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Feedback comments for LD49
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| Timestamp | Since previous | Game | Dis0rder's comment | |
|---|---|---|---|---|
| Oct 5 21:35:14 | BALANCE-PARKOUR | ♥ 3 | I like the dark-ish tone and the surprise-element when it zooms out. But the game itself feels a bit broken since some of the randomized(?) bigger leaps feel impossible to pull off since the character moves so slowly. After multiple tries my highest score was 33. It could be quite a fun little jumping game with some tweaking! And as others have said, it would be interesting to see the scale-mechanic explored further. | |
| Oct 5 22:12:52 | 37m 38s | Compo game "Flappy Crow"!! | ♥ 1 | Always happy to play Pico-8 games, but man was this difficult... And I'm no stranger to masocore! I already gave up after the second checkpoint. đĸ screen03.png And it's not as if I didn't try! I wish there was a death-counter. No kidding, I probably died hundreds of times, and made no progress beyond that. --- Soooooo, is the game too hard? Well, whoever is to decide that? đ¤ˇđģ It might be that, or I wasn't determined enough this time. But it sure did wonders to my blood pressure! |
| Oct 7 04:30:59 | 30h 18m | Castle of Chaos | ♥ 1 | Hey, Zentaco! đŽ â¯ī¸ Fancy seeing you here. I'm already familiar with your Clickteam Fusion-tutorials. Appreciate the stuff you've been providing in that department! --- I tried your game and it's a neat little platforming-experience! The visuals and presentation are well put together, and even more so considering this was supposed to be a COMPO-entry. When it comes to gameplay, the experience can be infuriatingly unfair and difficult though. (I did not make it very far, I think!) If you'd go and impelement some indicators BEFORE there is going to be a sudden event, the player would be able to react. That way this "chaos"-element **would actually work** beyond from being a zany joke-mechanic that it currently is. But I see you've already discussed this with @paperaeroplane555 Subtitles would also be great, especially since for me all the audio was glitch'd out and couldn't really make sense what was being said. (Probably because I ran the game on Linux using WINE) The option to skip Game Over-screen and all the little stuff like this would also be preferred. But I know from experience that it's really hard to give priority to these pesky little details when developing a Jam-game. --- Good job! I'll gladly return to a Post-JAM version if you're planning to put one out. |
| Oct 8 10:07:44 | 29h 36m | Potion Commotion | ♥ 0 | Hmmm, interesting đ¤ This game bears a striking resemblance to one particular indie [NES-game.](https://morphcatgames.itch.io/micromages) [zFeUwf.png](https://morphcatgames.itch.io/micromages) A coincidence? I think not! đ --- Your homage to [Micro Mages](https://morphcatgames.itch.io/micromages) seems fun! I'm a Linux-user, and unfortunately when trying to run the Windows-build it's all glitchy and unplayable âšī¸ If you're ever planning to put out a Linux- or WEB-build, I'd like to try it out! |
| Oct 10 05:47:15 | 43h 39m | Ghosting the Party | ♥ 3 | I was interested to try this, because your aim was exactly the same as my entry had; To create a moody black & white narrative minigame-experience! đ đ --- The art-style is clean and consistent. I especially like the running animation of the ghost. I also like that you had different dialogue-options to choose from, even though it didn't seem to matter what you say? (It would always be good to add at least one line worth of extra-dialogue to different replies!) I think the intro would need some establishing shots in the beginning. The presentation feels a bit flat since you only see the ghost-character by himself, and you instantly jump into action. You could sell the illusion of being in a big party better if the player would get a glimpse of the environment, or some party-folk mingling around. Some proper background-ambience would also help. And when it comes to gameplay, I find the running-segment frustratingly hard. I'm still yet to pass the second phase. Those mid-air dashes are just too hard to pull off, so I'd go and tweak those hitboxes! --- But yeah, I like what you were going for here. My own life-long ambition is to create a proper combination of storytelling and gameplay where these two elements hang in balance ( the opposite of **Unstable!** ) I can say from experience that it's far from easy! Keep on JAMMING! |
| Oct 10 07:10:31 | 1h 23m | Dimension Collapse | ♥ 1 | Very cool little point 'n' click -experience. I like the minimalistic style and how the area is symmetric. The on-screen map was a nice addition too. I really had no problems otherwise, but it took me needlessly long to realize that you could move left/right in the upper dome-level. đ It might've been just me, but I guess the way it was presented in the map tricked me a bit. You could perhaps try to alter it so it would be more obvious that the dome consists of three screens. But yeah, nice work. I've played your previous entries, so it's nice to see your style evolving. Looking forward to see more of your stuff! |