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Feedback comments for LD48
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| Timestamp | Since previous | Game | Vesper's comment | |
|---|---|---|---|---|
| Apr 27 14:06:15 | The Witching Hour | ♥ 2 | **"Nothing follows at your heels."** It only took me a few lines to become emotionally invested. Those hollow dog-shaped spaces that you worked into the initial text were beautifully done, and watching the layers of of the house gradually unfold was equally rewarding. It was all so subtle and lovely, and I also particularly enjoyed the mechanic that changed the text as you moved to make a selection. Very nicely done all round. | |
| May 1 08:09:31 | 90h 03m | River, Carry Me Away | ♥ 5 | As all the comments before me have mentioned, the audio/visual aspects of the game were superb. The fog, the journey along the water, the shadowy story being told on the river bank - they were all very atmospheric. But as a 'game' it was very passive. I felt like a spectator, rather than a participant. Obviously it's a difficult balance to strike in a game like this, but it would lovely to feel like you as the player are more involved in the journey - even if it's through something as simple as steering the boat. To be honest at the end I felt like I'd missed something, and I tried clicking on the stars to see if there was something else left to the story. But nope. I get the basic gist of the story (again, beautiful artwork, great music and atmosphere) but I never connected with what was happening on an emotional level, which is a pity. All that aside, it was gorgeous, and what game-play there was went by very smoothly. It was a nice relaxing experience in the midst of all this Game Jam madness. Nicely done! |
| May 1 08:48:21 | 38m 50s | Leaky Faucet | ♥ 2 | Wow, that was so involved! I just kept going deeper and deeper down the rabbit hole (and there were undoubtedly a lot of things that slipped past me). It's a really concept, and so well executed. Very nicely done! |
| May 1 09:19:18 | 30m 57s | 20.000 LIGHT YEARS deep in THE SKY | ♥ 3 | Ha, that was lovely! Including some voice-acting was a wonderful decision, and really helped to highlight the lighthearted humour of the game. The art was great, audio was excellent, and the gameplay was surprisingly intuitive. I worried a bit at first because that info pane with the instructions went away before I could finish reading, but when it came down to it everything made perfect sense. The game really does a good job of capturing that mood of joyful discovery, and it feels like it has a lot of potential replay value. Wonderful work, well done! P.S. That monocle was everything. β€οΈ |
| May 1 09:36:35 | 17m 17s | Moot | ♥ 1 | I adore the art design in this, it was so distinctive and textured. You also used your sounds to great effect and it really helped to cement the mood of the game. Took me a second to figure out what I was supposed to be doing on the first level, but after that it was smooth and intuitive. What a wonderful entry, I'm so impressed! |
| May 1 09:57:15 | 20m 40s | Ziggurat | ♥ 1 | I'm really impressed that this was created by one person. It's such an accomplished little platformer for a Jam game, and you did excellent work. Great graphics and sound, and controls felt spot on. I really enjoyed it. Well done! |
| May 1 10:24:20 | 27m 05s | Cave of Death | ♥ 2 | That's a pretty impressive compo, and the levels had way more depth than I was anticipating. The directional mouse control was a bit overly sensitive, and I found myself getting a bit disoriented/turned around at weird moments. but overall everything worked pretty well. The crossbow bolt as a puzzle solving mechanic definitely has potential, and with a few moody sound editions the whole thing could be very atmospheric. Nice work! |
| May 1 12:51:56 | 2h 27m | Corresponding | ♥ 1 | I usually only play games that have a browser version, but this one looked so intriguing I decided to make an exception, and I'm really glad I did! I think it was a clever concept. Game writing takes ages, and making a bunch of alternate words/sentence fragments that can fit together is no mean feat. Considering how limited your time was and all the other game mechanics you had to perfect to pull it off, I think you did a great job. As to the run on sentences and errors mentioned in the last comment, ideally yes, that's something you'd want to fix. But while one is playing the game it's not like you're going to go back and re-read all the text in its "letter form". And again, considering the time you had I thought it was very coherent. Adding the symbol was a nice way to add a bit of mystery. And with a bit of time and polish to fully flesh out the story, I think it could be quite a nifty little text game. So well done! |
| May 1 13:06:05 | 14m 09s | Date Night | ♥ 2 | Well someone is a coffee-holic, lol. Nice little task management game. I couldn't stick with it for too long because the WEBGL version was giving me hassles with the cursor swinging around all over the place and making it impossible to select the things you wanted (likely just a computer issue on my end, everyone else seems to have managed just fine). But what I did manage to play was very enjoyable, with fun sounds, and a nice element of challenge (finding the right balance for these games is hard). Well done! |
