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Feedback comments for LD50
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| Timestamp | Since previous | Game | aerloth's comment | |
|---|---|---|---|---|
| Apr 5 22:09:49 | Sweet Dreams TD | ♥ 4 | I like a lot the fact that this TD game is not split into separate "waves" where you have to wait a lot of time before something comes. The fact of the nightmare taking up your land instead of losing "lives" is very good! I wish that I wouldn't lose my max upgraded towers immiediatly - the fact that the avaliable space to build was already being taken was already punishing! I wish that the "nightmare" somehow avoided my towers unless impossible or refunded me some currency - being able to fight back would be fun! If you lose some towers, it's pretty much game over as it's very hard to come back. I like the clean pixelart iso style. With more polish and experimentation this could be a nice fresh spin on the classic TD genre! Clipboard01.jpg | |
| Apr 5 22:54:06 | 44m 17s | KanBanJam | ♥ 0 | A beautiful sight - tasks and bugs that solve themselves! I enjoyed managing my kanban until it jammed a lot! The "onboarding" experience and slow reveal of the UI was very well done, I was gently introduced to the whole system (I knew kanban beforehand, but I don't use it intensively). The tasks and bug descriptions are nicely written with humorous take. At some point when I lost the game a big card appeared and then everything dissapeared, I was not 100% aware what happened (I tried to keep the bugs out but I assume I didn't implement enough features) Would be great to get some kind of a meter for the "mood" of the customers. In my browser horizontal scrollbars appear in the kanban columns, not sure if intentional (running chrome on windows) I'm genuinely curious if this game could be used for introducing people to kanban in a nice, interactive, light-hearted way - my feel is: yes! Clipboard01.jpg |
| Apr 6 11:00:12 | 12h 06m | Runic Moon | ♥ 2 | Graphics, audio, mood - totally amazing, I was taken back to GBC era with clean, beautiful pixel art, comforting sounds and chill tune in the background. My brain takes pleasure in matching patterns, the icons were well designed to be similar but not 100% which hit the sweet spot for me. I didn't catch from the instruction that it's possible to double-click to get rid of the bubbles, so at first I thought that this is the "inevitable" part where I run out of correct symbols and I'm forced to place the wrong one in the cauldron - a small on-screen prompt would help a lot here! Only on my 2nd playthrough I noticed the timer on the top - at first I was not sure why I lost! I think it could be more visible as now it blends with the background a lot (or some kind of a low-time warning?) Good job, nice entry! βοΈ |
| Apr 6 19:54:12 | 8h 54m | Stalling The Dictator | ♥ 3 | Story and overall mood fits well given the current events happening in the world! I loved the artistic, detailed qualities of the intel and the deep psychological analysis that I had to perform in order to get the neccessary information π Impressive technically with polished graphics and working TV! While short, I enjoyed this short exchange that enabled me to delay the inevitable. Respect for the detailed manual and ambidexterous controls. I like the concept - I would totally play a longer game with this concept, something with the mechanics of"Papers, Please!" but more lighthearted and with tounge-in-cheek tone - sounds interesting! I would love to see the "writing" part explored more in this concept - the setting, audio and graphics set the mood wonderfully but it left me hungry for more! |
| Apr 6 20:14:03 | 19m 51s | Corbeille de Fruit - A sΓ©rie noire investigation | ♥ 2 | Impressive for a team without previous coding experience! I enjoyed the story and the slow reveal - it's well put together. The fact that the graphics are simplified invities the imagination to fill out the details - which works good for this story I think. It would be great to see the graphics and UI more polished, but I think that staying more vague/abstract with the style will be beneficial in this case. Hope that you enjoyed the jam! - looking forward to your growth and future projects! π€ |
| Apr 6 20:24:15 | 10m 12s | Airborne Retribution: Legacy: Revelations of Invasion: the Return 4 Deluxe: Gold | ♥ 2 | OH YEAH I LOVE THEM BULLET HELLS! The over-the-top epic description was so over-the-top that I said "ok lets try this" even without seeing any screenshots! I did the retribution and it was indeed airborne and full of legacy ;x At first it was not clear for me if the fire at the ground will kill me as it was looking quite dangerous but in true danmaku fashion, only the bullets bring real pain. Sometimes it was hard to differentiate between the fire and bullets as they had similar color - my brain also kept mistaking the shadow of the plane for the plane itself which made the bullet dodging harder! I would love to have an indication of the hitbox to know how to safely manouever between the bullet waves! Keep on keeping on! |
