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Feedback comments for LD48
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| Timestamp | Since previous | Game | TopperVideoGames's comment | |
|---|---|---|---|---|
| Apr 26 03:46:22 | Stairwell | ♥ 1 | Furthest I could make it was level 3, step 14. I like the concept of trade-offs when doing actions, though the attack could be be simplified without having to press the green square as well. Considering you can block without an enemy in front, you should be able to attack in front as well. I like the picturesque aesthetic of a single staircase that is never ending ending, going down forever. The movement down was seamless. The wait option has no purpose, it should restore some stamina as there is nothing that can be done if you run out and an enemy is in front of you. No stamina means no attack or blocking, the two actions needed in combat. Having that mean the end instead of mismanagement of resources makes this a really quick game to play once or twice. I recommend not voting in the audio category as I did not hear any sounds or music while playing. Nice straightforward game you made, going compo is an impressive feat! | |
| May 12 19:34:02 | 399h 47m | Dungeoneer | ♥ 1 | This is well made, good randomness in the rooms. My first run ended when I entered a room and was stuck in a wall, so there are some glitches present. The lack of sound effects makes hitting the enemies lack some impact, though their knockback animations was all that was needed to convey that they were being hit. The dominant strategy I kept using was to kite all the enemies together and run around them in circles. Different enemy patterns and behaviors could have shaken the gameplay up. It was intuitive how to play, even if there was no control explanation. It had a nice progression of weapons, even if I am not sure exactly how they differ. They felt either stronger or faster which is useful when dealing with the groups of enemies. Good work! |
| May 15 08:32:48 | 60h 58m | Malleus Pistrium | ♥ 1 | This was a nice experience. It was mostly a waiting game to be able to damage the boss, I would have liked if I could try to time it just right to jump on the shark thing as it was moving to be able to knock it down. Having to hold the button to jump was novel, as it needed some commitment and planning to know when a jump was needed. Animation was cute, music was good. Though with how long it takes to beat the boss, the music had to loop quite a few times. Overall, nice display of talent. |
| May 15 08:43:32 | 10m 44s | Isurium | ♥ 1 | The best aspect of this was the animation, both the hand and the effects that happened. I can see this lending itself well in some sort of puzzle or investigative detective type game. Interesting idea to start out with, would like to see it expanded on more. |
| May 15 20:37:01 | 11h 53m | Deep Dive | ♥ 0 | This was a great game! I really liked the sub controls, it took a lot of planning and commitment to do something as simple as move slower and turn. The enemies also increase a lot the deeper I went, making it tougher to deal with them all moving straight at me. Excellent progression of difficulty! I really liked the destructible terrain, and it make all of the torpedoes keys in a way to open up new passages. Graphics were pretty clear on what everything was. Very well done, I enjoyed playing this! |
| May 16 00:21:38 | 3h 44m | Mars Cave Explorer | ♥ 1 | It is very difficult to handle the steering of the ship. I got stuck a few times, and found any gem I could get back to the ship a major success. I am unsure what upgrading the engines did, but it seems to have given the thrusters more power? The look and sound of the game is nice, makes it clear where the ground is once I touched it. The ship gets destroyed rather quickly too. Good work overall. |
| May 16 01:38:36 | 1h 16m | Bad Water | ♥ 1 | I really enjoyed this! I managed to reach the bottom using mouse, but it was still a fun experience to play through! I liked the moments of calm that could happen by staying still to not trigger enemies, and the frantic movement of evading them when they start to become too numerous. I actually felt sad for the enemies when they became so little they could do nothing but float up. It was a pretty strong moment to see something chasing me become so helpless. Excellent work, the simple style and audio added to the mood all around! |
| May 16 04:17:45 | 2h 39m | DarĂ© Fortress | ♥ 1 | This was neat to see! I enjoyed what I was able to play, though even making sure I had enough food and ale by trading was not enough to make the game last past a couple of seasons from it crashing. There was not much choice in what to tell the dwarves so early on, but I can easily imagine assigning them to specific places and jobs and having the warriors protect the others. Very cool idea, would like to see it expanded on more! |
