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Feedback comments for LD49
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| Timestamp | Since previous | Game | Tattomoosa's comment | |
|---|---|---|---|---|
| Oct 4 00:46:00 | Small Kaiju | ♥ 1 | Nice take on the theme, very cute graphics. I really appreciated that bell when you finally take out the skyscraper. It took me a while to figure out there were trees/houses on the far right side of the map, so that was a bit frustrating | |
| Oct 4 01:05:32 | 19m 32s | RIFT | ♥ 2 | Very cool interpretation! Nice puzzle mechanics, very good vibes. I was a bit disappointed that I didn't get any secret messages after going back to the beginning using the machine -- I thought for sure the game was implying there would be something there by making that journey possible with the "background" unstable realities. |
| Oct 4 02:23:17 | 1h 17m | Walking Home Simulator | ♥ 1 | I'm on Windows and can't seem to get it to launch from GUI by running the JAR, and when launched with the .bat it complains that this.worldManager is null. Running the JAR via "java -jar" on the command line gives me the same error. |
| Oct 4 02:28:22 | 5m 05s | What a Beach | ♥ 1 | Really fun take on the theme. I agree with the other comments here that it's just a bit too sensitive, but it's still fun. The graphics/sound/music are awesome! |
| Oct 4 02:44:47 | 16m 25s | Unstable Vampire: A Text based Infinite Runner | ♥ 1 | This is cool! Nice colors, and very tense gameplay. My best time was 131 seconds. You should post yours to compete against! The left/right are toughest since you can suddenly lose even a big lead. The bow/ammo is a nice touch -- very cool that you can actually temporarily kill all the vampires following you. My only critique is I think around a minute and a half it starts to get a bit old. The tension stays high, which is great, but I think even 1-2 other events would go a long way. Especially if it was a twist, like an incoming car or something where you couldn't type for x amount of time -- maybe with vamps temporarily stopped or maybe you need to build up a solid lead to survive or something. |
| Oct 4 03:20:11 | 35m 24s | Unstable Sweeping | ♥ 1 | I'm getting a 404 on the download page on itch.io |
| Oct 4 03:26:29 | 6m 18s | Haywire | ♥ 1 | Very cool mechanics, I think it could use some simple tutorial tasks before the aliens start coming to get you used to everything. |
| Oct 4 03:53:46 | 27m 17s | A Gift in Good Faith | ♥ 2 | I liked the dynamic music. The maze was maybe a little complicated... or maybe I just have a terrible memory. |
| Oct 4 04:29:36 | 35m 50s | The Battle Alchemist | ♥ 1 | This is a fantastic concept! I was a little slow to pick up what was really going on mechanically but once I made the connection I had a lot of fun with it. I think it could maybe use another card or two in your hand or something. |
| Oct 4 07:18:21 | 2h 48m | Un-Stabled | ♥ 0 | The graphics were really nice. It seems like sometimes animals would react the way I expected and sometimes they wouldn't budge no matter how many times I wrangled them. The sound effects were good at first but got a bit grating after a while, especially when they kept interrupting each other |
| Oct 4 19:33:34 | 12h 15m | Dreampoint Collapse | ♥ 1 | Awesome game! The sound is great! I found the jump really difficult. It's uncomfortable for me to try and jump with the up key or W. Also the physics were tough to aim -- Sometimes platformers will have a light normal gravity, but then apply extra force to the player when the player is moving down. This gets you that bit of float time for aiming the landing while still feeling weighty and I think this game would have benefited a lot from that. As others have said, I also think the checkpoints are too infrequent for how difficult the gameplay is. |
| Oct 4 22:53:41 | 3h 20m | Frequency | ♥ 1 | Did you publish the itch.io page? I'm getting a 404 on your link. Game looks really cool! |
| Oct 4 23:10:38 | 16m 57s | Chessapeak City | ♥ 2 | Cool concept! I had fun with it. It took me a while to realize it was more about building more buildings than keeping the ones you have out of harms way. It did seem like sometimes I could move buildings on a turn when I got a weather warning, but other times I couldn't? It would be neat if there were some adjacency bonuses at the buildings or events or something to encourage still moving buildings around during good weather seasons. |
| Oct 4 23:46:10 | 35m 32s | BIG BAD LAB | ♥ 1 | Neat take, I liked the mini-games. The synapse connector was tough for me but only the very outer ring. Also if you jump sometimes you can keep jumping in the air. |
| Oct 5 00:13:46 | 27m 36s | Highdepth | ♥ 4 | Cool game, really dig the art. I think the platforms that fall should have some indication beforehand, like a crack on the surface or something. It was fun to try and get the crystals. |
| Oct 5 00:26:42 | 12m 56s | Unstable Gun Fishing | ♥ 0 | This was great! Took a couple lives to really figure things out but once I did it was extremely fun. I was surprised how intense the mouth music was! Good job on that. My only real complaint is that I couldn't maximize it, so that led to me clicking out of the window once or twice and getting some pretty frustrating deaths! I did come back and beat it though, the ending is also great lol |
