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Feedback comments for LD49
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| Timestamp | Since previous | Game | Nobongo's comment | |
|---|---|---|---|---|
| Oct 6 14:43:46 | Small Kaiju | ♥ 0 | Very cute little game that reminded me a lot of katamari damacy. It was cool how the sounds got grander as you get bigger and destroyed more stuff. The mix of 2D and 3D was a little weird, I couldn't really tell at first that the big grey building at the end was destructible because I had hit the ground a few times and bounced off so I kinda didn't think to try and destroy it at first. The simplicity really helps this game, so I don't really think you needed the jumping so much, especially since the goal seems to be speed and jumping out to get the trees up on the hill takes a lot of time. Would be cool if you could charge up your tail whip and knock smaller objects into bigger ones to knock them over early. Overall good job on the art, I enjoyed playing it :) | |
| Oct 7 02:15:00 | 11h 31m | New World Disorder | ♥ 1 | Interesting idea. I thought the game would be more specific to Vietnam since the intro focused only on it. |
| Oct 7 19:04:29 | 16h 49m | Nuclear Labs | ♥ 1 | Very fun! The kicking was really satisfying but I wish the game was a little more forgiving overall :P e Could be fun to have some more beginner levels where you only have to defend from one direction instead of all around. |
| Oct 8 23:23:49 | 28h 19m | Cro-Mathnon | ♥ 1 | I really like how you implemented the theme on this one. The level being unstable worked amazingly and it felt really unstable too. Even your current equation is unstable because one slip into the water means you're thrown into the air, scooping up all the symbols you don't want. The async multiplayer component was cool because it wasn't just a faceless AI that would show up with a higher number. It still did feel a bit faceless but definitely better than just an AI. Even though the numbers are just random, the illusion of it is better than nothing. So even though it's multiplayer in the loosest of terms, I feel like it's better than not having it. Simple and effective game, great work!! |
| Oct 13 04:24:18 | 101h 00m | Fool's Paradise | ♥ 3 | Cute and amusing entry! I'm surprised that you didn't opt in for humor honestly I thought a lot of the writing and premise was really funny. Solid and innovative work! |
| Oct 14 00:45:16 | 20h 20m | Shifting Labyrinth | ♥ 1 | I like the idea and thought you executed it pretty well. Not having more of a guide or tutorial I thought was a good move too, it didn't really need one. I got the vibe right off the bat when stuff started to switch around, forced me to think outside the box a little more. Nice work! |
| Oct 14 01:08:53 | 23m 37s | Shroom Dood : the misfortune of the staff | ♥ 0 | Some more direction about the buttons would've been nice but I kinda got the hang of it. I think I ran into a bug where objects would stop floating in air no matter what I did. Would have been neat if there were some more sparks or effects that showed how unstable the wand is at the beginning, maybe at first the objects you carry shake around uncontrollably, just to get more of the broken vibe. I had fun with it and I liked the art, good work! |
| Oct 14 01:29:18 | 20m 25s | Tumedus | ♥ 1 | I think one thing that makes the game a lot harder is the lack of feedback there is. For combat it's nice to know when you hit your enemy and when your enemy hit you, so maybe some particles and sound effects here and there would really help with that. Also maybe adding a block or a force push ability would help with getting mobbed and not being able to to anything. And my one last bit of advice would be to make sure the player can't be anywhere where they shouldn't be, I got pushed onto the walls or on top of the enemies a few times which was disorienting. The vibe was pretty cool, it reminded me of Gauntlet mixed with DOOM a bit. |
| Oct 14 01:41:40 | 12m 22s | Cosmic Time-Out | ♥ 0 | While I enjoyed the graphics and sound design I think the Unity physics engine made the game really annoying to play. I couldn't really find rhyme or reason behind why sometimes my haphazard creation would spaz into oblivion and be destroyed. It said to use Space to go up / down but that didn't really seem to do anything. Everything else about the game was top notch, the visuals and audio complimented each other really well and the animations were absolutely adorable. If gameplay were to be polished up a bit in the future I could see this being a really popular casual puzzle game. |
