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Feedback comments for LD49
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| Timestamp | Since previous | Game | LunacyEcho's comment | |
|---|---|---|---|---|
| Oct 6 05:28:10 | Captain Dinohater | ♥ 2 | Veeeery cool game! Loved the theming and the style of the game—I could definitely see a line forming for this at an arcade! The different weapons were very interesting, and the unstable mechanic of the floor you're on definitely adds some spice to the gameplay too. I'll also add to the list of people who were a bit overwhelmed by the aim sensitivity initially, but the handy menu slider took care of that. Do you have any plans for future updates to this game? It seems like it would be eve more fun with some more levels or dino variety! Great job. If only *I* could jump that high if I were to touch lava. | |
| Oct 6 05:39:05 | 10m 55s | Crybaby-sitter | ♥ 3 | This is definitely one of the more unique takes on the theme I've seen! The feel of this game is super tight--you've got those crying baby sound effects and the frantic music really accentuating the "oh god this house is so big how the hell am i gonna search it all" feel. I also love the detail put into all the different rooms and the types of obstacles you need to dodge! I definitely found this game on the hard side; it might be good to have different stages of difficulty so a player can at least feel a sense of progression before getting difficultyblocked (and honestly one could even pull this off by just keeping the same scene and adjusting the difficulty every time). That's just one suggestion, though. Enjoyed it on the whole, and great job! |
| Oct 6 05:50:22 | 11m 17s | WobblyWords | ♥ 1 | Ooh, so glad to see a word game in the mix! Love these. It's really interesting conceptually, since games that involve fast anagrams of words often don't *also* involve the dexterity required to drag them quickly to precise locations--as word games go, that made this one stick out for me. A quick thought and a quick suggestion here. There were some moments where I would click and drag a tile to the empty boxes and let go, but then the letter tile would still follow my cursor until I clicked it again. I suppose it's possible this might be because the game supports both click-dragging and clicking once, moving the mouse, then clicking again? It was just a small thing that caused a few moments of frustration given the short amount of time there was for each tile. The suggestion: it would be cool if you could support longer words! I would love a four- or five-letter mode with adjustments made to the amount of time before a tile falls out of the box. (Er, if this already exists and I didn't get to it, sorry!) Cool game overall, though! I have a huge soft spot for word games, and the fun, bouncy mood plus the novel mechanic made this a fun play. (also, was it just me or was the game kinda big in the browser screen lol) |
| Oct 6 06:02:08 | 11m 46s | Unstabled Goat | ♥ 3 | Whoaa, the vibe of this game is immaculate! The visuals are wonderfully styled and that music is so rich. (I found my way here because of the super cool post your composer made, and as the guy who did music/sfx on my own game, I was hella impressed with the fact that you wrote out an actual score for it! Smh imagine being a *real* musician) I will say, the thing that impacted the game for me the most was that there wasn't really an in-game explanation about what the goal was or how to achieve it. I think I was eventually able to figure it out, but only after dying once and reading the description. (My initial thought was that the hamster cart was evil and the goat was trying to get away from it, but this started to seem unlikely after I realized that you could just make the goat go infinitely off the screen to the left.) I think some kind of how-to-play or description would go a long way here. One more thought about music! Both songs on the soundtrack are so thoughtfully composed that I wish we got to hear more of the menu theme!! One thing I ended up using as a way to figure out how much time to devote to each track on my own game was based on how much time I thought a player would spend listening to the music (so songs with less exposure would end up being shorter, etc). Perhaps that's some food for thought for next time? And I'm not criticizing the music itself! I just think it's a shame that most players won't hear the entirety of that wonderful menu theme. This was fun and I'll definitely share it with others because it really captures that arcadey fun vibe so well. Congrats on a game well done! |
| Oct 6 06:18:26 | 16m 18s | A Crowded Place | ♥ 1 | Love the concept of the different endings! For your first game ever, it's really impressive that you were able to get that in as well as create a functional game complete with a huge, detailed map and some ominous background music to boot. Others have given you lots of good feedback already (the only thing I might suggest is the addition of a visual timer to help players focus on whatever they're trying to achieve), so all I'll say here is that I admire your ambition and vision, and can't wait to see where you go from here. |