| Oct 5 00:34:21 | 7m 39s | falling flamingo | ♥ 1 | Interesting idea. I really liked how expelling waste messed up your balance. It's a nice pun how you're performing a 'balancing act' to keep a thing 'balanced'. I really wish I could make it full screen though... Mostly because I had kind of a tough time grabbing the slider. While it probably wouldn't fit the game to make it snap to where you clicked, it would be nice if the part you could grab was just a bit bigger. |
| Oct 5 00:48:35 | 14m 14s | Escorting The Unstable | ♥ 1 | Great graphics! I agree with other comments about the warning. I tried 5 times and made some progress but kept losing in situations I'm not sure I could have really avoided. I tried killing the things as they popped up and attempting to outrun them until the individual got mad at me then switched focus to protecting it from a distance. Wondering if there's maybe a better strategy I didn't find though. |
| Oct 5 01:24:46 | 36m 11s | The Volunteer | ♥ 4 | This was great! Loved the visuals and audio, really nailed a sort of beautiful but sad feeling that fit really well with the story. The movement felt really great. The schematics took me a while to find although once I found them I'm not sure how I kept missing them haha. I think it could really use a more difficult final challenge too. |
| Oct 5 03:24:22 | 1h 59m | Stable Meltdown | ♥ 4 | This was fun! I was surprised how many animals there were. The graphics and animation are great |
| Oct 5 03:36:45 | 12m 23s | Tetromino Stack | ♥ 1 | This is really good! The concept is fantastic. My high score was about 15. I liked how you needed to be strategic about which point you grabbed the block from. |
| Oct 5 03:54:09 | 17m 24s | Unstable Equilibrium | ♥ 1 | This was very good! Agree with earlier comments that so many options feels overwhelming at first, although it's not actually so bad once you get to trying things in the environment. I definitely think there's a lot you could do to expand this idea and I'd love to see some more puzzles with more moving pieces |
| Oct 5 04:29:56 | 35m 47s | Sky Burns Red | ♥ 2 | This is really cool -- very impressed you made a whole editor! I think a really easy/simple/short intro song would be a really good addition. The music is extremely good! It would also be nice if the description specified that both arrow keys trigger a note. I wasn't sure at first, and I was playing in wireless headphones at first so I had some false starts thinking things weren't triggering. That's obviously mostly my fault but I also think if the description specified that I would have figured out the issue a little faster |
| Oct 5 04:54:31 | 24m 35s | Geomancy | ♥ 2 | Neat idea, I like how the abilities have different effects and target patterns. It could really use more descriptions of what's going on and what each ability does, though, I wasn't getting very far trying to puzzle it out and there are a ton of them. PS PIGSquad brought me here! |
| Oct 5 05:32:21 | 37m 50s | Autobattler | ♥ 1 | This was fun. I thought initially Minotaurs were OP but I've started over a couple times after winning to try and study the monster interactions more and I noticed Minotaurs don't always do too very well alone. This is great but I wish that rock-paper-scissors aspect was even more pronounced. Minotaurs 4eva anyway though. I think it might be a really cool addition if you could place the starting arrangement of your team, so once you figured out the monster relationships you could put tank-y ones in front and stuff. PS Hello from PIGSquad! |
| Oct 5 06:06:03 | 33m 42s | A Hard Pill to Swallow | ♥ 1 | Wee! Ow. The sounds are so great! The title screen is so clean I actually thought it was the page banner instead of the game at first, haha. It's a really great design though. I liked the colors and how organic all the shapes were, and how the levels all made sense as parts of a body (in a very cartoon-like way), and the acid effect was also really good. The only things I think would be really nice to add would be mobile support and a bit more of an ending |
| Oct 5 06:48:35 | 42m 32s | Falling Tower | ♥ 0 | Loved watching the tower collapse at the end! It was extremely cool how you built up into the sunset. Between those graphics and the music the game has an incredibly good vibe. I didn't read the directions until I played once and thought the point was just building a tower that stays stable... so I thought it was way too easy... until I read the directions and realized that wasn't the point, and catching every single block is actually really tricky, but a lot more fun! |
| Oct 5 07:22:20 | 33m 45s | Criticality | ♥ 1 | This was great! Very polished. The graphics and music were very nice and it was really fun figuring out how the systems interacted (and reading and re-reading the extra help lol) The only thing that I can think of that would have been really nice is a ghosted preview of your selected component on the map so you know you're over the right square and not about to mis-click. |
| Oct 5 07:37:30 | 15m 10s | The Worm | ♥ 1 | Really nice graphics! Loved the way the worm moved. Took me a while to figure out how the controls worked but once I did it was really interesting. I think maybe the world is a bit big, or at least the invaders you have to get to are too far apart. The movement system is really interesting when you're navigating, but not nearly as interesting when you're just trying to keep moving the same direction. |
