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Feedback comments for LD49
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| Timestamp | Since previous | Game | bloodycoin's comment | |
|---|---|---|---|---|
| Oct 8 20:26:31 | Power Supply | ♥ 1 | Nice idea. Simple controls and multiple working cameras. Helps you can see miniview of each area though I have to admit I was looking more at danger bars all the time. I think some sound effects for danger zone bars (different sound for each zone) would really make this more enjoyable. From UX side of things, dragging feels sluggish in waste removal part. Interested in seeing what comes out in next jam/compo :) | |
| Oct 8 20:43:13 | 16m 42s | Beanboozled | ♥ 0 | Nice concept, but looks like at least two player game to me. Managing both beans and ground at the same time seems to be overwhelming to be really fun. I suggest giving "currupted"? block more easily distinguishable colors OR reduce corruption rate. It's really hard to even notice what is happening. Noticed bean capturing fails if I am not following the bean with the mouse cursor while it's moving. So either reduced capture time or only cancelling capture on click release would really help. But keep going, looking forward to your next jam game. PS.: `Application.Quit()` should not be called on webgl builds 🙃 |
| Oct 8 21:24:13 | 41m 00s | Away | ♥ 1 | Great thematic color scheme choice. Well placed checkpoints. So many little polish details all over the place. With `WASD` this game is way harder than with mouse. Also when using mouse there seems to be times, where the guy still tries to swim even, when I am pressing mouse button. Maybe it tries to queue mouse presses and then execute them in order? |
| Oct 8 21:41:20 | 17m 07s | Unstable Mines | ♥ 1 | Great layered design. First tank bombs, then robot bombs and walls you have to hit multiple times to remove them. This hits me a bit in nostalgia corner: bomberman meets tanks meets minesweeper. Wouldn't mind some random drops from destroyed blocks restore some health back or give a shield to tank. |
| Oct 8 22:07:43 | 26m 23s | Sacrament of Alchemists | ♥ 2 | Interesting idea. Could be explored more by giving player more agency over what color comes next (or next after that). For example give a player a way to speed up or slow down color change. Currently with random color change and as most mentioned above hard to control jumps, I spent most of my waiting for correct color to up next. Or falling down to to say `Hi` to supersized cultists enjoying their daily dose of acid bath. And then again, waiting for the correct color while prying that the next color after will also be one I need. Also I am interested to hear what biggest challenges you faced while using `Unreal 5`, if you don't mind sharing. |
| Oct 8 23:01:46 | 54m 03s | The ApprenDice | ♥ 2 | Overall really great dice placement idea, really enjoyed the puzzle. Didn't read rules, took cauldron to 15 to finally figure out all mechanics details. Took some time that you can actually use potions. I thought that with `Turn` I could choose a (visible) side, that will be on top rather taking opposite die side. Current setup really favors 1⃣ / 6⃣ over any other result. The only sad part that currently there is not much replayability. I think that could be easily remedied by increasing number of available potions and recipes and picking from them randomly. For example in next game `Rewind` could cost 1⃣, 3⃣ or 5⃣. Some other action suggestions: `-1`, `Duplicate`, `Select`, `Combine` |
| Oct 8 23:53:07 | 51m 21s | Elbatsnu's Brewery | ♥ 2 | Nice Rng puzzle game. Non-intrusive music, quite a variety of cards makes first playthrough enjoyable to finish. Would be nice to get shop options that remove existing cards (maybe with limited amount of them). Finished lvl 8 in 10 potions, though pretty sure it's possible even faster. got 60% in ~8 tries :) Elbatsnu.png |
| Oct 10 07:48:15 | 31h 55m | What is Watt? | ♥ 2 | Great concept and implementation. Really liked all the animated building with faces. In-theme catchy music and well placed sound effects give so much to the game. Gameplay-vise it's quite good. But there is a bit of waiting time after your first building - for consumers to catch up on the power generated and money generated, so you are not in the red anymore. And "endgame" after a few minutes after you can build wind turbines and nuclear plants, it's just a matter of waiting and adding more. Since you implemented somewhat realistic demand curve over the day, I really want to see some energy storage buildings, that could be stored during the day when it's lower demand, and used up during the evening. Or maybe an option to manually turn on/off coal and steam turbines (turned off building would not use maintenance)? Again, to better adapt to demand curve, and lose less money over the day. Ideas for future: * Random govermental contracts that adjust demand curve for specific time periods. * Energy storage buildings. * Infrastructure breakdowns with manual repairs. * Selling off extra energy. * Research to unlock new building tech. Overall great entry, looking forward to update 🙂 |
