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Feedback comments for LD49
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| Timestamp | Since previous | Game | AdamCYounis's comment | |
|---|---|---|---|---|
| Oct 5 01:24:21 | Tables & Tremors | ♥ 6 | This was a really fun game, I love the concept. The mechanics were satisfying and the presentation was really unique. I love those animated hands. I felt a bit like the high pace limited the potential (slightly) to have more creative / complex challenges as with the current settings, doing things like pivoting 180 and punching towards the stage is really hard in such a sparse environment, if only for the fact that you have to do it so quickly that there's not enough time / visual feedback to regain your bearings in time. I wonder if bringing the speed and distance of the punching and launching down a notch, with smaller levels, could have opened things up a bit. This aside, I think the entry is really solid, and I love that you save the times to the level select screen. I immediately sent a screenshot of mine to my brother, as others have done here. It's a great addition to a great entry. | |
| Oct 6 02:18:09 | 24h 53m | Oopsie Potion | ♥ 1 | Hey there! I like the premise of this one. I think the scope is nice and constrained, and I appreciate the details you added in little things like the animations for the character and unique sprites for pages. I will say it felt a little bit more RNG than skill-based, as the top score seems limited by the items that spawn and where the acid lands. Overall, the game felt cohesive, for sure, and was easy to get into. Thanks for sharing! |
| Oct 6 02:46:31 | 28m 22s | Dr. Frank | ♥ 0 | Hey there! I appreciate the simple premise behind this game. The controls felt reasonable and the early difficulty felt good. I wasn't a huge fan of the syringe resetting mid-flight if fired multiple times, and I found the chromatic aberration made it hard to see which flask was highlighted. In general, I think I would have enjoyed this game more without the overindulgence of the post-processing features. Less is more here. Outside of that, I thought the art was pleasant and enjoyed the sound design. Thanks for sharing your game with us! |
| Oct 6 03:02:23 | 15m 52s | Unstable Space | ♥ 1 | Hey there! I really like the idea behind this one (Alien: Covenant vibes). I was quite impressed with how full the star system and mechanics were. There's a fair amount of logic and consideration in what you've constructed, but I feel the experience was a bit of a let-down in how unguided it was. Some kind of narrative thread of mechanical progression would have gone a long way in keeping my interest beyond exploring 3-4 stars. Minor issues with UX and communication could be alleviated with a little more time. More visibility over the system definitely would have helped (perhaps more feedback in the visual design of planets to indicate their resources, for example). In general, I think teaching players how to play tends to be a challenge for technical games for LD. Outside of this, I like the minimalist art style and the attention to adding some animated graphics and colour-based feedback. What you've made is really ambitious and impressive, I think you could easily justify spending more time on it post-jam. Thanks for the game! |
| Oct 6 03:38:21 | 35m 58s | Polypharmacy | ♥ 1 | Heya! I thought this game was really cute! I liked the turn based movement and the way you mixed up levels by changing the visibility of tiles based on medicine. There were definitely some pac-man vibes at play with planning out the order of pills etc. The game felt quite short, I could have gone for a few more levels just with what was presented, so that's an indication that you're on to something worth developing further. Much appreciation for the presentation values, the game feels quite polished in its current state. Thanks for the game! |
| Oct 6 03:49:59 | 11m 38s | Chimp Chef's Dastardly Onion Adventure | ♥ 1 | Well then. This was seriously something. I don't really know what to make of the premise. I loved it, and was scared by it. Once the game got going, I enjoyed the stealth mechanics and tension of trying to abduct those sweet onion babies without being flattened by their leggy parents. There's a lot I could say about UX and design, but really, I feel like this entry made up for it with its beautifully diverse OST. Thanks for the game, I'll be dreaming about it tonight. |
| Oct 6 04:49:12 | 59m 13s | ReSTARTeD | ♥ 0 | Hey there! So sorry to hear about your development woes. I appreciate the willpower and drive to regroup and still finish with something playable. You managed to cram some diversity in the art and music department, which is commendable, as those are often left behind under time pressure. I struggled a little bit with this one, as far as the experience goes. The gameplay is, as you know, a little rough and it was hard to get a sense of what you were going for with each boss. Definitely, with some more time and care, I could see this being a little deeper. With some light story elements wrapping the experience to get the player up to speed with the motivations of the character and to tie the theme in more deliberately. Thanks for putting the time in and producing your game, and best of luck with future dev! |
