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Feedback comments for LD48
Jason Wilson's games and stats for all events →
| Timestamp | Since previous | Game | Jason Wilson's comment | |
|---|---|---|---|---|
| Apr 26 19:40:57 | Dwarven Surveyor | ♥ 1 | I had a lot of fun with this game and could see myself coming back to it to play again. Graphics and audio were great. The cracks on the rocks do lend a big help in directing you where to go, but I didn't quite understand how close a rock had to be to a gem to sparkle. | |
| Apr 26 19:56:10 | 15m 13s | Dig World | ♥ 1 | The art and audio are cute and the fact that it's multiplayer is impressive, but I don't understand what my objective is. What am I trying to achieve? |
| Apr 26 21:13:09 | 1h 16m | Through Dimensions | ♥ 1 | Liked the retro art and sound track (pretty necessary with this being an NES game). Puzzles were decently designed. I had one instance where knights got out of sync and I couldn't pass without dying and restarting. Other than that, well done. Great work for 48h. |
| Apr 26 21:24:07 | 10m 58s | Into The Depths | ♥ 1 | First of all I love your title. :) Second this is a great polished little game. Liked the terrain destruction and the upgrades. It took me a while to realize I could aim the missile. Well done! |
| Apr 27 01:19:45 | 3h 55m | Titan Spear | ♥ 1 | Cool concept. The UI didn't play nice with my monitor so the meters for Spirit and Fury at the bottom ended up off screen. Great work. |
| Apr 27 01:26:43 | 6m 58s | Top Down | ♥ 4 | First off, great first attempt at making a game. I hope you enjoyed the experience. I didn't quite understand what was happening and what I was supposed to do to advance. I think you might have an interesting concept, but if you decide to turn this into a full fledged game consider adding a bit of a tutorial and highlight when the player is doing a positive action. Great job! Keep working at it. |
| Apr 27 01:39:06 | 12m 23s | Conversational Pitfalls | ♥ 2 | I think there is potential in this concept to be a really interesting game, perhaps with a slightly less stereotypical gender dynamic. It comes off as a bit patronizing. That is to say I liked the concept, but the tone wasn't my cup of tea. Other than that I think it was well executed. Great work on putting this together in 48h! |
| Apr 27 01:46:05 | 6m 59s | Deep Sea Discoveries | ♥ 1 | Pixel art was excellent. Great simple game. I found myself wanting to spend all that cash I'd been earning by catching the fish. Perhaps the next step would be to upgrade or buy new subs. Great work! |
| Apr 27 02:01:30 | 15m 25s | I JUST WANNA GO HOME | ♥ 1 | Pixel art was great and well animated. A couple of times I got stuck in a conversation loop where I would try to end the conversation by pressing E and it would just start the conversation again. I also got stuck in the bedroom with the doors closed and had no idea what happened and couldn't figure out how to advance. Definitely has some potential to be a fun adventure game if you worked out the bugs. Great job. |
| Apr 27 13:53:26 | 11h 51m | Not The Urchins! | ♥ 3 | Great simple but fun game. I loved the pixel art and the lighting effects. If this were adapted to the phone, I could see myself playing this on the go. I reached a point where I had zero visibility and was just moving blind with no way to recover. I feel like it would be a better experience if there was still some way to come back, even if extremely difficult or risky. Maybe if the glow orbs were still visible, even in the dark so you could make a desperate attempt to grab one before you die. |
| Apr 27 14:34:05 | 40m 39s | Dungeon Painter | ♥ 1 | This was a great game. The introduction of new mechanics was well paced. The pixel art was great and the paint spatter mechanic was well done. The spikes could probably stand out more once they are painted. Maybe a slighyl different shade of purple, or some kind of shimmer effect, just to help differentiate hazards from safe surfaces. I found the end boss quite difficult until I discovered I could hit him off screen in relative safety. The volume on the death sfx was a little high in comparison to the other sfx, but other than that audio was great. I could totally see this being a full fledged game with 100s of levels. Great job! |
| Apr 27 14:46:04 | 11m 59s | Embark | ♥ 1 | Very zen idle game. Music is a great match to the play experience. Minor nitpick, but the upgrades have a "Coins" cost, but you're actually spending and collecting "Dust". I was confused for a bit as to how I collect coins, until I just tapped an upgrade and saw that it was consuming dust. It crashed for me when clearing the last brick of a level. I was trying to use an arcana at the time, so I'm not sure if that might be related. Great work! |