| Oct 10 09:39:07 | 1h 50m | Reef Gobbler | ♥ 1 | Great entry: coherent art, non-intrusive sounds, solid system and great answer to the theme. Love how you managed to create the system and leave "balancing" to the players 😉 While I like the on-screen scenery, on the other hands it's sad to see you species last example go to the corner, and never come out. Also would be nice, to have some near-death indicator for each bug, or at least spiders. Wasted few opportunities to feed spiders to Merlion while waiting for them to get bigger 😞 |
| Oct 10 09:55:23 | 16m 16s | Cyberwalk 2049 | ♥ 2 | Great mechanics idea, well done art and music. I like how twitchy robots' movement is. I would really like an ability to out burnt out powers from the back pack. Or at least being able to reorder/sort them, so more important powers to me are more to the bottom of backpack and less likely to drop out when jumping. I also think, that getting hit is currently too punishing - you lose life AND get knocked back losing some powers. I would say either of the effect would be good. Would be nice, if I could hide behind platforms to avoid enemy fire. But overall very well done. |
| Oct 10 10:38:12 | 42m 49s | Moonbound | ♥ 2 | Great answer to the theme and interesting concept, but I think it's lacking some game design polish in early start. What I mean by that is: * You hardly can get fair fight with starting stats / money. * Enemies drop very little loot. * It's way easier to spend few minutes in market manipulation to get decent stats / money, than fighting enemies. First thing to do once spawned in game. * Once you get decent stats, fighting + healing becomes trivial. Both because you have fighter stats and because you can just stop to trade market to make more money. * IMHO, market change is too fast, once I notice and start buying, the prices rise very quickly and then drop very fast. So it looks like I am more or less clicking there randomly. To address these I think there are a few simple solutions: 1. Make `enemy drop value` part of market, but don't give a way to manipulate that. (At least for now) 2. Make game turn based. So you have more agency over market buy/sell choices. - Limit number of buys / sell per turn. Stops abusing market. - Values like speed and attack speed could be better appreciated. - You don't need to stress and fight / check market at the same time. 3. Discourage hanging out in same room for longer time (say, 100 turns or less, if there are no enemies in the room) by spawning more regular or invincible in the room. Also it was quite annoying to find out I cannot efficiently step back and fight at the same time, as moving away from the enemy would turn me away from him and attacks are always in the direction I am facing. |
| Oct 10 11:09:02 | 30m 50s | Polygonal Animal Stacking | ♥ 1 | Always nice to see a mix of traditional art in video games. Wouldn't mind few more animals/shapes. Maybe that could allow creating artificial barriers when well placed. |
| Oct 10 11:35:37 | 26m 35s | Unstable Prison | ♥ 1 | `AAAAAAAAAAAAAAAAAAAA` I am done. Nice atmospheric game. Tooks several tries to figure out mechanics and memorize routes. And even though I expected the unexpected, they still got me good, HAhaha :D Well done with sounds to make game eerie enough, but still curious enough to play. Liked the rather indirect hint with hop. Also kudos for good jump controls, would be insanely hard without it. |
| Oct 10 11:54:24 | 18m 47s | Temple Of Tozi | ♥ 1 | I know how platformers are complicated to get right. Beautiful coherent graphics, well matched with chill music. Good job with platforming part, especially platforms, so much polish there. And then you have such well thought out level design with unintrusive tutorial texts. For last puzzle had to think a bit, and even then it was quite tight on time to execute solution. Would love to see enemy / boss mechanics involving same platforms. Reminds me a bit of old `Zelda` / `Alundra` games, where bosses have some weak spot, and to hit it you have to interact with environment and then time it well. |
| Oct 10 12:04:21 | 9m 57s | Boomsheep | ♥ 4 | Great entry: well balanced, good game design, graphics and well placed sounds. The difficulty increases over time to try to manage all the sheep. Reminds me of really old demo game, where the wolf had to gather all the sheep over time to the truck to get them cut 😂 Though I have to say this game is quite challenging (in a good way). |
| Oct 10 12:26:06 | 21m 45s | Order of Tharanak | ♥ 1 | There are interesting ideas, but it lacks some feedback to the player on what is happening. I also found mouse responsiveness is really low in FPS mode, making it really uncomfortable to turn around. First time picking the bright ball almost blinded me 😂. What is that transparent face while player camera is lit? 😕 The dimension/reality swapping reminded me of `Soul Reaver` / `Legacy of Kain` games somehow. |