| Oct 6 05:04:30 | 15m 18s | Emotion Vessels | ♥ 1 | I thought this was a thoughtful and cute premise for your game. I like the cat character design, and I think although very literal, the theme was well-considered. Unfortunately, I really felt like the gameplay didn't offer the player much control over the experience. I think this is something you would want to happen toward the end, but maybe for a minute or two at the start, the player should be able to balance the boxes in a deliberate and careful way. Mostly, I would put this down to the throwing distance, force of the player's mass on the boxes and the amount that the player weighs on the scales. Right now, everything seems a bit floaty, and makes the input feel too risky to engage with the systems confidently. I liked the graphic design and soundscape of the game. Perhaps with some more time we would have seen some more visual context with the way the experiences create vessels, and the nature of those emotions. Blue and yellow boxes were functional but not particularly engaging, emotionally. Thanks for your entry, best of luck in future development! |
| Oct 6 05:28:18 | 23m 48s | BiblioMania | ♥ 5 | Hey there! I quite liked the visual presentation of this game. The pixel art was really cute and well animated. I also thought the camera was really well-implemented for the most part. I had a little difficulty understanding what the game wanted from me at first. I really think that the game should explain itself, rather than having the rules explained outside. Once I got going though, I found the challenge to be pretty engaging. Adding the different modifiers was a nice touch, although I felt like they definitely needed to rotate more quickly, as the game definitely struggled to maintain my attention as time went on. More frequent switching of powers and perhaps more strategy / planning elements would have taken this game a bit further. Overall, I think this was a pretty solid entry. Best of luck with future developments! |
| Oct 8 02:21:26 | 44h 53m | Giggly Goo | ♥ 1 | Hey there! I like the concept behind the slime tamer, and how the tetronimos became unstable. I think there's quite a bit of potential in this idea of riffing off the core design of tetris. I think the implementation is solid enough for a jam, definitely, and of course props for getting in SFX and nice graphics in the time limit. I think my only major criticisms would have to do with the difficulty curve, which feels a little gentle, and the design being a bit "safe". I would have liked to see the concept pushed a little further than just clicking the slimes to calm them down, e.g. an interaction that changes the way the lines cleared in a positive way. In any case, I had fun with it. Thanks for the game! |
| Oct 8 02:47:39 | 26m 13s | Last Breath | ♥ 3 | Wow, such a beautiful entry. I loved the way the production elements came together in this one. The vibe was really strong, and it definitely feels like we've been dropped into a boss fight in the middle of an RPG. This felt a bit like a double-edged sword for me, as I didn't have much of a chance to engage with any of that world before the fight, and the pace of the combat felt like things were dragging on, before long. It's a well-balanced fight, but the impact of each turn being so minor made the stakes feel relatively low. I would have loved to see a couple of smaller enemies and a little bit of intro narrative before this fight. This way, I think there would be less pressure to have the fight itself take up more time, and things like the boss healing HP could be removed. It makes sense for what the game is now, but is kind of annoying to see the player's progress get undone. Overall, I wonder if decreasing the scope of the art just a touch might have opened up the scope for gameplay a little further? In any case, I enjoyed what I played, and feel like whatever comes from you next will definitely impress, as this has. Thanks for the entry! |
| Oct 8 03:01:18 | 13m 39s | Unbound | ♥ 0 | Hey! I think it's clear you had a lot of vision for what you wanted to achieve with this one, but ran out of time before being able to explore those ideas very far. It's a shame to see, but I think what's here has promise, too. You were able to get some nice parallaxing in there, the movement controls have design consideration for the height of the platforms, the character is animated and there's a title and end screen. I think for sure, the biggest thing to work on next is budgeting time to allow for more of the game to show through, earlier in the jam. This way you'll be able to get clearer feedback about your design from the player comments. Thanks for making it, and best of luck with future jams! |
| Oct 8 03:17:28 | 16m 10s | Road to joy | ♥ 2 | Heya! First off, I like the presentation and concept a lot! It was simple, but well put-together. I really like the interpretation of the theme here, too. I'm a little concerned that the game being as difficult as it is, and the core theme being introduced so late may make players miss this connection. I hope they don't, but I suspect they might. You've totally managed to make a competent platformer out of MIDI, which is insane to me. I definitely found it challenging enough (though I finished it of course huehuehue), but I think for a jam game, again, you might miss a few players. Overall, a great entry. With a little more attention to accessibility of the theme and a lower difficulty curve you'll definitely maximise the amount of reach for later entries. Best of luck, and thanks again! |
