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Feedback comments for LD48
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| Timestamp | Since previous | Game | Paul Nadan's comment | |
|---|---|---|---|---|
| Apr 28 04:53:51 | Graverobber | ♥ 1 | This was really fun! The combat took some time to get used to, but once I got the hang of it landing the combos was super satisfying. I liked all the nice visual touches like the destructible tomb stones and the human hearts for your health. I do think it would be nice if your score stayed on screen for a bit longer after you die, because it's hard to pay attention to it during combat and then once I've died I can no longer see how well I did. Awesome work! | |
| Apr 28 05:34:28 | 40m 37s | Fade | ♥ 0 | This is by far the best music-based game jam entry I've played! It was really nice how the notes corresponded to the music, so it felt like I was actually the one playing it. The wrong note in the audio was a cool touch, although I'm glad that all my wrong notes don't do that or it would sound a lot less pretty. I agree this was pretty difficult for someone who isn't a piano player, but I could definitely feel myself improving the longer I played and I was able to get through it in the end (although I had to switch to a better keyboard). I do think adding one more checkpoint halfway through the second section would be helpful. The story was very heart-warming, and the graphics were simple but effective. Did the quarter and eighth notes correspond to the music at all? It seemed like they were just used interchangeably. Overall, I really enjoyed playing this! |
| May 11 03:44:11 | 310h 09m | The Lost Treasure of the Bloody Pufferfishes | ♥ 1 | Nice entry! I really like the visual effects for the water and the way the sharks turn around. The variety of enemy types and levels was great, especially when it switched over to the dark theme. The gameplay was pretty fun, although it's easy to accidentally get stuck on a wall when trying to jump. Like someone else mentioned, it would be nice if there was a way to kill enemies and avoid the buildup of starfish over time. The music was very light and relaxing. Great work! |
| May 11 03:56:48 | 12m 37s | Onion | ♥ 1 | This was really nicely executed, the graphics look so clean! I think it could use some fast-paced background music and time pressure to make it feel less passive. Still a simple and elegant entry, nice work! |
| May 11 04:04:19 | 7m 31s | Void | ♥ 1 | Navigating without being able to see was a neat challenge! The graphics were pretty simple, but I liked the feel of the music a lot. I think the constant engine sound got less interesting after a while, maybe it could only make noise while you're moving up and down? It could also be nice to use a smooth gradient for the transitions as it gets darker, rather than the abrupt cutoffs. Nice work! |
| May 11 05:45:08 | 1h 40m | Underworld Postal Service | ♥ 2 | I really enjoyed this! The circles of hell-themed levels were really nice, and it was neat how they each had their own scenery. I really appreciated how missing a letter didn't make you instantly lose, but just added a new mechanic of enemies to avoid once you got to the late game. The progression felt very good, as you had to go further and further each time, and having the 666 letter from the very beginning made the payoff for winning feel really satisfying. Awesome entry! |
| May 11 06:08:34 | 23m 26s | Deep Memory | ♥ 1 | I liked the progression of hints, and how seeing the same thing again with more context can bring back different memories. The art was simple, but captured the feel of the hospital really well. Also it's really cool that you went back and made a full version! |
| May 11 06:31:19 | 22m 45s | Explory Story | ♥ 1 | This was a really cool idea! I really liked all the different custom effects you included for specific words. I think it could also be neat to make the words you need to find different every time, so it's more of a puzzle - for instance you could be looking for specific clues related to some crime you're investigating. Overall this was an amazing concept, and you did a great job implementing it with lots of fun little Easter eggs! |
| May 11 06:46:27 | 15m 08s | Deep Sleep - The Sandman | ♥ 1 | This was a neat take on the theme, and I liked the sleeping sound effects. I think it was a little too easy to just sit in the center the whole time, it might help to have more long-range hazards that you have to go out and deal with (like the dog/alarms, but spawning further away from the bed). Nice work though! |
| May 11 07:01:15 | 14m 48s | STOCKS | ♥ 1 | I really liked the stock graph and how it visually showed when it was time to buy or sell. I think some kind of positive feedback would be helpful, like a happy noise when you sell at the right time and an angry noise when you do the wrong option. Also, allowing you to choose how much stock to buy/sell on any given round could be fun, so that can gamble it all on one purchase if you so desire. Nice work! |