| Apr 27 14:57:21 | 11m 17s | Elevator Ninja | ♥ 1 | Fun little game. The intro cinematic was a nice touch, added context and a bit of humour to the experience. A score counter would be a great addition. Are all the gems in the second level obtainable? It seems like some are placed just to tempt you to die. Overall, great work! |
| Apr 27 15:05:52 | 8m 31s | Deeper Trance | ♥ 1 | I could never get those hidden 3D images to work as a kid, and I couldn't get the image to show for this game. :( While playing in cheat mode, I didn't get a sense of depth as to where my paddle was in relation to the hole so I had no idea when I would collide. I often felt like I didn't have enough time to rotate into place. This seems like a cool idea. I wish I could play it as it was intended. |
| Apr 27 15:31:20 | 25m 28s | Abyssus in Anima | ♥ 2 | I really liked the art and the take on the Undertale like combat system. I found the movement speed was a little slow and the combat encounters were quite difficult. It would be better to ease the player in a bit more with some easy encounters before ramping up the difficulty. The game would also benefit from a run away feature so you can escape an encounter you're having trouble with. I was having a really hard time defeating the heart and had to restart the game to try going a different path. Fighting the brain was much easier, so it would've been nice if I could try different alternatives without restarting the game. Great work! Given more time and polish, I think this could be an interesting game. |
| Apr 27 17:29:19 | 1h 57m | Fish for Meaning | ♥ 2 | The models and animation were great and the music wasn't that terrible. :) I found myself getting hit by the same shark multiple times, so maybe a longer invincibility period would make that a little less frequent. I liked the double interpretation of the "deeper" with the submarine going deeper while reading deep questions. Overall, great game. Great work for 48 hours! |
| Apr 27 17:55:10 | 25m 51s | Deep Team | ♥ 1 | This was a really great looking game and the sfx you chose were a good match. The options on each level seemed very limited, which made it hard for me to strategize to keep my workers happy and safe. Since there were limited choices, I don't know what I would do differently if I were to play it again to do better. I didn't understand the advantages of promoting someone to manager. Does it make them more effective at their job? Are there tradeoffs? There was no economic pressure. The cost for advanced units was very low in comparison to the amount of money I was making. |
| Apr 27 18:17:02 | 21m 52s | Treasure Dive | ♥ 1 | I really liked this game. The pixel art is fantastic. Some of the later jumping puzzles were quite challenging to pull off, but stretched over a longer game they'd probably be appropriate. This is really well done. Great job! |
| Apr 27 18:26:52 | 9m 50s | Snake on a Sphere | ♥ 2 | Really cool interpretation of the classic snake. I had to keep playing until I beat it. The starting levels can feel a bit slow as the fruit is really spaced out and the snake moves relatively slow, however, the challenge really ramps up once you get to the bottom layers. Great job! |
| Apr 27 18:58:58 | 32m 06s | Shoot them down ! | ♥ 2 | Well done putting this together in 48h. I was a bit confused when the level counter read -1, I thought I was heading the wrong way especially after reading the description. I then turned around and saw that the level was now --1. :) Even though I knew better, I kept expecting the ship to remain facing and shooting right when I moved left so I could dodge incoming enemies and projectiles while still firing forward. This is pretty standard for the genre, so I think that's where that instinct was coming from. There was also a slow moving blue cube that looked like a "powerup" to me. It didn't get hit by my bullets, but when I went to pick it up it destroyed me. I'm assuming it some kind of projectile from an enemy ship. |
| Apr 27 19:14:41 | 15m 43s | Dungeon Diver | ♥ 0 | The pixel art was great and the sfx were quite good. I found the range on the players attack to be really short. You had to get really close to an enemy in order to be able to attack them, making it really not worth the effort. It was better to just avoid them. Great work putting this together in 48h! |
| Apr 28 01:08:18 | 5h 53m | Dungeon Faller | ♥ 0 | I actually had quite a bit of fun with this. I could see this being an interesting mobile title for on the go. The art was solid and so were the sfx and music. I think the only thing that could be improved is giving the player a tiny bit opportunities to interact. My daughter played this game as well and really enjoyed it. I'd suggest starting with an air dash to give a bit more interaction in the very beginning. It was a lot more fun when you could do something on your way down. Great work. |