| Oct 8 03:32:09 | 14m 41s | Wobbly Warbler | ♥ 2 | Whoa! A full-on fighting game with competent AI in a game jam?! That's crazy! I had so much fun with this game, considering I was expecting it to end after the first fight. You did a great job of extending the value of what you made by incrementing the AI proficiency and making appropriate colour swaps and sprite variations as the game went on. Man, that one level transition animation elevated the game a lot. I really felt like I was working my way to the top. Outside of this, I thought the graphics and sound were competent, definitely adding to the experience rather than taking away. The concept's relation to the theme was nice to see. A very well-balanced entry. You have great design sensibilities! |
| Oct 8 04:06:56 | 34m 47s | Manicat | ♥ 1 | Rextgun Game.png Man, this was something else. I think you managed to put together a nice balance of progression and RNG. The mounting complications with the physics system and frame rate almost felt intentional, so great job there. The general feel of the gun firing and knockback was really good, and I think in general this was super fun to play. Overall, maybe a little more generosity with the randomisation would have been appreciated, not to mention just more constraints on the design space. Thanks for the game! Lots of fun! |
| Oct 8 04:34:09 | 27m 13s | B1OCK | ♥ 2 | Heya! Thanks for putting such a deep narrative in your game! I really like the minimalist style, and the camera mechanic was kind of genius. I've never seen anything like that before. I will say, the wall of text at the outset was a little off-putting, and am always appreciative of more measured pacing with this kind of exposition. In a way, it kind of feels more "80's", so it does kind of fit in a way. I think the biggest let-down for me was the control scheme. having to press an arrow to move one space with no auto-fire on the key felt very straining after a while. I also would have *really* appreciated a "dungeon map" or "compass" (to use zelda terminology), to help navigate the office. Beyond that, I love what you did with the game, super spooky and worth playing to see the different endings. |
| Oct 8 04:46:15 | 12m 06s | Cleaner of the Crumbling Keep | ♥ 0 | Whoa! so much variety in such a small game. I really appreciated the way the time went up slightly for completing tasks. That really incentivises the player to actually want to complete them, rather than think of them as an encumbrance. I didn't get very far, but I enjoyed what I played. The only critical feedback I have relates to the graphics scaling, which seemed quite small when playing the game. I couldn't really appreciate the dungeon overworld. Also, props for great sound and creative mini-game designs. Thanks for the game! |
| Oct 8 05:05:13 | 18m 58s | Boat History | ♥ 2 | Heya! I quite liked the concept behind this game. It's a really sweet idea that lends to a nicely fitting mechanic. A boat being tossed about by turbulent water is a great take on "unstable". I think the start of the game felt really nicely paced, but the experience deteriorated for me just a bit as the difficulty ramped up. I appreciate the challenge but I think tonally, in this case, there's something lost as the soothing music and beautiful graphics are contrasted by such fiddly gameplay. Another very small nitpick, I think the saw-blades really could have been something more consistent with the concept (buoys, seagulls, urchins, etc). Beyond that, I'm glad to have played this one! The style and vibe were wonderful. Thanks for the game! |
| Oct 8 05:20:11 | 14m 58s | Orbital Cascade | ♥ 1 | Heya! I think this was a really interesting premise, and I really appreciated the intro sequence explaining the gameplay. I was completely rubbish at this one, so I didn't get very far. Maybe if the first level was considerably shorter, or if the gameplay was more forgiving overall, I think I would have been more invested to continue trying. I think mechanically, the game is built well, and looks pretty good, too. Personally I'm not a fan of the dither over the earth but it serves its purpose in the UX. A little more sound outside of the noise of the engines / etc would have gone a long way, too. I loved the use of particles, though. Thanks for the game! best of luck in the jam. |
| Oct 8 05:35:46 | 15m 35s | Where's My Tripod? | ♥ 1 | Heya! I really loved this game. Seriously, so well considered and beautifully rendered. The sneezing and hiccups were genius, and I just think the only feedback I can give is "more please". Thanks for the game! |