| May 11 07:27:03 | 25m 48s | Cutting Edge | ♥ 1 | Very nice puzzles! There's definitely a lot of room to add more puzzles that make use of the depth mechanic if you were to expand this further. The graphics were really clean, and the scene transition effect was really neat. Great work! |
| May 15 04:40:57 | 93h 13m | Muggy Lake | ♥ 1 | Had some issues with lag that made navigating the boat tricky, but I really enjoyed the spooky feel! The music was nice and ominous, and the creepy sounds mixed in did a good job of keeping me on edge. The monster being half-hidden by darkness from a distance was awesome, I definitely had to get closer to be sure of what I was seeing, only to immediately regret doing so. Nice work! |
| May 15 04:58:55 | 17m 58s | Enceladus Depths | ♥ 0 | This was neat, it reminds me a lot of Galaga! I really liked the pixel trail on your ship. Having multiple laser sounds was also a nice touch. I appreciated how dying just increased a counter, rather than making you restart back to the beginning when you ran out of lives. To make it more fast-paced, you could also try having more/faster enemies, but increasing your own speed and firing rate to balance out the difficulty. Also, the menu text didn't contrast well against the background which made it hard to read. Overall this was a cool entry, nice work! |
| May 15 05:12:03 | 13m 08s | DigSweeper | ♥ 1 | This was a neat idea! The first couple levels are a little too easy, but as the density of mines gets larger there starts to be some interesting strategy around where to dig. Not sure if it's intentional, but the view after you fall off looks really cool. It can get annoying if you accidentally walk into a mine during a later level and have to fully restart, it might be nice to just respawn from the current level. Great work! |
| May 16 00:50:38 | 19h 38m | Nuclear blaze | ♥ 0 | The fire, water, and smoke pixel animations were beautiful! The built-in tutorial was well done, and the discussion with mission control had a lot of potential for adding a cool storyline. I think the movement speed of the player felt a little slow at times, but otherwise the controls felt good, especially for controlling the water direction. The feeling of putting out one fire only for another to spread somewhere else was infuriating, which I assume was exactly your intent. Nice work! |
| May 16 03:28:06 | 2h 37m | Asterisk | ♥ 3 | This was really neat, the voice acting was awesome! Was the audio edited to sound more tinny/robotic? The art was also very nice, especially the splash screen and the rocket ship. Great job! |
| May 16 06:30:32 | 3h 02m | Blackout | ♥ 4 | This was an awesome experience! I really liked how you could go back to all the same things at the end and get new descriptions. The music was also extremely well done, especially how it switches to a different tone depending on what's happening in the story. Figuring out how to use the key at the beginning actually took me quite a while, I think some kind of tutorial would have been helpful (at least for using the inventory). Overall I really enjoyed this entry, great work! |
| May 16 06:38:28 | 7m 56s | depthscraper | ♥ 2 | This was a ton of fun, it's awesome that you're considering making it a mobile game! Definitely feels a lot like 2048 in that a simple set of rules produces some pretty interesting strategy. It did seem like a lot of luck was involved for which color was selected for the next goal, I think it could be neat to show the player the next goal as well as the current one, so they can plan further in advance. Overall this was a super fun and addicting entry, nice work! |
| May 18 15:23:21 | 56h 44m | The Endless Void | ♥ 0 | Neat entry, reminds me of super hexagon! I think making the openings bigger would help a lot, I had a lot of trouble getting precise enough positioning with the arrow keys. It could also be cool to mix up the types of obstacles, like having some with multiple openings so that you have to plan further ahead. Nice job! |
| May 18 15:43:48 | 20m 27s | Lost in the Reef | ♥ 1 | I really liked the 3D aspect of the maze. The music was very calming, although some more variation could have been neat. Having the rotation of the screen lag slightly behind that of the submarine could also make it a little less visually disorienting. Nice entry! |
| May 18 15:56:36 | 12m 48s | Dungeoneer | ♥ 1 | The knockback on enemies felt really nice, and there was a good variety of enemy types. I also liked each level had a different color scheme. It was unclear to me what the different upgrades did, maybe some kind of description could appear when you pick them up? I also went through a door and got stuck in a wall at one point, so there are still some bugs to iron out. Nice work, this was fun! |
| May 18 16:42:14 | 45m 38s | METADATA | ♥ 1 | This was really fun! The graphical style was unique and looked awesome. The platforming portion was kind of short, but the bossfight at the end was really well done. I appreciated how the progression of boss attacks kept changing, and the music got more and more intense. The conveyor belt effect was also very neat. The visual indicators of the heart beating faster and faster and flashing different colors were really nice to see that the boss was actually taking damage. Great work! |