| Oct 10 20:08:33 | 7h 42m | Servers VS Hackers | ♥ 0 | Love the neon theme. Interesting twist to tower defense genre. Though I find, the gameplay a bit stale, where same strategy applies to all levels: 1. Build all coin miners -> forget money problems. 2. Wait for enemies 3. Build best turrets in the lane enemies are coming. 4. Build more turrets / firewalls in respective lanes to hold off incoming enemies. 5. Wait for all enemies to spawn. To solve this, maybe some build cooldown timer could be added, at least to coin miners. Possibly increase their cost. Maybe having more coin miners would make this server more attractive to hackers and thus increase enemy spawn rate? |
| Oct 10 20:21:00 | 12m 27s | Super Stable Tower Constructor | ♥ 1 | Catchy music. The gameplay is nothing really new, would have liked to see some experimental mechanic twisted in. |
| Oct 10 21:13:36 | 52m 36s | Mountaineer | ♥ 0 | This is nice implementation of rock climbing game, reminds me a bit of this years' Japan Olympics' doodle minigame. Great SFX and BG music. Would have reached the top, but it's really frustrating, when 1/3 of the time rope / shovel wouldn't work even after pressing it (idk why? maybe too long distance, maybe to secret delay between actions). Also not sure how to lose weight? It looks like using rope multiple times reduces more energy and less weight, than restoring it by eating chocolate. Looking forward to UX feedback updates. |
| Oct 11 21:11:06 | 23h 57m | Formula Dare | ♥ 2 | As a fan of dice placement games, I can see that this is a lot of work done. Well done getting initial rules feedback to the player - without coloring slots green or yellow this would be nightmare to figure out. Finished full game first (spent maybe around 5-10 min reading and trying to understand), then tried beginner version. I am still not sure how Front Wing rules work. Nether the less I really enjoyed trying this out. Yet I agree with most comments here, that it would be worth introducing each component / placement area separately. Or at least build up on what was introduced before. For example: * First race in one day and you only need acceleration (either tires or gearbox) and braking. * Next race in two days - additionally need top speed; show what weight increase does. * Third race in 3-4 days - cornering, drag, alternative acceleration. * Fourth - dice manipulation, stability, auto filled areas... and so on. Also even with chapter-by-chapter mechanics introduction I think it would be good lock some options (but still display them) until some condition. For example, you need at least 4 dice placed in engine to start working on gearbox. Or Unlock highest value tires only after filling in 5 dice in gearbox. That way it would make the car filling feel more connected, each playthrough would feel more unique, because of mistakes/tradeoffs you are forced to do. While at the same time limiting available options early on (reducing mental evaluations required) and thus expanding options when most obvious places are already filled. Also unlocking previously unavailable spots would feel more rewarding as `it's a choice in specializing` in one or more areas. Looking forward to future updates. |
| Oct 11 21:48:45 | 37m 39s | BLAME IT ON THE RAIN | ♥ 2 | The weather forecast was unexpected ⛈️ . That's a lot of artwork for gamejam. Somehow got remimded of `hotline miami` 😂 |
| Oct 11 21:59:07 | 10m 22s | Dimanchine | ♥ 1 | Ahaha, was looking around for red cubed near the edge and didn't notice one right under me. Got lifted out of the game area by it, as shooting it didn't seem to do anything. (maybe bullets were spawning inside the cube, or maybe didn't have enough ammo / repaired enough) Waiting for future developments 👍 |
| Oct 12 21:14:02 | 23h 14m | Unstables | ♥ 1 | Interesting mechanics and ability to change form. Whole unstable mechanic reminded me of `Mob Psycho 100` anime :D My only complain, is that I had to click several times on attack action for it to be selected. It was a bit annoying to track if the attack or any other action is selected, because it's not always responding and to check it I have to look at the other side of screen where I was clicking. Some sounds here would have helped here, but I understand not everything goes the way you planned. Ok, fine, I would mind some more clear animations when monsters are attacking. Currently it happens so fast I have no idea who already attack and how much. That would help to decide which enemy to focus first. |
| Oct 12 22:01:24 | 47m 22s | Normal Human | ♥ 2 | Very well done. Great mash of theme, art and backing gameplay. Characters are cute and have a character. Was pleasantly surprised by word dragging mechanics. Both how challenging it is and how well it fits into the theme. :D |
| Oct 12 22:18:40 | 17m 16s | Unstable Memories | ♥ 0 | Nice art and sound mix, I would say creates fitting atmosphere. Activities seems simple enough, but after several attempts I still couldn't figure should I push level in the same direction as the darker "hilight" under it, or in the opposite side. as doing either seemed to do nothing. Or little enough to not get noticed by me :/ Good job having working game though :) |
| Oct 13 08:04:03 | 9h 45m | CalmR - Rock Skipping Mindfulness | ♥ 2 | Very well aesthetically done. At first I was really calm, then as I started trying to hit targets got increasingly frustrated :D Good meditation subversion. Played on PC with mouse & keyboard, so I am sure I am missing throwing motion experience. Was mildly disappointed, that intro dialogs were same after finishing the game and running it again 🙃 But overall - good job. |
