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Feedback comments for LD48
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| Timestamp | Since previous | Game | iuunno's comment | |
|---|---|---|---|---|
| Apr 26 07:07:21 | Abyss | ♥ 1 | I couldn't tell what to do till I read the instructions. After i did it made more sense. It would be nice to have a visual indicator between each side of a tether or hook. tense feeling game, I didn't get too far down | |
| Apr 26 07:22:55 | 15m 34s | NecroWorld | ♥ 0 | I liked the graphics and vibe especially. Gameplay was fun, it made me want to find ways to skip by breaking down at interesting angles. It seemed like one of those might have been the intended route to the boss. I was sad when I couldn't smoosh enemies with my immense weight, and when the boss room couldn't be broken. Nice Game! |
| Apr 26 07:40:05 | 17m 10s | Hellevator | ♥ 2 | I love this, the spell drawing is SO SICK. Extremely fun to play with one hand on a wacom tablet and one hand on the keyboard frantically mashing spacebar. Its quite hard, you really have to split your focus between tracking the exclamation mark and paying attention to your drawing. Nice game!! |
| Apr 27 21:12:34 | 37h 32m | NO SIGNAL | ♥ 0 | I love the mood and pacing. Visually very impressive, the flickering of the light and parallax effects really add to the sense of depth and presence. Interesting finding new pieces as you go further down, I felt like I was uncovering the ruins of a long lost ancient city. The music is very fitting as well. |
| Apr 27 21:30:53 | 18m 19s | Great Depth, Great Dairy | ♥ 1 | Very fun, I think toward the end of Hollywood it starts getting hard to tell what objects are foreground and which are background. I think I also noticed that the back of your hand can sometimes clip into an object when you turn, causing your run to end, it confused me the first few times it happened because I wasn't sure what had killed me. |
| Apr 27 21:41:40 | 10m 47s | Deep Space | ♥ 0 | Soundtrack really fit the mood of the levels, I mostly was able to guess which things were good to avoid or collect when I first saw them, and if I guessed wrong it wasn't usually too punishing. The one thing I would say felt bad to me was that moving also used up my health/resource bar, it incentivized me to stay still most of the time, only moving to dodge if I had to. Not necessarily a bad thing if you are going for a more measured/intentional feel of movement. |
| Apr 27 22:08:12 | 26m 32s | Jupiter Drop | ♥ 1 | I dont seem to be able to collect more h2 than the energy I use to collect it, leading to dropping less and less each time. Regardless, I like the graphics and theme, and the dropping was fun. |
| Apr 27 22:16:55 | 8m 43s | F.R.I.E.N.D. | ♥ 2 | Love the visuals! Amazing style, very nice lighting. When I noticed the water surface texture from below for the first time I thought how beautiful. The pacing is a bit slow for my personal taste. I wasnt sure how to use the storage upgrade or pick up/hold more than one item at a time. I realize you can return items to your friend on the dock but it could help to make that a little more clear. |
| Apr 27 23:11:29 | 54m 34s | WHITE RABBIT | ♥ 0 | I liked the art style overall. I had a rough time with the character movement. I think its also a bit hard to deal with the platforms which are background/not collideable, they are possible to distinguish because of their less bright color, but the other platforms which can be stood on also fade to that same color when they are a bit further away because of the lighting effect, it makes it a bit frustrating to select which platform to jump to. I started out having fun falling as fast as I could before realizing I took fall damage, and slowing my pace down. It could help to have an indicator to show when you've fallen too far or are going to fast and will take fall damage. |
| Apr 27 23:19:06 | 7m 37s | KATABASIS | ♥ 2 | I really liked the background art, and music. Nice bullet patterns as well. It was really sad when I had to kill my mom, the soundtrack for that fight fit the somber melancholic tone perfectly. |
| Apr 27 23:41:50 | 22m 44s | LD48: Down the Rabbit Hole | ♥ 2 | Ah wow I love this game. I couldn't quite figure it out the first time but after I read the instructions and everything made sense. It gets so tense tying to mine, protect your ship, return back in time to go to the next level. The upgrade system was really fun. I liked the variety in levels which made some builds more or less effective. I love the theming! I got really attached to my Armadillo. GET AWAY FROM MY ARMADILLO YOU DAMN DIRTY BUGS!! |
| Apr 28 00:26:47 | 44m 57s | Journey to the Center of the Mind | ♥ 1 | I love the visuals, really nice mixing of 2d and 3d. I Really like the platforms, its nice to intersperse the falling with resting or waiting on a platform to let your speed/danger gauge deplete. I made a very similar game (check it out if you want), we were on the same infinite falling wavelength. Its quite hard, sometimes I lose track of my character when it goes off screen. |
| Apr 28 00:43:11 | 16m 24s | Enemy Territory | ♥ 1 | Quite a tense somber mood. I felt especially ruthless when I killed the wounded German without finding out if he was a deserter, and when I assassinated the un-named officer without so much as a 2nd thought. I liked going through the 2nd time with other items, and seeing ways to use them. |
| Apr 28 00:51:26 | 8m 15s | Run Around In A Room - The Game | ♥ 0 | Quite nice for a tech demo. The movement feels really nice, fast and responsive. Pretty lighting effects, the blur effect looks nice and helps accentuate the sense of speed. |
