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Feedback comments for LD49
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| Timestamp | Since previous | Game | const_arch's comment | |
|---|---|---|---|---|
| Oct 9 23:33:17 | Life Unit X330 | ♥ 1 | I'm still just getting an error when I run the game, "Strong name validation failed." | |
| Oct 11 06:50:00 | 31h 16m | Duck Optimizer Pro 2021 | ♥ 3 | I'm pretty lost on what to do/what the controls are. I fired up level 1, and I can open and close the duck's mouth and rotate the camera, but aside from that there didn't seem to be anything else I could interact with. What am I missing? |
| Oct 11 07:16:55 | 26m 55s | Unstable Flight of a Potato | ♥ 1 | I made it very far, although not quite to the end apparently. I got to a very long stretch of jumps where you could fall all the way back down if you weren't careful, alllllmost made a jump super far up, and proceeded to fall all the way down to the bottom. It did make me quit the game, but it was also great to have that sense of significant risk. I had a lot of fun making it as far as I did, quite an enjoyable mechanic. I'll probably come back and replay this one some time, I wonder how close I got. |
| Oct 11 07:55:10 | 38m 15s | Alchimia | ♥ 1 | I enjoyed the graphics and most of my time playing, but I ran into some issues with the mechanics. In order to maneuver over some of the ingredients in dyslexia mode, I had to move my mouse outside of the game window, and then clicking no longer registered, so I wasn't able to complete the potions. It could be fun to have a global leaderboard for this, and some more complicated potions. |
| Oct 11 08:10:27 | 15m 17s | Gravigator | ♥ 0 | It's very simple core gameplay, but the wrapping around it is all a lot of fun. The animations and backstory add a lot to the game. |
| Oct 11 10:24:30 | 2h 14m | Lab Panic! | ♥ 1 | Took me a while to finish it, but it was a pretty fun time. I really liked this one a lot, one of my favorites so far this LD. One thing that I'd like would be to make hitting 'z' undo your last action. |
| Oct 11 10:53:41 | 29m 11s | Block'd | ♥ 2 | Global leaderboards are such a nice addition to jam games! Happy to take the top spot on this one so far. It's not the most original game, but it's polished, fits in the theme nicely, and was fun to play. Thanks for putting this together! |
| Oct 11 19:28:32 | 8h 34m | Bearly Stable | ♥ 2 | The presentation is a lot of fun, though the gameplay was pretty simple. Perhaps a leaderboard would've made it interesting to play for longer. |
| Oct 11 19:39:25 | 10m 53s | Alpha Decay | ♥ 1 | That was a fun little puzzle game! I do wish it was longer, but it's pretty understandable given when you started it. As with some other comments, my primary criticism would be that there aren't enough meaningful choices in each puzzle, which makes them easily guessable. Great job for your first jam, keep it up! |
| Oct 11 20:21:11 | 41m 46s | Formula Dare | ♥ 2 | Had to give this one a shot since I follow Formula 1 and I had a lot of fun with it. I went straight into the full game, and it took a bit to read through the tooltips, but everything except the wing tooltips made sense to me. I had a lot of fun with it, played through it twice. Never got better than 5th, though. It's kind of like F1 yahtzee. Also lmao American Russians being the slowest team is a great joke. Maybe they'll be better in the new regs... |
| Oct 11 20:42:28 | 21m 17s | Wizard of Unstablely Place | ♥ 0 | I beat the game, but ran into a lot of small issues while doing so. The core concept is good, but the platforming could use some improvement. Here are some thoughts: - Platforms should be freezable before they begin to fall. I would frequently stand there repeatedly clicking a platform until it started falling. - Spikes should only kill you if you hit them from certain directions. If you bump your head on the bottom of a platform with spikes on top of it, you die. - Coyote time would be very helpful - I would sometimes ricochet off platforms. They should probably just stop my velocity when I hit them unless you make that a useful mechanic. - The air dash feels inconsistent in length/speed - Most air dashes in platformers use a fixed velocity and distance for air dashes, and gravity doesn't affect you during them. I don't think it's necessary, but it would feel more natural and allows for levels that have linear gaps since you can dash straight through them. |
| Oct 11 22:56:42 | 2h 14m | First Flight | ♥ 3 | Great job! The UI looked great, the puzzles were a good difficulty level, and everything felt smooth. One of my favorites so far this LD. |
| Oct 12 04:52:19 | 5h 55m | The ApprenDice | ♥ 1 | Pretty easy, but quite pleasant. I appreciated that the only failure mechanic was the instability, it gave me a lot of room to enjoy myself upgrading my capabilities. It was a little too simple to win, but it was still very enjoyable. The first tier potions seem more useful than they probably should be. |
| Oct 12 05:08:42 | 16m 23s | A Year of Rest | ♥ 0 | It was an interesting game to play, and I think it probably does capture some of the book in the end. It's not a particularly fun game, but then that doesn't seem to be the point. There are things I could bring up in terms of bugs, etc, but I think the main feedback I have on what the game is actually trying to do is that it's too easy for the player to disconnect what they need to do to move on from what is actually happening. I found myself trying to figure out how the game's systems for cigarettes worked, trying to figure out if it was necessary to hit the atm and store every day, etc. When I'm thinking this way, I'm thinking about the systems as entirely abstracted things, which doesn't really click with the experience the character is going through. You could pose it as representing the players numbness in some way, but I don't think that disconnect really feels similar since the player has such a specific goal at any given moment. I think the key thing is to establish more of why the player feels they need these things rather than just giving the player a set of goals that must be accomplished to sleep. As is, I have a much more concrete goal and focus than the character. I'm not really sure how you would go about improving that aspect, but it was interesting to think about. Thanks for putting this experiment together. |
| Oct 12 18:06:29 | 12h 57m | Dungeonball 2 | ♥ 2 | More fun than I can remember having on a labyrinth game. Not my favorite base concept and very well trodden ground, but the level design and controls were pretty good, and the graphics were pretty solid for a jam. |
| Oct 12 18:40:37 | 34m 08s | Myco | ♥ 2 | Pretty fun, although the upgraded rock drop seems kind of self-defeating. Doing extra damage to a ton of the platforms ended up being worse more often than better, I'd rather have the precision of the first level strike most of the time. Managing the platform stability seems like the most difficult aspect, so it feels bad when you can't damage the flying fire guys without just obliterating your entire map. Aside from that, good game, really solid for a jam. |
| Oct 20 20:02:06 | 193h 21m | Lizzie's Lucky Potion Shop | ♥ 1 | Pretty fun concept! I do wish I had more meaningful choices to make, though, and that I wasn't waiting quite so long for my potions to complete. It's quite cute, and was fun for the first couple potions. |