| Oct 13 09:46:52 | 1h 42m | Diamonds in the Rough | ♥ 2 | Love to see LÖVE entries. Good idea for mechanics. I like how both snakes and bobs shake the same, making it a risk move to either try picking them up or leaving and hoping it's not bomb. The art is also well fitted to gameplay. Different game modes (card decks - I assume they are the same each time per mode; with exception of chaos) is nice cheap way to make game more replayable. I also like how you get choice to use magnifying glass and potentially reveal snakes making it more difficult, or just show where are value cards. My only disappointment is that it didn't seem worth using magnifying glass, especially at the start, as using would still tick turn timer. So generally it seems not worth picking it and using it. 2 turns to pick and use glass vs just 2 turns picking non-shacking cards nearby shaking ones. On average it seems I winning at least 1 diamond card not using magnifying glass, due to possibility of shaking card being a bomb. Maybe it would be worth limiting active bomb cards on board. Also maybe some rarer `time freeze` card? |
| Oct 13 10:09:26 | 22m 34s | Shaky Shapes | ♥ 1 | Simple, yet challenging and addictive. Glad to see Love2D is still alive and kicking. Good job adding screen shake and sound effects. |
| Oct 13 15:14:20 | 5h 04m | Default cube game | ♥ 1 | Nice little platformer. Good idea / artwork mix. Personally would have liked more quick movement and jumping experience. On the other hand, this allows two-three jumps get to level end 😆 . Wasn't sure why arrows kills me, but oh well. As a first gamejam, very well done. |
| Oct 21 18:21:07 | 195h 06m | Scootles | ♥ 1 | Nice game, love the audio and background story 😃 So many reflections!! I was enjoying scooter controls and at the same time hating it. One thing I missed though was the ability to turn head (camera) to see if there are any people sneaking up on me, when doing a turn. |
| Oct 21 18:49:13 | 28m 06s | Fractured Space | ♥ 1 | First I though this game was a 2D Katamari Damacy: collected bunch of junk, the camera zoomed out. Then I tried joining one of the bigger asteroids butmy collection of precious space junk exploded all around me. Flinging the character across the multidimensional rifts. So, looks like my space exploration was a success 😂 On my second try kept trying to move diagonally, to gain bigger absolute velocity value to get a bigger camera zoom-out. Finding old crewmates floating in space was a nice, yet a sad touch. Took them with me anyways. Don't know what kind of technologies might be available in those rare alien worlds. Then a pair of very colorful alien friends got attached to me. So I couldn't break their heart, and took them with me on my journey. And then the sad reality hit us - `Space is big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to space.` (Hitchhiker's guide to the galaxy, Adams Douglas). Well, at least I have some colorful company for discussions until we hit some planet.... Or more likely a black hole.. space debris.png |
| Oct 21 19:00:42 | 11m 29s | Keep talking, and Bob might not die | ♥ 0 | Nice idea; good implementation; simple, yet effective. Don't know if it's my mic settings, but it was really hard balancing between `loud enough to keep moving, yet not too loud wake the bear`. Kept making speeding car sounds 😂 because that seemed funny and very effective at driving Bob forward. Liked your pun to `Keep talking and...` game ;) |
| Oct 21 19:46:23 | 45m 41s | Unbalanced Brawl | ♥ 3 | Very enjoyable, good match of gameplay, music and art. It's amazing you managed to put all the different mechanics in play for each card. I like how each faction feels distinct from one another. Though I wouldn't mind some interplay between factions - like spiders getting weaker/stronger if you have a (specific) mushroom played. Or merchants generating extra gold, if you are keeping 2+ robots in hand. Instability of the shop didn't really affect me. Had some cards in hand, or just froze the shop / upgraded. It influenced my decisions, but not to a degree, where it was challenging. Maybe more "unstable" interactions between field and hand would be nice, rather than just shop prices. Would be great if attacking rules (if there are any) were explained somewhere. Like `Highest health first attacks lowest attack creatures` or `Merchants target insects first, then robots, then randomly`. It was sad to see my `22/35 cannibal spider` **attack** `3/2 poisonous spider` and get killed 😢 At least partial preview of next fight's enemies would be nice and add some strategic depth. From technical side - animations were not always playing during combat, so it was hard to track what was happening. Great work anyways, looking up to future entries. |
| Oct 21 20:05:23 | 19m 00s | Cemetery Pinball | ♥ 1 | First of all, nice job on DS Compo entry. The is well crafted for such a short amount of time. As many noticed, it's easy to get ball stuck in a loop, but I guess that's why there are bumps 😃 Impressive work anyhow. |