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Feedback comments for LD48
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| Timestamp | Since previous | Game | Potti's comment | |
|---|---|---|---|---|
| Apr 27 18:29:52 | Gobs of the Deep | ♥ 1 | You have some nice level design, especially the hint for the red powerup (you can see it when picking up the blue one), really prompts some exploration. Sometimes it felt a bit like I was cheating (sticking to a wall and shooting downwards), but you alleviated that problem somewhat by introducing a wide arena where the player arrives in the middle. You could have maybe slowed down the action a bit, maybe add some more health pickups and have the final boss not be a one hit kill with the red power up. But kudos for the shock moment, I actually panicked a little when I saw him. Nice work. | |
| Apr 27 19:11:20 | 41m 28s | T-Minus | ♥ 1 | Ah some nice physics, and really cute planets, nice work on the art there! Also the last level is a bit annoying, I would have liked the restart button to work immediately (or I am just to impatient). And there is that one Tardis that kept getting in my way. And it did feel rewarding to finish. Nice work. |
| Apr 27 19:15:07 | 3m 47s | Bus Crawl | ♥ 1 | A, I do love me some graph algorithms. And it felt a bit like a cookie clicker, with more consideration on selecting routes. You should really consider expanding this, maybe with something like flows to model residential and business areas and requested routes. Or you could allow for the expansion of routes, etc. A solid submission. |
| Apr 27 19:45:12 | 30m 05s | into the cabal | ♥ 1 | I can confirm that the book action was a bit wobbly. Also it would have been nice to also interact with the pile of books, maybe even a prompt "what are you doing there, librarian?" 😄 I also got stuck in the maze (but solved it later), I am not sure of the full circle means arrive at a coordinate in the grid you have already visited, but if it is just arrive at origin again, I am not sure if the origin was reset properly. Looks very sleek, kudos for doing modeling stuff on your own as well. Nice work. |
| Apr 27 21:02:31 | 1h 17m | Diggy Diggy Dwarf 2 : Deeper & Deeper | ♥ 3 | This really feels like a board game, and looks great! (Although, were are the dwarven dice of stone to roll dig speed and diamonds?) I got too like -1500m, but stopped getting voice lines at like -900m, and no matter how often I dug, I did not get past 10 diamonds. Also, it got quite tedious at that point once i found a positive feedback loop. All in all: Excellent work! Some bugs I found: 1. Dwarfs do not always get hidden behind the machine (image 1) 2. There does not seem to be a maximum health (image 2, also would be cool if the dwarfs were animated [e.g. when closing, move them "with the floor", but keep them pointing forward]) 3. once dwarf population exceeds 7 or 8, they start appearing at random places, and overlapping each other in the cafeteria, which is tedious 4. Repairing the machine did not cost dirt for me 5. The background shift animation jumped at the end (maybe because 16:10 display) Screenshot 2021-04-27 at 22.41.12.png Screenshot 2021-04-27 at 22.44.11.png |
| Apr 27 21:40:47 | 38m 16s | Blackout | ♥ 8 | A really nice point and click game, great music, art, and story. Very funny and surprising. There seems to be a small layering issue once you turn on some light. Screenshot 2021-04-27 at 23.34.15.png |
| Apr 27 22:08:00 | 27m 13s | Get Some Foogin Sleep! | ♥ 0 | I am not sure if you understood the idea of the LD... where would you get 9 hours of sleep from? 😄 This looks, sounds, and plays great, nice work. |
| Apr 28 11:49:51 | 13h 41m | Turtruckin' | ♥ 1 | So two things up front: who taught you how cooking works and do you also have a vegan option? 😜 I got a little bit confused by the breaded chicken leg having a different image than the unbreaded chicken leg, so i tried every combination of stuffings and finally figured it out. Funny idea, especially with the recursion. Nice work. |
| Apr 28 12:01:49 | 11m 58s | More than Deep | ♥ 2 | Controls feel nice and snappy, art looks good and is consistent, the limited vision is a nice aspect (what if the vignette were also pixel art 😮). It was somewhat lacking in engagement, I got to 1500m one my best run, but I wanted to know how deep it goes, but it felt a bit slow to reach 1000m. This could really be an engaging (mobile) game with more variety and challenge! Also (although I am one to talk) some deep sea ambience sounds (not even music) would have significantly elevated the atmosphere for relatively little effort. Nice work. |
| Apr 28 20:04:31 | 8h 02m | Rabbit Rappel | ♥ 2 | Wow. This. Is. Amazing. It looks brilliant, control is mostly nice and snappy (sometimes you keep a lot of momentum when attaching to a new hook, which can be especially problematic in the second green hook section where have to get past to vertical outcrops of spikes). The gun feels really powerful, even without any sound, great game feel overall. How did you get the light to be pixel scale, is it the pixel perfect render mode of the URP? One thing missing are sounds. A nice railgun type sound for the gun and an attaching sound (maybe BFXR), maybe some winding when adjusting the rope length, would have gone a long way for relatively little effort. And maybe enemy sounds. By the way: The fight music seems to trigger only when you are in a certain area, maybe you should do that based on enemies nearby, or, once you get to implement that, when an enemy is aware of you. I was a little confused as the end, because the coming to steam... text only appeared a long while after I attached to the last hook and noticed there is no further path. You could have been a little more liberal with the checkpoints towards the end, I explored some deadly pits out of curiosity, and had to do the whole green hook section again, multiple times over. I jumped into the game unprepared, so I was confused at first. I thought you could attach a grappling hook with your gun, but that did not work. Maybe you could add a tiny tutorial at the start (maybe A/D, attach to hook, W/S, space, how to fire gun), but figuring out the rest was extremely rewarding. All in all, excellent work, especially for a 72-hour marathon! |
| Apr 29 14:53:22 | 18h 48m | Slug Adventure | ♥ 1 | Ah this is a well made, focused plattformer with an unusual control scheme. Nice work. |
| Apr 29 14:59:20 | 5m 58s | ChronorhC | ♥ 2 | Now this is an interesting way to deal with time. Looks nice and sounds good. One small thing: In some of the levels, I did not use all (or any) portals, which kind of felt like I was cheating, though I hope this was intended. Nice work! |
| Apr 29 15:35:18 | 35m 58s | Fishing Trouble | ♥ 1 | Ow. My hands. But I did manage to pay back my debt! Looks well, sounds nice. Great work! |
| Apr 29 22:43:47 | 7h 08m | Clockwork Abyss | ♥ 1 | This is a really nice artstyle, it looks fancy. The UI Animations and sounds worked well together as well. Very solid construction in terms of design. For me, the shooting the fish gameplay was too challenging, so I did not get very far. Nice work. |