| Apr 6 20:37:06 | 12m 51s | Deadline Lab | ♥ 3 | Hey nice jam entry! This feels very different from other games that I've encountered so far, I enjoyed balancing the stats and quickly reading the events. It's a nice mechanic mix that requires you to think fast but also requires some skill to aim and place the events correctly. The flow is also a good metaphor for life, which flows forward without our control and we have a chance to make some choices and take some actions but we don't always have full freedom π€ I enjoyed playing this, thanks for making it! |
| Apr 6 20:48:37 | 11m 31s | Mrs Applebee's garden | ♥ 1 | After fullfilling my destiny and doing what I could for grandma, I decided to live behind the small bush near the path that leads to the river. For there I will stay, forever guarding the realm of grandma, as a protector of the flowers, destroyer of snails, I will preserve her and wait until she wakes back up to reign in her kingddom once again. I enjoyed being a helpful goose for once. Thank you! Cool too see Godot being used! |
| Apr 6 20:57:38 | 9m 01s | Anemos | ♥ 2 | Once I saw the name of the game I had the choir singing "AMENO" in my head. Beautiful art style and animations! I tried multiple approaches but I wasn't able to get past level 1 - the opposing god appears very fast and I need to react super quick but I can't get a good feeling where I should place my "wind" as I have no clue about the effect that it will have on the vase! I tried first to set up a safety net from my wind powers with multiple clicks but once the vase was out of balance from the stand it was always going to break! Then i tried to counter the opposing blow with perfectly placed counter-wind but it was super super hard for me! I would like to be able to practice more or to somehow see the expected wind a little bit earlier to be able to react to it in a more informed manner! |
| Apr 6 22:13:31 | 1h 15m | Gods of Discord | ♥ 1 | WHY THE SINK IS ON FIRE. I found it hard to resist the charming goat, and the way it verbalized the choices and opportunities... And I have also learned an useful fact about northern france that was unexpected... Would love to see some more extended "stories" that come back after some time etc. Nice entry, I enjoyed the time I spent with the Gods of Discord (for some reason after reading the title first thing I expected was a Discord Server simulator game) |
| Apr 6 22:22:31 | 9m 00s | One Bite | ♥ 1 | 19600! Very nice sound and clean graphic style, I like the trail effect a lot. Controls are responsive and enjoyable to move around. I liked the feedback after hitting my victims. Overall I enjoyed my session with this game! I find the rage mechanic interesting, that it's only possible to kill the knights when in "danger" rage mode on low hp. I would love to see this game extended beyond the arena and to have some stages that give a sense of progression and give me oppurtunity to "clear" the room of enemies before moving to the next one! |
| Apr 6 22:34:46 | 12m 15s | Sundown | ♥ 1 | GARLIC KNIGHT FELLED Clipboard01.jpg - sweet compact, readable pixel art - nice parallax background - the inevitable keeps coming but i can delay it with eating blood indeed - the character feels floaty to control, but once I got the hang of the dash it was easy to move around - I was starting to wonder if the stage is just randomly generated and goes forever but then THE GARLIC KNIGHT APPEARED - sweet blood trail effects - would love to see more opportunities for wall jumping - i would like to see more cowboy vampire content π€ π§ |
| Apr 6 22:44:26 | 9m 40s | Just Five More Minutes... | ♥ 3 | Clipboard01.jpg Managed to collect ~100 clouds before the timer hit 0, then I managed to collect everything there was on the map! Sweet pixelart, the graphics look really nice and are easy to understand. Some of the beds were E X T R A long, I wonder who sleeps there! The music and sound effects really fit with the rest of the game and bring the dreamy atmosphere, very nice to hear some real recorded music! I think that gameplay needs some development to be more engaging but you managed to deliver a nice coherent package in a short time as a team - and that's no small feat! πͺ keep on keeping on! |
| Apr 6 22:55:25 | 10m 59s | The Pit | ♥ 0 | getting a 404 when clicking on the dropbox link! (game looks interesting!) |