| May 16 04:44:42 | 26m 57s | Diggy Bungus | ♥ 1 | I took my time to get every upgrade, so my final time was around eleven minutes. I was pleasantly surprised to see how many upgrades I could buy, and they all felt useful to obtain as well! The main struggle to find gold while keeping the pizza man with you is pretty good, though with how unnecessary it ended up being to get gold in the end, something could be changed to make gold more needed? As in, buying the next ten pizzas with a gold, or in some automatic drain? It would incentivize getting the gold more instead of the stated goal of reaching the bottom as quick as possible. Over time the shovel noise was getting a bit grating to listen to, but that is my only nitpick on this game. The digging detection on the shovel is very impressive, able to dig sideways and even up is amazing! Very great work with this! |
| May 16 06:42:43 | 1h 58m | Last Star Legionnaire | ♥ 1 | This really impressive work done! Being able to make two modes of play that work pretty well together is an accomplishment on its own, and its even better that they work as well as they do. It does seem the optimal way to play is to not get hit and avoid fights at any cost, as ships fight each other and the first ship seemed to be the best one to have. I also could not find a way to repair either the thrusters or guns, so any damage they took was permanent. It would be more interesting if there was a way to repair those parts, even if the ship was still moving in real time. Great work! |
| May 16 07:19:13 | 36m 30s | Deep-Sea Idling | ♥ 2 | Well made idle game. I liked that the buildings has several unique levels with their own graphic. At the highest tier they seem to become invisible. There was only waiting style of plays, with catching coins that fall by themselves. It works well for how long it can last. Good work! |
| May 16 22:47:30 | 15h 28m | Dig Deep Down | ♥ 0 | This is a good idea, though I find it tough to play it for long. The random generation of the level does make each playthrough different, but some layouts are much easier to handle than others. I repeatedly get into positions where it has constant layers of rock, that I am unable to blast my way through. The energy gain from the dots is too little from how often they are needed, they should fill up enough for a blast on their own not just the little amount they do. The slow down mechanic helps navigate the spaces a lot as the normal speed makes it impossible to dodge the harsh corners, but the energy drain it imposes makes it just as bad an option to use too much. I would suggest to make an intro area that eases the player into it more, to have them feel they can play the game before the hard stuff shows up as much. I also encountered a funny glitch. I started to use my mouse buttons for the actions as that was easier to manage, then the game kept restarting. I realize the play again button from the death scene does not actually disappear at any time! So I was clicking it on the specific spot it was in. Good game overall, could use some tweaks to be more fun. |
| May 17 04:33:33 | 5h 46m | METADATA | ♥ 1 | This was incredible! At first it looked like a straight forward platformer, but having the ground pound be the only form attack led to the heart being a really fun boss fight! It killed me 25 times, but seeing the invincible frog have those passive remarks gave me a good chuckle. I really do think the heart was a creative boss fight. A way to change it up could have been to have multiple weak points around the arena, but avoiding everything was still enjoyable. Music also was very fitting and did not get annoying hearing it restart, so good job on that. Great game, good luck with this! |
| May 17 05:30:29 | 56m 56s | Probed | ♥ 0 | Good game! I was initially very confused on how the game worked, even with the latest updated version explaining more things. It was not until I tried spending all my fuel to go in some direction that I hit one of the orbiting planets. That was when I realized this game has actual orbital mechanics that the thrust adjusts, allowing for all kinds of circular or elliptical patterns of orbit. The fun factor really kicked in then. Knowing what I know, I only had to upgrade my ship from crashing into three planets in order to have enough power to leave the system and win. Good humor at the end too! Once the game clicks, it becomes a fun space orbital type of game. |
| May 17 07:20:00 | 1h 49m | Introspection | ♥ 1 | This was a well done game! It was confusing to understand what was happening at first as the swarm caused instant death, but once I got moving and shooting and dashing it clicked. Each boss is pretty unique and represents their theme well. The audio mixing is a nice touch! An audio or visual cue to indicate when the dash is ready would be nice to have. I did not realize until the fox kept red killing me that the bar on top was my health, so a sound for getting hit would also help. Good work with this! |