pretty fun. Overall, not bad, just a tad confusing, imo. π |
| May 4 05:58:32 | 55h 44m | A Frogs Tale | ♥ 0 | Really dig the aesthetic you've got here, the graphics are simple in style but visually consistent and add an appropriate level of detail without cluttering the level. I like the combination of the platforming and turn based mechanics even if you didn't quite get to fully explore them. Sad that there's no audio and not much content, but what's there is a cool concept. I'll echo what a few others mentioned about the wall jump: idk if it's framerate-dependent or something, but I found it dang near impossible to get the height to get on the key platform. I would also suggest adding a grace period timer for pressing the jump button while on the wall where it doesn't apply your horizontal input so you don't immediately re-wall-slide right after the jump. Nothing crazy, just 0.1s or something so you have time to roll your fingers to the other direction key. Overall an interesting concept though, even if not explored fully. |
| May 13 00:08:30 | 210h 09m | Dungeon Faller | ♥ 0 | Dig the music and the idea of expanding upon the plinko concept. The upgrades were a nice touch though the text overlapped (on my 1920x1080 monitor). I'd recommend having the obstacles spawn on a staggered (hexagon) grid instead of completely random to ensure there's enough space to avoid getting stuck (since that happened to me several times, I appreciate the button to free yourself though). |
| May 15 02:43:44 | 50h 35m | The Bonekest Dungeon | ♥ 2 | Took me a while to get what to do, but after a little bit of wandering it started to make sense. The coins giving you extra ~~bonks~~ lives was a nice touch as it both helped you recover from your mistakes and gave you a "shiny" thing to keep you wandering around looking for more. It was a bit strange they were visible from outside the rooms, but it worked. The graphics were aesthetically pleasing (though the music didn't really fit the mood, imo) but all things considered it worked well enough. Idk why but I really like the triangular transition fade lol. One thing I think would have really been beneficial is some visual representation of the rooms that you and the boss are in aside from just the numbers. Not necessarily a full minimap or anyhting, but even just an arrow pointing in the direction would be super handy. I got myself turned around a few times forgetting which axis was which number. Overall, a pretty solid entry! |
| May 15 03:13:23 | 29m 39s | Bunker BjΓΆrn | ♥ 1 | Dig the aesthetics here, but man that depth of field is too intense lol. Made it pretty hard to see stuff at the top and bottom of the screen. Perhaps pulling the camera back a bit would also help with this. Also really like the world-space radial health bars. The ambient audio fit nicely and the gun sfx were nice and punchy. Would be cool if there was more variety (maybe changing the music as you go deeper?) but I totally get it since it's a jam game. Not sure if it's a bug or a feature, but it seemed like sometimes I killed an enemy and it would give me a line towards the exit. I kinda like it, so if it's not intentional, I'd say keep it. π If it is intentional: cool! I appreciate having the difficulty ramp up as you go deeper, but would have been cooler if there was some additional motivation for continuing to play other than just "going deeper" (like upgrades and/or collectibles). Overall, a really nice submission though! |
| May 15 03:19:08 | 5m 45s | Cave Rider | ♥ 0 | Really nice color palette choice. Also the parallax was a nice touch. Not a crazy ambitious submission or anything, but the gameplay was super straightforward to learn. If I could make one suggestion, it would be to give the player a bit more time to react to the enemies as they moved way too fast for me when they came from the front (though the top ones weren't so bad). |
| May 15 03:45:27 | 26m 19s | Sized Bite | ♥ 0 | Whew that messed with my mind lol. Not the most aesthetically pleasing game out there, but dang, that was a lot of content for a jam game. Really good reuse of assets there. The SFX were a bit wonky and repetitive, but it kinda worked for the type of game it was. Not sure how many collectibles there were. I got 97 and I know there were at least one or two more I gave up on simply due to time. Nice job! |
| May 15 19:33:37 | 15h 48m | Deep Words | ♥ 2 | Interesting concept, it was pretty relaxing. The words I got at the end didn't really make a correct sentence but it was still a funny result. The footstep sounds were a little strange imo, but it wasn't too distracting. I like the ambience with the lighting though. More rooms/objects to explore would also be nice. |
| May 15 20:11:22 | 37m 45s | Aquanomicon | ♥ 1 | Yeah, definitely a bit on the hard side lol. There's so much reading, it would be nice if there was a way to pause to read things, though I guess that kinda defeats the purpose of the game. Really nice aesthetics though. |