| May 1 13:40:58 | 34m 53s | Into The Depth | ♥ 2 | Ahh, this was so addictive. I had to make myself stop playing in the end. A simple idea but very well executed, and the sounds really enhanced the atmosphere in a big way. My only complaint is that I would have liked a tiny bit more leeway on the hull meter (or some way to upgrade that through point scoring as you went further down?), but the balance worked pretty well all things considered. The depth meter also shows a crazy amount of distance to cover, so making the difficulty more graduated or slowly introducing new elements as you go deeper could be a nice way of keeping the gameplay fresh. But overall it was smooth and fun. Good job! |
| May 1 14:11:06 | 30m 08s | Blackout | ♥ 6 | A fellow point-and-click game! Always wonderful to see. As all the previous comments have said, you guys did a great job with this on all the fronts (especially the audio, the theme music was *chef's kiss* perfect), and the story was concise but engaging. I did get a little stumped looking for the cigarettes. Because the interactables aren't clear one does tend to just haphazardly start clicking everything is sight when you get stuck - just in case it yields something. But then again that's half the fun (and I see where I went astray now). π It was a really delightful entry. Kudos to your whole team! |
| May 1 15:52:15 | 1h 41m | Asterisk | ♥ 4 | Haha, on my first run through I completely forgot about the spacebar = scanner option and just kept blasting through the bedrock at top speed until my eventual demise. It was somehow still fun! And even more so once I actually played it using all the available tools. π Adored the corporate propaganda voice overs, they were a really nice touch and made it feel like there was more behind the basic gameplay (which I always enjoy). As others have said before me, it feels very polished for a Jam game, and your team did a great job on every front. Bravo! |
| May 1 17:08:46 | 1h 16m | Mandragorae Somnus | ♥ 2 | The visuals on this were next level, just gorgeous. And I love that you took the time to establish the setting and the mandrake lore a bit with the opening scene (though the text itself could do with some fixing π). The sounds also did a great job of establishing the tone. It was a sensory feast. It took me a while to get a feel for the gameplay, and as others have mentioned, the various resource stats could have been clearer. I saw the symbols, but somehow it was still a bit obscure, and sometimes the low stat warnings had a very low threshold before death. The hazards were also a bit vague. At first I thought the ants would actually sever root offshoots (which could have been fun, and made the calcium stat more useful) but I presume they were just causing damage of some kind (though again, this wasn't super clear). However, once I figured out that I should be growing strategically, rather than just propagating all over the place, it was a very different experience. Seeing that hand lifting up from the pool at the bottom was also a great motivator to get to the end, and I enjoyed the experience immensely. Lovely use of the theme too! So very good work all round! I could easily see it expanding even further to flesh out the world (that text intro really got its hooks into my mind π) and further root puzzles of advancing difficulty. |
| May 1 22:30:17 | 5h 21m | SPERMA | ♥ 1 | βThe ovum was not impressed.β π This was hilarious, and very playable. I felt compelled to fertilise the egg, and couldn't leave until I had. The swarm controls were challenging, but I was definitely getting the hang of it by the end. And the music was absolutely spot on. Well done! |
| May 3 00:22:41 | 25h 52m | ROOTS | ♥ 2 | Such an impressive compo game, it felt so polished. The gameplay itself was very relaxing, even when you get to the timed mode a the end there's something soothing about the whole process. Such a nice use of the theme too. I had to make myself stop playing so I could get on with life. π Very well done! |
| May 8 13:37:32 | 133h 14m | Dikes & Polders | ♥ 1 | Such a gorgeous little game. It was so soothing to play, and the music and visuals were beautifully done. I had a glitch in the webgl build (win 10, opera browser) where the score bubble at the top of the screen stayed blank, but webgl is a strange and finnicky beast, and it was still very enjoyable to play once I figured out what I was meant to be aiming for. It reminds me a lot of the initial Jam version of Dorfromantik - it has that same pleasant scenery/soft music/casual worldbuilding vibe to it. You guys did a great job, and I'd love to see it developed further. Well done! |
| May 8 15:41:06 | 2h 03m | Dome Romantik | ♥ 2 | Played all the way to the end. Of all the games I've played this Jam, this feels like the most complete. Honestly can't think of a single issue, it was fun and polished from start to finish, and the difficulty felt well balanced. Wonderful work! |
| May 8 20:18:56 | 4h 37m | Lost Core of the Underworld | ♥ 1 | Nice worldbuilding, and the inclusion of a combat system was a nice surprise. Game writing takes aggggeeess, so (as the other comments have mentioned) it's genuinely impressive that you managed to do so much in such a short time frame. Always good to see a text entry for these Jams. Well done. |
| May 8 21:38:58 | 1h 20m | Bad Day to be a Bunny | ♥ 3 | That song is my new favourite thing. Honestly you guys did a great job, the intro is so simple and yet it adds so much to the game. I would have liked it if the collision sensitivity was just a hair less finnicky. As things stand it feels more luck than skill based (some of those car/shark/outcrop combos are genuinely unavoidable) so that became frustrating after a bit. But also it's definitely a game that rewards many, many play-throughs, and for a JAM game the difficulty balance was pretty impressive. Overall I had a lot of fun (and only swore at the computer several times π). |