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Feedback comments for LD49
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| Timestamp | Since previous | Game | Lukein's comment | |
|---|---|---|---|---|
| Oct 5 12:38:23 | Crysterra | ♥ 1 | Love the idea you got from the theme! This mechanic could extend to way more, and more diverse, gameplay loops. Like building more terrain, build stuff on it, manage ressources..etc With everything and its grandmother moving around every few turns. Something bother me a bit tho. I managed to get to credit on first try, without any harm done to the crystal on top of that.. Was it intended ? The guardians may be too strong, or enemies too weak, since i'm no god gamer myself. | |
| Oct 5 13:23:05 | 44m 42s | Maru Jump | ♥ 0 | Simple, yet really effective game. You could've added some stuff, or design some programmer art, but I wonder if it would've actually added anything to the game, or would it just clutter/jinx it. Nice entry! |
| Oct 5 14:23:08 | 1h 00m | Dizzard Wizzard | ♥ 4 | First thing first, I love the artstyle! Controls are a bit funky, it is really hard to focus on spell sequences, placement and orientation at the same time, at first it was a real challenge to hit a fireball. But I wonder, point&clic for placement and cursor location for direction would've made it waaaay smoother, but the game would've lost this part of challenge/reward kindof thing that comes with succeeding to master the controls. It is a whole design choice by itself. I guess for a quick game with less than an hour of gameplay, it makes sense to chose this over more QoL, but at some point down the line of designing lots of spells, mobs and bosses, even level design...Content in general, it might imply some restrictions from a "player capability" perspective. I mean, what even is the point of a game that is too hard for mere mortals with average attention span and focus, to play ? Cool game! Thought inducing about design choices. |
| Oct 5 15:02:16 | 39m 08s | Marvin's Day Job: Potion Seller | ♥ 2 | Nice and quick game. Lots of potential replayability. I didn't get the meaning behind the colors or if there are any mechanic around it, but it makes a simple gameplay loop, easy to figure out and play with. Could be interesting to add some kind of objective, like making a specific type of potion with a set of basic elements. Said elements could even be a random amount of randomly picked ones in a bigger stock or something. A la Little Alchemy. |
| Oct 5 17:13:38 | 2h 11m | RotaCore | ♥ 1 | The core system is solid, you get the unstable feel real quick, really fits the theme. Pun intended. There is nothing to add, really. You almost could release it as is, maybe add some variety to building blocks and enemies later down the line as a dlc or something. It was a kinda humbling experience to try it out, not gonna lie. Makes me question myself so hard it's insane. |
| Oct 5 17:33:41 | 20m 03s | Unstackable | ♥ 1 | Seems like we can't combine different colored houses. That's a bummer. I guess the scoring system would partly lose its meaning but score doesn't seem to be the essential mechanic at play here. Rainbow house! Should've been a thing, I swear. |
| Oct 5 21:31:48 | 3h 58m | Dahu Hunt | ♥ 1 | Nice little platformer! |
| Oct 5 22:14:40 | 42m 52s | Watch my nucleus | ♥ 1 | Quick and fun gameplay, some 2048 vibes. I wonder if it couldn't become a learning tool in some way, maybe by adding some explanation about elements and stuff in a tutorial menu or something like that. |
| Oct 6 12:26:02 | 14h 11m | Civil Unrest! | ♥ 1 | I won my two games, but don't ask me how, I have no idea. First I thought rioters would flee police. Nope. Doesn't seem like it. Then, I was wondering if it was some Go logic, tried to 'atari' them. Didn't seem to work either. Then I went read the rules on the main menu, then proceed to try some stuff again, then stopped applying any logic. So, random it was, random it went, random I won. Yaaay. Just put military when government is under assault and everything will be fine. Nice game tho. The feel of how riots go is quite there. Irrational and all. Love it. |
| Oct 6 13:30:23 | 1h 04m | Acidium | ♥ 2 | That's a gem right there. And I don't put it lightly, I really mean it. Although I didn't see any correlation between dialogue and shmup sequences gameplay-wise, it may very well be implemented further down the line. (simply having more dialogue options, used as difficulty settings in the next shmup sequence, adding up each time, let the worse one finish Alex shooting Jeremy in the head PLEASE) Did only two runs of the game to see how both of options in dialogues went. This guy is so toxic, I LOVE it. For once, it is good prevention very well implemented. We really need more of this in the whole industry. Gameplay may need more work, tho. Please keep up the great work, push this game further than a simple jam entry. |
| Oct 6 16:20:18 | 2h 49m | Unstable Core | ♥ 0 | Couldn't find the last cooling rod thingy. But I have to say, the controls are pretty smooth, I love how you set up the camera. It makes for a great flight experience. |
| Oct 6 18:21:22 | 2h 01m | Half Summoned | ♥ 1 | Dammit, Geoffrey! Nice little dungeon crawler. |