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Feedback comments for LD48
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| Timestamp | Since previous | Game | itsBoats's comment | |
|---|---|---|---|---|
| Apr 26 22:33:10 | Octopus Diver | ♥ 1 | Nice! Love the pufferfish sounds <3 Artwork is simple but effective. I like how it gets darker when you get towards the bottom too really nice touch and the distant background really adds scale to the environment. The chest is the only thing in the art that feels out of place I think because of the 3d perspective on it. One idea for movement (in addition to what others have said) is increase the distance and reduce the turn radius while you are moving. It would make movements a little riskier and indirectly make the pufferfish more dangerous | |
| Apr 27 00:48:08 | 2h 14m | Codename::GreyHat | ♥ 1 | Really cool game! the terminal was really clean to use (other than the scrolling issue) and I got used to navigating with the limited commands pretty quickly. The writing was great and the detective work felt natural. I got stuck trying to figure out one of the passwords, but I look forward to giving it another shot after the scrolling is fixed My one other issue that I think no one else mentioned was that I thought some of the files were actually folders because there was no file extension |
| Apr 27 01:38:40 | 50m 32s | DEEP METAL | ♥ 0 | If anyone is having problems with movement, unplug your controller if you have one Really cool game you have here! The sounds, graphics, and gameplay complement each other to create a strong, dark atmosphere. The color aberration and light/shadows are nice touches Some suggestions if you plan on developing this further: The shotgun feels so strong it would be cool if it knocked you back and you could use that to navigate through levels along with the wall jumping. + A short death animation before the game over screen I try to give some criticisms too, but you guys really nailed it! The only thing that stood out to me was the text at the game over screen is touching the top of the screen (could have to do with my widescreen monitor) and in one room I was able to stand on a wall but these are both minor |
| Apr 27 02:18:59 | 40m 19s | SpinPlan | ♥ 1 | Pretty fun! The art is simple but I like all the little things you did with the Eggo character with animations, dancing, blinking, and damage states. The humor was great and the bonk sounds xD The controls were a little awkward (I would have preferred A/D or arrow keys to rotate left and right) but Eggo was really sensitive to the planets moving, using mouse does give you more control Fun idea would be a planet with multiple Eggos haha |
| Apr 27 02:58:16 | 39m 17s | Ella | ♥ 1 | Relaxing game love the colors, character, and blocks especially I like the vague story that you're this character in space on a pillar of rocks. It makes me want to know more about Ella. I hope you plan to expand on this! The only issue I had was the text on the left being too small (also: how the luck works?) |
| Apr 27 03:35:59 | 37m 43s | Asterisk | ♥ 5 | This is an amazing entry! There's so much polish in almost every aspect. The voice acting really sells the mood (the enthusiasm and corporate level of emotional detachment give me Cave Johnson vibes from Portal 2). I liked the idea for the scanner that it also makes the bombs explode. Using it is a double edged sword and you're forced to run sometimes. I agree with one of the other users though that the main mechanic is a little lacking, but I really hope your team plans on developing this further |
| Apr 27 04:54:49 | 1h 18m | Into The Depths | ♥ 1 | Good start! I have a lot of suggestions and I hope it doesn't seem too harsh -Being able to to look around felt nice, but also not really necessary when you are on a track that only moves forward. -Ducking limits your vision way too much. The player shouldn't ever be blind in these type of reaction games. I think an option is maybe if the character leans forward and peers over the front of the cart (You can do this fairly easy in unity by creating two empty gameobjects for the normal and leaning position and use Vector3.Lerp() to move the player between them). Another option is if the perspective was 3rd person -The player shouldn't be allowed to move off the tracks to the left or right (unless you planned on adding more tracks as you progress maybe) -Sometimes hazards spawn too close to you at the start I think the rest of my suggestions has to do with polishing the game up, but I mostly wanted to focus on design choices. I hope you continue your journey with game dev (it gets a lot easier)! |
| Apr 27 05:54:42 | 59m 53s | Bunny Bunny Dig Dig | ♥ 1 | This is cute AF. It's straight up nuts how much you were able to accomplish in such a short amount of time. Very well done! I liked the idea of monster blocks that bring up fights. I wasn't expecting that! |
| Apr 27 21:18:29 | 15h 23m | Cut Deeper | ♥ 1 | Fun game for the simplicity, I really like the interpretation of the theme! The way you did the health bar showing the different layers is clever and matches the gameplay mechanic and visuals very well. Music and sound effects are great! I would have liked to see some variation with the power timer thing like varying speeds, maybe different size green bars just to add more gameplay length. I think having the tissue textures on the health bar would have been a really cool idea too. Good stuff! |
| Apr 27 23:36:59 | 2h 18m | Deem | ♥ 2 | Really nice atmosphere and colors, the style is so cool! I was still unable to read signs though. Gonna try the windows version when I get home and maybe I'll have better luck. Looking forward to seeing more of the project! I like that you have a little options menu too, not many entries have that. I think the problem with the toolbar that people are having is that they were trying to click on the toolbar directly instead of using the number keys (like me xD). I think having little numbers below or inside the box would help with that a lot without having to code mouse input **Edit:** Here's my creations! (I had to crop together 3 images) Deem-06.png |
| Apr 28 00:58:36 | 1h 21m | Gecko Dive | ♥ 3 | Awesome game and gets challenging! The gecko is really fun to control and there's a pretty good amount of content in here too. I think this is the most balanced entry I've seen in terms of quality of gameplay, audio, art, and overall polish. Well done to your team! |
| Apr 28 02:35:23 | 1h 36m | H.M.S. Rustbucket | ♥ 4 | Fun game, cool steampunk vibes and refreshing to see a co-op game! I loved the Tea Time idea too! In addition to the Y key being a little awkward, the only other problem I had was on the main menu, the buttons were basically off the screen (probably because I have a wide monitor 21:9). The text wasn't visible, but I could still click the top of the buttons and play! |
| Apr 28 21:07:01 | 18h 31m | Abysmal | ♥ 3 | -Really cool game! I love the sacred geometry style artwork and watching my little guys moving around. I think I spent more time with this entry than any others so far! -I couldn't figure out what some of the stuff did (mostly sensitivity, strength, endurance, and the large button). It also seemed like like my dudes weren't interacting with the AI ones (Im guessing there was combat that didn't make it in and thats what some of the stats were for?). -I had a couple units get stuck (I had some with 200 speed and they all got stuck instantly), and sometimes they would go in circles especially at the edge of a map, but I only started noticing frame rate dropping after I had something like 80+ units (web version), but it was still very playable so good job with the optimizing! There's so much potential with this I hope you guys build on it more. It was seriously fun! ant.png |
