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Feedback comments for LD49
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| Timestamp | Since previous | Game | Jaker's comment | |
|---|---|---|---|---|
| Oct 5 02:12:32 | Viole(n)t Cooking | ♥ 2 | It took me a couple attempts to realize the ingredients aren't necessarily color-coded to the type. After that, I was able to beat the game. Also, the art and audio is very well done. Good job to the whole team! | |
| Oct 5 02:32:52 | 20m 20s | A Stable Life | ♥ 1 | Web version works for me (I'm using Chrome on Windows). One minor thing I noticed is no indicator to advance the text. A simple blinking cursor would help signal to the player that they are in control of the advancement of the text. You also might want to reconsider using left control for crouch. I tried crouching and moving forward, and it closed the tab (Ctrl+W hotkey), as well as triggering other hotkeys. As for the game itself, it was a great little narrative! I got a little more than half the clues correct by my estimate, but that's probably due to me being a poor detective 😆 |
| Oct 5 04:05:52 | 1h 33m | Rocky Road | ♥ 1 | The grapple hook was janky, but fun to use after I understood how it worked. My only suggestion would be to add something to indicate the "death plane". I died to it multiple times on the final level when trying to use the grappling hook. Fun game 👍 |
| Oct 5 05:37:30 | 1h 31m | Pinfall | ♥ 2 | I couldn't figure out how to win after I got to (what looked like) the top, but I still had a lot of fun playing! The audio and visuals were excellent. |
| Oct 6 03:03:49 | 21h 26m | Everything is Fine | ♥ 5 | Great game. One thing I noticed was that interactions felt a little unresponsive at times. Other than that, I have no complaints. Good work on the mood and theme of this! |
| Oct 6 03:20:20 | 16m 31s | Alchemy Sandbox | ♥ 0 | Fun little particle sandbox! I haven't seen one with particles modeled as squares and spheres before. The 1000 particle limit is unfortunate, but given the more complex particle shapes it makes sense. I liked the mechanic of unlocking new particles through interactions, but found it a bit jarring that everything got reset when a new element was discovered. I think I managed to discover all but two of them when I played. I think this has great potential if the particle limit could be removed (but I understand if it can't be). |
| Oct 6 03:27:41 | 7m 21s | Un-Stable | ♥ 1 | A cowboy that shoots with his lasso :D (don't worry, I understand it is clipart). Overall, I found the difficulty to be about right. That being said, maybe the hitbox of the player could be shrunk a little? I had a hard time dodging the shotgun attack of the farmer near the end as a result. Everything else felt very fair. I beat the game on my first attempt in about 1:30. |
| Oct 6 03:57:19 | 29m 38s | Unstable(d) | ♥ 1 | Loved the mule animations ❤️ I agree with the above comment that it was confusing how the upgrades mention dodging and kicking, but I figured dodging=WASD movement and kicking=how much you are slowed when a farmer gets you. It took me about 5 or 6 runs to beat the game (and 10-20 minutes overall, but I wasn't keeping track of either). The extra stars and star speed upgrades seemed the most powerful of the bunch. Charging is a great mechanic, but isn't tutorialized very well in my opinion. The other nitpick I have is that sometimes pickups spawned inside rocks or other unreachable locations (without smashing into a rock). That being said, I wouldn't know how to fix that (tiny) issue myself. Overall, a fun game with great replayability! |
| Oct 7 08:53:12 | 28h 55m | Above the Void | ♥ 2 | This is a good concept for a puzzle game. I tried about 15 times on the level "Smile" before giving up. It was pretty adventurous to expose the player to two new mechanics in one level, but fortunately the mechanics are intuitive. Some of levels were extremely daunting at first glance, but were surprisingly doable and felt rewarding to complete. The main change I would make would be to ramp up the difficulty more slowly, but it's fair to have a steep ramp given the limited time to design levels. Oh, and I also loved the void/space theme. |
| Oct 8 03:21:12 | 18h 28m | Rapid Robot | ♥ 0 | This reminded me of the level in Super Mario Bros where the Lakitus are dropping the spiky balls, except here the floor is unstable. It was pretty fun overall! Two things I would change are 1) making the player's hitbox smaller so it's easier to avoid get hit, and 2) making the jumping mechanic more reliable (sometimes when I would jump, nothing would happen). |
