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Deprecat

Feedback comments for LD49

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TimestampSince previousGameDeprecat's comment
Oct 5 00:07:54 Strong and Stable ♥ 0 Absolutely hilarious. The dancing queen part gets me every time. I think the attack could do with a bit more polish to make it feel meatier. Maybe even having a light/heavy attack that I can weigh my choices when fighting her so I can either deal more damage or have more mobility. Great job!
Oct 5 02:13:40 2h 05m SlingPoint ♥ 1 I'm a simple woman: I see cube I sling it around like a football except I'm not very good at football
Oct 5 02:21:24 7m 44s Reliance (Working Title: ~Generating Cosmic Forces ♥ 1 I really would love to see this fully realized - the concept is so cool and I think it's worth pursuing. Also I'm mad at myself because at one point I spammed buttons and managed to win but I have no idea what I did to get there. So apparently when I try to hold a convo with a cosmic force I'm rubbish, but when I don't really care I can get through just fine. Kinda why I need alcohol at parties, I suppose.
Oct 6 14:23:45 36h 02m Uncommon Chemistry ♥ 1 Another potion brewing game! Honestly glad I wasn't the only one lol. We actually had a lot of similar thoughts. So I have some thoughts that are somewhat influenced by the fact that we both went similar directions in a lot of ways, so hopefully this helps you flesh this out further if that's what you're looking to do. - I was honestly confused a lot of the time. I struggled to convey what makes a correct recipe myself so I understand how difficult it is. I don't have a very clear end-goal that makes sense aside from seeing the progress bar go one way or another, but how I got there was unclear. Even just adding some additional tutorial text to your page would help users who are testing your game. - There's some buggyness you're probably already aware of. I couldn't get the potion list to open when I wanted it to, tooltip text would be stuck on screen and make some of the item names I'm hovering on innacurate, etc. - I like the idea that potions are lost to time and you need to piece together what is missing. Maybe this could be further influenced by giving the player more information on what is included and why it works. In my game, there are 5 different potion types and ingredients have flavor text hints to tell you which they would be suited for (poppy flowers for sleep potions, etc.) If I had a better idea of what kind of potion I'm trying to make, the puzzle would feel less like blind luck. - Some additional thoughts: > - The meter on the cauldron made me think it was a temperature gauge. It would be cool to have to control the heat for the potion as well > - You have a good start to the graphics here, I think it would benefit immensely from some animations as the potion becomes progressively better/worse > - A button to dump out the potion and start again could be helpful (I should probably consider the same for mine lol) Hope this helps! I think this is a strong effort that could be made better with some polish and additional playtesting. Edit to add: I played the HTML5 version. I know bugs can be platform specific so I wanted to be sure I included that info.
Oct 6 16:11:47 1h 48m Stien ♥ 1 I'm such a sucker for Yahtzee lol. I love this spin on the game! The addition of RNG makes it feel similar to a DnD fight system while still accounting for strategy. The card option also adds a good sense of strategy as well, giving you the feeling of an "ace up your sleeve". The art is nice and suits the theming, the music is good and audio leveling is well done. I like the little overworld map, it reminds me of Bust a Move 2. Very well done! Excited to see if you take this concept further.
Oct 6 19:02:11 2h 50m RIFT ♥ 1 This game feels like it has an amazing level of polish and level design considerations for the time that you had, I'm super impressed!
Oct 6 19:11:11 9m 00s cyclops ♥ 1 I love the art! I enjoy the simplicity of everything, though man is it hard to get very far lol. I think the hardest part is the "slurp strength" which I felt like I could never get quite right and stole my focus a little too much from the other pieces. Great work!
Oct 7 14:58:12 19h 47m Deathrail ♥ 2 A super challenging game but one I could see myself playing more of with a full release. I personally would love controller support, as I find balancing mechanics and such much more manageable (which then means you can scale up the difficulty further). I wonder if you could even try out Switch motion controls/mobile phone gyro controls for balancing as an optional playstyle. I'm kind of a sucker for those lol.
Oct 8 00:55:31 9h 57m The difficult life of a newborn planet ♥ 2 This is such a cute game! Unfortunately did not get the good ending but I can see myself picking this up again to try for it. The art and UI does a great job at guiding the player without a lot of tutorializing needed, though if you go for a full release with this, then it may be a good idea to have a "starter planet" tutorial to explain some of the more intricate mechanics, as they weren't as quick to pick up naturally. The way you have to collect rocks to build the planet gave me Katamari vibes, which I think could lead to an interesting concept for progression. Like building bigger planets for new civilizations with their own technologies to support you. Really great entry here! Hope to see if you guys flesh it out further.