| Apr 28 23:09:59 | 2h 02m | Plunge | ♥ 1 | Fun game! You did really good with animations and effects. You can feel the strength of your character even without sounds as he breaks through blocks and gains speed. Love the color palette too! I do get mild motion sickness when I gain speed and I THINK a big part of it is all the dots in the background. You might be able to sell the same effect of speed by reducing the number of dots and/or make them vertical lines instead. I'm not entirely sure if it is the dots causing it or not, but it might be something to try |
| Apr 29 00:01:50 | 51m 51s | Underblood | ♥ 0 | Cool game I love the style and the music is really fitting! Really unique game mechanic for its simplicity. Gameplay is quick and satisfying so when you see the game over screen, you gotta give it another go (or 5). One idea I have is an audio feedback for when the blood stops flowing if your mouse is too far away, and another for when it starts again or the speed of flow is based on the distance to your cursor so it doesn't stop so abruptly |
| Apr 29 02:34:03 | 2h 32m | Potato Pandemonium | ♥ 2 | **BOLD** choice for controls but you get used to it pretty fast and the game is really fun! The humor is great and you killed it with the music. The main problem I had was sticking on the ceiling while jumping and even the walls sometimes. With that fixed and a little more polish I'd *hella* play more of this |
| Apr 29 23:00:16 | 20h 26m | Dive Deep | ♥ 1 | The controls are feel really satisfying and responsive, I liked the jellyfish parts parts especially and the gradual shift to complete black gets a little terrifying (some appropriate music would have done wonders for the atmosphere). At one point I never saw the shark but he passed in front of the light of an angler fish so you could see his silhouette which adds to the terror factor 😱 Solid compo entry! |
| May 1 05:43:42 | 30h 43m | Corla | ♥ 2 | This was AWESOME. It's one of those games you just want to keep getting further and further. I don't know why I thought the monsters falling down the holes was so funny, but it got me every time haha! It takes a little bit to figure out all the movement stuff (including the enemy movements) but the indicators help immensely. This is a very fresh take on the theme and I loved the mechanics, I'm not entire sure what the idea was behind use cards, but it was cool that each card suit had its own style (diamond = crystal, clover = grass, spade = rock, heart = dices) Suggestions if you plan on working on this more (and I suggest you do its amazing): -be able to view inventory (items you have picked up) -Mouse over upgrades so you know what you are picking up -More of all of this **PLS** I ended up playing more after I ended stream so I could see how far I could get and I had a killer run >:) it ended up bugging out I think because I had all the upgrades I couldnt drop down or move anymore xD Well done all around though! Corla.png |
| May 1 09:49:18 | 4h 05m | Frog | ♥ 2 | So much good stuff here! The art, color palette and music worked together so well it felt like a classic already! The levels were simple and straightforward and did well to show off the main mechanics. There were a couple buggy interactions (I think just with the bubble), but the character himself was really responsive to controls. OMG the animations though!!!! You packed so much expression into the lil guy with just a handful of frames on a character with only a handful of pixels with only a handful of colors haha You already mentioned to me about post jam plans and other mechanics you have planned so I'll just drop a couple of my mechanic ideas: -Some kind of object that passively creates bubbles in later levels so you could have more bubbles in a scene xD The bubbles would move in the general direction that the object was pointing but would float upwards too. If the player (or maybe even a different) object is on the bubble, it starts to move downwards -bubble could block projectiles (but pops) so one level could be creating a bunch of bubbles in front of you as you move toward an enemy. Another level could be navigating upwards and using your bubble as a shield as you pass by! (Was going to attach some images, but they took up a lot of space. Will get them to you later!) |
| May 2 18:15:50 | 32h 26m | Fathomless | ♥ 2 | Really cool game! The scaling mechanic along with all the shortcuts/alternate paths was done so well, the graphics had charming simplicity. The scribbling background sound is a little repetitive, but honestly it's straight up ASMR that I don't even mind it. The character input felt tight and responsive and other than the corner sliding, I knew exactly where my guy was going and that's SO important for a platformer. I also like that the character has an idle animation! This part is for post jam suggestions, I didn't remove points for any of the stuff below because this was pretty SOLID! I think a lot of the difficulty comes from the character collider being inconsistent with the sprite. Even if you increased the player sprite size to match the collider size so it was the exact same game, it would feel at least a little easier, but definitely more fair! Gonna post a picture for the rest of my comments just to make it easier on me (You might need to open the image in a new tab to be able to read the text) Fathomless2.png |
| May 3 23:18:09 | 29h 02m | Hellevator | ♥ 1 | Such a cool game! The drawing mechanic was a really awesome idea and the game gets hectic REAL fast. The sounds are simple but so effective here, combined with the subtle screen shake it adds a lot of feedback to the player (and with it messing up your drawing sometimes, it becomes part of the mechanics too!). The music ehhhhhonestly 10/10 haha. I thought at first it was going to just keep looping the intro/tutorial music, but then it ramps up and immediately tells the player "you better be ready, because you aren't in kansas anymore guy" then towards the end it gets WAY dramatic and I loved it! This kind of stressful games trying to manage a lot of things at once under a time pressure usually isn't my kind of game, but I REALLY want to finish it (I tried like 10 more times today and got so close a few times). There was one run where they kept popping up at the bottom right consecutively, and a couple times where I thought I was safe but he still got me, but for the most part it feels fair/balanced, just really hard! xD If you catch me streaming again, stop by and I'll keep giving it a shot! Really solid entry especially for compo! |
