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Feedback comments for LD48
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| Timestamp | Since previous | Game | Chinchilla's comment | |
|---|---|---|---|---|
| Apr 27 15:41:29 | Walls | ♥ 2 | Really neat game! I have some tiny nitpicks about UI (clicking on a lock doesn't unlock the door, clicking on the door does) and some texture on the walls would have been nice to get a sense of when stuff is moving around. Overall though it's a really solid entry! | |
| Apr 27 15:44:47 | 3m 18s | Feelings Not Yet | ♥ 1 | I love to see more narrative driven LD entries! Great work! |
| Apr 27 15:55:50 | 11m 03s | GRAPPLE the Abyss! | ♥ 1 | The first "video game" game I've played so far. Really cool mechanic and nice gauntlet of puzzles to explore it. The checkpoints were nicely placed so I never felt like I had to redo a ton of content. Definitely cheesed the boss though 😛 |
| Apr 28 15:32:34 | 23h 36m | Into the Castle | ♥ 3 | There are so many little polish things you get right, absolutely incredible work! I love how you turned the level transitions into a mechanic, the art style is great, the squash-and-stretch on the jumping.... it's all so good!! The fact that it was a compo game makes it even more impressive! |
| May 4 00:45:13 | 129h 12m | DigSweeper | ♥ 1 | Cool concept but I feel like it needs a bit more to it? Minesweeper had the number system to hint if there was a mine nearby, maybe that could have added another twist that makes mining a mine more consequential. |
| May 4 03:05:52 | 2h 20m | PICO-8 Hexagon Topology Generator (updated version) | ♥ 1 | I don't entirely understand what's happening but it seems pretty neat! |
| May 4 03:12:10 | 6m 18s | System.Override | ♥ 1 | I think the "How To Play" was unnecessary, not to say that I figured out how to play right away (I didn't, I needed the tutorial), but you could have just made the tutorial the first level and just had one "Play" button. I also shared the same struggle as everyone else in that I couldn't figure out how to actually play. I was stuck on the first level, then I quit to do the tutorial, which I got through somehow but I don't really understand what I did. Then I was stuck on the first level again. I put both the wires in the console and then the door still didn't open? |
| May 4 03:34:31 | 22m 21s | dig deeper | ♥ 1 | Really neat concept, I did enjoy playing it and it was well written. If you'll indulge me I have some UI gripes that I'd like to soapbox on for a minute (maybe feedback for a post-jam build): - The intro sequence should not have the text box, I kept on starting to type a command and then more text showed up. I think the text pages over every time you hit a key (maybe?) but I didn't realize that at first so I started typing. - The "help" shouldn't show up until _after_ the intro. You have us memorize a bunch of commands, then do an exposition dump, and then we start the game using the commands we learned earlier. It's nice that "help" shows us the commands, but I think if the help page was shown later I wouldn't have needed to fall back on it. - The location names were very specific. `go toms bedroom` doesn't count, it has to be `go tom's bedroom`, I think if I was specific enough the game should have allowed it. - (screen resolution dependent) It looks like from your screenshot that `Jessica's Bedroom` is on one line, on my screen (4K, 16:9) It was on two lines, making it seem like `Jessica's` and `Bedroom` were two separate places. All that being said, I really love the look and feel of this game. It's sleek and simple while still being a vehicle for a very deep story. |
| May 4 03:37:09 | 2m 38s | Onion | ♥ 1 | I played this for 30 seconds and I already love it. Very clever interpretation of the theme. I wish there was a bit more too it though, music (or any sound at all for that matter) would be great. The screenshake polish you have is great but I think I would have liked a bit more rewarding effects for succeeding, particles, fanfare, etc. |
| May 4 03:47:36 | 10m 27s | Digtet | ♥ 1 | Really neat concept but I had a hard time wrapping my head around the rules and the controls. |
| May 4 03:52:59 | 5m 23s | The Whole Game | ♥ 0 | The MS-Paint art is cute! I think overall the game is a bit too easy. The character moves so slow but most of the threats are either stationary or way too far away to be concerned about. Also, since the turning is pivoted on the front of the character (the "drill" part) turning moves your hitbox. This means if you move towards an obstacle and then turn around, you might hit the obstacle simply by turning around which feels a bit unfair. |
| May 4 04:04:34 | 11m 35s | catch the fishies! | ♥ 1 | I liked the doodle style of it all, particularly the tutorial. I wish the arm were a bit more flexible (like maybe if it rotated towards the mouse?). I loved how each time a shark chased you it had some cute remark trying to lure me in (almost worked!! very persuasive). I was able to farm a bunch of points when I discovered the edge of the level where a bunch of fish were crowded up. |
| May 5 01:50:36 | 21h 46m | The Plummet | ♥ 1 | Super impressive submission! I love the concept, it kind of reminds me of Noita or Spelunky. I felt like I kept getting randomly generated levels that were impossible. I got spawned on a tiny ledge where my only options were to fall to my death or blow myself up. I think fall damage is a good feature in general but I think there should also be some way to mitigate it. I tried using a rope to bungie jump down but that didn't work (imagine if it did though!!) |
| May 5 02:09:55 | 19m 19s | Dreamer's Depths | ♥ 1 | Some cool ideas but the jumping felt really inconsistent because half the time I was technically "in the air" and therefore couldn't jump and would hit obstacles. I think instead of a health system I would have rather died in one hit and just had more forgiving checkpoints throughout the level. It felt good to dash up a shallow slope, especially when it wasn't the clear intended way to get through the level! |
| May 6 15:13:16 | 37h 03m | The Discloser | ♥ 1 | I'm a big fan of mouse-driven UI games. I played this for almost an hour and I lost (even though I still had plenty of turns left?) but I enjoyed it none the less. The random generation rogue-like-y nature of it is a really cool twist. I liked how the tiredness mechanic worked, pushing forward on the task at hand despite being too tired to continue and failing due to fatigue feels very relatable (especially in a game jam). It felt very strategic when I was trying to most efficiently use my time to investigate all my leads and reach out to my contacts. The music is nice and I noticed the music changed partway through which was interesting but I don't know what triggered it. Although I do have some nits here and there if you're looking for feedback for a post-jam build: - It's nice that everything was mouse-driven, but having hotkeys for the 4 basic commands would have been really nice. - Typo: "but from hom?" when I think you meant "but from whom?" - Unclear on the difference between a "turn" and a "day"? Are they different, why is there a difference? - I wish the icons on the sticky notes aligned with the icons on the left, Decipher is a sheet of paper on the left but a pentagon on the sticky note, for example. - When I didn't have any leads (AKA: all I can do is "Research") it was unclear to me what the best use of my time was, I kept researching the same two notes that had red lines connecting them trying to turn them green and I kept coming up with nothing. - Although the music is good, the sound effects are really lacking |
| May 6 15:30:10 | 16m 54s | ChronorhC | ♥ 3 | I love the core mechanic but I'm a bit confused about how it works. It seems like my past self only moves when I do (Super Hot style)? That seems to be the case except the past self moves for about a second after I go through the portal? I throws off my sense of timing and adds a degree of challenge that I don't think really adds anything to the experience. I really want to like this game but I'm just having a hard time wrapping my head around the timing. I think something that would be nice is a "soft" reset button for when you've already gone through the portal. It would reset you to the point where you went through the portal, so your past self is locked in and you're just executing on the second half. The idea is that this is a separate button from the regular reset which you'd still need if you want to adjust your first run. |