Oct 8 01:08:48 13m 17s RAGE HORSE ♥ 2 I'm glad you spent the time to polish a single level over adding a bunch more, I think it helps show your concept much better to have it that way. The art is incredible (though I wish I could have seen the jam version, I didn't see where I could see the original) The sound is nicely done, and everything feels good. My only complaints are that he feels a bit slow, but the powerslide helps with that somewhat. Great work!
Oct 8 01:27:33 18m 45s Road to joy ♥ 2 I think there's a cool concept here that needs to be fleshed out more as far as mechanics go. It reminds me of those auto-mario levels that are there just to play music but you actually get to control it for once, which is cool! I personally feel that you would benefit from either removing the mouse controls entirely, restricting them much more than they are, or moving away from a musical game and polishing the mouse controls. The music note platforms are incredibly tight and require very precise movement, which by itself is fine. But with the extreme velocity and jump length you can get Ludwig up to with mouse controls, I very often would accidentally skip one or two notes and lose the effect of hearing a song play. Not to mention how unforgiving platforming challenges completely kill the pacing of hearing the music play out. I think as a developer you would benefit by choosing exactly which of these two mechanics speak to you more and choosing one to polish and perfect. As it stands now, developing levels would be incredibly difficult for you because of the wide variety of movement you've given the player. Especially if the intention is for the player to create their own music. Consider the kind of pacing players expect from rhythm games and platformers and compare them. If you want to combine the genres, it will take some balancing to keep the game from frustrating your players who may want more of one experience than the other. I hope this helps!
Oct 8 01:45:40 18m 07s Radish Kid Ascension ♥ 2 Friggen adorable, I loved it so much. As far as feedback goes, I only have two thoughts: - The AI pathfinding can get a bit difficult at times. Which is to be expected with this amount of physics puzzling going on. There were lots of times that I started spamming items hoping the lil turnip would figure out that they should really not be so picky about where I put the board and start moving cause there's a dang earthquake nipping at their heels - The items themselves could do with some theming that fits the turnip and his journey. At this point they feel a little random and don't really gel with the rest of the aesthetic, but at least they translate to the player immediately what they're functions are so it's hard to say exactly what you could do to make them fit better. Maybe just keeping with the plant theme? Using garden trellises instead of ladders, use beanstalks. I'm not 100% on the solutions but it's something to consider! You guys should be really proud of this entry! It's super well done and I'd play more of this if you make a full version.
Oct 17 15:40:15 229h 54m Unstable Ship ♥ 1 Really solid entry! I'd love to see the prompts for what to fix be implemented in a more diagetic way, such as a troubleshooting AI or an issue map for the player to refer to.
Oct 18 00:31:42 8h 51m Ghosting the Party ♥ 0 This game has an adorable style and I love the blend of genres! I do echo the same difficulty issues that others experienced. I typically feel I'm pretty good at auto-runners but found the jump arcs so hard to discern. Though I can't exactly determine why. It could be because the arc is so high that there's just more room for error. I think this could be solved for by having a variable jump rather than a static arc. Allowing the player to take tiny jumps when just clicking the jump button, and taller jumps when holding. It would give players a chance to realize they misjudged their initial jump and try again closer to the obstacle and make things feel more fair. Great work!
Oct 19 14:37:13 38h 05m Toil and Trouble ♥ 1 I love the art style and navigation of the home! But you've already heard that a ton. There are some immediate fixes for a post jam build. Your witch standing in front of items that obscures where to click to pick them up can be solved by just allowing players to pick up items regardless of where they are in the room. The cat acts as a great tutorial, I think expanding his role further for a full release would help players get over the initial hump of getting started. Rather than having a cheat-sheet, the familliar can offer cryptic clues when needed. Very cute entry! I hope to see you expand on this.
Oct 19 18:05:01 3h 27m Crazy Cauldron ♥ 0 I absolutely love the way you approached potion creation! What a cute game. I loved that you had to gather ingredients from the wild. It feels organic and adds to the tension. One thing we both did on our games is color mixing. I wanted to share the advice with you that I also realized that this may make the game unplayable to color blind players. So if you guys expand on this, you may want to find a workaround or add an accessibility option. Maybe instead of flat colors, the potions could have unique symbols inside which signify the colors. Great work all around!