| May 4 00:55:02 | 1h 36m | Rabbit Rappel | ♥ 2 | I think this is the one I look forward to the most for post jam release! It's so fun navigating around with the rappeling ropes and the gun and the style is beautiful! I think I gave a lot of feedback on stream, so Im going to focus on things I think I didn't mention or things I noticed going back into it today: Sound: I was probably too distracted playing it the first time, but I didn't even realized there was no sound! There's so many opportunities for sound design to give satisfying feedback to the player, but the main one I'm thinking of is when you attach to the next hook (since it means the player successfully made it farther, the sound would quickly give that pavlovian response where the player looks forward to it and feels more rewarded each time). Checkpoints: I'm glad you had checkpoints, but I wish there was a visual indicator! Gun: The gun is awesome and feels powerful to use. The screen flash effect is very subtle and I didn't notice it at first, but really adds to it. Along with the tutorial area, a charging up sound for the gun will go a long way in telling the player that you can click and hold. Another idea for gun to communicate to player that you charge it up is make it sound you have to click and hold it for a fraction of a second to be able to even fire it once with a power up and power down sound (think miniguns in various games, but quick charge up and only single shots). It would make it seem more powerful, but also less responsive so just a thought! You can count on me buying on steam when it's released, I'm interested in seeing what you guys do with this! |
| May 4 02:35:01 | 1h 39m | Ocelot Safari | ♥ 2 | (first impressions don't count sometimes, **play a few more times if you are struggling or watch the tutorial, ITS WORTH IT because this is FUN**) Second impressions: the mechanics are really clever. It was frustrating at first that I got stuck a couple times and I wanted to suggest being able to switch your tool and player position, but after the moment when the ocelot actually saved me, I don't even mind. It was my own fault I got stuck, and the ocelots being both friend and foe is dope AF. After dying a few times, figuring things out, and being PATIENT, I was able to get the gem! Very satisfying game, and you need to put a lot more thought into your actions than it seems on the surface Suggestions: -I wish campfire area was a little larger so I can keep working on stuff at night -There's a lot of unique stuff in the mechanics that it isn't entirely intuitive. My only other suggestion is a couple smaller levels (maybe one for each tool) before the main part where you can explore the tools and interactions freely without having to worry about the ocelots or night cycle. First Impression: gam is hard, wat i doing? halp. ono i got stuck D: Closing thoughts: I don't really know if you plan on building on this, but I would definitely play more! The game was awesome, unique, and charming (ocelots were especially charming, Im glad you had to shoo them away instead of killing them!) Edit: Here is the clip of ocelot saving me (Thanks for clipping Pancelor, I didn't even realized) https://www.youtube.com/watch?v=xEo8ZnI3d-I |
| May 4 10:51:39 | 8h 16m | loading... | ♥ 1 | I just spent like an hour writing a comprehensive review and I accidentally clicked something and went to a different page and lost everything I wrote D: so here's the quick version until I can rewrite everything properly again. :P amazing all around, immersive experience. definitely not for everyone, requires a lot of patience controls: you are all wrong, controls are perfect. Especially in the second part, the thrusters need to be subtle so the player can be precise. What's missing is visual feedback for controls visual feedback (I talked about this in my stream so he knows what I mean haha) -hud dude thrusters -ballerina silhouette illusion hud guy rotation -sun is blinding, but honestly why are you looking at the sun anyway, guy? that's how you lose your retinas -pause menu control UI: 3 of them need to have the arrows flipped I've said in a couple other entries that there's no reason to blind the player because it's usually unfair, but this is one of the exceptions. There's so much info available to the player, that they are never really blind. I think this is one of the few games that could ever pull this off so well -proud Champion of Solus |
| May 4 23:20:07 | 12h 28m | Deep Drive | ♥ 2 | The physics definitely need more work, but I had a lot of fun playing! I appreciate all the details you added to your game like particle effects, animated UI, car options (great job with the car models), and nitrous. I wish there was a timer too! Here's my attempt to speedrun it haha https://www.youtube.com/watch?v=9k5Ji2QjgbM ps: sorry about my stream problems the first day, I ended up spending a lot of time playing last night to make up for it :P Hope to see you around, I look forward to seeing your progress! |
| May 5 07:30:45 | 8h 10m | How Deep is Your Love | ♥ 6 | Fun game, short and sweet and does well to tell it's story in such a short amount of time. Being able to see the mermaid at the end of the screen is a really nice touch! I love the art style especially in the start menu and the end scene! Sorry about losing your code, you guys did great and I would have loved to see what more you had in store for us! Like others have said, I wish I could rate on graphics, humor and audio! If opting out was a mistake, you might be able to get this fixed by contacting Mike Kasprzak here: https://twitter.com/mikekasprzak |
| May 5 08:01:59 | 31m 14s | Graverobber | ♥ 0 | Really cool style the particles was great and the game was fun I kept trying again and again! The only problem I had was trying to kill those lil skeletons they would go inside you and make it hard to hit them, but it was really really satisfying when you could get a long combo going >:) I wish you could use the graves to also chain combos too! |
| May 6 01:33:13 | 17h 31m | Adelie - Rolling in the Deep | ♥ 1 | This was such a fun game I'm glad I gave it a second go! I was having problems with the movement at first I thought I was getting stuck on stuff but I didnt realized shooting knocks you back until like halfway through my second run haha I was impressed with the amount of variety with the fishes, every time I thought I seen it all, you introduce a new guy! You really picked good pacing in that regard! The last guy (I don't want to give any spoilers for other people) was challenging and really well thought out. Even after getting upgrade after upgrade, you still manage to challenge the player. Each upgrade seemed like only a minor boost, but when you give an upgrade pretty much every level, the effects become very tangible without feeling overpowered. Very well done with balance! Graphics and sound were spot on. I'm glad you had audio feedback for pretty much everything like finishing the level, killing an enemy, getting health/upgrade and even jumping out of the water at the top and dipping back in haha. I love that you played as a lil penguin guy (top tier lil dudes)! My only suggestion regarding graphics is maybe make the boxes for the map have a white border instead of the brown color. Sometimes it would be hard to see the map and you only show the map when there are no enemies, so I think it would be fine if it stood out more Really great game, I can tell you put a lot of thought into all the design choices because everything works so well together: good balance, sound, pacing, graphics, enemies, and upgrades! Adelie.png |
