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Feedback comments for LD48
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| Timestamp | Since previous | Game | kavehes's comment | |
|---|---|---|---|---|
| Apr 26 09:13:17 | Deep Memory | ♥ 1 | I like the art and the idea is nice. It's missing a bit of feedback for the player to really highlight interaction (I used the doors first betfore realising that I could interact with the items) but the trail of crumbs of the memories is working nicely. I'm not sure if I reached the end or not but I got to the "It's time to go message". If it's the last step maybe adding a end screen will be enough ? | |
| Apr 26 09:57:53 | 44m 36s | Spiral | ♥ 2 | Appart from a ledge climb that would really help the movement, the rest is amzing. It's very fun to move around a carve my way into the ground ! |
| May 15 13:48:17 | 459h 50m | The Clinic | ♥ 1 | It took me a while to get into the rhythm of the tapping but once I got it in my muscle I felt it could have lasted longer (something is relaxing about doing the back & forth as it turns out ^^). On small improvement I could see would be to give a bit of time after a player succeeds the tapping just to see the pictures and feedback the them that they "won", as opposed to immediatly going into the dialogue, which is similar to the fail state. Otherwise, nice work :) |
| May 15 14:03:17 | 15m 00s | Fleeting | ♥ 2 | Amazing game ! I was worried at first when I saw all the abilities plus the keyboard and mouse scheme but it ended up working quite well. The wave of enemies became too big to overcome around the time I was thinking I had seen it all so it ended at the best time for me. One improvement would be to add the key on the abilities in case the player forget them :) Good job ! |
| May 15 14:28:13 | 24m 56s | Unto the Eight | ♥ 1 | Great work overall ! The management of the 3 ressources is a bit tough as they deplete fast and the light is almost necessary to know where are the tiles that fill the other ups, but it works well overall. Some frustration on the level design side for me being with some screen being cropped in a way that create a lot of offscreen walls that just frustrate because you can't know in advance if going to the edge means you will be able to progress or not Still impressive for a compo :) |
| May 15 14:32:53 | 4m 40s | Inks | ♥ 1 | Small but efficient, great work on the visuals ! The sound effect were maybe a bit jarring with the aesthetics of the rest but that's mostly nitpicking on my part ^^ |
| May 16 10:02:48 | 19h 29m | dyppan | ♥ 1 | I'm not really sure I understood the use of the items on the right, and since the drop rate felt low (it's possible to go through several levels without gaining anything) I wasn't sure if I was looking for something other than coin to upgrade and potion to heal. The base is here for some improvement though, maybe adding dodging, like enemies telegraphing their attacks can help give a bit more depth to the encounters :) |
| May 16 11:18:03 | 1h 15m | Layers Of The Unexplored | ♥ 0 | Nice work ! Some feedback on my part, appart from the technical issues w/ the mouse - I feel like combat contradicts itself between the brush mecanics that asks to flail wildly the mouse while the spiders asks to click precisely on the, leading to situations where you can't do both at the same time. I found myself a lot of time at 1 hearts with a screen filled to the brim and only randomly clicking while waiting for the end of the fight. - Its also because you cannot tell that it's safe to brush yourself when the enemies are taking a pause,if you cannot see them. - On LD side, I feel like we are missing some feedbacks to signal progression. It's not easy to know if you are actually progressing or if we are on a previously visited light. You can probably fix that by making each light more unique, or change the color once reached. |
| May 16 12:05:13 | 47m 10s | Deepest Sword | ♥ 0 | 34:52 ! Brillant idea and very polished game overall ! |