| Apr 28 01:22:04 | 13m 46s | Mrs. ScubaMan | ♥ 1 | I thought this was a cute little game, but I found some elements confusing. The oxygen meter starts off way too low, I didn't even register that it was a meter and that it was ticking down. I actually thought I came up on my first round from getting my air line caught on the rocks. It took me a couple of runs to realize that my gold was going straight into air upgrades. I also have no idea why I hit a game over. When I got to the game over screen, I couldn't figure out how to restart or quit and had to alt-f4 out. On a subsequent play through I noticed I could esc to bring up the pause menu, but that didn't seem to work in the game over screen. This game could be fun, but a little more polish on communicating how the mechanics work would go a long way. Great job! |
| Apr 28 01:53:19 | 31m 15s | Potato Pandemonium | ♥ 1 | I found the art and sense of humour charming, but the controls were simply too frustrating for me. This may be the type of experience you were going for, so in that case you succeeded. Seems like from the other comments you put in quite a bit of content, so well done there. I got too frustrated trying to land the platforms after the first boss to continue. Great work nonetheless. |
| Apr 28 02:10:23 | 17m 04s | Dwarven Mines: Hunt for the Evergreen | ♥ 1 | Art and lighting effects were awesome. Music was well suited to the visuals and atmosphere. I didn't see the value in holding the hammer as I didn't encounter any enemies or obstacles, but it seems like they may have not made the deadline. Great work nonetheless. The visuals were well worth the time spent. |
| Apr 28 16:50:25 | 14h 40m | So Deep in Space | ♥ 1 | Great simple game with some nice monochrome visuals. I loved that you made it two player. I don't understand how lives and damage work. The second player in one game took a lot of hits compared to the first player. Having some kind of damage indicator would help a lot. Great work |
| Apr 28 18:38:32 | 1h 48m | Lava Runner | ♥ 1 | Loved the pixel art and the concept was really interesting. I'd suggest adding some feedback on the rocks to let you know that they are breaking down when you hit them. Like cracks appearing, or something. It also felt like it took a long time for the magical gate to appear after collecting enough gems. Other than that, I thought it was a fun little game. Great work! |
| Apr 28 18:49:22 | 10m 50s | Way Down We Go | ♥ 1 | Really liked the pixel art and animation. Music and audio were well suited. The variety of achievements provided some fun objectives to explore. The one issue I ran into was that after blowing up and dying I couldn't get out of the trophy display and restart the game. |
| Apr 28 19:09:32 | 20m 10s | Ocelot Safari | ♥ 1 | Liked the cute pixel art. Control scheme was awkward at first, but I got used to it after a while. The one thing I didn't like was getting stuck by my own tools. I realize the ocelots can come and move the tool, but it didn't feel great to get stuck without a way to recover on your own. Otherwise, great work building this over the 48h! |
| Apr 28 19:21:31 | 11m 59s | Trek Through Billy | ♥ 2 | That was certainly something. The VO work was great and the art style give it a charmingly weird vibe, it made it worth going back to try the different dialog options, and like any good adventure game my choices didn't really matter. :) Great work. |
| Apr 30 17:39:33 | 46h 18m | Exiled | ♥ 1 | I liked the excellent pixel art and the audio was great. With the repeating levels it was hard to get a sense of progress. At a certain point I began to think that I was in an intentional loop that I had to find a way to break out of. If there is a solution, I didn't find one. |
| May 1 01:01:35 | 7h 22m | Diggy Diggy Down | ♥ 0 | Great little game. Art is cute and the music and sfx are well suited to the game. I also experienced a crash when trying to quit the game. |
| May 1 01:19:13 | 17m 38s | Frost Byte | ♥ 2 | Character art was great and the animations were pretty well done. I would suggest making a series of animations into a combo of sorts just to make it feel a little more dynamic. I noticed the attack animation also shifts the character back slightly, which isn't ideal for mashing attacks on tough enemies. The rune system was interesting once I understood the concept. Making equations to boost different attributes is definitely something I haven't seen before. The system would definitely need some kind of tutorial in a full game. Being able to so drastically vary movement attributes like jump height and dash distance would definitely make level design a lot trickier, but it could open up a lot of opportunities for exploration and returning to a previous area with new abilities. I encountered a big enemy before the first checkpoint that no mater how much I hit, didn't seem to die. I ended up just dashing over it as it didn't seem to pose much of a threat. |