| May 6 02:28:52 | 55m 39s | ROOTS | ♥ 2 | This was such a interesting one! At first I thought it was just going to be a relaxing game and not really skill based since the upgrades allow you to go farther each time but you really need to pick your paths and it gets going quick after a couple speed upgrades! The added trial mode after you finish is a nice addition that adds more replay value and skill based gameplay by trying to beat your time (or others) The art and music/sounds set a calming mood and the gameplay was engaging. Everything was really clear what the player needed to do without instruction and the upgrades seemed well balanced. There was a lot of care put into small details like returning back to the surface + the rising sound effect, the plant and flowers growing, and the different environments. Very well done! |
| May 6 02:48:42 | 19m 50s | HELL deep is your love? | ♥ 5 | Pretty easy game, I got through each level on my first try! haha jokes aside, it was really fun playing this! I know you said in my stream that you tightened things up/made things a little easier, but it was a solid challenge and I didnt feel like I was really screwed over by anything (except maybe the large hitbox on the damaging projectiles :P) I'm glad you also had controller support, I always prefer playing with controller, but there was that one part I was stuck on with the oil guy and the moment I switched to my keyboard I barely had any problems with that part (could just be a problem with my controller idk!) If I had to suggest one thing, it would be letting your lil dude wiggle out of petrification with the shoulder buttons because it felt a little awkward on the D-pad Music/Sound: straight up dope AF it was so good Great work all around! It was really difficult, but that's what makes it so satisfying to get to the end >:) |
| May 6 03:52:16 | 1h 03m | 6 Feet Under | ♥ 3 | Really well done all around! I love the minor touches like the birds and all the different character animations (she really is a charming character for being undead)! The game played great, the audio was great, the art was great, and the level design was great! Great team :P All the mechanics introduced helped keep things fun and interesting and the level design made clever use of them. I also appreciate the different color options (add purple theme pls :D) Time well spent on a awesome game 6FeetUnder3.png |
| May 6 05:02:31 | 1h 10m | Blackout | ♥ 6 | I loved the short story you have there and kinda the double take on the theme where you go deeper into the house but also deeper into the story with plot twists! The character was so cute (probably my favorite from the jam because she look kinda like my gf haha <3)! This was a really good entry and i only have two suggestions if you guys plan on working on this more but other people have said same or similar stuff: -button to speed text when I accidentally click him again -just a change to cursor so I know if I can click on something or not (doesn't need to be highlighted or text sayingwhat it is imo) graphics, story, mood, audio: omgosh so good thanks for sharing it to me! I ended up watching the last part on someone elses stream because I missed a bit of the end haha |
| May 6 05:34:10 | 31m 39s | Soulsmith | ♥ 1 | The time slow upgrade is really satisfying to use in short bursts and killing multiple enemies at once with your sword :P I spent a while with this one and killed that big dude at the end it was really fun! Here are some suggestions if you plan on working this more: -Room scale: I think the rooms are too large and open -Room variation: it seemed like it was just a few rooms that was looping but with more enemies spawning each time. I was really surprised by the big guy because of this! -The particle affect on the sword limits the players view sometimes too much Great job overall the music made it really easy to just chill and enjoy murdering a bunch of angry red guys! |
| May 6 06:01:40 | 27m 30s | Far Fetched | ♥ 4 | Awwww so much charming game <3 all of the art style, predictable enemies, and simple puzzle elements make it really accessible, even to people that don't play games much! (although the boss was pretty challenging compare to the rest) The music and sounds is really great and fit into the atmosphere really well and makes you feel like youre going on a grand adventure Good job adding a main menu, sound options, and pause too, it feels like a pretty complete game! Awesome game from a great team! |
| May 6 06:17:52 | 16m 12s | Pâquerette Down the Bunburrow | ♥ 2 | Really clever stuff in this game it reminded me of trying to catch the bun in mario 64 the sneaky guys I just went through it a second time because I was only able to find 1 babby bunny, but I just had an idea about how to get so I gonna give it a 3rd try later haha >:) |
| May 8 05:25:22 | 47h 07m | PANEMUAN | ♥ 1 | Well done using simple graphics to evoke strong emotions! The voice was excellent and added to the feeling along with the characters expressions and the memories after the chase part. Big hugs to you too, and thanks for stopping by my stream, I'm glad you shared this with me! |
| May 8 06:18:37 | 53m 15s | Surface Level | ♥ 3 | Well I don't need to tell you how long I spent on your game, you saw first hand! haha Seriously this game is addicting, well done! Sounds were great, music was great, gameplay was great! I really don't play these types of games, but with each run I was showing noticeable improvement. I can see where a couple people are coming from about the visual language, but after playing a couple times I think it all becomes clear pretty quickly Here were a couple suggestions I dropped in stream that you liked: -some slanted rails! nice! -fake phone call duration is based on speed (or distance) so its not so punishing while moving slowly Thanks for sharing this with me on my stream, you *know* I had fun with this one xD SurfaceLevel2.png |
| May 8 06:52:55 | 34m 18s | The Shrinking | ♥ 2 | I had a lot of fun with this one, the shrinking mechanic was used cleverly to make challenging and interesting puzzles, the graphics and music set a really good tone and the intro text make me really interested and curious about the story! I hope to see more of it! On stream, one of my suggestions was to increase the double jump height, but I think for the tone you are setting I think it would actually be more appropriate to remove the double jumping. The character is really responsive and easy to control, but almost feels like a character in an arcade game. It feels good to control him, just a little out of place! It's cool that you added the orbs and timer for challenge runs, it's a great way to add more replayability (I could not find a couple of those hekkin orbs xD) Great game, looking forward to more! |
| May 8 07:23:48 | 30m 53s | 20.000 LIGHT YEARS deep in THE SKY | ♥ 4 | Very cool game I want to eat that donut planet 😋 >:) Graphics were so good in this, definitely a highlight for me! The tutorial page had me worried that it was going to be complicated and it was going to be hard to remember what the different resources are, but once you get going its very clear with a simple and elegant UI. The game reminded me of a way more relaxing *Gods Will Be Watching* where you are trying to balance different resources, but you are actually given visuals for them xD Music, sound, voice acting were all amazing and work great together (along with visuals) to create a fun, adventurous setting, and I liked reading all the text in the different articles. Seriously, everything you guys did here makes for a very unique universe that makes me want to explore more mysterious and delicious planets Very charming game! |
| May 9 05:42:14 | 22h 18m | DRYVER | ♥ 2 | Really cool game I was zoomin AF! I wish there were more opportunities to get *hella* air >:) The fuel meter was a little hard to see with the camera angle sometimes, but I like that it's shown in the world and not on a UI. Had a lot of fun playing! |
