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Feedback comments for LD49
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| Timestamp | Since previous | Game | kantanloop's comment | |
|---|---|---|---|---|
| Oct 5 21:43:28 | Don't Kick The Oxygen (more of a physics sandbox really) | ♥ 2 | I like the vibe of this game and the shrimps who want to mess me up. Cool soundscape too. Not much of a game but from what I'm reading it looks like you learned a lot in the process and that is truly epic | |
| Oct 5 22:26:30 | 43m 02s | ....To the Ends of the World and Back | ♥ 1 | Simple but unique take on the theme! I'm a fan of VNs with light gameplay to keep you engaged. Would've been cool (as others have mentioned) if the dialogue was a little more involved with the gameplay, like you have to read Andrew giving you the correct code, or getting reactive messages from him if you're close to a task expiring and getting a bad end. I also wish I could make the dialogue box a little bigger, but since this is meant to be played fullscreen it's not that big of a deal. If you wanted to expand on this I think small branching dialogue options would be a great addition! Doesn't have to change things drastically, but it'd give more opportunities to expand on the characters and maybe see more playful interactions between them. Or even having the option to refuse to interact with Andrew would take it in an interesting direction. |
| Oct 5 22:51:40 | 25m 10s | Big City Opossum | ♥ 2 | You pretty much won me over at the title screen. Really great and fitting music. I enjoyed the different "playing dead" interactions with enemies and it made the enemy counters pretty varied and difficult at the end. I wish there was a bit more feedback on the spacebar actions as others have mentioned, but the play dead sprite is so good that it honestly evens out Is it possible to restart the level when I die? I want to see the end of the game but I keep dying at level 3 :( |
| Oct 5 23:14:51 | 23m 11s | Everyone Calls Me Johnny | ♥ 4 | Pretty simple and fun game. The character is a little floaty imo, but with the constantly changing effects there's not too much time to think about stuff like that. My biggest complaint is that I often didn't notice when new effects were in play before it was too late! Stuff like the russian roulette or the no jumping is pretty cheeky and I like them, but since I didn't know it was an active effect I immediately assume I'm hitting a bug, which is definitely not the case because the entire game is functional. I'd love if you added a timer or clock that lets me see when the effect is about to change, and if the moment when a new effect is active it is immediately obvious on the gui. More stuff that changes the properties of your gun would be cool too!! Maybe even having multiple effects be in play at the same time too? There's a lot of space to expand this, but the basics are all here, so here's to you Johnny. |
| Oct 5 23:50:04 | 35m 13s | Dizzard Wizzard | ♥ 4 | Great artstyle, and I like the challenging gameplay! I enjoyed kiting around enemies and casting my dinky little fireball spell as fast as I could before inevitably mis-inputting it and eating damage. I do wish there was a way to cut off my spellcast early if I know I messed up. For a game that encourages you to experiment and try different things I think it's a funny choice to have certain spells damage you, but that's exactly the reason why this game ended up being pretty memorable for me. Kudos for sticking to these brutal design choices and for making such an interesting game in a short amount of time! |
| Oct 6 00:12:48 | 22m 44s | Sands of Judgement | ♥ 0 | Short and simple mobile game with a cool theme. I like the Egyptian myth influence! I'm unsure of how an idea like this could be expanded, but imo the base gameplay is fine. You could add visual gimmicks around misleading the player; maybe add some things that could distract me from reading the scale correctly? Or misleading-looking hearts that look big but weigh the opposite, etc. Also, I couldn't get the v0.2 version to work. It wouldn't let me press on the left and right sides when I was actually in the game. v0.1 works fine though. |
| Oct 6 01:42:29 | 1h 29m | AIROBICS | ♥ 1 | VERY fun and polished game. I love all the little details about each plane I click on; stuff like that really immerses me in the experience. My only minor issue was sometimes missing a click on a plane and accidentally rerouting the one I had selected. Otherwise I think this fit the theme quite nicely! I can see myself coming back to this on a late night just to relax on the lowest speed. |
| Oct 6 02:08:43 | 26m 14s | The World is Unstable | ♥ 2 | I like it! I had fun trying to figure out better ways to survive. Eventually I just started protecting the last block with my own blocky body, as cromo pointed out earlier, and that was a really cool not-so-obvious solution. Good job on keeping it simple and focused, because that's not something many first-time gamedevs do! |
| Oct 6 02:16:22 | 7m 39s | HOTFIX | ♥ 2 | I kinda hate the controls!! But I get what you're going for; it definitely feels like a satirical piece with intentionally frustrating design. The humor clicked for me as well and kept the experience very light. Kudos on making a truly *unstable* game! |
| Oct 6 02:41:00 | 24m 38s | Rumble | ♥ 1 | This game is fantastic! Great tutorial, presentation, music, gameplay, everything. Figuring out a strategy for this game was satisfying, and I enjoyed the stress of keeping the lower elevations secure while trying to keep the upper levels up long enough for the NPCS to escape. Also being able to let floors completely collapse to make your own traversal quicker is a neat concept! I love Richter the repairman. If only these NPCS moved as fast as my man Richter... |