| May 1 01:33:15 | 14m 02s | Low Notes | ♥ 1 | I really liked the visuals. I'm not much of a rhythm game players (lots of mediocre Rock Band playing), so take this with that in mind, but I found it hard to tell what bars were simultaneous presses when there were a bunch really close together, especially those that were not adjacent to one another. Maybe having them shift in colour slightly as they approach the middle of the circle. Either to a different colour or getting lighter. It could really help with keeping things visually in sync. |
| May 1 01:41:42 | 8m 27s | U-Bot | ♥ 1 | Cute little pixel art robot and the underwater creatures were well done. Difficulty curve is well done. It definitely ramps ups at a fair pace. Something to consider adding would be some powerups. Shields or bombs could add a bit more strategy to the game and give the player an element of risk vs. reward if they are found in trickier spots. Great game. Well done for 48h! |
| May 1 01:55:04 | 13m 22s | Y-Sokombanator | ♥ 1 | This game is well made with good visuals and music. I like the concept, but the puzzles were just way too hard for me. Maybe I'm just not very good at Sokoban. Great work for the jam! |
| May 1 02:05:33 | 10m 29s | Diver Dave (Saves The Sea) | ♥ 1 | Pixel art was really well done, but I found it nearly impossible to avoid catching healthy fish. This made making progress feel really really slow. I understand wanting to make it challenging, but I felt like there was really nothing I could do to avoid grabbing the healthy fish, so I eventually stopped caring. At the second depth level the health and sick fish were virtually indistinguishable. They should be much easier to tell apart. Other than that, I think it was a nice concept and could be a fun game if tweaked a little. Great work. |
| May 3 01:15:43 | 47h 10m | Deepest fish | ♥ 1 | Great simple and polished game. The pixel art was great. Sound effects and music were good. I didn't really care for the blurring at the sides of the screen, it hurt my eyes. Good job! |
| May 3 01:22:44 | 7m 01s | Can you dig it? | ♥ 1 | Simple but very challenging game. It's almost more of a puzzle game the way you have to plan out your path and timing in order to dig deeper. The character art was very cute as well. Nice job. |
| May 3 01:31:09 | 8m 25s | Don't Pull It Out | ♥ 1 | I liked the double take on the theme, pushing the sword deeper in to do damage and going deeper and deeper on the elevator. Character art was great. Audio was good. I didn't understand the powerups, and I also didn't understand what the glowing spots on the enemies represented. Great work for the jam! |
| May 3 01:40:54 | 9m 45s | A Deep Stare | ♥ 0 | I didn't really understand this game. If it's meant to be a clicker of sorts, I think you need to add a lot more to the shop aspects. I wasn't even 100% sure what buying damage was doing for me. Other players are mentioning it being really interesting once you get outside the structure, but when I got outside the game stopped responding and I had to kill it. A clicker game with some exploration elements, does sound like it could be an interesting combo, but I think there needs to be a bit more for it to come together. |
| May 3 01:54:42 | 13m 48s | HELL deep is your love? | ♥ 4 | Art and audio are fantastic. Well done! I found the zooming in when you die a little disorienting and made it harder to understand why I died. The timing on some of the medusa heads made it impossible to pass them without getting hit at least once. There should be more space between medusa head spawners, or larger gaps between the spawned heads. Other than that, this felt like a really polished and well put together game for a jam! Well done team! |
| May 3 02:10:15 | 15m 33s | Afraid to Turn | ♥ 1 | The pixel art and audio were excellent. When throwing rocks at the wolf, I feel like there could be more of an indication of whether you're successfully scaring it off or not. I found I was throwing rocks and not knowing whether it was doing anything or not. Does he take multiple hits? Am I just not hitting the right spot? I also was unsure whether I was to head back after collecting all 5 berries, or keep moving forward. If it is to move back, it can feel like you're in an impossible situation if the moon is nearly full and you have a long way to walk back after getting the last berry. I wasn't entirely sure when the limb changes were happening and what benefits I was getting out of them. The game was definitely a cool experience, and well made within 48h. Well done! |