| Oct 7 02:32:30 | 20h 14m | Rise of the Emoji | ♥ 1 | This was a super fun game! As a fan of both trivia and word games, I really enjoyed the conceit behind this one--it at first reminded me of the Missing Vowels round from the quiz show Only Connect, but after failing a few times, I found it cool that you were able to disguise the actual questions and answers in multiple unique ways. The true ending was actually incredibly funny, and the low budget voiceovers throughout were hilarious (the bit about no mouse support REALLY got me). I'm sure you're aware that the look itself is a bit on the underdeveloped side, but in terms of implementable improvements, I'd say that the trivia questions themselves were a bit imbalanced in difficulty. I've included a spoilered example below. The final question was also quite difficult in the way it was disguised; the only reason I was able to get it was that I'd had it before, and there's absolutely no way I would've been able to parse it otherwise. !>For example, the question about Tyrion Lannister was MUCH tougher than the ones about the hottest planet or the tallest building, imo. All in all, though, this was a fun, unique game!! More trivia and word games in LD plsssss |
| Oct 7 03:11:05 | 38m 35s | Erratic Equine Extraction | ♥ 2 | This was definitely super interesting! It was an interesting process to work out how the game worked, and your comment about arrow key movement affecting gravity illuminated what I thought to be a really novel mechanic. I thought the progression of levels was also quite good, too--the difficulty pacing was appropriate, aside from perhaps a few too many find-your-ass-esque easy levels at the very start. I found the horse movement to be a bit tough to control at times (that horse really retains momentum, and don't even get me started on Wobbly Mode), and there were times when it was perhaps a bit more trivial than intended to bypass the goats. Still, it was a really cool mechanic and I had fun playing it. Respect to your level designer! |
| Oct 7 03:21:13 | 10m 08s | SEXY BOOBY 95 | ♥ 1 | idk i think you ripped off undertale a bit too much |
| Oct 7 03:25:12 | 3m 59s | TumbleArchery | ♥ 1 | The customization screen was cool! Haven't seen that many games that allow you to do your own difficulty balancing lol. I concur with the other comments here about it being better if there were an arrow animation so it'd be easier to know what you were shooting at and how to adjust your aim. I also wasn't sure if I was jumping wrong, but I couldn't jump high enough to reach the next level of platforms? Still, fun game! |
| Oct 7 03:41:33 | 16m 21s | Clammy and the Seven Seas | ♥ 1 | This is such a cute game!! And honestly, I think LD needs more simple, plot-based games like this one that don't rely on convoluted mechanics. It was a blast (and so did the volcano, many times). There are so many comments pointing out the well-deserved adorable energy this game has, so here are a few tiiiny nitpicks that I thought might make the game even more lovely. The volcano explosion noise was kiinda loud when compared to the other sound effects in the game; I'd recommend lowering the volume a bit, especially since it occurs a number of times. (It got slightly frustrating when I would have to hear it again every time I would die from not being able to hold my breath long enough. This was before I discovered the magic of scuba pig.) There were also a few moments where I missed dialogue because I'd interacted with a character riight before the volcano erupted (and the dialogue continued through the eruption animation), so I had to interact with them again. Those are tiny, though, and didn't detract from the game's fun vibe. Great job overall! |
| Oct 7 06:52:43 | 3h 11m | Llamas on Log | ♥ 2 | This is sooo cute! I absolutely LOVE the sound effects of the llamas pwaa-ing into the water, and that bouncy orchestral background track fits so perfectly (I wish it had just a sliiightly smoother loop)! I honestly thought that the clock at the top made it clear that the objective was to keep the llamas on for as long as possible, so that was communicated well without being explicitly mentioned. I did, however, encounter the bug that other people have noticed where a llama fell into the water and just floated there, possibly because it was on a fruit or something. There was one thing I found interesting but wasn't sure if it was intended to be a part of the game! While dragging the fruit around, I could impact the raft and the items on it without having let go of the fruit. I eventually started just dragging a pear over and pushing the raft around back and forth just for fun. I suppose that this creates enough chaos that it wouldn't really need to be patched in a perfectly-functioning game; in the end, I used it to knock over the llama that was floating eternally just so the game would end. One small suggestion! Perhaps you could implement a scoring system beyond just seconds? Right now, if two llamas fall off immediately and one stays on for two minutes, you would get the same score as you would if you completed the objectively harder task of keeping all three llamas on for two minutes. Maybe you could have some kind of multiplier for each second you stay on the log based on how many llamas are still on it? Just a thought! Overall, such a cute game. Incredibly polished graphics, music, and sound design—and so wonderfully adorable! Great work. |
| Oct 7 16:06:36 | 9h 13m | Unbound | ♥ 0 | Cute little game! It's super cool you did this all yourself, and the art style here shows great promise. The platforming itself feels good; the *woosh* of the dash is super satisfying and the character moves at an appropriate speed that nevertheless doesn't trivialize the potential for future power-ups. I know you're aware that this isn't that full of a game, but I think what does exist is pretty solid! Small suggestion: a death screen that shows when you get hit by the darkness? I'll admit that on my first runthrough, I tried going left, didn't notice that there was this encroaching dark triangle, and was confused when I ended back up on the main menu. That might just be me though! Great work :) |
