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Feedback comments for LD48
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| Timestamp | Since previous | Game | tkers's comment | |
|---|---|---|---|---|
| Apr 29 22:10:10 | BashRL | ♥ 2 | Really enjoyed the graphics here (which is usually not a very strong point in text-based games), they compliment the overall theme of the game a lot. Was fun exploring the "world" and the visuals help navigating the different directories and give a sense of where you are at currently. Having commands like cd and ls not available at the start was the right amount of frustrating (muscle memory being a huge disadvantage suddenly) and makes unlocking them later on feel great. Having some colours/formatting/alignment in the output of the commands could have helped with readability a bit sometimes, especially when you're quickly switching move/look commands searching for a specific directory. | |
| Apr 30 20:55:02 | 22h 44m | Sergei the Salvager | ♥ 2 | A solid gameplay loop and great atmosphere. The upgrades/progression were spaced out nicely and lead to a fun conclusion. Felt very polished overall, great job! |
| May 5 20:51:55 | 119h 56m | Storm: Last Resort | ♥ 1 | Really fun game! Love the balance between text adventure and combat. Shooting and (not) dodging enemy attacks was incredibly difficult at first, but the hints you provided helped a lot. Having some tutorial in your first battle would be great here, as the style and controls made me approach it from an "action" angle (i.e. rushing in and spraying with the cannons) rather than playing it strategic. Could be just me of course, but I think you could lean more into that specific combat style in some way :) |
| May 5 21:01:37 | 9m 42s | Dome Romantik | ♥ 2 | Great game, the upgrades all feel very valuable (especially like the idea of having to buy your HUD) and everything just clicks together very nicely. Also: "The game is paused in the upgrade screen, take your time to read." I can't overstate how great it is to see this. Keeps the focus on the fun parts and not add some sort of artificial stress to the game. |
| May 5 22:22:32 | 1h 20m | Nail It Deep! | ♥ 1 | Fun twist on a familiar idea. I enjoyed the detail of the sound panning according to the angle, makes it feel more polished overall. |
| May 6 15:14:56 | 16h 52m | Love's a Mystery | ♥ 1 | As mentioned earlier, a bit of an abrupt ending, having some sort of "to be continued" screen at the end would make it feel a lot more polished even without actually adding more content to the story. Other than that it's cool to see this as a result in the little time you had to make it, especially for a first time using Ren’Py :) |
| May 6 16:02:51 | 47m 55s | Dangerous Depths | ♥ 1 | I like the 3D effect when the submarine rotates. Gameplay wise, I had a hard time picking up any crates. I felt it started out a bit too fast, perhaps? |
| May 6 16:03:33 | 42s | tetronimo! | ♥ 0 | This is fun! The simple graphical style and the beat synced to the gameplay gave off some sort of Super Hexagon vibes, I like it! |
| May 7 00:40:01 | 8h 36m | Sinking Feeling | ♥ 0 | On first glance I expected something very simple, but this is actually super deep! The amount of systems to manage feels a little overwhelming at first though, but I can imagine some small enhancements in visualisation and controls could help with that :) Overall really cool game! |
| May 9 12:32:57 | 59h 52m | Diggy Diggy Mole | ♥ 0 | I like it! It's a great entry and I can easily see more upgrades and obstacles/enemies being added to increase replayability -- though I've nothing against shorter games either :) One frustrating thing that happened to me often is that bouncing off a rock results in almost immediately hitting another rock, so I often died from just making a single mistake. Maybe preventing rocks from being too close to each other / reducing the "bounce speed" / adding temporal invincibility would reduce these occasions. |
| May 10 21:02:28 | 32h 29m | Monk D | ♥ 1 | The artwork is definitely great, I enjoyed the overall aesthetic of this game. The lack of animations or some sort of transitions make it hard to understand what's going on sometimes, for example knowing where enemies are going to spawn or understand what happens when you touch certain object. |
| May 10 21:07:57 | 5m 29s | Worm Go Down | ♥ 1 | I like the style and simplicity of the gameplay. The mechanics are clear from the start and make for a very enjoyable experience. Having the health be represented in the length of your tail is a nice detail on itself, but it's great to see how it affected the difficulty as well. The bouncing bullets felt a bit odd at times. Maybe I didn't understand how to use it strategically but it seemed to never really come in useful (or make things tricky for that matter) for me. Could be nice to explore that more as a mechanic (or explain better how to use it correctly?). |