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Feedback comments for LD49
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| Timestamp | Since previous | Game | Debone's comment | |
|---|---|---|---|---|
| Oct 3 22:48:01 | gone. | ♥ 3 | Screen Shot 2021-10-04 at 00.45.10.png Thanks gone. Haha I cracked twice at the end screens. First one because I read the instructions and was "oh, I need to click a lot", until I realized I was too big in the level and that I could get away with being small. When I died I had the instruction telling me exactly that. I learned something! So next time I go in and try to play being small, and it was a bit more successful. Then the end screen surprised me again with this one :) edit: Played a bit more to see more endings, haha, great job! Also, the visuals of the squares reminds me of the After Dark Flying Toasters screensavers, were you going for that? | |
| Oct 4 07:35:34 | 8h 47m | Better Tomorrows | ♥ 2 | I did not sign-up for this ride of emotions, great game! I try to read the least about it, so I started by thinking this would be yet-another-click-game. I collected most of the forest stuff early, thinking I could make some updates faster, but I just discovered later that it completely borked my chances of getting the $100, though I doubt that was ever intended to happen. I slowly realised that something was not right when I noticed that the warning of the letter was not really effective, sounded more like propaganda and FUD. It was when the letter read "For you own safety" that I knew some shit was about to break. Screen Shot 2021-10-04 at 09.18.54.png This game is a very realistic take on the theme "Unstable". I felt for some moments like I was in the mid of the conflict, and probably how most people must feel, helpless. Thanks for sharing that! |
| Oct 4 08:01:35 | 26m 01s | Girl in a red car | ♥ 1 | There's a small bug where you can't really go from the hallway to the study, but the study is available as an option. Another thing was that as a terminal, I was expecting auto complete or shortcuts (i for inspect) of the options available as going around would be much quicker :) But I can see how that could be dropped in the time limit. I enjoyed the first exploration around the house, but I missed a bit what I was intended to do. As I understood, I'm a handyman and somehow I ended in this empty(?) house. The only thing I fixed was the noisy door, because I assumed I should do, but after going through all the rooms, there was no "Oh, here you are, we need this xyz fixed". I'm curious what a resonance collider is :P |
| Oct 4 09:42:12 | 1h 40m | Unstable Isotopes | ♥ 2 | The sounding of explosions were very satisfying and a good match for the "DUH"s I was expressing when I did a bad move. I liked the concept and linking the theme with a puzzle game. And I like that you found yourself a good start of a core mechanic to expand upon, it required some thought and the mechanic didn't leave me with brute forcing as the best strategy. I could easily see other "isotopes" which would be unstable under different conditions. Of course time is not your friend here and it takes time and lots of play testing to get puzzle games going further. I hope you expand on it :) |
| Oct 4 12:19:53 | 2h 37m | The Leaning Tower Of Pizza | ♥ 1 | I liked the mood and how you took care of some small details to keep the suspended belief of the environment, like the ending with a blast of pizzas in slow motion. The sound also gives a lot of taste to those pizzas :)) For the innovation, I think you could have played a bit more with it. You have the physics engine and the pizzas set, you could have had some fun with different concepts! |
| Oct 4 14:16:04 | 1h 56m | Drops of Neon | ♥ 1 | I apparently got a mind block at 21 points. I repeated this high-score 3 times, even when I switched to "Easy". I liked the finished look of it, the graphics and the music. I think there was opportunities to have more thought into the game design, you have the basics established, so it feels like you could play around with different ideas cheaply and have some more interesting outputs. For the difficulty levels, the easy difficulty felt a bit harder because the platform was slow, and the hard was very impossible haha. There was some fun on the medium difficulty of trying to throw balls to the air so you could move faster and the satisfaction of picking all of them. |
| Oct 4 14:37:13 | 21m 09s | Piles - Pile it up | ♥ 3 | Am I doing this correctly? CleanShot 2021-10-04 at 16.25.16@2x.png Also, I liked the AirPods sofa CleanShot 2021-10-04 at 16.28.04@2x.png Thanks for doing a complete game! I enjoyed the finish look, the helpful tutorial and the multiple levels and details. I was struggling a lot but it itched me to keep trying different configurations over and over (even desperate attempts screenshot above). The level design ramped up fast. I spent most of my play time on the second one, trying to see what the game wanted me to do, and trying to not yeeting everything by moving the sofa a tad too fast. At first I thought the breakage of the objects was just a challenge, but I liked that you applied that to the third level, good thinking! Last thing was that I thought the mouse controlling got in my way more than I think the game deserves. There was a challenge for figuring out what to put on what and how. Finally executing the plan was over the top for me. Maybe a precision mode and more challenging levels? You could have then mechanics abusing the precision where you need to drop stuff from a different place because you can't place them there or objects that can only stay standing if they really are fully balanced (bowling balls?) |