| Oct 5 09:38:26 | 2h 00m | Oh, Hello? | ♥ 2 | Hilarious take on the theme, graphics were very good. Physics got a little goofy if you tried to pull around objects you were standing on. |
| Oct 6 02:29:47 | 16h 51m | Neon Saber | ♥ 3 | This is very nice! The audio is great -- Those harmonies are definitely not unstable! The gameplay definitely is though. The story is a nice touch and I love the 2 tone + glowing colors. I also really appreciated the very fast re-spawn, because I found it really difficult. |
| Oct 6 02:49:52 | 20m 05s | Monster Mayhem | ♥ 1 | The card art is incredible. Seems like a solid base to build on, it would be cool to see the mechanics fleshed out. |
| Oct 6 21:05:53 | 18h 16m | Mint | ♥ 3 | Loved the graphics, especially the space background and the zero-g sprites. I was able to push off walls where there weren't any walls sometimes. I really like the bit of characterization that was there, and the story is good but very bare bones. I wish there were a few more twists and turns and that there was a little more to do around the station. It would be interesting to see the "alien" earlier in a more mysterious fashion. (My read was it might be a very bio-engineered future human) Mine is: https://ldjam.com/events/ludum-dare/49/midnight-maintenance (this site doesn't like people leaving links, anyone trying to leave their game link here actually gets a big warning -- you can always find someone's current game through their profile by clicking their profile picture) |
| Oct 6 21:24:14 | 18m 21s | Kevin Is Unstable | ♥ 1 | I see this is Unity, you can fix the camera issue by adding: `Cursor.lockState = CursorLockMode.Locked`. This locks the mouse cursor into the screen and hides it. Note that you will want to unlock it manually with `Cursor.lockState = CursorLockMode.None` for any time where you need the cursor to move away from the center of the screen, like in a menu. As it is, the game is completely unplayable. Not just in web but the Windows download too for anyone with multiple monitors like me. It looks interesting, and babysitting is an incredible take on the theme lol. I'm not leaving a rating for now, but ping me if you get the fix patched in and I'll give it another go. |
| Oct 7 03:51:04 | 6h 26m | Unstable Situation | ♥ 2 | The CRT filter was very cool. As another comment mentioned I wish the door cost was in the UI somehow. Cool how the different areas had different effects (like slow, dark, etc). |
| Oct 7 03:58:15 | 7m 11s | Shinobi Rivals | ♥ 1 | It looks and sounds great! I had a hard time trying this solo -- which obviously isn't the ideal experience but unfortunately my only option right now -- but even if you just had something besides left mouse, like right control, as another option for the player 2 jump then I could sort of play against myself and at least get a better idea of the game. I'll try and come back with a friend and give it another go later |
| Oct 7 08:39:39 | 4h 41m | Naugthty Button | ♥ 1 | Definitely one of the most interesting moving button type games I've played. I think it gets difficult just a little too quickly. |
| Oct 7 17:37:56 | 8h 58m | Bomb Ninjas | ♥ 1 | This is really cool and props for doing multiplayer. I think there was like almost half a second of lag when I played though, so it wasn't always clear if someone killed me or if maybe you just die after some amount of time being alive or something? It was also too difficult to hit people imo but maybe I just gotta git gud. Other players certainly did manage to kill me lol. One time I died and just stayed dead for a long time -- so I don't know if there are lives that run out and then you need to wait longer or what? I think it could use a lot more UI - like "[player1] killed [player2]" or "[player1] exploded themselves" would make a huge difference. A re-spawn timer would be really good too, so it's not such a surprise when you come back. |
| Oct 7 17:47:30 | 9m 34s | Island Merchant | ♥ 1 | This was fun. Sailing was a bit long and could use a bit more visual feedback. I quite like the wacky crane physics. It could really use a tutorial sequence so you're not wasting valuable time getting used to the controls. I spent most of the first level on my first playthrough just trying to figure out what was going on. Once I did it was fun though. |
| Oct 7 17:58:29 | 10m 59s | Crewman 49 | ♥ 0 | This game is so close to being really awesome. Really nice voice work and graphics... But the camera shake was so bad I would get motion sick and I almost never get motion sick. I would up getting through by pointing myself where I wanted to go, look away, and walk for a while. This was an inconvenience for me, but I know for some people it would make the game literally unplayable. It also wasn't always clear where voices in the environment were coming from, but that's not that big of a deal. |
| Oct 7 18:07:12 | 8m 43s | Grim Tripper | ♥ 1 | The graphics are really great. Nice touch with the cloth robes that flow. Needs some kind of challenge but it sounds like you knew that and ran out of time. It was still pretty fun to play with the character controller for a little while. I should also mention mouse sensitivity is going to be drastically different for different machines, and even different people. It did work fine for me, but there's really no way around needing to make it configurable on a per-user basis. |
