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Feedback comments for LD48
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| Timestamp | Since previous | Game | tjm's comment | |
|---|---|---|---|---|
| Apr 26 11:12:34 | Cutting Edge | ♥ 1 | Well put together! I was a little unsure of how to interact with the menus initially (since they don't use quite the same controls at the rest of the game), but once into the puzzles everything went very smoothly. The puzzles themselves were smart and rewarding to reason about, with some neat realisations. All in all, great work! | |
| Apr 26 11:29:39 | 17m 05s | Push Stack | ♥ 1 | This is fascinating! But I don't get it at all. 😰 I gave up on level 7 (I didn't want to skip it, because it seemed like an especially "you need to understand this mechanic to get anywhere" level), but there is clearly a lot of depth here that I can't see yet, and the overall package is very smoothly put together. Great work! |
| Apr 26 11:52:12 | 22m 33s | Ocelot Safari | ♥ 1 | Neat little game! Some mechanics were a little confusing (I died a couple of times before I figured out the exact requirements to light wood on fire), but the idea of different movement styles to do different things felt interesting. I gave up after accidentally locking myself in a corner with my own machete.... |
| Apr 26 21:01:10 | 9h 08m | Unearther | ♥ 1 | Interesting! I never really figured out the logic to how the goblins moved (I was able to beat all levels without doing so, but some of my solutions felt unintended; the game doesn't seem happy when you both win and die on the same move!). Most of the game elements were easy to read from the visuals, except that (at least on my screen) it was almost impossible to tell the difference between "impassable wall" and "open space". Music is nice! |
| Apr 27 14:56:22 | 17h 55m | [HTML5] Bodenhorizont | ♥ 3 | Really nice! Slightly more instruction early on would have been nice (it wasn't initially clear what my options were), but once I figured out the mechanics it was nice and I managed (after a few false starts) to explore almost all of the map. Very pretty too! |
| Apr 27 15:12:19 | 15m 57s | Mined mines | ♥ 2 | Like another commentator I was expecting "Defuse" to be a toggle, so I blew myself up trying to defuse my second mine. 😓 Showing the numbers before you dig does take most of the puzzle out of minesweeper, but the game's still pretty pleasant and the graphics are quite nice. Not bad! |
| Apr 27 15:55:45 | 43m 26s | Cave Golf | ♥ 1 | The aesthetic here is simple, but works very well! I enjoyed the gameplay, but it was quite frustrating; the power curve never seemed to change in the way I expected, and it was hard to predict how far the ball would roll; at slow speeds the friction felt surprisingly high, at high speeds surprisingly low. Still, I had a lot of fun with it so good job! |
| Apr 27 16:21:35 | 25m 50s | The Descent | ♥ 1 | Honestly I think it would have been difficult enough without the move limit! Nice game, solidly put together. Not sure if there's much progression? I couldn't really tell whether the levels were getting harder or not as I descended. Maybe at least changing the grid size as you descend would help? |
| Apr 27 16:43:08 | 21m 33s | Deep Thoughts | ♥ 1 | A clean, straightforward maze game. I like how you used the level structure to get nice visuals out of PS! |
| Apr 27 17:19:05 | 35m 57s | Undersea | ♥ 2 | A nice little FTL-like! It didn't feel like there was much variation and progression between the enemies; once I had assignments I was happy with I was able to pretty much leave people there, except for swapping them in and out of healing. Slight enemy differences (like displayed armour or evasion) might have helped with that, forcing me to switch up my tactics more. But I still had a lot of fun playing through it, and it's very pretty, so great job! |
| Apr 27 17:31:37 | 12m 32s | Fall Queen | ♥ 1 | For better or worse I feel you have captured the essence of Jump King here. Mechanics feel precise (though obviously difficult), and the whole package comes together well (at least as far down as I saw). Not bad at all! |
| Apr 27 17:51:58 | 20m 21s | Squiddies decent | ♥ 1 | A solidly designed maze game; I feel like I would have preferred if the timer were turn-based rather than real time, though! Nice clean look and monochrome palette, everything was very easy to read. Good job! |