| Apr 28 00:56:11 | 4m 45s | Down The Well | ♥ 0 | i relly do b fallin tho |
| Apr 28 01:30:44 | 34m 33s | CRASH Pit | ♥ 1 | Love it. Controls are really nice, feels novel for a game like this. Everything has such nice feedback and feels really responsive, the really clean animations, feedback from sound effects, screenshake, altogether create a really satisfying feeling of just moving around. The upgrades were really fun too, it makes it feel completely not frustrating to die and start over at the top again, and its fun adapting to different movement patterns for different weapon setups. The fast shooting left click hold gun was my favorite, the sound fx of it shooting are really satisfying. I got to the end with max damage, tracking and shooting speed, then fully upgraded everything and it became much harder with the extra base speed. I also really liked the little tips when I died "you can die from your own explosions if it wasn't obvious". I wouldn't have noticed otherwise. one small issue I ran into on the web build was a bit of lag entering the shop after I died, sometimes I would end up hitting R repeatedly, and sometimes that would skip the shop before I could buy something. Congrats! Great job! |
| Apr 28 01:58:37 | 27m 53s | Darkest Depths | ♥ 2 | Html version didn't work for me but I downloaded the windows build and it worked fine. Nice gameplay, satisfying sound effects and movement feels pretty good. seems like some parts like what I imagine might be an inventory/item pickup system are not done yet. I still had fun and played for quite awhile. I found a way to cheese the bigger enemy by circling around its back and standing directly behind it slashing. |
| Apr 28 02:16:09 | 17m 32s | Into Conflict | ♥ 1 | Ah such a test of patience. It seems like its pretty much game over if your reputation gets ruined. I thought that funding rebels on neutral ground wouldn't deduct from my reputation but it seems like sporadically it did, making it hard to predict if I could advance my land grabs or if I had to wait some more for my rep to increase. Quite enjoyed the gameplay, I think with afew small balance tweeks it will be really fun. Tense gameplay! |
| Apr 28 02:48:58 | 32m 49s | Dreamcatcher | ♥ 1 | Really interesting, lots of OOH moments. When I first rotated the world and saw gems on a different wall, when I first picked up the things in the dream and felt ENERGY rush into my sleeping body. I gave up after getting disoriented somewhere after the first night and getting turned around going deeper instead of returning to camp. I may return to it later. |
| Apr 28 03:04:44 | 15m 46s | Low Pipe | ♥ 1 | Attacks were responsive and satisfying. Also the GIBS. |
| Apr 28 03:16:05 | 11m 21s | Gone Dark | ♥ 2 | Cool! I really like the graphics, the control scheme was weird but I adjusted to it. Nice overall vibe, godot 3d nice! (I did my first jam with godot this time too). It was cool to find the no spoiler [thing] at the end. |
| Apr 28 19:06:19 | 15h 50m | Debts and Pandamonium | ♥ 3 | I really liked the theme and world the game builds up. It was interesting walking around talking to npcs and killing cops by throwing knives at them. I couldnt find any of the mission people I was supposed to find. |
| Apr 28 19:18:26 | 12m 07s | Mermaid Deep | ♥ 1 | I didn't like the movement at first but then I picked up a few trash and got much faster dash recharge and it felt much better. I also noticed the sound blip effect when the bar recharges which was helpful in timing my jumps without having to visually track the bar. I really liked the wall cling mechanic. I ran into a few bugs, I got stuck in the floor underneath the drill by the right wall in the 2nd level and couldn't get out. I liked the character building, very funny "Kay". |
| Apr 28 19:34:20 | 15m 54s | Dungeon Painter | ♥ 1 | So fun! The paint shooting mechanic feels really satisfying. Its frustrating to die to spikes you cant see but its not too punishing to die since the levels are short. Good job making a lot of levels. The final boss fight was really fun! I beat it by jumping on top of the ball that smashes and shooting it from there. |
| Apr 28 20:18:44 | 44m 24s | Dig Deep Get Gold | ♥ 1 | As others have said the slowdown from missing a input feels pretty rough if you have a good chain going. The other thing I noticed happening was when I was entering flow and going fast, I would end up forgetting to input if i was continuing to move down the same branch. My brain processed moving down the same branch as not having to do anything. Maybe you could indicate the need to input every segment with some sort of visual reminder? Or let the player continue down the path the path they are on without inputting, or not slow if you dont input and are continuing down the same path. Or maybe its not really a problem, I bet muscle memory would take over if one played for long enough. |
| Apr 29 04:01:41 | 7h 42m | Dome Romantik | ♥ 2 | Really solid core loop, everything feels pretty polished, movement feels good, upgrades feel meaningful. I died once because some of my load got stuck down in my mine as I rushed back to the ship and I couldn't use the terminal while still holding it. I guess I should have dropped it with space but in the tense moment I didn't think of it ^_^. The cycle of mining and returning for upgrades overall is really tight, creates a tense feeling but also gives plenty of information about when the next enemies are coming so that the player can feel prepared. Nice game! |