| Oct 8 06:00:02 | 24m 16s | Temple Tumble | ♥ 2 | Heya! I think you did an excellent job of putting together a game that feels really polished and visually complete in such a short period of time. I was a little concerned at first about the amount of feedback / juice we'd see, but later gun upgrades clearly did provide more pep. I had some issues with the pacing of this one. I feel like smaller rooms with more variety of rooms and enemies, would have gone a long way, as the single type of enemy and few rooms made it feel like I was backtracking a lot, rather than heading to an exit as the premise suggested. One other minor nitpick would be that falling through the floor should probably subtract one heart, rather than instant game-over, as it's currently super punishing for something so minor. Overall though, I think you're seriously talented and it shows from the game you've made. So many aspects of this are excellent, and so it's easy to talk about the few things that stick out. Don't let that take away from how impressive this is! Thanks for the game! |
| Oct 11 03:03:11 | 69h 03m | Ark | ♥ 2 | Heya! I think this is probably the first entry that I recognised as a really solid game without it being a game that I particularly enjoyed, as far as the mechanics go. For whatever reason, I wasn't really compelled by the puzzle format, but it was really clear throughout that you put a lot of time and effort into the design and flow of the game, which were really quite good. The graphics, sounds and animation were all very well put-together. Honestly it's hard to fault this entry other than the take on the theme being a little weak and the font being tough to read at times (God read a lot like "Goo"). Still, big props for managing to nail what you set out to achieve. Congrats on the entry :) |
| Oct 11 03:20:48 | 17m 37s | Restable | ♥ 5 | Heya! This game was really sweet. I appreciated that the theme wasn't limited to just the pun, even though it's a good one. I thought the game mechanics and art were reasonable and there was plenty of content. The game was balanced well enough that it held my interest for the full playthrough as well, so props there. For me, the music is a real standout in this entry. Seriously, I couldn't stop jamming out mid-playthrough because of how amazing these tracks are. So good! Overall, a solid entry. Thanks so much for making it! |
| Oct 11 03:49:20 | 28m 32s | Astounded | ♥ 2 | Hey there! I liked the mood of your game, the use of blue matched the soundtrack well. This said, I found it quite difficult to read the game, visually. Colliders for platforms, projectiles, enemies vs pickups, they were all a bit unclear visually. I also found the level of chromatic aberration to be off-putting. I think this game would have benefitted quite a lot from checkpoints, given that there are so many pitfalls that kill you instantly. Little things like this are design lessons that you'll pick up as you make more games, so don't be discouraged. You should definitely be proud of having made this on your first attempt. All the best in future efforts, and I hope the feedback is helpful on your journey. Thanks for the game! |
| Oct 11 04:04:53 | 15m 33s | Life on Cards | ♥ 1 | Heya! This was a really nicely balanced game. I appreciated how many events there were, and how they affected the stats. It's a simple one, but engaging nonetheless. I would have appreciated a little more attention to sound, and perhaps a bit of a more clear tutorial on dragging the cards, tinder-style at the beginning of the game. If the player was forced to do the interaction to proceed, there's no chance they'll accidentally get into the game without learning this. Thanks for the game! |
| Oct 11 04:56:07 | 51m 14s | Crash | ♥ 1 | Oh boy. I think I scammed myself into spending an hour on this game. Very well balanced, I feel like I learned a lot about stonks today. I would have loved a bit more of a climax at the end of the game, as the payoff was very thin. I appreciated the sounds, which were unobtrusive, but would definitely have appreciated some more colourful graphics and imagery. I loved this idea for the theme, and the game is definitely well made. Great job, best of luck with future entries! |
| Oct 13 02:21:23 | 45h 25m | Rock On | ♥ 1 | Hey there! I really appreciated the way this game introduces its concepts in a staggered way. This let me lean into the game and get comfortable before things got too challenging. Although you didn't write the music, the choices of tracks were good. Likewise, though the graphics were simple, I thought they were tasteful. My biggest issue with the game is the severity of the "unstable" dynamics. I think that given what you've designed, it makes sense for the game to be as difficult as it is, but having to restart from the beginning every death feels unnecessarily punishing. A life system would have gone a long way to allowing players to see everything there is in the game. I made it to lv. 5, so I don't really know if there's more to it than that, which is a shame. Overall, the game is definitely fun and I really liked the way you tackled the power cubes and environmental cubes sliding in on the same plane as the platform, so they never collided with it. I'm sure it was simple to execute, but feels very elegant in motion. Thanks for the game! |
| Oct 13 02:38:23 | 17m 00s | Tetrilibrium | ♥ 2 | Heya! I felt this game was really nicely presented. The music is clean, as are the graphics, which creates a nice cohesive mood. I also appreciated how relaxed the retry system is, as being able to reset a level on a button push saved me some frustration. Regarding the puzzles, I feel like the tetronimo basis for the game wasn't a bad angle to start with, but the design of the levels and the way the physics was implemented didn't seem to go together in a super stimulating way. I felt like I could solve most puzzles a number of ways, and my first instinct was usually sufficient. I would have appreciated a bit more of a "brain teaser" in the design. The only other criticism I have is the control scheme, which seemed like it could have been simplified to just let the player click on the piece they want, rather than cycling with Q and E. Overall, a solidly built game! thanks for letting us play :) |