| Oct 7 18:20:34 | 13m 22s | Deathrail | ♥ 2 | Cool game - the graphics are great, good take on the theme. It was fun and tricky to balance the different aspects. I wish it sold speed a little harder, maybe if it was a little more zoomed out or something. I agree with other comments that 2-handed controls would be better. I kept trying to jump with spacebar but I guess that's on me haha. Some of the rails in level 2 seemed a bit messed up? They didn't have endcaps and jumps off the end / onto the start felt really finicky and I think I fell through one at some point. |
| Oct 7 18:44:12 | 23m 38s | The Blue Bedroom | ♥ 2 | This looks extremely cool but I'm not gonna play your game when you literally haven't played anyone else's -- and it's clear you had the time to try at least one since you wrote that long retrospective. Ping me if you can rate 5 games and I'll come back and give it a go. |
| Oct 7 19:24:43 | 40m 31s | Cro-Mathnon | ♥ 1 | This was really cool, very neat idea. I like how strategic and hectic it gets once multiplication and division are introduced. I think something was lost from the strategy once there were enough number/sign places above your head, since it just became too hard to avoid things well enough to strategize anything. |
| Oct 7 19:55:19 | 30m 36s | Scootles | ♥ 2 | Really interesting take on the theme, the graphics are nice. The rear-view camera is a very nice touch. It seemed like you still decelerated slowly when the throttle got stuck -- I don't know if that's accurate or not but I think it would be even more hectic if your speed stayed completely constant while the throttle sparked. In the second level, somehow some boxes by the entrance fell over when I wasn't even anywhere near them and I got charged on damage. It would have been a zero damage run too :(. |
| Oct 7 22:12:11 | 2h 16m | //ex.it | ♥ 1 | Bold move to make a game that plays at being broken in a game jam lol. The graphics and sound were really nice. Could really use responsive jump height, I think that would make it a lot easier control. The top of the jump could stand to have a little bit of float to it too. I got pretty frustrated underground trying to jump on a tiny platform before realizing you can skip it if you follow the elevator platform all the way up. Not sure if that was intentional but it sure was helpful. I still got way too frustrated with the little hallway right after that, try as I might I could not jump over the first enemy, let alone both of them. After 15 tries I gave up, sorry. |
| Oct 7 22:49:51 | 37m 40s | House is not always a home | ♥ 0 | You established the mood really well. Appreciate the trigger warning too -- not necessary for me but a must in a game like this. I think a couple passes of editing would help a lot. Some of the scenes could be cut in half if not more, and still get the feeling/story across. I think there is a case to be made for long scenes with uncomfortable dialogue, but if every scene is long that doesn't feel intentional. I think the lowercase was a stylistic choice, and I did get that, but because the writing wasn't always technically solid it didn't always come off that way. Of course it's also a huge task to edit a game of this size within the time frame. Even with all the detail, when the time for a choice came I didn't feel like I had any hints of what was a good idea in the situation -- I thought that was a good way to sell the abusive home at first, when you actually don't know what will set somebody off, but then the other choices also seemed like they didn't have much in the way of signposting what they entailed. There's the one scene that's like "I must choose my words carefully" and then it's not even a dialogue choice, that really irked me. The music was good, and some of the sounds fit, but some of them felt just a little out of place. Also, glad you were able to get out of the situation that was the inspiration for the game. Hope things are well. |
| Oct 9 22:23:48 | 47h 33m | Unstable(d) | ♥ 1 | Cool game, nice sound/art although I wish the hay bales had a pickup sound. Lots of upgrades! Couldn't figure out how to kick though... |
| Oct 9 22:45:51 | 22m 03s | Stacks | ♥ 1 | I've played several stacking games in this jam, but this was by far the best feeling. The mood was great, the camera adjustments to the current stack size were really clean. You took a simple idea and knocked it out of the park. One mechanic I'd like to see added (taken from another stacking game I played earlier) would be if initial clicked location became the rotation/dragging pivot point, this adds some strategy to where you click on objects initially in a way that I think would add just a little more strategy to this without complicating it. |
| Oct 14 19:35:15 | 116h 49m | Crazy Golf | ♥ 1 | Really interesting concept but a little too unstable IMO -- I think maybe if timing windows were regular or at least predictable and there was some UI indication of what current settings were and what the next change would be that would make this a much stronger experience, while still maintaining the instability of the world forces. |