| May 15 20:42:39 | 31m 17s | Deep Sleep | ♥ 3 | Really like the atmosphere you have here. The graphics were relatively simple, but effective and were supported by the audio well. Good job tackling a difficult subject matter in a jam game! |
| May 15 21:25:15 | 42m 36s | Grapple Tongue | ♥ 0 | Ok let me start by saying that music slaps. Reminds me of the OG Monkey Ball games. The mechanics are deceptively simple and the levels keep things fresh despite the simplicity. Definitely one of the more fun games I've tried this jam. Kinda reminds me of Celeste? Totally didn't realize I could eat the (birds? bats?) for a while though lol. Difficulty really jumped up around the lightning section. Might be good to ease the player into that a bit more. This isn't specifically an issue with your game, but I noticed that my particular keyboard has an issue where I can't register up+left+space at the same time, so I decided to try my switch pro controller (which worked)! I know, I should get a more expensive keyboard with n-key rollover, but something to take into account. On the note of using a controller, it would have been nice to have d-pad support, but hey, glad it worked at all. |
| May 15 21:46:54 | 21m 39s | Monkey Quest | ♥ 0 | Simple, but very polished! Really like the inclusion of the shops between floors, could easily see it being fleshed out more for a full game. The aesthetic was very nice and the music/sfx fit well. Well done! |
| May 15 21:53:52 | 6m 58s | Below the Tide | ♥ 0 | Dig the aesthetics. As a shader guy myself, congrats on getting your compute shader meshing done for the jam and still having some time for gameplay π The ambient music worked really well with the look of the game. My only critique is that the reversed controls really threw me off. Would be nice if there was an option to invert them. |
| May 15 22:02:58 | 9m 06s | Forbidden | ♥ 0 | Very unorthodox look you've got there. Curious how you pulled off the environment shader. Took a little while to get what to do, but eventually figured it out. Audio was minimal but worked pretty well. Nice work. |
| May 16 01:33:02 | 3h 30m | The Clownfish Home | ♥ 0 | Bit of a simple game, but good supporting a cause! The audio worked well with the gameplay and the graphics were a consistent art style with a nice variety of trash to avoid. |
| May 16 20:55:18 | 19h 22m | Deep Focus | ♥ 1 | Nice working song lol. Got all the way to 9x focus before all the stuff started coming faster than I could buy things. Overall, a fun little game. |
| May 16 21:21:56 | 26m 38s | Depths of Darvaza | ♥ 0 | Nice polish you've got with the voice acting! Found a way off the map and softlocked myself on level 3 (oops). Gameplay was solid though I felt the movement was a little on the slide-y side (perhaps that's just my taste). Graphics were minimal but pretty aesthetic and the music fit nicely. Well done! |
| May 16 21:32:26 | 10m 30s | GRAPPLE the Abyss! | ♥ 1 | Fun game! Coincidentally, very similar to this one https://ldjam.com/events/ludum-dare/48/grapple-tongue The grapple movement felt good and the quick reset was nice. Music fit well and the graphics were minimal but conveyed the information needed. Overall, a pretty solid little game! |
| May 16 23:50:59 | 2h 18m | FALL GUY | ♥ 0 | [2:45 and 125 jumps] Despite being a pretty simple game, the gameplay is pretty enjoyable. The sounds are very (slappy?) pleasing to hear, though some music would go a long way. The gradual introduction of the environment mechanics is nice. Well done! |
| May 18 02:09:00 | 26h 18m | Abyssal Lab | ♥ 1 | The most disappointing thing about this game is the fact that there's no actual "end" to it. Solid aesthetics, actually engaging gameplay loop, audio was a bit minimal, but it _worked_, and the uh... "creatures" were sufficiently terrifying. Ending aside, the two biggest issues I have with it are 1) using the arrow keys + mouse (no WASD?) and 2) what to do is a bit unclear. Would have really helped if the buildings had tooltips that explained what they did, but I figured it out well enough eventually. Really impressive it's a compo game and not a jam game, so I can't knock it too much. |
| May 18 02:25:21 | 16m 21s | Descending | ♥ 2 | Definitely getting some Castlevania/Blasphemous vibes. Nice aesthetics and fitting music. The SFX were kinda cheesy but it worked well enough. The impact of the attacks felt great, I just wish there was a little more depth instead of just spamming X on every enemy (at least the boss fight made you jump around a bit). Overall, pretty solid entry. Well done. |
| May 18 02:35:00 | 9m 39s | Time to Sleep | ♥ 1 | Nice little game! Super minimal, but I really like all the attention to the animations. |
| May 18 02:42:26 | 7m 26s | Nautilus: Gestation | ♥ 0 | Interesting experience. The (dialogue?) was quite poetic. Very moody. |