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Feedback comments for LD49
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| Timestamp | Since previous | Game | Koolruz's comment | |
|---|---|---|---|---|
| Oct 4 23:21:21 | Finding Balance | ♥ 3 | Once I understood the controls/goal of the game, this was a really cool puzzle game! My only real feedback is that there could be better affordances to the player to let them know that they need to press the lit up switch (I spent an unfortunately long time on the first level trying to figure out why it wasn't moving onto the second puzzle), and there could be an indicator of how far the platform can tilt before killing you. Without any visual guide as to how close I was to death, it was really hard to solve some of the larger screens, because I wasn't sure how much wiggle room I had at any given moment. | |
| Oct 4 23:47:30 | 26m 09s | Frequency | ♥ 0 | It took me awhile to figure out the rules, but this was a cool little game! I like the visual style you went for, it looks really cohesive and clean :) I do wish that I could have used keys on my keyboard to change my frequency, because my scroll sensitivity was much lower than yours appears to be in the gif, so I had to do a lot of uncomfortable scrolling to make adjustments to my frequency. |
| Oct 5 00:17:09 | 29m 39s | Unstable Ai | ♥ 1 | I really loved the way the viruses shattered apart when you destroyed them - Something about that death animation was extremely satisfying :) |
| Oct 5 00:29:10 | 12m 01s | Buggy the Bunny | ♥ 2 | This is a really cool idea, and extremely thematic! Unfortunately the visual artifacting during scene transitions was a little too intense for me - I don't have epilepsy, but it was really uncomfortable to play for more than five minutes or so. I think I made it to the last level based on the description, but I couldn't keep going to see the end because I was having too much trouble with the visuals :( That said, it might just be because I've been staring at a screen for the past 72 hours or so though 😂 I'll try to remember to come back and finish! As an aside, you might want to move your epilepsy warning above your screenshots though - I was going to mention that you might want to include one, but I only just now saw it as I was scrolling back up after leaving my comment! |
| Oct 5 00:42:11 | 13m 01s | Stable Meltdown | ♥ 4 | I love the out-of-the-box interpretation of "Un-Stable", because for the first hour of the jam I kept thinking to myself, "What's the opposite of a horse stable?", but couldn't come up with an answer. |
| Oct 5 00:49:44 | 7m 33s | Nucleon Soup | ♥ 2 | This was really cool! I managed to make Neon-22 :) One thing I wasn't clear on was whether or not the tiny particles whizzing by had any effect on your atom - I never managed to catch one to find out if they did anything. |
| Oct 5 00:58:09 | 8m 25s | Go Hard! | ♥ 1 | This is *extremely* juicy! Great job packing so much polish into your game! |
| Oct 5 02:55:02 | 1h 56m | Moody Hero | ♥ 1 | It took me a good long while to figure out what I was doing, but I was thoroughly enjoying exploring the world/interactions the entire time! I would have loved if the levels made more use of the floaty physics of the wobbly hero, because he was very fun to throw around, but he wasn't great at platforming against 90 degree walls - Having some more rounded slopes to guide his movement might have helped make navigation easier. Overall though, I *really* enjoyed playing this game! All of the little interactions with the NPCs were charming in their simplicity, and a lot of fun to figure out. The audio was also great - I loved the music especially - It did really well to set the mood of your game. |
| Oct 5 02:58:45 | 3m 43s | Neon Saber | ♥ 0 | I'm commenting to remind myself to play this once the game is up! The screenshots look really cool, and the story made me smile! |
| Oct 5 03:08:54 | 10m 09s | NuclearCell | ♥ 1 | I had a really hard time figuring out what charging port was on the bottom of each phone, and zooming in on the phone didn't seem to help, because it would turn the phone to face the screen towards me rather than the charging port. The idea of getting overwhelmed with phones to charge as time goes on sounds like it would be fun, but I unfortunately only ever got past the first phone once - The triple circle charging port was the only one that I was able to pick out by sight. |
| Oct 5 03:58:49 | 49m 55s | Unstable Aviation | ♥ 2 | I really liked the art style here - Everything is super juiced up and polished. The sound design also helps reinforce the visuals - Your actions feel like they have weight to them :) The one thing I can offer for criticism is that death felt really abrupt, especially compared to how polished the gameplay was. Overall though, great job! :) |
| Oct 5 04:20:56 | 22m 07s | How high How many | ♥ 1 | I happened to luck into a series of upright rectangles, which led to a fun little challenge trying to stack them all on top of each other. :) I do wish that I had more control over my blocks than just their X/Y position though, to give the placement of blocks a little bit more depth (pun intended). Overall though, it's a very cohesive experience, good job! An online leaderboard adds a lot to score-based games like this, and I ended up playing several more rounds than I expected in order to make it onto the leaderboard - Great job adding that in :) |
| Oct 5 14:08:44 | 9h 47m | Nuclear Lasagna | ♥ 1 | The idea of an incremental game where you're trying not to accumulate too many resources (or else you start a chain reaction and die) is really neat, and something I haven't seen before! I've never been motivated by incremental games, but the layer of strategy you added had me engaged enough I kept trying again when I lost. |
| Oct 5 14:44:44 | 36m 00s | Unstable Firefighter | ♥ 1 | No matter what I did, I couldn't seem to get the axe minigame to work :( I had it pop up once or twice, but the meter then got stuck on-screen even as I switched weapons, and I couldn't open up any other doors. Edit: I saw your above comment about exiting and re-entering the doors to start the minigame, and that seemed to work to get the meter to show up, but it often disappeared the second that I clicked on the door, so I wasn't sure what I was doing wrong :( I didn't seem to be able to enter any doors after the doors seemed to be opened, but that might be related to my struggles with the minigame. |