| Oct 14 01:47:42 | 6m 02s | Space Repair | ♥ 2 | The art is really cute and I liked the simple animations. The game wasn't too unbalanced either once I got used to it a little bit. Going forward I think it would be cool if maybe the blue ones stole parts from you and attempted to carry them off. And maybe having a rest period to deposit parts would be nice if you wanted to make it more wave based. You have a good start here for sure! |
| Oct 14 02:17:55 | 30m 13s | Stairway To Heaven | ♥ 1 | Upgrades are not something you often see in a jam game and they're nice to see here. It felt a bit like a roguelike which was pretty cool, and it was pretty fun to play too. I am so used to pressing Space for jumping though so I hit a ton of enemies because I would instinctively press Space and not J. In game tutorial was helpful, great touch IMO. For the art, a lot of it looked good but a lot of the sprites were at different pixel sizes which made it look a little off. Good work overall! |
| Oct 18 01:06:23 | 94h 48m | Meltdown | ♥ 2 | This game is super sick! You guys definitely hit a good mark on the gameplay with having to manage your console with simple yet sneakily time consuming tasks. The sounds were simple but I didn't think fit the art style all that well, I expected more dial tone style beeps and tones I guess. The art was simple and effective, but felt inconsistent in some areas which is understandable for a jam game, but despite inconsistencies here and there I really have nothing negative to say about it. Some little animations go a long way for a thing like this so definitely consider those if you continue work on this one. Some small suggestions I have would be to make it so that you can use the arrow keys or A and D to move where you're looking, I didn't really see the point in having the looking be so slow. And lastly, the quit button in the level win screen should probably be moved to the corner or something, I accidentally clicked it when doing the bug squashing game. Good work on this one I could definitely see it becoming a larger game in the future if you wanted to go for that! |
| Oct 18 01:16:24 | 10m 01s | Potion Master | ♥ 1 | I really liked the juice that this game had. The screen shake, impacts, and effects were all on point. I would really love to see this game with some audio. Maybe making the different colored orbs make different music note sounds could be really cool! |
| Oct 18 01:37:22 | 20m 58s | The Mines | ♥ 2 | The visuals were really cool but the rock textures stretched weirdly when broken. It was really easy to see which walls I was supposed to break but the ghost enemies were really tough and often spawned right on top of me. Good work with the visuals and the shaders on the ghosts! |
| Oct 18 02:00:34 | 23m 12s | VelociCorp Warehouses | ♥ 0 | Neat little puzzle game with simple but effective art! I'm impressed by how a lot of these puzzles are constructed and a lot of them took me quite a bit to get through lmao. |
| Oct 18 02:13:39 | 13m 05s | Unstable | ♥ 1 | I liked the interactions of the boxes, it felt like a chemistry kinda sim for sure. Would've been cool if there were more colors that resulted in fires, explosions etc. I also didn't feel like I had much control over my tower so I couldn't really try and make it efficiently just hope that it would work out. The concept is really good and it worked really well! |
| Oct 18 02:21:25 | 7m 46s | Wobbly Waiter | ♥ 1 | The accapella sounds are always calming and the gameplay was fun too! Balancing the bottles on the table was tricky but rewarding. It could have been cool to see a pixel filter thrown over this so that it looked like an old Atari game. |
| Oct 18 02:32:28 | 11m 03s | Unstable Gun Fishing | ♥ 0 | Seeing the boss consume was a really cool effect! The boss was also super lively which was really great to see too! The boss movement and bullet patterns were really cool and a real challenge. Great work on this one, it's a solid action game! |
| Oct 18 02:48:25 | 15m 57s | The Three Goblin Problem | ♥ 2 | The game was really hard to control at first but once I switched over to gamepad it became a ton easier to control. I would recommend making keyboard a little less sensitive. The music was really nice and the tavern and all that inhabited it looked really good, I just wish I could've looked around in it a little more to see everything. Maybe zooming out would've been nice just to give a better view. The physics were toned down which I think was a good call, it would've been fun to be able to trip the other patrons and watch them ragdoll around though. Overall this was a really solid entry that fits the theme amazingly, great work! |