| Apr 27 18:09:11 | 17m 13s | Pipes All the Way Down | ♥ 1 | Same problem here, game didn't end when I ran out of open spaces (presumably because there were still some open spaces that had scrolled off the top of the screen). I liked the push-your-luck mechanics, though, and everything felt very smooth. One nit-pick; I would continually find myself trying to drop the cards when the icon on the card overlapped with the slot, when of course you actually have to drop them when the *cursor* overlaps the slot. I'm sure other people would find the current way more intuitive, but maybe a compromise could be to have the card snap so the icon lines up with the cursor when you pick the card up? Thanks! |
| Apr 27 18:25:07 | 15m 56s | Fade | ♥ 1 | Just a heads up: I'd like to run your windows build through the itch app (partly because it should take care of the Windows Defender problem), but I can't because the file on itch isn't marked as being "for windows" so the app doesn't find it. Would it be a problem to tick that box on the itch page? Thanks! |
| Apr 27 19:59:35 | 1h 34m | Terminal | ♥ 1 | There were a few mechanics I still didn't really understand after the tutorial, but the idea is strong and the pixel art is very nice. Good job! |
| Apr 27 21:46:20 | 1h 46m | EARTHWYRM | ♥ 1 | A nice, carefully designed puzzle game. I didn't really get what level 8 was going for, but otherwise most of the game was pretty clear and made sense, with solid and clear art. Good job! |
| Apr 27 21:55:42 | 9m 22s | Movin' Mole | ♥ 0 | I don't know if it was a problem with my computer but the music and the in-game beats didn't seem to line up for me at all; I couldn't rate the game on Fun because of that. The graphics and music are nice, though? Foxes are cute. 🦊 |
| Apr 28 13:00:11 | 15h 04m | self reflection | ♥ 1 | Really interesting mechanics that feel like they have a lot of potential; I think this could be the basis of a full-length puzzle game. The graphics support the mechanic very well too. Great job! |
| Apr 28 19:51:19 | 6h 51m | [WebGL/HTML5] Who am I? | ♥ 2 | Very well designed puzzles! The movement felt a little stop-start, but honestly I'm not sure what could be done to improve that; it might be purely a feel thing from the animation/tweening? I did like that you could play as fast as you like and (at least on my machine) it still felt responsive. Waiting for movers always felt a little wrong to me; I never felt like I could intuit their movements (or that of crates on them), so I generally had to count steps and jump whenever my count was one earlier than the cycle point. Overall very solid, though, hope it does well! |
| Apr 29 00:04:18 | 4h 12m | LAYERS | ♥ 1 | The music and font are nice, but... I can't get it to do anything. It shows a "Welcome to Layers" message and an empty grid with no tiles; nothing responds to clicks, no keyboard buttons seem to do anything, and nothing changes if I wait. Am I missing something fundamental, or is it broken? Playing on Chrome. |
| Apr 29 00:44:45 | 40m 27s | Rooted | ♥ 1 | A few little criticisms, some of which I think have already been covered by other comments: * Mixing mouse and keyboard input at the start is kind of awkward and confusing; fortunately after that game can be controlled exclusively with keyboard for a while, so that was much better. * Can be hard to tell easily how many objectives there are and where; a couple of times it wouldn't let me out the exit and I had to carefully scour the level to find what I missed. * I found the rules for which segments I could branch from and which I couldn't a little confusing, and sometimes messed up because of that, leading to... * Undo would have been very helpful (though obviously that's very tough on a jam timeline unless you already have a system for it!) * Are the moles random? I felt like I would start a level the exact same way, but the mole would be in a different place, which was awkward on the levels where you had only just enough strength to get by. Speaking of which... * It wasn't immediately obvious what replenishes your strength and what doesn't; a tutorial for that would have been helpful. ...but none of those are huge deals, and overall it's a neat, interesting puzzle game. Good job! |