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Feedback comments for LD48
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| Timestamp | Since previous | Game | sakura_magika's comment | |
|---|---|---|---|---|
| Apr 28 22:46:22 | Belongings Left Behind | ♥ 2 | Cute character, interesting mechanic of either jumping on or clearing the special circle blocks. I like the music too! I think the movement dynamics of the platforming could use some work, and I was a bit confused about the aspect ratio switch for the dialogue, is it supposed to be on a phone? Also, some visuals for the dialogue would have been good too. | |
| Apr 28 22:52:09 | 5m 47s | Chess Hellevator | ♥ 1 | I really like this! I think the gameplay is very innovative, the hell theme and visuals are cute and fun, and the music was nice to! I was able to get a bonus, that felt really good. I think the mechanic of losing move options when you lose life works well as punishment. |
| Apr 28 22:59:59 | 7m 50s | Aftermath | ♥ 1 | I'm not sure if this was a bug or not, but I only visually saw the knife on the ground, I couldn't see everything else, I kept getting dialogue for like the journal, necklace, kitten, even the person who I killed for revenge. I just kept getting more dialogue as I walked forward. I like the narrative based game, the text was a bit hard to read, but I get that it's going with the dark vibes. What made it more difficult though was how far away it was from me as the player, and the fact that I could just keep walking, and might not even notice the text. I think if this is a narrative based game, you should make the text more prominent, and not so easy to just ignore and keep walking, like maybe pause the game and have the player advance through the dialogue with button presses, and have the dialogue appear word by word or letter by letter to make it feel more engaging. |
| Apr 29 03:29:17 | 4h 29m | Storyteller | ♥ 1 | this game is really cool! i love the graphics, looks like you took photographs? and perhaps even stop motion animation? the flow of choosing words, and going back and forth between pages was interesting, sometimes it would go backwards and i didn't understand why. also, often it seemed like there was a clear "right" answer for what to type, like, "this is the sun" or "this is the color purple", so i wasn't sure whether this game was trying to have me type a specific thing to play "correctly", or whether the intent was for me to just make up my own strange story. |
| Apr 29 04:10:04 | 40m 47s | Explory Story | ♥ 6 | I think the concept is great, and the game had really cute graphics, animations, and music, but ultimately, I got too frustrated just trying to beat the first level. There are too many words that kill, some of them not expected, like "anxiety", and it became too much of a burden to memorize everything. I loved the funny effects like scream and cage, and cloning with "yourself", but it was actually really frustrating to hit "old", because it doesn't wear off, and just makes the whole rest of the level feel really annoyingly slow. I think giving more visual clues, or some kind of way to mark hazards once you discover them, would make the game a lot more fun to play. I think having the random effects, and the key and the door hidden in text is awesome, but the amount of landmines strewn about just made me really afraid to walk on any text at all, and discouraged me from exploring. If that could be solved, I think this game would be great! |
| Apr 29 04:16:26 | 6m 22s | I'm Definitely Not Scared of My Own Basement | ♥ 2 | I like the creepy graphics, especially this poor cute monster girl who has to go down stairs, and first person perspective of going down the stairs, but I felt like the battery drained really quickly, and the reloading time was too long. Later on in the game, when lots and lots of things fly at you, it felt way to chaotic to try to manage shining the flashlight and charging the battery. It wasn't clear to me at first whether I have to hold the right click to charge, or just click it. |
| Apr 29 04:25:21 | 8m 55s | Riches Below! | ♥ 0 | the visuals are pretty cute! i felt like there was too much delay between pressing X and the attacks actually beginning, and, though maybe this was intentional game design, i felt frustrated that i couldn't move while attacking. at the very least, i should start moving again after releasing the X button if i held the arrow key down, but it seems like i have to press the arrow key again after releasing X. also, the elevator gave me a choice for whether to go down or not, and i'm not quite sure why. is it that you have the option to stay on the easier levels to grind more gold before going down to the harder levels? |
| Apr 29 04:32:47 | 7m 26s | Follow My Voice | ♥ 1 | i love the concept, but i think the guy abandoned me at some point after the "rock in the middle" room. i found my way to some water, but couldn't figure out how to go from there, and didn't get any more hints. also, i wasn't sure if all the whispering was his voice, or like, scary demons around me. was i supposed to go towards or away from the whispers? |
| Apr 29 04:44:29 | 11m 42s | Deepest Sword | ♥ 0 | i love the concept and art, i think its very innovative and cute, but honestly, playing this game made my joy turn to pure frustration very quickly. couldn't get past the blue level. |