| Oct 4 14:49:10 | 11m 57s | Unstable Marbles | ♥ 1 | CleanShot 2021-10-04 at 16.47.36@2x.png I love the sound design, "You're deeegusting" The wheels are evil, just plain old evil. I missed something that would make me feel more confident I was guilty of the mistakes. Many times I tipped over without really understanding why, which made it a bit more frustrating than necessary, not leaving me with the itchy feeling "Oh, I will finish this level THIS time" that usually these games are about. edit: Now that I read the other comments, I had the slowness on the last level also. |
| Oct 6 17:18:55 | 50h 29m | Jingoku | ♥ 1 | I watched someone playing this one and was like "huh, doesn't look **that** hard". I was dead wrong. I failed miserably hahaha The instability is strong on this one. I liked the loop of the satisfaction of being challenged at each mini game and coming back to the jenga "ok, how can I extend this jenga just so I can get another minigame". I cracked at the tug of war "ha! Just spam the mous... oh wait" Sometimes I felt that the timer was too short, like 3 seconds too short, and I'm taking that this was on purpose, just for us to feel that we *almost* made it. Thanks for the game! |
| Oct 6 17:51:52 | 32m 57s | Everything is Fine | ♥ 6 | What an amazing work with the mood of this game! You told a lot with no words. The soundtrack and style reminded me a bit of Grim Fandango, though the theme touched here was way more intense! Thanks for your submission! Also, I finished after the second day, I was a bit surprised that the game was finished and curious who was behind the door. Great start for a sequel ;P |
| Oct 6 19:08:03 | 1h 16m | Pot Shots & Whiskey | ♥ 3 | Hey Cinder! Thanks again for playing my game yesterday! Here it goes a non-short feedback for yours. I hope it will be useful! - The pixel art is marvelous! The animation of the characters really sell the "drunken shooters" :) - Maybe you could go "Into the breach" direction here. Wild west themed :) - The GUI is a delight! I really like how you nailed the theme into it, and made it so clear. It's obvious and I hardly need the tutorial to see what I need to do. The only thing that got in the way was the whiskey color. I think my monitor put it and the background color really close. - I really liked that the balancing thing was moving the aim. That added to the deep of the game and it became an interesting strategy to avoid get shoot. Though I was not sure Bob was doing the same 😆 - The tutorial was long. On the first play, I was not presented with any element of the UI and I was trying to get what I was reading plus what I was looking at (also the tutorial didn't mention that you can move the character with A and D). The problem went away after I had a first chance to go through what each element does on the first play. Also, I realized I could play the game during the tutorial only on the second time :) Even though was written, the overlay and text in the middle doesn't communicate the possibility. - I think the whisky is your life? It was not very clear for me on the first run why it was ending because the sentence "life essence" could mean just that yer old cowboy loves it. And because... - I never knew when I hit the enemy, nor when the enemy hit me. The visual feedback was little apart from the life (or hard to see whisky) going down. I think I missed the same detail on my game, completing the action the game most cares about should be really rewarding. I was craving some bloodshed ;P. - The enemy was getting stunned and I was like "was my hit? Is the AI making mistakes as well?" and sometimes they spent most of their time stunned haha It was interesting to watch. - The stunning is a mechanic that was not making me worry much given I could not really grasp when I was getting shot or not. Also, it took me a while to accept that the reload was getting me stunned, it takes a while to stun me after the bullet goes to the top, and the time I was spending looking at made me miss the quick stun :) |
| Oct 6 21:18:37 | 2h 10m | Criticality | ♥ 1 | Thanks for playing my game on stream once again @3mpty :) I enjoyed your game a lot, here's my thoughts - The fluids simulations are neat! I didn't expect it to feel that real but it convinced me. - The best part of the game are the reactors meltdowns. For me it was hilarious how they explode and wipe the place. - The tech tree is a great addition to such game! It's impressive that you scoped that in! - The initial explanation didn't help much (sure, it's LD) but some of the behaviour of machines was odd even after I managed to work some small generators. Not being able to place those coolers next to reactors because they'd get the water was the oddest of all, I just wanted to cool the reactor using its steam. Looking now at the screenshots you have in the page here made me wonder even more how some stuff is connected. I had plenty of fun watching things blow without understanding why. I'm very confused why and how the tanks hold water and steam. - I would love to have had a grid on the floor so I could plan ahead. I sometimes missed a tile when putting things together because I couldn't really tell if things were aligned. |