| May 11 02:07:19 | 44h 25m | Bubbly | ♥ 3 | I really loved this one I came back to it trying to get on the leaderboards but the highest I could get is 222 XD Gameplay is great, theres a lot of really solid ideas that come together nicely with the ball mechanic, the different enemies, level gen, and even the crystals! The sounds and music was great and everything just fit well together Here are some ideas if you plan on working on a post jam version! -**Telegraph the spider spawning** in for longer (these guys ruined so many of good runs and there was nothing I could do about it when they spawn directly beneath me). Maybe telegraph ghost spawning too, but they were less of an issue I think -I couldnt **throw ball below if Im standing on the block**. I didn't realized this until way later. It seemed like I couldnt throw the ball at random times and this is probably what was happening. Even if it doesnt seem like there's any reason for the player to throw the ball straight down while on a block, I don't think you should take that freedom away from the player. (Same with throwing in tiles to the side of you) -The **particles when you kill the enemies** felt a little out of place -The **brown blocks** on some of the chunks didn't **contrast** well against the background so they were easy to miss -**Start the player with the ball** so you dont need to pick it up at the start every time (or put it on the right side since there is always a path on the right side) This is just a bunch of minor things, you guys made a really fun game and I hope you continue working on it! |
| May 11 02:17:13 | 9m 54s | birb | ♥ 1 | Really fun game that has a lot of charm! You communicated a lot of information to the player while still keeping the UI simple. The sounds was cute and relaxing and fit well with the visuals. It was hard to find critiques when your friend Seebass had me play because a lot of things were done so good! I think the main thing was some of the UI not matching with the pixel art and more info could be displayed in regard to upgrades Really cool game and ideas though. It's one of those short and sweet games that manages to be more memorable than some games you even spend hours on! well done! |
| May 11 02:41:31 | 24m 18s | Deeper... | ♥ 1 | Really fun game, it was a cool idea using slow motion for attacking the targets and I especially like the combo system you have for rewarding precise gameplay and scoring more points. (The increasing pitch sound for hitting consecutive targets make it increasingly satisfying :P) Here are the suggestions I gave on stream (that I remember): -Different color/shade for the parts where you are slow motion (I die a couple times while Im holding left or right and then I go back to normal speed and hit the wall xD) -Boxes were a cool idea, but I think they should also reward points based on your combo multiplier (also the points you get from distance maybe) -slow down the music during the slow motion too might be cool, I think I would have to see it in effect to decide haha -The moving spiky guys felt a little unfair sometimes. Giving them a few different presets could help with this, or if you could slow/speed up your guy with w and s Good job with this, it's simple but addicting! deeper-4.png |
| May 11 04:07:00 | 1h 25m | Heart of the Planet. | ♥ 1 | Really fun, challenging game! I liked the boss (the design and the fight itself) especially! The sound and music was great and the gun felt really nice to shoot, especially with the subtle screen shake. Here some suggestion if you plan on working on it more! -coyote time jump -remove player sliding -more sound effects especially for enemy actions -variable jump height (maybe? it didn't seem necessary for how you set up the platforms, but I think it's still nice for platformers in general) -Timer + number of deaths shown at the end for ez replayability -the explosion of the lizard guys is awesome, but it looks dangerous. (reminds me of the wandering vagrant aoe attack in Risk of Rain 2 shown below) deeper-4-2.png Very straightforward and solid gameplay! |
| May 12 06:39:59 | 26h 32m | Ludum Dare News Network | ♥ 1 | I was really nervous playing this one on stream having to read and all xD and then at the end it plays my voice back to me omgosh I never even hear a recording of myself it felt like a direct attack on me haha I really had fun though! it's such a unique take on the theme, it really stands out with the mechanic, but is also supported well with the sounds, humor, and even the graphics adds to it. The black circle for the mouth is hilarious and I wouldn't have it any other way >:) Well done secretjuice! PS: You definitely have the voice to replace Chad "Hotshot" McGuffin :P |
| May 12 06:57:11 | 17m 12s | Falling down from above | ♥ 2 | Really cool game, you nailed it with the music and visuals (the title text is seriously awesome). Gameplay is simple and immediately clear what you need to do, but pretty addicting. I'm also glad you keep the high score on the menu! |
| May 14 08:38:55 | 49h 41m | Don't Pull It Out | ♥ 1 | There's a lot here I think you did really well! The story intro at the start and making it easy to skip if you wanted is great and I respect that scene transition hella 😎 When I first started I thought it was just a nova type attack that's reskinned, but there's a few things you did well to sell it as a unique mechanic: The sprite animation of him stabbing, the slowdown after you use it and the limping, the damage it deals to yourself, The sounds (stabbing sound and the guy getting hurt), and spewing more blood when you are lower health The last one is subtle, but I think it's a great design choice that adds more to your risk/reward system and fits well with the mechanic. It also helps out new players and could create more tension in fights where you are fighting strong enemies for a long time with low health (if there were some stronger guys) Here some suggestions if you are gonna keep working on it: -more enemy variety! The floating dudes that shoot lasers are awesome! -goblins should telegraph their attacks! The floating dudes telegraph really well! -More Challenge (a little easier for jams is usually better though xD)! I think this ties in with the other two things -Communicate what the powerups do. I don't mind having to discover what they do, but their effect should be clear after using it. The red one is clear because its visually represented, the green one just changes your health bar in a single frame and it's easy to miss when your focus is on the enemies, and the yellow one I didn't even notice the particles from it the first few times -Keep the player hurt sounds without words. Even though you have multiple sounds for getting hurt, the one with words really stands out among the grunts. I think words could work well when the player uses a powerup or dies though! You are on the right track to a really cool game with a bit more polish, keep it up! |
