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Feedback comments for LD49
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| Timestamp | Since previous | Game | almost's comment | |
|---|---|---|---|---|
| Oct 6 04:17:24 | Autoscript | ♥ 3 | It looks cool, but it's a ton of complexity at once. The pieces have multi-part rules with additional conditions and side effects, and there is very little visual clarity. For example, destroying, pushing, and pulling indicators all look the same, and it's total trial and error to discover that a piece fails under some condition. I think it would have been nice to unlock the pieces over time so that the player isn't distracted by trying unnecessary pieces. There could also have been some more puzzles that only required 1-2 pieces early on to help introduce interactions. I completed levels 1-3, but 3 was tough and required finding a way to cause both the destructor and the rocket effects to not trigger, as well as some careful placement and timing. | |
| Oct 6 04:28:30 | 11m 06s | Four o' Frog: Signal Not found | ♥ 1 | The art is cute, I liked the idea of dodging cars for wifi :) I found it hard to see interactible items, they were pretty small. It was also confusing whenever it transitioned from one scene to another. Was the cafe the last scene? I paid for wifi and walked over to the poster and it seemed to be uploading but I didnt see anything else to do after that. |
| Oct 7 14:26:57 | 33h 58m | Ropy Woply Doo | ♥ 2 | It's pretty funny, though I had a hard time staying balanced even when nothing was hitting me. It would just change so suddenly sometimes and I was not able to react fast enough. This was especially hard at corners in the path since the camera moves it is harder to figure out how balanced I am for a moment. I liked the little touches of changing character outfit or sky colors for variety. |
| Oct 7 14:34:10 | 7m 13s | Apocalypse Run | ♥ 1 | Pretty cool. I like the glows and some of the particles. I didn't realize that I could drive faster by being on the right side of the screen, as it felt like it was auto-scrolling at a similar speed of regardless of where I was. After a while though I realized the reactor timer was running out and I tried moving to the right but too late. I had 172m remaining but the reactor blew. It would also have been nice if player bullets moved a bit faster - you have to lead the enemies by quite a bit in order to hit them while they are moving. |
| Oct 7 14:40:35 | 6m 25s | D.A.D Logistics ltd. | ♥ 2 | Cool idea, some nice risk, reward, and balance decisions. The sailing part can be pretty stressful :) It would be nice to see how much profit I have made over all of my successful trips (and how much I've lost from shipwrecks) Sailing is fully automatic, right? I tried some mouse and WASD inputs but it didn't seem like I had any influence. |
| Oct 8 19:26:16 | 28h 45m | Unbalanced Brawl | ♥ 2 | Cool that you managed this within a jam! There were a few UI inconveniences, but the game played well enough. - When units damage each other, the health number changing is really subtle. Some floating text or flashy animation would help. - I can't seem to move cards from board to hand - I want to skip the shop announcement with left click - Given that the game is single player, I think it would be ok to be totally untimed (to give more time to read cards and figure out the UI) I upgraded the shop ASAP and ended up with a board alternating between Tujilus and Modular Bot, and it won pretty handily :) I noticed that the spiders didn't have very high health so I figured it was best to try for high-health units to survive the spiders attacks, and Modular Bot seemed really good in general. |
| Oct 9 03:41:53 | 8h 15m | Globs With Guns | ♥ 1 | I discovered that the little guy was indestructible but still had a collider and cheesed a lot of the fights by hiding behind him. The best was if I could hide in a corner and he would block enemies entirely so I no longer need to move. However even with that strategy the levels "Teamwork" and "Super Teamwork" were really hard. There were a lot of levels where I had to wait for the shoot/move state swaps even after no enemies remained. It would be nice if the swaps stopped happening if there is nothing left to shoot. (Or if I could push boxes by shooting them) Some of the levels got a bit repetitive, but I appreciate the efforts you made to add some variety. I thought the late-game level with super-slow enemies on the left and right was a nice twist. |
| Oct 10 15:40:50 | 35h 58m | It is rainy | ♥ 0 | I was confused for a bunch of things, but I think I stumbled through it all. I read the manual and sort of understand the weather gathering tools. I entered the data on the computer and nothing seemed to happen (also no feedback on whether I am right or wrong). I clicked on the bed and now everything is dark and my mouse is basically invisible, but the game seems to still be going. Am I just supposed to wait in the dark? Seems like a long wait. In the morning I was able to see my mouse and see a light switch, so I guess I can have light at night. But there still didnt seem to be much to do. For barotron I got around 4 CPS and I guess the two blue bars grew at similar speeds so I entered 750 every time. After the second day I seemed to receive an email saying that I did as well as I normally do on average. And then it gave me some numbers for what look like either actual values or how close I was, since some of them are negative. If I go afk for a bit while waiting for night to end, I suppose I might accidentally miss a day and not know whether or not I already reported the weather for the current day. It's an interesting game idea, I would just like to wait much less time between days so that I can do more weather forecasting. |
| Oct 10 20:54:24 | 5h 13m | Haywire | ♥ 3 | Cool looking game and very fun! I'm a sucker for explosion effects, and the gun in this game was pretty satisfying. I liked your usage of the unstable gun, where I had to play around the possibility that it might shoot a bunch accidentally, but it generally still felt pretty fair when this happened (whereas being unable to shoot would feel really bad). The menu was polished, the music was good, the levels were interesting, and the length of the game felt about right (If there were more levels they would probably start to feel a bit repetitive). It surprised me at first that touching enemies doesn't instant kill me, but I think that was a good choice too since otherwise they would be hard to deal with. The fact that they can fly through walls is pretty annoying though, since my gun doesn't also go through walls. I liked some of the small details, like the hat bouncing a bit when you fire the gun, and the hat being the only thing left behind when you die. I played the WebGL version in fullscreen mode and it ran smoothly for me. One really minor thing - the "Quit" button doesn't really make sense in a browser. |