| Apr 29 04:54:02 | 9m 33s | Minet | ♥ 5 | i really liked this one, the animations of this adorable cat loving dwarf grandma are great. i liked the shrinking light mechanic, making it harder to find your way back up, meaning you have to manage both your time and your mining patterns to be able to get back in time. i think the mechanics of capturing a cat could use work, i found that i could just spam J and K and instantly capture any cat. unless that was intentional. it didn't really detract from the fun, it was enjoyable enough to spam buttons and get as many cats as possible, but i felt like i wasn't playing the game as intended, since it had this "press the right button" instruction. also, at some point i activated the "super granny lightining bolt" mode once, but i never figured out how it works, how to activate it, what's needed, etc. was that ever explained anywhere? |
| Apr 29 05:01:32 | 7m 30s | Oculus Leviathan | ♥ 1 | it's pretty cool, but i think the fishy hitboxes need a lot of work. i missed what felt like 80% of my shots, and I tried many different strategies, clicking right on them, clicking past them, leading their movement, and i could very clearly see the yellow line hit them or go through them, but it wouldn't eat them. the slowing down time mechanic seems cool, but doesn't seem to have any cost or downside. why wouldn't i just hold the mouse down all the time? i really liked the sound effect for successfully eating a fish. |
| Apr 29 05:19:56 | 18m 24s | 6 Feet Under | ♥ 4 | i like the art and music, i think the gameplay concept is cool, but i ultimately found this game to be incredibly difficult. it took me a while to figure out that holding space went deeper (and deeper), and that i couldn't use the up/down arrows to control while i was burrowing, only left and right. the most frustrating parts were when it required you to dive, jump, then burrow again from the underside of a block (like up through the ceiling). the window that you have to release and press space again is so small, i think some way to make the controls feel more fluid work really help make this more fun to play. the few times that i did actually pull off some back to back burrow/jumps felt really good. i especially appreciate the contrasted feeling of how slow and clumsy the zombie is just walking, but how fast, fluid, and powerful you are when burrowing. if the controls could be tuned somehow to make it easier to transition from one dive to the next, that would be great. |
| Apr 29 05:28:24 | 8m 28s | Far Side of the Mirror | ♥ 1 | you two did so well! i had the most fun playing the social dance game. i felt very connected with all the animal characters, and very distance and judged by all the humans. the duckies were so much fun! really reminded me of sans from undertale. i found my self feeling very relieved to find them again after dealing with all the horror humans. i also had a lot of fun just running around as a meowmie, the art and animation for mocha are great! the seashell sounds were beautiful too, i liked having the beach sequences break things up. it made me wonder which was the dream, and which was real life. i agree with @rosypenguin , the level transitions could use some visual clues, i also ran into a lot of walls trying to find the next room. |
| Apr 29 05:46:40 | 18m 16s | Patchwork | ♥ 1 | the nested world / puzzles were really cool, reminded me of Gorogoa. i love how radically the art style changed between the different puzzles. sadly, i was only able to solve the gasoline fire blueprint puzzle. i couldn't get the dinosaur things to line up, though i got close, i tried so many combinations. i wasn't sure what to do with the mushrooms, and turning the dials didn't seem to do anything in the caves. maybe some hints would be nice, i'd really like to explore more of this game! |
| Apr 29 21:58:46 | 16h 12m | Dig 'Till You Drown! | ♥ 1 | I like the mechanic of spamming the dig button to climb up walls, but it took me a while to get the hang of it. What was frustrating was getting stuck under a dirt tile that I was unable to dig through when trying to climb up. Jumping felt a little floaty, could use a bit of tuning with the speed and acceleration curves, but at least all the controls felt very responsive. Nice work for a compo! Overall you had graphics, sound, gameplay, and even a tiny idle animation. I think the feeling of anxiety of going under the water into the "caves" to get gems was well done. |
| Apr 29 22:04:12 | 5m 26s | Welldiver | ♥ 1 | very well done! of all the games i've played so far, this one has the tightest and best feeling gameplay, i felt very in control, yet also very challenged, which is an awesome balance to hit. i liked the various enemies that were introduced as you went deeper, and how that made things more complicated and required some strategizing in addition to just dodging. |
| Apr 29 23:48:02 | 1h 43m | Sporelunk | ♥ 1 | very cute! your animation and art is just incredible for a game jam! i love the slippery wibbly wobbly movement of the shrooms. The mechanic of eating your own kind to survive is grusome in a very fitting way. I made it to level 84. Ended up getting trapped by the wormy-like blocks. I think finding some kind of powerup to get that perhaps gives you superdigging for a limited time/number of strikes, so you can one hit any boulder, would be a good addition so the gameplay doesn't get as repetitive. The controls were fairly tight, felt responsive and not floaty, though i think i hit a few edge cases in pressing various buttons at the same time that left my character unable to move until i released and pressed the buttons again. Over all, very fun and well polished entry! |