| May 15 07:47:36 | 23h 08m | Legend of the Goblin Hoard | ♥ 1 | Cool game I really like the low poly models and you did really well communicating attacks from enemies (both visually and audibly) and I think that's something a lot of games struggled with. I appreciate the enemy variation too and the level design! I think the combat was the one part that could use more work to make it more engaging. Here some suggestions if you plan on working on this more: -Shield take up too much screen (i know a few others mentioned) -More character progression besides health upgrade. maybe a couple different abilities to unlock that allows the player mix up gameplay on their own terms (being able to dash multiple times and store charges would be cool) -more varied enemy AI. the enemies all feel unique and require different strategies, but it seems like they all use the same AI, but with different values for attack range, attack speed maybe, and when to move closer to the player. The way they stop completely makes the fights feel a little static I liked the flat shaded low polys and the only problem I had there was parts where two planes are shaded the same color and there's no way to tell there's stairs, or a ramp without viewing at a different angle. Ambient occlusion or some subtle textures could help a lot there legendofgoblinhorde2.png I think I got bugged out when I killed the last enemy and fell in the lava. It looked like it killed me (had the particle affect when you die) for a split second, but then I got the 5 health upgrade from finishing the level and then I was stuck in the lava with 5 health XD legendofgoblinhorde.png This is a really good start I hope you keep working on it! The foundation is really solid and you accomplished a LOT for the jam. |
| May 15 08:23:02 | 35m 26s | Loach Dive | ♥ 1 | Very fun game, the loach was really fun to control and the clownfish was hilarious xD The boss was really challenging at first and I almost gave up. I don't mind restarting a lot, but the long time to respawn made it feel a little more punishing than it needed to be. A button to restart immediately or just a faster respawn time would have helped make it less frustrating. That's honestly my only complaint though, this was a really fun one! I liked that the jellyfish were introduced as an obstacle to avoid, and then you immediately need to use them in the boss fight. Good work all around! |
| May 15 18:18:28 | 9h 55m | Where's my dynoMITE? [LD48] | ♥ 2 | This game is honestly really good! The graphics could use some work, but it actually fits well with the audio and humor. I wish the pile of dynomites at the end had more use, I was ready to blow stuff up >:) Great work, I would definitely play more of this with more levels + challenges! |
| May 15 18:51:57 | 33m 29s | D. R. I. L. L. | ♥ 1 | Really cool ideas in this! The movements synced with beats feels very satisfying <3 my only issue is that it seems the dominant strategy is just go straight down and try to get the better ores. I think there needs to be something that entices the player to move to the sides earlier on like a time extension upgrade for that part of the song, or a boost that moves you multiple blocks (but still to the beat of the music) Overall really good start to a awesome game! |
| May 15 19:41:59 | 50m 02s | 2021: A Space Odyssey | ♥ 0 | The blackholes was SO COOL. Gameplay was solid although some of it is RNG based I also liked the different resources you need to manage, but I wish they were closer together, not in the 4 corners. Great job on your game! |
| May 15 23:44:08 | 4h 02m | Infinite Descent | ♥ 1 | Really awesome game! I know there's a lot that goes into making such a polished platformer alone, but there's a lot that's communicated well to the player with other aspects too! Example: I didn't realized you could jump on enemies, but the long floating flat guys were made to look like a platform to encourage jumping on them. There's a lot of subtle things in here that subtly teaches the player even without text in some cases! There were some really minor platforming things that felt a little weird, but others have covered that in their comments. Love the style, animation, tutorialization, and gameplay overall! It's really cool that you also added additional level challenges after you beat it! |
| May 16 00:22:54 | 38m 46s | Stairway to Silence | ♥ 1 | For having a character that moves really slowly with limited space to move around, this is a surprisingly balanced and hectic game that rewards skillful play! I also love the art style especially for the enemies <3 Well done! |
| May 16 00:52:11 | 29m 17s | Walls | ♥ 1 | Loved the puzzles theres a lot of unique stuff going on with this one! The bubbles were my favourite <3 |
| May 16 08:04:18 | 7h 12m | Dangerous Depths | ♥ 1 | Nice jam entry and first game too! A lot of people have already given the feedback I would point out, so I'll just say I appreciate the visual indicators of the powerups and sound effects! I've seen a couple games that reward powerups, but don't communicate their effect well (especially if they are subtle) And I like that you keep the high score visible too so the player knows what they are trying to beat Great start, keep it up! |
| May 16 18:59:49 | 10h 55m | GRAPPLE the Abyss! | ♥ 1 | This was hella awesome! I had a lot of fun with this one even though I got stuck for a while a couple times haha I really liked the boss fight especially (I ended up finding a cheese strat where you shoot her while she's attached to a wall I think and you can stun lock her to death >:)) This one is minor, but I was fangirling over it last night in my stream: I liked how you communicated that you couldn't grapple the lava by putting it straight ahead of the player where they would obviously try xD Well done! this has a lot potential in case you plan on working on it more <3 |
| May 16 19:15:42 | 15m 53s | Subsanity | ♥ 1 | Very chill, relaxing game! Art is great and goes great with the music and sound effects (I love that water effect too!) The save icon communicates well what it is and the blinking encourages the player to go towards it, but I think there should be a visual effect that it did indeed save the players progress either a particle effect or even a color change. Some bubbles would be so cute at the end of the submarine too *o* +points for jellies I love jellies <3! The sub is really fun to control, there's been a handful of sub submissions but I really like how yours feels to move, and the minor angle change when you move up or down helps a lot with the feeling Good job all around! |
| May 16 19:32:09 | 16m 27s | Deep Learning Simulator 2021 | ♥ 1 | I spent a long time in my stream with this one haha. It's very relaxing and fun to play. I really liked that all the info is communicated inside of the player. For a game that's focused on getting a high score though, the purple dots feel out of place that they give you a bonus between runs so it rewards people that spend more time with it rather than skillful play. Great game overall though, I had tons of fun! |
| May 16 19:42:40 | 10m 31s | OVERDRILLED | ♥ 2 | @everedx I was about to play your game on stream and you left haha! I still played it for a while and had a lot of fun even though a little stressful for my taste xD I get overwhelmed with a lot of things happening at once, but I understand that's the point! The farthest I could get was I think 54 meters i big noob :P The art and sound was fantastic and everything was communicated very clearly to the player and the lil dude himself was very easy to control too. All of this is really important in games like this and you guys nailed it! |