| Oct 8 05:09:35 | 1h 48m | Proton Pilferer vs. The Particle Police | ♥ 1 | I agree with the other comments- this is a unique idea for a mechanic (and well executed too)! I can see a lot of potential with this mechanic, and it's great that you explored the three main ones (jump height, weight, and character size) a bit. These aren't big issues, but I noticed collision with walls was kinda jumpy and I was able to run outside of the level. The game was rather easy as well- but that's fine, I had fun playing it. I really liked how the controls were simple and the mechanic was intuitive to learn. Good job on that. The pixel art was nice, too. |
| Oct 8 05:58:31 | 48m 56s | Hiding Heisenbugs | ♥ 1 | Hilarious game with an interesting mechanic, and one that is on-theme! Great job. My only complaint was that it took me a few tries to understand how I was supposed to hide bugs. A simple demonstration of correctly and incorrectly hiding bugs at the beginning may remedy that. |
| Oct 8 06:16:02 | 17m 31s | Pipeworks | ♥ 1 | The robot was a cute design, it kinda looked like a frog. Also, being filled with liquid (which changed your movement) is a fun and unique gameplay mechanic. If you wanted, you could expand on it by using various amounts of liquid, or liquids that have different properties. In terms of graphics, I agree with the others here, it was difficult to tell how fast you were spinning, especially when zoomed out, which is pretty crucial for landing particular jumps. Some other graphical nitpicks are that it was difficult to determine movement on long, flat sections (can be solved by using textures or adding extra), and the loading/unloading platforms being quite aliased when zoomed out (can be solved by using low-res textures or solid colors). Let me emphasize that those are pretty minor issues in the grand scheme of things. Overall, the gameplay was solid, and the third level was really difficult, which is okay for a finale :D |
| Oct 8 06:53:19 | 37m 17s | Tones of the World | ♥ 1 | I know the narrator said I wasn't hallucinating, but I'm still not sure... Quite a trippy experience. The gameplay was like celestial skeet shooting. Like the other commenters said, I didn't really know what the goal was except that I had to shoot the cubes (I was tuning the worlds with my celestial tuning-fork shooter I guess :D). So that's what I did, and it was pretty fun regardless. If that issue was addressed, this game would be nearly perfect. With that, the audio and visuals were really solid. It really sold the celestial mood. |
| Oct 9 04:10:28 | 21h 17m | Drunk Fist | ♥ 4 | Like many other, I loved the art. Sadly I couldn't listen to the music much because the volume sliders bugged out and locked the music audio at 0%. What I did hear in the main menu was sweet though. The gameplay was pretty funny, I loved running around and punching those cockroaches while guzzling gallons of alcohol. That being said, the objective could have been clearer. I died due to the infinitely(?) respawning enemies while I looked for the objective, and that's after I saw a comment saying that you have to throw the bottles into the holes. The pointing hands are definitely a step in the right direction in that regard. P.S. I noticed the non-perspective-correct UV interpolation on the textures. That's a lovely detail. Was adding it as simple as adding `noperspective` attribute (or whatever the HLSL equivalent is) to your pixel shader input, or was it more involved? |
| Oct 9 04:31:01 | 20m 33s | Collapse | ♥ 2 | Some of the levels remind me of the original Rayman game. I'm not sure why, I think it's the precision-based nature of them. I thought the graphics were simple, yet effective. Everything was clear and very distinguishable, and it was satisfying to look at. A few of the jumps felt a little unfair as the player had no control over the height of the jump. I think that is something that could be improved. The music was awesome, but it made me feel like I was in a forest rather than a robot in space :D. Still, I loved it. Overall, I thought the game and its 'unstable' mechanic were well executed. |
| Oct 9 09:05:04 | 4h 34m | Ball of Chaos | ♥ 1 | This was one of the more polished entries I've seen, well done! The mechanic is simple (and on-theme), yet each level brought a fresh take on it. I applaud games like this that have simple controls and surprising depth. It got really hard near what I think is the end (I made it to the level where there are three bars before I gave up), but the ramp up to that difficulty was smooth. The visuals were clean, yet stylish, and the audio was good too. However, I did have a minor issue with audio where the sound of the anti-player entering was loud even if the volume was turned down. I would suggest updating this page to add at least one picture of the game and perhaps some extra info, just to attract more people to play it. |
| Oct 10 07:22:09 | 22h 17m | Babel | ♥ 1 | Very unique infinite game. I especially liked the transitions to the next level after your tower collapses. It's kinda relaxing at first, but quickly becomes really chaotic (the random shapes and sounds add a lot to it). |