| Oct 13 02:48:51 | 10m 28s | Insanis Sphaera | ♥ 1 | Heya! I really struggled with this one. I think the lack of feedback made it really difficult to know if what I was doing was right or wrong. For some reason, I couldn't increase stability no matter what I did. Maybe I was doing something wrong? In general, the game felt very out of control, partly because of the targeting system, and partly because of the speed and momentum of the particles vs the dragging force. It just felt like a struggle from the beginning. I appreciate the commitment to making a terminal game, but I didn't really enjoy my time with it. Thanks for the game, best of luck with future dev! |
| Oct 13 03:16:12 | 27m 21s | 2nd Law | ♥ 2 | Heya! I appreciated the deeper interpretation of the theme and the commitment to a more peaceful mood overall, with the player impacting the world rather than the other way around. I did feel, however, that the experience came across too shallow to really feel a sense of agency. I think if the game allowed me to achieve a number of activities that had locally constructive consequences but broadly more entropic / chaotic, the concept would have carried a lot further. There just didn't seem to be a lot to do, so I wasn't sure what my goals ought to have been. Beyond this, an overall much stronger sense of feedback would also have helped a lot. I really couldn't tell what was interactive, where the bounds of the game were, or what the results of my actions would be (except for the rock, which seemed to be the centrepiece of the game). This made me feel less confident that I was having an experience within the intended scope. With more time, I could definitely see this concept developing into something that carries your concept further. Thanks for the entry, best of luck with future development. |
| Oct 13 03:34:37 | 18m 25s | Eudora | ♥ 1 | Hey! I really liked the world, art style and vibe of this game. The day-night cycle was a nice touch and overall I could see a lot of the attention to detail in the design choices you made. I think where I struggled most was in execution, where things like ladder fall speed were too high and too punishing in a way that felt unjustified. I can see that there's even a "recovery" mechanic to deal with this, but its implementation was also very situational. Beyond this, I think just a little bit more feedback on things like the ship being overburdened and the negative consequences needed to be flagged earlier, or give the player more time to correct the situation before game-over, as it's such a subtle effect that the player wont really notice until it's too late. Minor issues aside, this is a great entry! Thanks for the submission, and best of luck with future dev! |
| Oct 13 03:52:36 | 17m 59s | Wobble Waddle! | ♥ 2 | Hey! This was so cute! I loved the graphics and sound. The intro was also really great, I appreciated having some setup before the game started. I also though the chaotic gameplay was really fun and humerous, if a bit fiddly. I think i found it so difficult to get the shapes into the monsters' mouths that whenever it happened while they had their mouths shut, it felt like the game robbed me of points. I'm not sure it needed that detail. Outside of this, however, I think the game did a great job of holding my attention. The timers were well-balanced and the game didn't overstay its welcome. Thanks for the entry! |
| Oct 13 04:08:03 | 15m 27s | Four o' Frog: Signal Not found | ♥ 1 | Hey! I really wanted to play this one, but I think I've run into a few bugs. Sometimes, I can't walk through the bathroom and kitchen doors. Other times I make to the cafe, but after giving the coin to the cashier, the wifi fails and I'm stuck in the room. I wish I could give this one a review! It looks promising outside of the issues. |
| Oct 13 04:23:19 | 15m 16s | Mint | ♥ 2 | Heya! I really liked the vibe going with this one. I thought little touches like the door mechanism animations and sound were really convincing and immersive. I liked the premise, although I felt as though the game never really got its legs. There's a note about hunger at the beginning, which I thought would relate to some kind of time limit or resource that never came. The hallways were a little drawn-out, though I appreciated the commitment to atmosphere and I liked the zero-gravity navigation. But then the game ended right when it was getting interesting! I think focusing on just one element, whether it be the zero-gravity mechanics, story, presentation etc, would have led to something tighter overall. There were a lot of different production values that had time put into them, but they just needed to connect more cohesively to get the most out of them. Still, you had my attention all the way through, and I would definitely have played more. Thanks for the entry, best of luck with future dev! |