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Feedback comments for LD48
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| Timestamp | Since previous | Game | Sharks's comment | |
|---|---|---|---|---|
| Apr 27 03:35:17 | Drill Through The Earth | ♥ 4 | I loved how the controls were spread out across the scene, it would have been nice if the little shaft in the center spun but hey you don't have a whole lot of time in a weekend right? Some things like water temperature felt redundant and over complicated but overall I thought it was nice. It took me a little to figure out some things like needing to go to the cabinet to upgrade my energy and such but I got there in the end. The music loop was simple but didn't get annoying. The air raid sirens and rotating lights were a really good way of letting me know when I needed to take action. I feel like there's some missing from a gameplay perspective (Something that is the same with *all too many* of my games) but again it's a weekend so what are you going to do? The 3D models had nice simple textures and overall it was pretty polished! Nice job! | |
| Apr 28 01:58:54 | 22h 23m | Deeper Well | ♥ 5 | Well, well, well! I really liked the main menu and when I first loaded up the game I thought how nice it would be if there was some chill accompanying music and then suddenly bam. Exactly what I was hoping for, really chill and satisfying music. I also liked how the tutorial was done through the encounter with a villager, it was such a neat idea. Another thing I liked was the shader when I was placing a new building, it was very pleasing to look at and clear. I feel like a lack of ambient occlusion is really holding back your 3D models since they look very nice otherwise. Something to note is that the constant change in rate is confusing and unintuitive. For example I open up my well and it makes 1 water every 20 seconds but my farmer house tells me that it consumes 0.25 water a minute. I can't quickly and easily glance at this and figure it out, albeit it's not too hard to figure out 1 water / 20 sec = 3 water per minute it's a lot to keep track of. Something that's borderline quality of life but I think is still important is some indication about your resource trends, an up/down arrow or more importantly something like +0.30/min next to say the water as this allows me to glance up and tell what I can afford and when I need more. I was really impressed with the complexity of the game for the given time period! Perhaps it was night mode on my monitor - I need it to help ward off headaches 😬 - and I will look at it tomorrow but for me the contrast between objects that weren't unlocked and were wasn't great, especially for things like stone which I expect to be grey and the fact that the tooltip pops up and informs me about the object but says nothing about it's status is a bit misleading as well. Again, given the time period this is 100% a nitpick but something to keep in mind in the future. I feel like feedback is important for improving as a developer, less so the actual game as many of us don't update our games post jam (Though there are of course some that do!) I must admit: I left the tab open in the background while I did the dishes because I wanted to listen to the music more. It's so calming and soothing and I quite love it. Anyway this is getting pretty long and I've only managed well lvl 1 so far, but it's rather late and I need to recover some sleep so I'm going to call this part 1, play some more tomorrow (or the day after depending on how busy I am) and then I'll have a little part 2 when I've completed the game because it just seems wrong to give feedback when I haven't even played through the whole game! (Part 1/2) |
| Apr 29 00:54:05 | 22h 55m | Deep Space: Beyond | ♥ 2 | Atmosphere is amazing, I did notice that when going back up to a previous floor all the oxygen bottles respawned and narrative text replayed.... Made it a bit easier once I figured that part out. I also had the problem of not being able to tell what floor I was on and I did managed to get both codes but it got too tedious after that trying to locate my goal and I ended up giving up after a half hour. |
| Apr 29 01:21:15 | 27m 10s | Soaring Under | ♥ 2 | The music was great, I especially like how it played the wrong keys in accordance with your sad, sad slamming into the ground noises. I had a little fun with turning around and going backwards at the starting area, thus getting outside of the map and uhh.. Totally legit-ly making my way to the end. The low poly models were absolutely gorgeous and the whole game was such a nice little calming sorta zen game. Love it! Also I wishlisted Fist of the Forgotten. Looks really cool! |
| Apr 29 01:26:11 | 4m 56s | The Mystery of Stalore-9 | ♥ 3 | I agree with other peoples sentiment that there is a distinct lack of feedback when you are taking damage. I also experienced a bug where my oxygen would not regenerate so I just immediately died upon entering the water. The game was quite dark for me as well making it hard to figure anything out. Skybox looked nice! |
| May 1 00:25:13 | 46h 59m | Rooted | ♥ 1 | Wow this was super cool and new! It's one of those ideas I wish I had ;) It's visually appealing and the music is nice but can get repetitive especially how it starts over every level. Are you aware of Do Not Destroy On Load? https://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html |
| May 1 00:35:16 | 10m 03s | Love's a Mystery | ♥ 1 | Oh dear I fear I may have left a comment on a game in the wrong tab :/ |
| May 1 00:36:24 | 1m 08s | I Would Like To Check Out of This Hotel | ♥ 2 | Juice is really good but can get annoying like when killing large groups of bats the screnshake and death particles clutter the screen and make it hard to understand what’s happening/make me slightly nauseous. I would have loved to see friendly fire, I had tried standing in between the line up and fire type enemy so they’d shoot each other but to my dismay no cigar. |
| May 1 00:46:51 | 10m 27s | Juicy Trip | ♥ 0 | It's always nice to see an entry on the simpler side! Perfect little game for killing time and very well polished! |
| May 1 01:16:59 | 30m 08s | Dahla's Journey | ♥ 1 | Oh boy has it been a while since I've played a turn based game like this! I always love to see fresh and creative takes on stuff like this! It was very well polished as well, I don't know if I have anything bad to say about it! |
| May 1 01:28:08 | 11m 09s | Descend | ♥ 2 | Very addictive! I'm impressed with what you managed to pull off in just 72 hours! I love the character animations but the climbing system is super buggy... |
| May 2 01:04:43 | 23h 36m | Pescuit Pe Plajă | ♥ 1 | Typical from you! A calming experience that gets you thinking. Lot's of games demand your attention and lots of people play for that reason, but with this I was able to zone out and really think about things with the slow music and artwork that I can only describe as also.. calming, not sure if this is intentional but judging by your past entries, it is. The feedback loop is addictive and the game feels very polished. Truly deserves the word 'experience' |
| May 2 01:22:18 | 17m 35s | Endoparasitic | ♥ 0 | Genius idea, super createive mechanics, amazing execution and under 15 hours? Thanks, looks like I have a new goal for my game jams! :) |
| May 12 02:33:41 | 241h 11m | Nuclear blaze | ♥ 2 | [Played compo edition] Jumping was a bit off - it seemed like I would jump up, fall down and at the last 20% of my fall snap to the floor. I don't hate it - it has it's own flair, but I've seen a lot of the other comments mention a similar thing. I wanted to commend a small detail I noticed by accident which is how holding space on a ladder made you slide down :) It wasn't immedielty clear to me that those pipe things could be jumped up onto and on the 'fireball' section I got stuck for a few minutes as the game never told me about how the down arrow would protect me from such things (I figured some would still get through anyway?) I couldn't tell when the door would open or why it wasn't opening at some points and would have loved a specific key to press to do that and at some points it seemed like I could jump up on places that weren't intuitive and would have allowed for me to 'bypass' a puzzle. Also the text hint for the spacebar+down key was always partially obscured by the fireball, in a random place and did nothing to pull my attention away from the giant fireball towards it compounding the issues. A final thing, I too am sad there was no big ending but I did like the story that was there it was intruiging and interactive! But don't let that discourage you (Not hat it seems like you could ever be discouraged!) This game looks absolutely gorgeous and it feels amazing. I would expect nothing less from deepnight :) And here's a little 'thanks' for creating LDTK! |