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Feedback comments for LD48
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| Timestamp | Since previous | Game | Veralos's comment | |
|---|---|---|---|---|
| Apr 27 22:06:35 | Deeper and deeper | ♥ 2 | This is a cute little dungeon crawler, nice job! I did run into an issue where the enemy would be occluded behind the wall and bump into me :'( I think having a directional attack would do a lot of good, otherwise the game seems to be more about obstacle-dodging than fighting. You may also want to consider uploading a .zip instead of a .7z if you want more people to play it! | |
| Apr 27 22:18:24 | 11m 49s | The Greed of the Dwarves | ♥ 2 | I like the addition of physically placing pieces in a clicker game, it feels like it adds a bit more depth. I would've really liked it if you showed the number per click/ticks per second, I didn't really understand how quality and morale actually affect the buttons. It also seems like building forges to improve your click rate is by far the best strategy currently. Is the second ending getting a RuntimeError.integer overflow? Or did I get the secret unintended third ending? 😄 |
| Apr 27 22:32:51 | 14m 27s | Dream: The Temple Within | ♥ 3 | Oh this is absolutely lovely! You all did a great job of introducing the mechanics through level design, and the gameplay loop was super tight. The aesthetic definitely reminds me of those crossy road mobile games (in a good way), although it was harder to see the connection between the jungle/ruins environment, the cowboy, and deeper into the mind. The only sour point was the boss fight, it seems like the challenge was just the health bar being increased and it was a bit of a slog. It would be cool if it was more interactive, like releasing waves of enemies when you do enough damage, but you can't get everything you want in a 72 hour jam :-) |
| Apr 27 23:08:04 | 35m 13s | Crypt Raider | ♥ 2 | First of all, the gifs you all made look great. IMO they might actually look a little bit better than the game itself, and that may be because they have a little bit of pixelation that adds to the old school graphics vibe you guys have with the skeletons. The torch takes up a lot of space on the screen the whole time, and I personally think it could use a little bit more detail. :) I really enjoyed the first two levels, and the idea that you have to dive down into the crypts and escape was cool. I had a much harder time later on, I essentially had to search all of level 3 to find the right fake wall to break down, and I ended up sitting around on 4 because I couldn't find the staircase to go up until I got the skeletons to path up it. I finally gave up when I got to 5. The game seems to combine "exhaustively search the level in the dark" and "high-stakes combat" in a way that starts as high-tension, but I found that it gets stale very quickly. I think I would enjoy the game a lot more if you either focused on combat and gave more clues (lighting, colors, layout) to the exit OR if you focused more on the movement puzzles and didn't have the skeletons revive. I just didn't enjoy the loop of attack a fake wall, turn around to bash down 4 skeletons, repeat. |
| Apr 28 00:16:02 | 1h 07m | Linguini's Adventure | ♥ 2 | Neat game! It was pretty engaging, although I am generally terrible at platforming. I thought the environment and ambience were great, but I found the combat to be pretty lacking. It also seems like the spiders would stop tracking me if I was moving quickly, so it was pretty easy to just run past the enemies if there were too many. |
| Apr 28 03:15:56 | 2h 59m | Asterisk | ♥ 5 | The voice acting absolutely made this game for me! Unfortunately when I downloaded the windows build I was stuck with a teeny-tiny window that I couldn't change on my 2017 surface, so I opted for the web build. From the "don't give up" flavor text I was hoping for some kind of easter egg if I dug down far enough, but all I did was make profit for the corporation! It was actually very easy to dig straight down and just move left/right a little when I hit a landmine or wall, and I ended up getting a super high score. I would hazard a guess that your goodies might be uniformly distributed, and so digging the optimal strategy is to just blindly harvest as many blocks as possible. Since down is the fastest way to travel, it would yield the highest expected score. You might be able to work around this by having them spawn in clumps/veins instead that need to be explored with the sonar. Great work! 😄 |
| Apr 28 03:50:13 | 34m 17s | Minet | ♥ 4 | This was absolutely hilarious, I loved it! Breaking into the 2nd layer is maybe the best part of the game, and the use of sound effects is purrr-fect. It seems to have been developed with a controller in mind, and I had to navigate the shop menu with the keyboard when all of the other buttons worked with the mouse. You may also want to consider adding a penalty when the player misses 2-3 QTE prompts, I'm not great at them but I found that by spamming j and k I could harvest any cat that got in my way! My only complaint is on the collider outside of the elevator, it would be awesome if the collider in the mine matched it so I can hold left to enter immediately instead of having to drop down a bit. |
| Apr 28 04:11:17 | 21m 04s | LD48 - The Forest | ♥ 1 | From the short bit of gameplay slice you do have, I think you did a good job of setting the mood and ambience. I also like your very minimalistic interaction UI. I actually found the game to be unbearably dark. I'm not sure if it was the WebGL build, but the only light I had was the brief circle around me from the torch. This lead to some relatively unfun gameplay where I blidnly ran around unable to see anything. It's also not necessarily realistic, there is a lot of ambient star/moonlight that you could use to make the scene navigable and pump up the spook factor. It's got a lot of potential, I bet with a bit more time you could turn it into a pretty slick demo! |
| Apr 28 04:24:48 | 13m 31s | Wizard Dungeon Escape 3D | ♥ 1 | This was a very fun experience, and I really liked the puzzles. After the first crystal it was always very clear *what* I had to do, and the fun challenge was always figuring out *how* to do it. Do you happen to be using Input.GetAxis() in your movement? If so, once upon a time I read that GetAxisRaw is better for platforming movement because it doesn't pad the frames before and after you release like GetAxis does. That might help with the floaty movement problem, or I could be way off 😅 |