| Apr 7 20:49:00 | 21h 53m | Destination Station | ♥ 2 | Clipboard01.jpg A nice hybrid between management sim and clicker! I enjoyed managing my portal network. I discovered a bug, where teleporting some passangers after getting fired would un-pause the game again and everything got running smoothly. I could ignore the angry firing message and just keep playing - which enabled me to upgrade everything to the max! At first the path "ghosts" did not appear for me, only after unzooming they started appearing. During my first playgrough, after I lost the 1st time, after restart the money would not generate properly. I refreshed the page (playing webgl/html) and everything started working properly. Great introduction to the system at the beginning. If I could suggest a few things that would improve my experience: - it's quite tricky to see which item I'm hovering as they get transparent (so the active item is even harder to perceive - I would prefer to see more contrast, some bright color to easily tell what I'm influencing) - the stonehege stations get stones added, but it's very hard to tell at a quick glance which level they are - I would like to be able to tell instantly their level between 1-6 and then decide which ones to upgrade. This could be solved in multiple ways - with sprites for station levels being more distinct or a label with level added somewhere for example - some visual and audio positive feedback after upgrading elements of the network would be great - as other suggested, scrolling/panning the map with mouse would be great as well Solid entry, thank you for creating it! βοΈ |
| Apr 7 21:23:04 | 34m 04s | IBYH!? | ♥ 3 | Got to the 6th spot on the leaderboard with 35! Gertrude's infinite jump really helped me out (not sure if intended, felt like cheating ~~!) I like warioware games and this was a nice refreshing experience! I enjoyed figuring out the minigames and finding the best way to deal with them - only the disco ball felt unfair as it seemed impossible to dodge the lasers in some cases. The short exchanges between the minigames really add to the personality of the crew, and I liked a lot that the dialogue changed depending on who was still in the car - it really got me to look forward to the exchanges. Nice writing! The music was vibin and my monkey brain was looking forward to the distinct "WIN" sound every time. Thanks for creating this! βοΈ |
| Apr 10 13:56:13 | 64h 33m | Xermatt Redux | ♥ 3 | I really enjoyed my time spent on the ship with 3 quirky heroines. Amazing music! Art, audio, writing - everything works together to create an engaging experience, that I couldn't put down until I've got the lander repaired and ready to go! I love the writing - as other players mentioned, keeping things lighthearted and funny while still not destroying the omnious atmosphere. Got major retro vibes with the UI/Gameplay, and it was very refreshing to play a non-action oriented title here! It's really, really good. I got eaten by the monster once and I was already getting mentally ready to re-do everything from start but I was pleasantly surprised that there was a savepoint! The music getting more intense when close to the danger is super cool. I love the 8bit track and it's now stuck in my head after playing ;) I was not sure what the monster does to the rooms - as it was described as total destruction, so I was afraid that I could lock myself out from a solution by destroying key items/rooms - but after a few encounters it seemed like there was no negative consequences (does it destroy the pick-upable items like decoys and flashbangs?). At the end the monster did not pose real threat in my mind - I just had to click the right option when the danger got close... but the mood was still there βοΈ Lovely entry! Keep it up, hoping to see a major narrative-based hit coming from this team! I really liked how the characters interrupted each other sometimes, it's text based but conveyed emotion and personalities very good! |
| Apr 10 18:12:15 | 4h 16m | Sick Air Bro | ♥ 0 | Sick air indeed - I liked that each powerup had a clear effect with the animation so I was sure that something good was happening. Clipboard01.jpg Thanks to the stats at the top I was able to check that I am indeed going up and further. It was a little bit like flying the airplane using only the gauges and other controls - as the sky/landscape behind doesn't allow to quickly recognize how fast you're going - would love to see background somehow communicate the speed and direction that you're going! Thanks to the sounds it was clear to me when I picked up a power up - some visual feedback would also be good - like some particles or the screen flashing! Congrats on completing your first LD! For me, each LD event teaches me a lot about game making, but also a lot about organizing myself to work in the most efficient way - and decide what is most important etc. Keep it up, hoping to see your future LD games! βοΈ |