| Oct 5 14:55:43 | 10m 59s | Political misdirection | ♥ 3 | It took me awhile to figure out what I was supposed to do, but it's a cool reaction-time testing game once you understand the mechanics! :) I had a really hard time with the controls, because I kept thinking that the keys would map to each of the three sections on the graph you were trying to keep balanced, so I'd instinctively press J when I needed to fill the leftmost quadrant, regardless of what symbol was being shown. I think I would have had an easier time clicking on the options I was selecting, rather than using my keyboard. Overall though, this was pretty fun! |
| Oct 5 15:03:51 | 8m 08s | Shopping Spree! | ♥ 1 | I really liked the music on this one - The jazzy soundtrack set a good tone for careening through the grocery store :) |
| Oct 5 15:58:27 | 54m 36s | Twin Tails Jetpack | ♥ 1 | It took me awhile to realize that my health was a resource that I should be using to save fuel, but once I did, it was pretty fun to send myself tumbling across the levels. :) My one real constructive criticism is that it felt really awkward to be able to exit the camera area - I expected the camera to drag me along with it like in a traditional autoscroller, or to kill me as soon as I fell off screen. When I found myself off-camera but still alive, I was never sure what exactly to do, and it felt really disorienting. |
| Oct 5 16:27:21 | 28m 54s | Willy on a Wheel | ♥ 2 | This was fun! In the beginning, I had a hard time figuring out that you were just trying to survive, which was counter-intuitive to me - I was treating it like an endless runner at first, trying to go as far to the right as I could, which led to me dying almost immediately as I fell off of a super fast-spinning wheel. I also had a hard time actually using the shop - I never scored high enough to earn any upgrades. That said, the upgrades didn't feel necessary to play the game and have fun, so it's kind of a moot point :) Overall, good job! |
| Oct 5 16:36:53 | 9m 32s | PRISM | ♥ 1 | This is a cool concept! It would have helped a lot to have more visual/audio feedback of different events happening to your ship, though - I kept blowing up and not realizing what killed me. I was pretty overwhelmed with all of the meters I had to monitor, and never had any extra time to look at my health bar, so I almost never realized when there was something was causing me to take damage. It would have helped a lot to have (eg) your ship shake and play a sound while you were taking turbulence damage, or to have an asteroid obviously hit your ship by playing some visual effect. Overall though, good job creating something interesting and different! :) |
| Oct 5 17:08:12 | 31m 19s | Unidentified Stacking Object | ♥ 1 | I really liked playing this! It felt like you had good control over your block placement, but the elastic nature of your tractor beam still made things tricky. My one critique would be that in both time trial mode and endurance mode, it felt like you were always best off waiting a few seconds for your beam to stop bouncing, which slowed the pace of gameplay down. I would have loved if things were just a little bit faster :) Overall though, great entry! I loved the tiny details in the background, like the LD49 sign :) |
| Oct 5 17:51:35 | 43m 23s | Uncertain Orbits | ♥ 0 | Great job with this game! It's an extremely impressive first game ever! Capture.PNG The game felt extremely playable and cohesive from start to finish, and even though I cheesed the last few levels by aiming down to the left, rather than weaving through the planets, I still had fun! :) |
| Oct 7 02:43:33 | 32h 51m | Wobbly Cannonry | ♥ 4 | I loved this idea! I will echo the other commenters who said that the turrets felt a little bit too slippery - Looking at your gifs I can see that it's possible to master the current controls, but I didn't have that much finesse with them. I found my best strategy was generally to just stay still unless absolutely necessary, which unfortunately didn't let me play with the wobbly-turret mechanic as much as I would have liked. Visually, the game looks great :) Everything is well polished and consistent, and the attention to detail in maintaining a proper pixel scale for your rotated graphics really sells the retro look - Great job, overall! |
| Oct 7 13:51:51 | 11h 08m | Short Fuse | ♥ 1 | My best time was 9 seconds, but my first win was 12 seconds - I had enough fun to want to replay the game, which is a good sign! :) I would have liked it if there was a little bit more feedback when you were interacting with the different elements of the house - Either something indicating what you could/couldn't interact with, and/or a little bit more punch to the animations when you clicked on something - It would make frantically going through the house feel that much more satisfying Overall though, this is a very solid game! Good job! |
| Oct 7 17:39:51 | 3h 48m | Unrogue | ♥ 1 | Combining Warioware-style microgames with another genre is a really neat idea! I would have loved to see more integration between the roguelike and Warioware elements. It was cool that you could fend off the microgames, but ironically I never wanted to do that - I wanted to play them, which caused a strange friction in the design for me. It would have been nice if you were incentivized to interact with the microgames, so that they weren't just a punishment to be avoided, because they were fun! Overall though, this is a cool concept! |
| Oct 9 21:26:53 | 51h 47m | Boat History | ♥ 1 | This is a cool idea, and I love how the water feels when you get into the flow and have the boat riding along properly! If you expand this into a full game, one thing that I think would help the feel of the game a lot is to allow the player to move the camera freely and get a sense of the level around them. For example, I had a really hard time at this section, because I was making a blind drop off of this ledge, and often snagged a saw as I was coming to rest down below - If I knew where the saws were as I was dropping off the ledge, it would have made it feel more fair to die to them. Capture.PNG I also didn't quite understand what made the boat flip rightside-up - It seemed like whenever it touched the ground it would *usually* flip upright, but it didn't feel consistent, and I think I would have preferred if the ship either didn't right itself, or had clearer rules for when it rights itself. For example, if the ship rights itself after some amount of time, maybe that could be conveyed visually somehow. Overall though, great job! :) This is a really innovative idea that I haven't seen before! Edited to add - You kept me hooked for long enough to beat the game, which is always a good thing! :) Capture.PNG |