| May 16 20:04:42 | 22m 02s | We have to dig deeper | ♥ 1 | I played a little more today and realized my problem when I was streaming last night was that I was spam clicking a lot and for some reason that stops you from attacking. I was able to do a lot better today but there's a lot that needs to be communicated to the player: -The attack range should be shown with a circle at least even if there's no sprite animation -I think the core is too similar color the enemies (unless there's narrative reasons for this) -The player hitbox seems inconsistent. When you move to the top of the platform, it looks like it collides with the players feet, but the enemies can kill you by touching the top of your sprite -The sound in the shop only plays on the right side it seems? The graphics and sound is great and sets an awesome atmosphere and I can tell you have a lot of cool things planned with the locked symbols for the shop menu, controls, and the core in the middle of the platform. Get in touch with me after you make more progress and I would be more than happy to give more feedback if you are interested! |
| May 16 20:16:43 | 12m 01s | deepfeater | ♥ 1 | I had a lot of fun with this one, I'm glad I didn't have any of the same issues as other people xD I had no idea what I was going into because there were no screenshots, you start the game and you're just a dude walking down the street, then the music hits you so hard it was so funny to me and the cop exploding when you beat him omg |
| May 16 20:23:00 | 6m 17s | Deeper Into The Mind | ♥ 2 | Already gave all my feedback in stream so I'll just say awesome game, really good start! If you want further feedback after you work on it some more, get in touch with me! |
| May 16 20:39:01 | 16m 01s | Deeper Every D8 | ♥ 1 | Thanks for bringing to my stream! I had fun with this but I wanted to end up with silver hair and she friendzone me! Why does everyone i meet reject me D': haha jk This was some cool ideas in here I like how you had to go to different areas to kinda explore and the sound effects with the hearts and text. Some dynamic music based on how many hearts you have with your date would have been awesome! |
| May 16 21:01:28 | 22m 27s | Research and Rescue | ♥ 1 | This was awesome! First off, I loved that menu screen and the in game UI, minimal and CLEAN. The controls at the top left could have been hidden after the first level, but it never got in the way. The sound effects were great and communicated things clearly. The art style overall is one of my favorites, the lil researcher dudes especially. SO CUTE There were a couple parts where you can get to places where you shouldn't be able to go like if you don't go in the elevator all the way, you can jump out of the map and enemies can push you onto walls halp im in jail! Research_Rescue3.png I agree with other commenters about additional upgrades + challenge, but this was a REALLY solid jam entry |
| May 16 21:17:00 | 15m 32s | Dig Deeper | ♥ 1 | Just read some of the other comments and I didn't even THINK to try dual wielding the swords D: I gotta give it another spin later xD I think everyone gave solid feedback so I'll just say I really like how you made the cubes show the fuel inside them and act as a light source itself. It's simple but serves a lot of purposes like being able to find them easily even if you don't have a direct line of sight to them, gives a usually dull looking enemy more character (love the way the orbs bounce around in them), makes it so its harder for them to sneak up on you, having 3 fuel in the large ones makes it clear that they are worth more and being large conveys that they are going to be stronger, and overall just says hey you need to kill these things to collect their bits xD Very well thought out, and solid compo entry! |
| May 16 21:27:07 | 10m 07s | Cthulhu's Deep Dream | ♥ 1 | Awwww yeah I love cracking those lil dudes helmets open >:) Really fun, straightforward game, the art was great especially the characters SO CUTE <3 Only thing I would have liked to seen is a couple powerups or abilities as you progress. Good job in this entry! |
| May 16 21:38:01 | 10m 54s | Delitor | ♥ 1 | Really cool ideas here! The main mechanic is an awesome idea and I like that you flash the blocks before they delete and stop the character for a fraction of a second. It helps so you can plan your next move easier! I think you have an awesome game here with a bit more polish I made it to the top too! I don't know if there's some kind of meaning behind it, but I like the secret xD |
| May 16 22:55:51 | 1h 17m | MION FOREVER | ♥ 2 | I like the core gameplay here it's a pretty cool idea! The sound effects and art worked well together with the overall gameplay. Here some suggestions if you plan on working on this more! -Ball shouldn't reset after hitting a wall, rebound shots are satisfying and the time mechanic it uses currently can already feel unforgiving at times -The red ball blinking in the first level just feels unfair with how quick it also moves. I think introduce a slower (slower than the blue one even) enemy that blinks, and the player can use his attack to keep track of it with the light it provides. I haven't gotten to the third level yet, but the blinking doesn't provide a gameplay change in the sand level where everything is brighter so I would keep this enemy just for the first level. -Reduce the speed of the red ball. Even when you have clear sight of it, a lot of times you just don't have time to react, especially when its coming from above or below, where the camera doesn't show as far. Another option is to just zoom the camera out more -Reduce size of health icons in the top left. They cover a lot of the screen in a game where you want to be able to react quickly -The dash counter doesn't line up consistently when you maximize -When the character is moving, it seems there's only 1 feather on her hat, but the health icon shows 2, when she gets hit and also in the title menu there's 2 xD -Clicking the play button is weird in fullscreen mode (might be because I have a ultrawide monitor but idk) I hope this didn't come off as nitpicking, @polkoii gave me pretty thorough feedback and I wanted to return the favor! The game is really fun, just feels a little unfair right now. I hope you guys keep working on it because it's already solid in it's current state, mostly just needs some balancing! |
| May 16 23:09:03 | 13m 12s | Descent into tyranny | ♥ 1 | Man I LOVED this one, you got some pretty cool puzzles going on with the levels, I like the addition of the sandbox levels at the end (you better believe I kept closing them in slowly with barricades and killed all of them with a single cannon xD) This mechanic isn't explained as far as I could tell, but it seems the people kinda have an aggression level based on if they see you murder other dudes (and maybe some other things). It seemed like this was separate from the tyranny level, but let me know if I'm wrong xD It's subtle, but it really adds to the challenge of the puzzles and how you think about solving them The game could definitely use more polish, but honestly I would play 100 more levels of this as it is. It's seriously awesome and I hope you plan on expanding it! |
| May 16 23:43:14 | 34m 11s | Don't Splat The Bat! | ♥ 0 | Good stuff in this entry! The echo location looks awesome (even though I didn't get deep enough for it to be useful xD) I like the different poses you have for the 3 speeds, but there didn't seem to be any reason to not slow down. Someone suggested a stamina bar, but another idea could be to keep the screen moving down at a constant speed and you need to stay within that area so speeding up and slowing down feels more tactical. I think varying the cave width so it opens back up in parts would be another cool idea! Good work on this game! |