| Apr 10 18:20:49 | 8m 34s | Darko | ♥ 3 | Very distinct style, nice atmosphere. I like that even the tutorial has the item guy setting the mood at the end. It is challenging, but rewarding to execute the air combos. Somehow I would like to have more awareness what's where as I have to look around super fast to be able to do anything and I'm super stressed while trying to move up! I remember with the LD49 tables and tremors I had a similar issue - maybe my skill is lacking, but personally think maybe lowering the gravity would help with the stress and would allow me to get in the "zone" more - so I could focus on getting the sweet combos and avoiding the enemies - and now just gravity alone can be very punishing :D I like the roguelite vibe and upgrades, it feels like a complete experience not just some random levels put together. The audio-visuals are stylish, coherent and communicate what is happening clearly. Tutorial level was friendly and enabled me to learn the basics without stress. Overall difficulty level is a little bit too high for me - I have to really be determined to try again and again :D Nice entry! |
| Apr 10 21:42:28 | 3h 21m | And Then You Fall | ♥ 1 | Nice way of transforming an everyday job into bullet hell game, with all the "boss" phases translating into how it works in the real life. Took me a few seconds to understand what is happening, as there's quite a lot of systems working together, but I got a hang of it quickly. It reminded me a bit of the undertale combat system where bullet hell was also used in unexpected ways and connected with words etc. You can tell that the message being told with this game is coming from personal experience and for me that's a plus - it's something individual that expresses the author - opposite to an "usual" approach to creating games where sometimes gamedevs do something in a certain way just because the audience wants it or it's just more mainstream/marketable. My only complaint - would love to get a little bit more visual/audio feedback on positive/negative hits, it was still readable what was happening thanks to all the healt/stat bars and distinct graphics but some sweet fx would make it even more clear to my monkey brain while playing. Congrats at completing the Jam entry in time! βοΈ fingers crossed for your next entries!!! |
| Apr 10 21:54:11 | 11m 43s | Slime Rise | ♥ 1 | Clipboard01.jpg my best was 400m! Lovely, clean pixelart graphics. Atmospheric music and sounds, clean, engaging and simple to understand mechanics, I've enjoyed this entry a lot. At first I thought that the people counter was the "house" counter and one time I placed the house in an inaccesible place and I thought (wrongly) that I've locked myself out - turns out that it was active "people" counter. Sometimes the guys would just suicide in the slime even if they had an escape path - not sure how to prevent that. I guess I would need to move them faster by giving them build orders - would be cool if they had more self-preserving insticts! Very impressive for 48h - a solid compo entry! βοΈ |
| Apr 10 22:07:57 | 13m 46s | Dr. Jan Itor | ♥ 0 | Man the heart transplanting animation is really SOMETHING :D Nice combination of mechanics (metal gear heart transplant?) I like the suspense and the fact that I need to juggle and look out when is the best moment to perform the transplant :D Nice tough with the hospital guys slipping on the wet floor and decreasing satisfaction. The chill elevator music helps with the absurd tone of the game - everything here feels consistent and comes together nicely. Would love to get some more variety as after a few transplants I've found an optimal strategy and it was not problematic to keep my heart meter up. ++ for the grillmaster 9k :DD At first I thought I can also "interact" with the dead patients in their rooms as well but it's understandable why it would be suspicious :D βοΈ nice one |
| Apr 10 22:48:13 | 40m 16s | WHEN NANA SAYS IT'S TIME FOR SCHOOL | ♥ 3 | First time playing folder/file-based game here, it's a very nice mix between a digital game and a board/card game! The writing, graphics, voice acting - everything came together to form a magical experience that is relatable for anybody who had to go to school at some point ;) Very innovative approach - surprised how digging trough the folders with the time passing is really relatable to the morning rush and trying to find your stuff in the mess! The descriptions and key images work together with the music loop to create the room in one's imagination beautifully. When I think about it now, looks like this game could translate well into a fully paper-board-game experienca but also in a fully digital, interactive experience π€ I have a Windows Explorer extension installed that allows for peeking inside image and .txt files when hovering (QTABBAR) so this really felt like hovering over item icons in some rpg for me ;) explorer_wr7j0fYFkV.gif Beautiful entry! This memory will stick with me for a long time βοΈ |