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Feedback comments for LD48
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| Timestamp | Since previous | Game | tomlbarden's comment | |
|---|---|---|---|---|
| Apr 27 08:37:39 | No Way Up | ♥ 2 | I've not seen an auto-scrolling deck game before! I really liked the urgency it gave my decisions when I realised that the game was going to just keep going whether I was ready or not. By the time I'd descended a few floors I was in a pretty steady rhythm and found I didn't need to worry too much about which cards to use, so the challenge waned a bit. If you ever made a v1.1 of this game I reckon it'd be awesome to see some more choices for the player to make, e.g. descending down a left path or a right path. | |
| Apr 27 08:50:09 | 12m 30s | Dive to live | ♥ 7 | I love the art style! This game does a great job of building tone with the opening scene and music. I like how you're plopped in the ocean with no direction other than to dive down. At first I wasn't sure what I was expected to do, but I quickly assumed this was about the mood of the game and was intended to be reflective. I think it does a great job of that. When collecting the gold meant I couldn't swim up anymore it felt like a statement on my greed. I loved it! My only criticism so far is that it ends too soon! Let me dive deeper! |
| Apr 27 10:19:37 | 1h 29m | Digmon | ♥ 0 | This was cool! Despite the tutorial it still look me a little bit to work out exactly what I was meant to be doing, like how I lost my weapon and didn't realise! I suspect this plays better using a gamepad than it does with a keyboard, but even so it was good fun. The art is great, and the SFX give some satisfying feedback. Would love to see this idea expanded upon. |
| Apr 27 11:10:44 | 51m 07s | Deeper Understanding | ♥ 5 | Wow! This was dripping with atmosphere, reminding me very much of PT. Unfortunately my laptop was running this at only a few frames a second, but even so I powered through to what I think was the 'end.' The aesthetics were fantastic, and I was pulled right in my the mystery of it all. I'd love to see more: more stuff to investigate, more text, more rooms?? Fantastic work, really well made. |
| Apr 27 11:31:54 | 21m 10s | Cursed castle | ♥ 1 | Love the models for this! Did you make them all yourself? A suggestion I would make would be to remove the 8-directional movement in favour of a full 3D movement controller. I think that would aid in making the game feel a bit smoother. By the way, I ran into a weird bug in which my character ended up running around above everything else; I was running over enemies and couldn't hit them! |
| Apr 27 11:53:22 | 21m 28s | Danger Rat | ♥ 8 | This is great fun! I agree with everything @abigailcorfman said. It'd be great to see some sorts of power-ups in a v1.1 of this game, especially something which would let you temporarily bust through all kinds of blocks and increase your speed. You could also build some little platforming sections with the slash bounce mechanic! See, this is the problem with game jam games I like: I always want more of them, scope limits be damned! |
| Apr 27 12:19:33 | 26m 11s | Deep Space Worm | ♥ 5 | I like the idea here; I'm always a fan of physics-based games. Some feedback would be to have the worm follow your mouse a little more accurately, and to reduce the distance between planets. It'd be interesting (and fit the theme a little better) if the worm had to clear layers of a planet as it worked toward the centre? |
| Apr 27 13:43:17 | 1h 23m | Deep Jumper | ♥ 1 | Well, this is certainly much better than my first game jam game was! Before I get into the gameplay, I really want to commend you for the polish; this feels great to play. Menus, SFX, audio options, scene transitions... All this stuff is a real winner in my books. Great work for finding time to include them! The itch link implies you made this in a day and a half? Well done! Hard to believe this is your second game. I really like how simple the core of the game is. You did well to limit the scope for the game to something achievable and well polished. I'd of course love to see more gameplay variety, as simply descending does get stale without some other motivation. What I'd love to see in a v1.1 release would be a little tutorial screen which explains both of the flashlight functions. When I first played I completely missed the scanning function and wondered why I kept dying! I did also find that I could take my time pretty well. It'd be awesome if there were like ghosts or something slowly forcing the player to descend... |
| Apr 27 14:29:23 | 46m 06s | Just Call Your Mom | ♥ 2 | The presentation of this game is brilliant. Very well done! The art and audio really sell the arcadey feel. The combat is satisfying, but a little simplistic. It's be great to see more functionality there, like a low kick or block. If I hadn't read the description I'm not sure I would have picked up on the how theme really ties in, so some extra in-game exposition might have helped there. |
| Apr 27 14:56:43 | 27m 20s | Archeomoleist | ♥ 4 | @joedev sent me this because he got so addicted. I've gotta say, I can see why! One bit of feedback: the controls aren't very laptop-friendly. I wasn't able to play using a track pad, since I can't click and hold to drag a piece AND right click to rotate. Otherwise, this is brilliant. |
| Apr 27 20:15:27 | 5h 18m | Payday | ♥ 1 | This was some good, chaotic fun. The performance on my laptop wasn't great, but that may well be a me problem. I wasn't sure about the use of theme at first, but it's actually a pretty novel approach on the whole 'deep in debt' angle. |
| Apr 27 20:41:44 | 26m 17s | One More Cellar | ♥ 2 | Thoroughly impressed that you managed to knock this out in three days. I particularly want to note the polish; it's always great to have proper menus and SFX. There are some AI bugs here and there, but in three days what more can you expect? Great work! |
| Apr 27 20:46:36 | 4m 52s | Deep Jam | ♥ 1 | Hugely impressed that this is your first game! I love the use of hand-drawn and scanned art assets. The gameplay is simply yet satisfying platforming. I would definitely say that the game is a bit too difficult at the start, and some of the hitboxes for things which kill you seem a bit overzealous. But all in all a fantastic first game jam! Hope you stay for many more. |