| Oct 6 02:54:15 | 13m 15s | Devon Rex Disorder | ♥ 2 | Great game!! I love how relatively "normal" the game is until you get the zoomies. The slowdown effect on attack hit is fantastic and extremely polished; it adds so much weight to game and makes it feels great to dash around and swipe at some feet. All the visuals and effects are nice as well! I wish this cat's reign of terror was longer, but maybe it's for the best if the world didn't know of its power |
| Oct 6 03:10:41 | 16m 26s | Stabilaser | ♥ 1 | Nice work, and an interesting take on the theme! Music and pixel art were fitting, and you did a good job making the different object states visually distinct. Definitely had an "a-ha" moment during the last couple of puzzles that made me feel smart. I do wish there were more levels, but short and sweet is great for a jam! |
| Oct 6 06:33:12 | 3h 22m | Eclipse | ♥ 3 | Cool action platforming game! The spritework is nice and I like all the freaky effects that play when you get hit by the demon enemies; the little blue guy that spins around and tilts the camera is my fav. |
| Oct 6 06:45:34 | 12m 22s | I Want to Summon a Hot Demon but My Pwr Lvl is too Low so the Portal is Unstable | ♥ 1 | Played this because of the title alone. The instructions confused me a little but I just mashed and things worked out, which is the sign of a good game. I enjoyed the little popup tasks immensely, especially later in the summoning where you have to remember some of your previous answers; reminded me a lot of The Impossible Quiz! |
| Oct 7 20:23:05 | 37h 37m | Not Today | ♥ 1 | I was able to get the new version running on my computer that had Visual Studio on it. Very pretty! I liked exploring the level and seeing the ideas that you were able to flesh out in the time you had. Regardless of the game it's very impressive that you put all that together in a custom engine in such a short amount of time! |
| Oct 7 20:41:19 | 18m 14s | Stumblewood | ♥ 1 | Cool unique game! All the character designs are really charming, and the quirky music is great! It was a little frustrating being constantly sent back to the start, made it feel like more of a grind to get as many saplings as I could after a certain point. But maybe if I had invested in torches it would've been easier. Great work regardless! |
| Oct 7 20:59:23 | 18m 04s | Picasso Bridge Disaster | ♥ 1 | I love this game! The puzzles are really polished and varied, and some of the solutions made me feel pretty clever. Feels like you have to make use of everything that's possible in the game by the end of it, and I love that you just give me a sandbox at the very end to mess around. Great work! |
| Oct 7 21:13:59 | 14m 36s | Tetrominal Space | ♥ 1 | Very tough game for me personally but I still enjoyed it! Sometimes it was tough to see the trajectory my ship was flying in other than the particle effects from the thrusters, but the distance indicators helped a lot. I enjoyed the added stress of the random events on the map as well. It sucks that you weren't able to get exactly the game you wanted mechanically, but I still like what you guys were able to put out and I'm glad you shared it regardless. |
| Oct 7 21:42:46 | 28m 47s | Stylish Aeroplane Dress 'Em Up | ♥ 1 | I love a good SHMUP! The visuals are cute and I love the enemy designs in the later waves, and the variety of parts you can pick up is great. It's a little tough when you don't get at least some gun parts at the beginning; it feels like the smaller enemies take a lot of hits with the default weapon, but once you're over that initial hump and you have a lot of parts to work with it's not that big of a deal. Fantastic work overall, I'd love to see this expanded! |
| Oct 10 19:13:47 | 69h 31m | Dreampoint Collapse | ♥ 1 | Cool game! I like the block-placing mechanic a lot, and the platforming puzzles felt very polished and ramped up in a reasonable way. I really liked that there were branching paths sometimes! Visuals are very clean, and the music is nice. The character's physics made the game pretty challenging overall, I died multiple times in the tutorial and even by the end I was still having trouble landing exactly where I wanted to after a jump. Personally I kinda like the platforming challenge, it makes the gameplay a combination of both careful planning and good execution. But I can see how potentially frustrating that could be to other people too, so it's a tough balance. Great submission either way! |
| Oct 10 19:32:12 | 18m 25s | Risky Rule | ♥ 1 | Interesting idea for the theme! I liked the character portraits over some of the decisions that kinda let me know how it would affect the status bars. I like that you can just ignore everything too. Seems like the only way to lose is to run out of money? I know there were a couple of situations where a choice you made earlier gives you a new event later; it'd be cool if there were more branching events like that where I'd have to think more about my earlier decisions. Nice submission though! |
| Oct 10 19:50:26 | 18m 14s | Vive la révolution | ♥ 1 | Really fun game! Love the real-life inspiration for the map, and I enjoyed microing my protesters to loot every single house in the area, even though I probably didn't have to. The items are a great addition as well! Also I like how ALL the blue mobs react and regroup once you start messing with a few of them, that really made the game feel alive. My only minor complaint is that it's hard to differentiate my units from the enemy once everyone turns gray from damage. Fantastic work overall! I'd love to see this expanded. |
| Oct 20 20:54:17 | 241h 03m | A Gift in Good Faith | ♥ 2 | Cool concept, and a nice, cohesive visual style! I liked having to plan out the route to each gem ahead of time and with the limited tools you have. I really liked the change in music when the minotaur is on screen too. It is a bit difficult though, the minotaur's movespeed is fine but I felt like I should have been able to walk past the minotaur whenever they're in the stunned/distracted state instead of dying as usual. Great work regardless! |