| May 3 17:13:49 | 15h 03m | Deeper Into The Mind | ♥ 2 | I liked the art and the sound effects. One thing I would say about the art is that the pixel sizing didn't seem to be consistent which made the character feel disconnected from the other game elements. I didn't understand the purpose of the heart pickups, and I wasn't sure if I was taking damage or not. I'm also not sure if I won the game or lost. The end screen just said Game Over so I don't know if I beat the second boss or I just died. Otherwise, I think the mechanics have the potential to make for a cool game, just needs some more work. |
| May 3 19:21:17 | 2h 07m | DeepRoots | ♥ 0 | Really great puzzle game. The levels were well thought out and challenging. I'm not sure how I feel about the dark levels. On the one hand it does add another level of challenge to the puzzles by not being able to see the entire level, however it felt like my only option was to blindly try different paths until I figured out where the puzzle wanted me to go and then memorize it. However, this is a well done game. I liked it a lot. |
| May 3 20:09:18 | 48m 01s | Grafa | ♥ 2 | It's nice to see a card game entered. It makes for a change in experience from some of the other games. I don't know if I was lucky or not, but I was able to dig through the entire deck on my first play. Is there intended to be a way to play off the cards in your hand after the deck is finished, or do they just detract from a perfect score? Cool game! |
| May 3 20:30:06 | 20m 48s | Deep Roots | ♥ 3 | This is an awesome puzzle game with some truly challenging puzzles. The art and audio and fantastic. Well polished and put together. Excellent for a game jam! Well done. |
| May 4 17:45:16 | 21h 15m | Deep Sleep - The Sandman | ♥ 1 | I loved the art and the sfx were cute. I reached a point where I felt like I could go on forever. I kept waiting for a victory screen but the game kept going. If it's meant to be an endless style game, the difficulty should continue to ramp up. Increase the number of things that appear or add more challenging things to deal with. Cool idea for a game. Great job |
| May 4 20:09:02 | 2h 23m | Majula Fall | ♥ 1 | I found the lighting to be extremely dark which made it hard to see where the platforms were. (Playing on WebGL, Chrome on Mac). The concept could be fun, but I found it really difficult to play. |
| May 4 20:26:29 | 17m 27s | Soil Surfer | ♥ 1 | Fun simple game. Visuals and audio were great. I found the controls took a bit to get used to, especially with the hexagonal tiles. Centipedes were very difficult to anticipate. Felt almost random whether I would get hit or not. Not sure what strategy to use when I hear them coming. I also wasn't quite sure of the advantages of getting longer were. Cool game. Great work in 48h! |
| May 5 02:10:13 | 5h 43m | Stabalot | ♥ 0 | Great visuals and audio. It was a very interesting combat resolution mechanic, but I found moving tiles to be unintuitive. I feel like if pressing up moved the blank space up and pressing down moved the blank space down, it would feel a lot better. Other than that, this was a fun little game. Great work. |
| May 5 13:59:20 | 11h 49m | Digmania | ♥ 0 | Character and enemy art was very cute. Music was also fun and fit the tone of the game. I didn't understand the benefit of additional shovels. I agree with some of the other comments about smoother scrolling of the level would help a lot to be able to see what's coming up. Great work. |
| May 5 16:30:34 | 2h 31m | Turnip Brothers | ♥ 1 | Art and sound were excellent. It can be hard to tell the difference between some of the levels of mud tile. I found the timing on some of the puzzles to be really tight, and could be a little bit more forgiving. Other than that, I found this to be a fun simple game. Great job! |
| May 11 13:55:55 | 141h 25m | Dig Frenzy | ♥ 1 | Cool spin on tower defense. It got really fun once I got the hang of the strategy and started manipulating the path finding and walling off my core. Then I realized there was more than one round. :) The obvious additions would be different types of towers, or tower upgrades, and then different types of enemies. Great work |
| May 13 16:53:51 | 50h 57m | Dig Deep Get Gold | ♥ 1 | I had a lot of fun with this game. The audio was great. The visuals were minimalistic, but worked well for the design of the game. It took me a bit to get the timing for what made a good move. Having some other visual indicator to indicate your timing would be a great addition. Maybe having the outside circle pulse or change in shape would work. Overall, great game. Well done for you first jam! |