| Oct 6 23:03:56 | 1h 45m | Atomic Rock Paper Scissors | ♥ 3 | Do I hold the highest score? ;P Screen Shot 2021-10-07 at 00.50.22.png Great game! One of the few that I played that feel complete for the core mechanic. I spent an hour playing and I was enjoying doing the strategies on what beat what and how I wanted to build the columns and so on. I read some comments and I agree that the end game is a bit boring and you get dragged by the small exchanges just to finish. Twice I crossed the 100k and I was "ok... do I want to really push this one? Maybe I can call it done and move to the next game?" I end up finishing it, but I felt the weight to extract each small point. I think this one will be an interesting problem to solve if you will work more on it. |
| Oct 6 23:22:45 | 18m 49s | Back Alley E.R. | ♥ 1 | Haha Great graphics details, I like the humor of this one. I'm impressed the back alley has an ICU. It took me some time to understand if I was getting things right or not. I learned that I was doing correct when I send a patient to wrong place :p I had difficulty to drag'n'drop some stuff in the beginning and sometimes left wondering if the red squares should be all filled or it was just a nice thing you did to let the player have some autonomy. Some balancing is required also, some patient with high hearth beat had got injected their weight in sleepy stuff to get back to normal hahaha |
| Oct 10 20:59:16 | 93h 36m | Anti-Bomb | ♥ 1 | First, thanks for playing my game over stream :) Also, thanks for the game! I managed to finish it, that last jump + bomb timing so you could pass the drop was just evil :D I know it's a compo game so I assume none of the following feedback is an oversight but the time limitation. - I appreciated that even though being Compo, you prioritized the checkpoints so playing it was much less frustrating. I had my rage moments that some surprise checkpoints made me not quit it. - I appreciate some small details you also put time into like using a gradient on the line that shows the bomb path, without it it'd be much harder to tell it was shortening. - I missed a background so we could see how far we are flying on the top of the level. - At first I thought the anti-bomb would be a reversed bomb, pulling me instead of pushing. Maybe some idea for more mechanics. - The mechanic of timing the bomb is really interesting, but for me it felt it got on the way of the game more than it was making the game more fun. Eventually I had positioned my mouse on the screen just right that I could just press and the bomb would explode on my feet, I played the game out and took some of its fun given the bomb became just a delayed jump. - Continuing on the timing, I think the fixed amount of time for it to explode was limiting. Imagine that you could somehow control it such that you could make two bombs explode at the same time. You could make those switches timed and a fast action would be required from the player. Also, it would save time on the moments that we are just trying to make a quick jump. - I liked the bouncing, but I was expecting a bit more crazy moments where I'd just crack laughing at a bomb just yeeting me somewhere unexpected... but the air friction (I think?) was too much and the bombs never really send you yeeting to another part of the level. That would bring some humor to it I think. |
| Oct 10 21:44:15 | 44m 59s | Stien | ♥ 1 | Thanks for the game! I had plenty of fun from the mechanic and I think this game has a potential! You made it very complete and polished! I feel like there’s a lot of space for balancing here because I tried to play it a dozen of times, I managed to arrive to paladin 3 times and I never passed they. I think I made one mistake with the cards ordering by using a more powerful card with lower number and later not having the card to deal more points, but it wouldn’t have helped me. The problem I see is that there’s too much to luck here, I felt powerless and frustrated when I died. Another thing that contributed to my frustration was that I could not power play the game. The game plays very fluid and some of the transitions are essential to place what’s the status of the game, but at times I felt that the transitions were too slow and the game was just having a delay to start the next round or something. That started to get me when I just wanted to throw the next dice and go faster. In the end there’s at least 50% of idle time in the game (opponent playing + phase transitions), and that doesn’t help retention. |
| Oct 13 06:12:39 | 56h 28m | Okay & Alright | ♥ 1 | Thanks for this little experience! I appreciated the care on the details and how the graphics albeit simple, were not basic. You told a story with not much, and that was exactly the point, there was nothing else to take out. |
| Oct 13 06:24:50 | 12m 11s | Colon: Colon | ♥ 1 | Haha thanks for this little humor game! The levels titles were the best :D I really like how in some ways this reflects reality :) I can see how crazy one could go with this nice core mechanic. |
| Oct 13 06:37:20 | 12m 30s | Robot party 2049 | ♥ 1 | Thanks for your submission! The graphics and the style of this game are very nice! I think this core mechanic has potential, because it kept me trying over and over to figure out how to make some progress, but what I believe was a bug, just didn't let me. I think my resolution had some issues and the robots all got full range visibility. No matter where I placed the robots, they were crossing the map. I **believe** this is not what was intended. For the robots, maybe we could start slowly, by introducing one after another, so we can actually learn their mechanics and get familiar with their behaviour. In one of my attempts I got the maniac one quite earlier, and I couldn't do anything, I didn't even know what was killing it, making the playthrough very frustrating. |