| Apr 28 09:35:58 | 12h 49m | ROOTS | ♥ 1 | Well, this was incredible. Far more engaging than I went in expecting. I'm always impressed by jam games that have proper upgrade system. This is something I'd easily see on a phone or tablet. One of my favourite games so far. |
| Apr 28 09:58:02 | 22m 04s | Mental Abyss | ♥ 3 | I really like the premise here. A lot of the lighting was great, very moody, and the story kept my engaged, moving along. --- SPOILERS: PLEASE PLAY THE GAME FIRST! --- One suggestion: The first stealth level was really engaging until I realised I could just run past them all with no issue. This seemed to be true of all the levels - you just had to get to the end. Some other fail state or incentive for not being seen would go a long way! Also, I honest to God did not see the twist coming. Dual use of theme, descending deeper down the floors, and deeper into insanity. Nice work! |
| Apr 28 21:01:50 | 11h 03m | Deep Words | ♥ 5 | I can't think of any other poem games, and I really like that premise! The environment is perfect and I love the aesthetics (though I'm a sucker for low-poly). A few suggestions, and I'm only so critical because I really think there's potential here. - The footsteps are a little too loud for my ears; they're a bit jarring - Rotating the objects can be a bit fiddly, trying to get the game to register that I can see the word - The camera resetting to facing forward when you put down an item is a bit disorienting My favourite poem: "the solider slipped upon the bastard, a liquid glared from the overlord" Also, it's silly, but I really like that you can use the door to quit the game. Great work! I'd love to see a v1.1 with more words/items/environments. |
| Apr 28 21:17:12 | 15m 22s | Diggy hole | ♥ 1 | It took me a few minutes to realise that there was more to the game than I realised. I can see that there's a lot more planned for this than the time allowed for. I'd love to play this after another day or so of development. One note is that I couldn't work out how to collect the wealth of gold I mined. I had to leave it sat lonely on the floor :( |
| Apr 28 21:28:04 | 10m 52s | Lemon Biscuits for Tulip | ♥ 3 | This was beautiful. The art and audio really struck a chord. It was much more heartful than I expected, which was a lovely surprise. It seems the core of this game is really the narrative, so I wouldn't want to see too much added which gets in the way of that. Instead some small moments of interactivity could really elevate the game, such as handing the biscuits to tulip! Just some little elements to draw the player in even further. |
| Apr 28 21:35:46 | 7m 42s | Downslide | ♥ 1 | You're definitely right that the controls make more sense when you play! I really liked the system once I got the hang of it; you got a lot out of just the left and right keys. The game has a nice level of polish, the music was a great choice. |
| Apr 28 21:48:42 | 12m 56s | LD48 - The Forest | ♥ 1 | The game had me on edge when I loaded in with its spooky atmosphere. That said, I ran in a straight line for a while and couldn't find my kid. From reading your comments I think I might just not have run for long enough 😂 |
| Apr 28 21:55:05 | 6m 23s | Into the Storm | ♥ 1 | The controls feel great, but the cost of losing is a bit too high for replayability. Would love to fly between lightning bolts and tornados, but without checkpoints I don't think I'll ever get there! |
| Apr 30 08:57:18 | 35h 02m | Elevator oddysey! | ♥ 1 | This reminds me a lot of some of my early game jams: too much ambition! I saw above that you said that jam was frustrating, which is such a shame. I absolutely love game jams, and I hope you don't give up on them. I'd definitely recommend tackling an idea with a much smaller scope next time. Hopefully that'll give you more time to really hone the experience and give it some extra testing and polish. Also, we used the same elevator music in our game! Really confused me when I heard it in yours 😂 |
| Apr 30 13:27:16 | 4h 29m | Majula Fall | ♥ 1 | Well, it certainly fits the theme! The controls feel great and responsive. I did find that being able to adjust my trajectory mid fall made it a little too easy at points. Also the healing animation actually moves you very slightly, which was scary to find out! |
| May 1 10:44:29 | 21h 17m | Dark Souls Tactics | ♥ 1 | This game has a fantastic mood, set by a great combination of visuals and music. I'd love to see this concept expanded upon. At first I wasn't sure how it met the theme, but I actually think it's quite novel! I can see that there's a lot of ideas here that you didn't get time to expand upon. Give the player an objective and a use for the souls and I think there's something here. Oh, as a note, the UI does not scale to 4K displays. It was all far too small in the corners of my screen, but that's a nitpick. |
| May 1 10:51:32 | 7m 03s | Deep Breaths | ♥ 0 | Interesting mechanic! Seems like the kind of thing which would benefit from a tutorial since it's so novel. As @whynot said, the movement speed ought to be at least a bit faster. I also pressed R on the first machine I came across but I wasn't sure if it was cleaned? |
| May 1 11:00:09 | 8m 37s | Untitled Simulator | ♥ 1 | The premise is actually pretty interesting. However, it doesn't end up being particularly fun or engaging. The game unfolds a lot like an exposition dump of the events which led to Hitler's rise to power and WW2. Now, is that a bad idea or a bad thing? Not at all, however I feel the executing could have been more interactive and engaging. @bereg hit the rest on the head quite nicely. |
| May 1 16:26:39 | 5h 26m | T-Minus | ♥ 0 | This is a perfect game jam game! A small, polished experience. Everything about the audio and visuals was amazing; the little rocket is beyond cute. It took me a few tries to work it all out, but once it clicked I had such a great time doing it. I only wish there were more levels! I agree with @ithildin about having a bit of a zoom out feature so we could preview the route we need to take. I'd also love to see a little UI indicator for which direction you need to move the mouse to change the power level, but 72 hours isn't much time so I can understand why it's missing. Fantastic job! |