| Oct 10 22:54:06 | 1h 59m | The Lesser Evil | ♥ 2 | It's a simple concept, but quite fun! It got pretty tense towards the end, and was satisfying to succeed. I won on normal difficulty with 8 deaths. I was invisible, cursor invisible, my flashlight wobbled, I start with 50% battery, I die if I run out of battery, one of my inputs is stuck, ink splots appear, my game was black-white inverted, dots cover the screen, and I had random color palettes. I like that most of the modifiers didn't feel too bad. Some were just distractions, and some just required me to be a bit more patient or careful. It's really cool that you managed to fit in a boss fight at the end too! |
| Oct 12 09:11:47 | 34h 17m | Unstable Stick | ♥ 2 | Cool idea, but really really hard! The concept is simple but feels remarkably unique. Bouncing off of walls was pretty cool, but it annoyed me that the player's upper body is wider than the base of the pogo stick, so if you hit a wall with a small angle your body barely touches the wall first and you explode. This happens a lot because you often want a shallow bounce angle on a wall, and it's hard to tell whether or not an angle is too shallow. I wonder how the game would have felt with some kind of mouse-based control scheme to control the orientation of the player. I think this might have allowed more precision of angle while also allowing quick changes in angle. It took me 56 deaths to get past the first wall-jumping section, and I was not able to complete the long-jumping section shortly afterwards. |
| Oct 13 05:32:55 | 20h 21m | Cybotica | ♥ 2 | Cool game! I like the visuals a lot. Render system unstable was a nice touch, it would have been cool if it had some more gameplay significance. Falling lava sometimes caused me to get stuck, but I think it's mostly fair since it generally just means I want to keep moving before too much lava has fallen. Some really minor notes: - Your itch.io page has both the itch fullscreen button and unity fullscreen buttons. Also the unity fullscreen button doesn't seem to work for me. I recommend making the itch.io player box a bit taller and removing the itch io fullscreen button. - It isn't clear what button to press to start the game. mouse, enter, and random keys didn't work, but spacebar worked. - X is awkward when using A/D to move. The most natural for me would be Arrows + ZX or WASD + something like KL. - The web player got stuck on loading for me in chrome, but worked on Microsoft Edge. No idea why. - I don't know what unstable gravity does. I think it let me jump higher. |
| Oct 14 23:43:40 | 42h 10m | Bomb Mania | ♥ 2 | Really nice visual polish! I like the little bomb and all of the level assets quite a lot. I completed the game, though I had to retry most levels as I was figuring out some of the interactions or getting a sense of the timing. Needing to move my hand to the mouse to restart was really annoying, especially when level 3 starts with me on fire so I have to move my hand back to the keyboard really quickly. I had a lot of trouble with level 3, but I found that spamming jump seems to wall-climb faster than big wall-jumps and then I was able to barely make it (while skipping the star) I don't see why I die when the 5th level boss shoots the explosive barrels if I am far away from them, but I think it's cool that you managed to fit in a boss fight. |
| Oct 15 00:00:54 | 17m 14s | Unstable Island Farming | ♥ 1 | Cute game! I was very confused initially, not knowing what any of the actions do or why I would want to move. After I realized that I can move at any time, figured out the actions, and realized that I can choose to do-nothing when an action is highlighted, the game became much easier and I farmed all 40 carrots. The sounds for performing actions to the beat are pretty satisfying. It probably would've been good if the difficulty went up a bit over time, for example if the pattern of actions changed, or if there was some kind of time pressure. |
| Oct 20 00:17:14 | 120h 16m | Pile Up Medieval | ♥ 2 | Try one I was taking things slow and only made it to wells before the dragon came and I was totally unprepared lol Try two I spammed buildings and managed to have a single defence structure, but it always shot in the wrong direction and missed the dragon. Try three I was more selective of my buildings based on whether or not each condition was met. I still only made it to a single defensive building, but I realized that I can aim the turret with the mouse. I still only did a tiny percentage of the dragon's health. Try 4 I read the above comments and learned of castle's existence. I tried to dispose of buildings not needed after I unlock the next type. I managed 3 towers in my pile (and some other towers well off the edge). Still no castle though. It's a cool game, and an interesting mechanic and resuling strategy. The pile of buildings is funny looking in a good way :) It seems a bit hard though, and it would be nice to know what triggers the dragon's attack. Is it based on a timer, or a number of buildings placed, or a number of buildings lost? |
| Oct 20 03:50:19 | 3h 33m | Okay & Alright | ♥ 2 | I like the visual effects, and the change from tears rising to tears falling was cool. It would have been nice if there was some more visual feedback for the tears colliding with the text (like if they disappear or change color when they collide with the text). I think this is not really my kind of game, since there isn't too much to do while waiting for the text to appear. I can see it having nice emotional impact for some people. |
| Oct 21 03:43:45 | 23h 53m | Unstable Ground | ♥ 2 | Nice concept. I think there is some nice potential here. I feel like there are a lot of mechanics that I don't understand. What do the buildings do? Is more buildings better? What causes people to die? I didn't realize that you can move buildings until I saw it in your gif, but that seems useful. I found that I could last a while by keeping my buildings in the center, but if I added too many buildings I'm forced to place something near the outside and the city would fall over. After a few tries I made it to day 43 with a population of 25. |