| May 16 23:50:19 | 7m 05s | Power Station Beta | ♥ 0 | I got some stuff spoiled for me by watching it in other streams, but I still had a lot of fun playing! Beware Angry Blue >:)! 🔷 |
| May 17 08:05:24 | 8h 15m | WhiteSnow | ♥ 2 | Awesome I really enjoyed it but it got overwhelming real fast! I love the piggy back rides with dwarves xD |
| May 17 08:10:31 | 5m 07s | Disco Delve | ♥ 1 | Hella groovy! I had a lot of fun playing <3. Those dancey robots were my favorite xD |
| May 17 08:18:41 | 8m 10s | METADATA | ♥ 1 | You submitted to my stream but left before I played it! I had a lot of fun with this! I think you did well tutorializing a lot of parts without telling the player directly like the dash attack to get through, the blue jump pad, and when you enter the heart boss fight, you start with the dash attack to damage him. Overall a really solid entry with interesting and funny ideas! |
| May 17 08:26:28 | 7m 47s | Badger Break-In | ♥ 1 | You submitted to my stream for me to play but left before I got to it but I still had a lot of fun with it! The characters were really charming and I loved the menu art especially! I defeated the boss and something fell, but then my character was stuck in a running animation D,: is there an ending that I’m missing out on? Great work on your entry! |
| May 17 08:39:47 | 13m 19s | Bathyscaphe | ♥ 0 | I wish you stuck around in the stream, I had a ton of fun with this! You had a lot of really good design decisions that really made this stand out for me and I love the bubble particle effects from your sub and the treasures I ran into an issue towards the end where I couldn’t upgrade my pressure glass past level 3 (I had the gold for it) and when I died I lost my upgrades except the glass, which stayed at level 3 Really fun game though, well done! |
| May 17 08:49:49 | 10m 02s | Swab the Deck! | ♥ 3 | I had a lot of fun playing this, I didn’t really have a lot of feedback in stream other than to hide the cards at the end of a battle and maybe display text in the center of the screen, and maybe hovering over the ship stats in the shop could also say what their effect is! Awesome stuff I loved it! |
| May 17 09:00:52 | 11m 03s | Dig World | ♥ 1 | Man I love this I really hope you work on it more, your world is full of charm! It remind me of my late nights playing GMOD with a bunch of randoms building awesome things xD This types of games is really cool because they don’t just offer you gameplay, they offer an experience! |
| May 17 09:56:06 | 55m 14s | Recursive Repairman | ♥ 1 | so f***in cool guy are u kidding me? seriously well done. You better believe I got back to it and earned my $10 gift card >:) here's a couple really minor things i noticed (i mentioned a couple in the stream) -cant push boxes forward (I thought it had to do with those gray walls with particles when I played the first time, but I now that I think about it I dont think thats the case) -player should be able to rotate in place like the commenter above said -if you press z immediately after a move, you don't grab the box. I think it would feel more responsive if you could keep holding z and move any number of tiles and grab a box in front of you automatically. This game really awesome though, we need more levels xD link me when you release it I will buy guaranteed |
| May 17 18:26:17 | 8h 30m | Infiltr8 | ♥ 1 | Really awesome, the addition of the z key was such a good idea! I liked the sounds and music and how you change the pitch slightly as you go deeper (becomes especially apparent in level 8). Would love to see this built on with some new challenges! |
| May 17 18:36:55 | 10m 38s | Fetal Fury | ♥ 1 | I played a bunch of this trying to improve my run but I just kept going for 3x attack upgrades I gotta try the 2 speed + 1 attack strat! This was so well rounded and polished I had so much fun! Looking forward to seeing when you work on it more <3 FetusFury.png |
| May 17 19:26:36 | 49m 41s | Masseuse you Loose | ♥ 3 | This is such a great game its hilarious! One thing that really stood out to me was the visual language in the cutscene and transitions. There's a consistent ominous yet humorous style in the way Dr. Masseuse is presented that I really enjoy. I especially like the these creepy eyes peering into you that gives you a little unease xD I'm not sure how intentional the second one was, but I feel like the framing isn't a coincidence Masseuse (2).png |
| May 17 19:54:55 | 28m 19s | Deep Sleep | ♥ 3 | This was a really amazing experience. The visuals were straight up stunning, controls and puzzles were intuitive (The only one I had a problem with was the first one where it says you go to sleep with the teddy bear and you have to knock down the shelf I think?), and I like the message you are conveying through the gameplay! The art style gives me SUPERHOT + Mirror's edge vibes with the colors + Limbo with the fog and volumetric lighting. I'm seriously in love with it haha Well done all around! |
| May 17 20:04:14 | 9m 19s | Aye! Aye! Captain! | ♥ 0 | I played in my stream last night! I really like all the characters put into the game <3 The colliders and some of the art is wonky (like pixelated rocks), but its a really charming game! I thought the captain betray me at the end when I go in the pit xD |
| May 17 20:14:17 | 10m 03s | Axel the Axolotl Saves the Day | ♥ 1 | I played this in my stream last night and I was laughing like an absolute maniac as I was crushing those lil green guys. Straight up one of the most satisfying enemies to kill xD I like the plot twists that you think you reach the end of the game then gives you completely different gameplay with the puzzles that were surprisingly well thought out! |
| May 17 20:28:19 | 14m 02s | Freg, Fregg, and Freggy: The Last Band | ♥ 1 | Mel dead I played in my stream last night but my videos don't save! I had a lot of fun with this there's so much charm in the music, art, gameplay, and story <3 |
| May 17 21:37:45 | 1h 09m | Mineshaft | ♥ 1 | Really cool ideas and unique take on the theme! I like that it's 2 player but I wish I could have played with someone xD Really glad you added the AI too here some of my suggestions if you plan on working on it more: -make cards in shop larger (just making each one larger when you hover over them could be effective) -Show the text of the cards in your hand (I think this might have been a choice for the 2 player mode). I think you could also just move the card upwards when you hover over it if you dont want to clutter the screen -Don't swap the cards around when playing against AI (I know for sure this was done for the 2 player mode xD) -I like the simple art style and colors, but the Player 1 and Mr AI text color is way too saturated/vibrant (I read some of the comments about the zooming ideas, but I think just making them larger when you hover is one of the more practical solutions) This would be an awesome game make a print and play PDF of to put on itch so people can play against each other IRL! If you change the Sabotage card wording a little bit, I think it could easily support more than 2 players and be a party game xD |
| May 18 05:01:00 | 7h 23m | The Colony | ♥ 1 | my game had a few bugs in it like 600+ haha lmao |
| May 20 08:15:49 | 51h 14m | Fishing Trouble | ♥ 1 | SO FUN FishingTrouble.png |