| Oct 7 16:18:14 | 11m 38s | F%$#IN BIRDS! | ♥ 1 | Wow, this is SUCH a unique mechanic! The vibe of the game is funky and cute, and it's goofy enough to justify the concept but still solid enough to be invested in what's going on. One thing I'd suggest: perhaps have some kind of visual on screen to give some more concrete visual feedback as to how much noise the mic is actually picking up? You know, like one of those "how strong are you" carnival game things that gives you a better sense off the bat of how much you need to adjust. Very interesting and enjoyable game, regardless! |
| Oct 7 16:28:49 | 10m 35s | ALCHEMY unsTABLE | ♥ 4 | I would actually disagree with many of the commenters here and say that, after reading your description, I thought it was pretty clear what I needed to do once I started the game! There were some really cool and well-thought-out game design elements here, from the amount of time it took a potion bottle to disintegrate after being in contact with a wall (long enough to be forgiving but short enough to provide lots of good tension), to the width and layout of the corridors of the house. I think I eventually found that the best strategy was just to watch backwards while holding the potion in front of me lol. Honestly, this game seemed super solid for what it was! If you were to expand it further, I might suggest having different house layouts, since this existing one started to get a bit tedious after a while--eventually I just learned how to get the potions everywhere through muscle memory. That, or perhaps you could introduce more obstacles to dodge once the player had a few successful runs. One small bug(?) I found: you can actually hand the completed potion back to the person who requested it through one of the walls of the house, which eliminates the need to go through that final curve on the way back to the bottom left. Very fun game overall! I liked how you worked in a bunch of different elements of instability into it. Great job! |
| Oct 7 16:38:24 | 9m 35s | birdbell | ♥ 1 | This is a really cool puzzle game! It seems like such an obvious mechanic to come up with but I'm not sure I've ever seen it before in this kind of context--AND it fits the theme so well! The level designs were wonderful, and I thought they were just the right difficulty too. Is there a way to adjust keybindings in the game? One thing that I thought impacted my performance a bit was that A/D/K was not a super intuitive keybinding for me; I would probably have had a smoother go if there had been WASD or arrow keys options, although maybe I was just too dumb to find the option! Would love to see a version of this with sfx. Great work! |
| Oct 21 10:46:42 | 330h 08m | COME ALIVE! | ♥ 1 | wtf how is it POSSIBLE to develop THIS MUCH CONTENT in the time frame. u crazy fr!! loooved the story here! it feels absolutely like some shit i'd want to pull on my friends for fun if only it were actually feasible to become a vaguely-formed disappearing shadow lol. the characters were all super relatable imo, and with the w i l d amount of detail regarding each of their hobbies, personalities, identities, etc, it's a wonder you were able to even get to the art at all! the vast majority of the dialogue was smooth and realistic imo (at least, as a liberal arts college student, this is basically the kind of discourse i'm surrounded by every day). there were a *few* moments that called for a bit of suspended disbelief—like i don't think i'd expect a pine-type student to casually name-drop susan sontag and notes on camp the way it was inserted here? i also wish there had been a bit more clarity in the prank reveal scene, since it took me a moment to realize what was actually happening there, and i feel like that kind of plot twist reveal should be instant and visceral for the greatest effect. but, for the most part, everything was super smooth! i'm like 90% sure i've heard my housemate have that exact conversation about girl in red with oblivious friends before lmao aside from the characters and dialogue, i thought the development of suspense and tension here was also super well done. i'm definitely more a fan of psychological horror than straight-up jumpscares, so i'm glad there was only one and it was early on in the game. left me wondering when the next one would be, tilting my computer screen and squinting as tight as possible while still being able to read every word of the story. i'd like to shout out the horizontal bar effect when you enter the kitchen as being one of the coolest parts of the game! (although i'm a bit confused about what the flying vampire pav-head was doing there or what it was supposed to represent in the prank?) A's gradual turning around at the end was a super nice touch, too. good stuff all around! anyways tl;dr this is a ASTOUNDING wow. love the representation, love the characters, love pine's plushies. can't wait to see what you get up to in future LDs!!! edit: i can't believe how ahead of the curve you were on squid game holy shit edit 2: idk if you'll see this BUT i also wanted to mention how cool the shifting black screens were!! loved that effect. it would be so easy to slap on a fully black screen but this made the transitions between scenes so much more ethereal |