| Apr 29 23:57:14 | 9m 12s | Don't Pull It Out | ♥ 1 | good job voice doing some voice acting! the power up system is well designed. i got fairly far... i think... but honestly i have no way of knowing just how far close I got to the end of your game. i think some kind of feedback or indication system for progress would be good. or maybe i just missed it? |
| May 4 04:13:56 | 100h 16m | Down Down Well | ♥ 0 | i love the graphics and character design! i think the wall cling mechanic is cool, found myself wishing i could "double jump" with one on top of the other. |
| May 7 04:29:46 | 72h 15m | Deep down the Abyss | ♥ 1 | great job on the visuals and atmosphere and sounds, but how to play was pretty confusing, and i ended up just killing myself when i thought i was killing cthulu. i clicked through the various options, but never felt like i got good feedback on what was effective until i saw the meter running low by alternating curse and insult. in the end, alternating those two was actually killing me rather than the boss. |
| May 7 04:55:37 | 25m 51s | Blackout | ♥ 3 | great job, got to the end! wonderful job with the music, visuals, and animation! the story was cute, you even did animations, wow! i enjoyed the classic point and click gameplay, and it felt nice that the character would walk to where i clicked. but the ending left me feeling a bit let down, like, to tell me "well it was all for nothing" after me putting all the effort into playing and finishing the game just didn't feel very rewarding. i felt sad that i couldn't put the mask on, heheh. some feedback for gameplay, it's not very clear when something has another interaction that you need to click for, vs if you'll just say the same thing again. i think some kind of indication, through dialogue or UI, that lets you know you should keep clicking would be good, especially because there's no way to skip dialogue, so having to sit through the same dialogue again as punishment for an exploratory click is pretty frustrating. on that note, a way to skip through dialogue would be good too. overall, wonderful job! |
| May 7 05:03:44 | 8m 07s | Lies & Descent | ♥ 1 | the level design and flashlight holding made me feel pretty clausterphobic, so good job if you were going for that. i got turned around once, but eventually got to the acid lakes. i got across the first one and that felt rewarding, but i couldn't figure out a good way to jump from one pillar to the next, since they have sharp corners, i wasn't able to claw my way around to the other side of them. eventually, i think the acid glitched out and i just walked across. got to the end, and i seem to have just fallen out of the level entirely, and watched it slowly shrink away into the infinite as i read your "you won message". it was kind of a good, but weird feeling. i liked the music, but i don't think it fit well with the game. also i don't know what you're going for with the title. what lies? |
| May 7 05:14:52 | 11m 08s | Ariel Cleanomancer and the Eldritch Sweep | ♥ 3 | great job! i made it to the first level with the alternate floor plan. i liked the visuals and the "going down stairs" animation. the puzzle mechanic was fun to figure out. one thing that really confused me was that i couldn't seem to do a "normal" vacuum even though i had 1 charge remaining. if one charge isn't enough to do the most basic technique, it just feels weird to me. i think you could have taken the "eldritch hotel" theme a bit further, visually, the hotel, and the trash itself, seemed very normal. overall, a very fun game! |
| May 7 05:20:29 | 5m 37s | Clown Pup | ♥ 1 | graphics and music were really cool, set a nice mood. i managed to get the ribs and something in the trash in my inventory, but couldn't progress from there after spending a while clicking around on everything. was not able to figure out how to us anything in my inventory. one fairly simple thing to implement that would make the game feel a lot better to play is flipping the character on the X axis when i walk left. also, the collisions didn't make much sense to me, i felt often like i was getting stuck or unable to walk somewhere that seemed like i should be able to. |
| May 7 05:26:23 | 5m 54s | 7 DEEPS | ♥ 1 | is there even a too deep? |
| May 7 05:32:53 | 6m 30s | Jung Guns | ♥ 0 | i really like the visuals, great job with pixel animation, and a "soul search self help" themed bullet hell is pretty funny and mood, but this was really hard, the slow movement speed was pretty frustrating, making it feel hard in a bad way, not a rewarding way. my experience with bullet hell is just undertale, so i'm not that experienced in the genre, but undertale felt hard in a good way, since i felt like i had more control also, the shooting sound was pretty obnoxious,too screechy, i ended up just muting. |
| May 7 05:38:12 | 5m 19s | Nav's Endless Nightmare | ♥ 1 | very well done! the graphics were so cute and creepy and polished! nice design on the first tutorial screen. i liked the variety of the levels, and monsters, and the monster count down was nice. |
| May 18 02:38:54 | 261h 00m | Deep Finger | ♥ 2 | disturbingly fun! great puzzle design, the ending took me by surprise! |