| Apr 28 05:05:14 | 40m 26s | Fly Away | ♥ 1 | This is a really clever game, I enjoyed it. I feel like you could be more forgiving with the collisions though, there were several times where I got a game over when there was clearly space between the character and wall -- I assume the collider is staying fixed and colliding while the character is animating? I was also expecting to control the acceleration, not the velocity, so it took a little bit of getting used to. Nice job overall! |
| Apr 28 15:26:59 | 10h 21m | Little Boy Commits WarCrimes Against Nature | ♥ 3 | I really like the mechanic, and you all did a great job of wrapping it up in a cute little game! I appreciate the kid kickball aesthetic you've got going on. I found the controls to be a little floaty for my taste personally, it was a bit hard to hit the bombs up in the air when I would bounce off them. I also ran into an issue on the red(?) level where you spawned in the upper right, the jump height is so high that I accidentally jumped out of the level a couple times and had to restart 😅 Very nice game! |
| Apr 28 15:42:36 | 15m 37s | Gold Mountains | ♥ 1 | This is very cool! I'm very impressed with what you were able to put together. I wasn't a fan of the audio, although I loved the victory effect 😄 I ended up having to play twice after I almost lost to the AI, and then I was able to beat it pretty quickly -- AI for this kind of game can be super tricky to get right. Originally I was actually expecting to gain income by having my workers mine the other side's base and return with the gold, and it turns out that was not the case. I think one big QOL update would be showing a second colored bar under the building's health that shows how close the next unit was to being produced. It also might be worthwhile to have a little number or star next to each building to show the upgrade level -- I discovered them by accident after I clicked on a damaged building to see if I could repair it, and I found myself just clicking on them without really thinking about or seeing their effect. |
| Apr 28 16:16:24 | 33m 48s | My name ? | ♥ 5 | This was a fun little puzzle game, it was really satisfying to solve most of them and you gave great hints! My only gripe is the morse code bit, I found it really hard to differentiate the short and long beeps and had to go to the walkthrough -- perhaps if the lights flashed at the same time that the noise was played it would make the letters more clear. |
| Apr 28 20:26:01 | 4h 09m | Just-one-more-tile miner | ♥ 3 | This is a great concept, I really enjoyed playing once I finally figured out the rules. It took me 2-3 rounds to actually figure out the rules, it might be worthwhile to change 2. to "value of hand card must be greater than or equal to cost of the field card" or something. Nice job! |
| Apr 28 20:56:30 | 30m 29s | Turn of the Tide | ♥ 2 | This is a little gem of a game, and it's a very clever take on the theme! I think it would have been great if the map was a little bit tighter, the idea of driving around in civilian cars and sabotaging the enemies supply lines is fantastic. The tutorial introduction you put in is also a great way to get the gameplay across right away, and the sound effects, audio, and visuals are really great. I found the map to be a little bit big, and I couldn't find a way to highlight/find my units by clicking on their little boxes, so I had to go manually click & drag near each town to figure out where exactly they were. I also ran into a bug where two or more guys would get into a car and only one would ever get out. Considering the amount of content that's achievable in 72 hours, it may have been a nice idea to focus on 3-4 towns in a smaller cluster and make the gameplay more tactical, rather than having a much bigger world without a whole lot going on in it. I would also suggest uploading the file as a .zip and not a .7z so more people can play it, it's really nice! 😄 |
| Apr 28 22:12:49 | 1h 16m | Dungeon Of The Darkest Depths | ♥ 1 | This is a nifty little game, you did a great job using light to show where the enemies were and give the player a hint of what to expect. I found the enemies a bit challenging to kill and just ran through for my high score of 3, I assume it won't be the highest here :) There were three things I *really* wanted while playing this game that your design seems to be screaming for. 1) It would be great to hold left-click to charge and release to increase attack damage, 2) it would be cool if the enemies damaged each other so you could bait them, and 3) the game feels like a rhythm game's cousin. I bet you could sync the enemies attacks to an onTick() that follows a beat pattern and have a really pleasant audio system. |
| Apr 28 22:24:10 | 11m 21s | Dungeon digger | ♥ 1 | Nice job! The underwater effect is quite cool, and I really enjoyed that I could dig under the merchant to bring him with me -- even though he took so many of my diamonds :( I think it would help a lot for you to add the controls to your description on the ldjam or itch pages. I had no idea that ladders existed until I came back here and saw the other comments. |
| Apr 28 22:33:55 | 9m 45s | Space?Space!SPACE | ♥ 1 | The look and feel of this game is absolutely great with a gamepad, you did an awesome job polishing the graphics on it. I think if you're able to add some sfx and a background track to a post-compo version you'd be 90% of the way to a high-quality finished arcade shooter. Excellent work! |
| Apr 28 22:46:48 | 12m 53s | Pond-zi Scheme | ♥ 1 | The loan shark's voice absolutely killed me 😆. I agree with the idea that it's hard to concentrate on the maze and the debt/cash and shark meter at the same time, and each game I played the meter would inevitably run out and I'd lose. You did a great job of capturing the feeling of drowning in debt, although I may have had a better time if the shark scooped up $X from my cash instead of ending the game when the timer ran out. I found the maze/debt mechanic stood on their own as compelling gameplay! |
| Apr 29 02:10:28 | 3h 23m | Diggy hole | ♥ 1 | This is a real neat prototype, I get some real Kenshi vibes from the characters and animations. Unfortunately I wasn't able to figure out what the square tool did, and the tools for purchase from the chest seemed to just sit on the floor. I think adding some bridges and ladders like you had planned would go a long way! |