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Feedback comments for LD50
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| Timestamp | Since previous | Game | eyedromeda's comment | |
|---|---|---|---|---|
| Apr 10 10:50:35 | Block Wizard Arena | ♥ 1 | I really like the concept here, but it's somewhat held back by slow pacing and clunky interface. I think having the given actions on a limited timer would work best if, given you don't choose anything in time, your turn simply gets omitted. In terms of visuals, I like the blocky wizards and the aesthetic of the environment. The action options could be a little clearer though. Upping the contrast between the box and text, as well as having icons or different colors for damage, life, mana, block etc. could help make them readable faster. The camera movement is nice, if not a little jarring. The game drags on a little, and I feel like giving the player less starting health to make every action more impactful, or simply scaling the enemies up faster could help. Cutting down on time waited between turns and rounds could also make the gameplay more engaging, but these are all quite easily fixed nitpicks on an already great foundation. | |
| Apr 10 12:31:41 | 1h 41m | Timebound | ♥ 1 | I really like the aspect of being thrown is a small space filled with enemies, but I feel like the player should be locked into one room until no enemies remain, as constantly running outside is a guaranteed way to never die. I feel like changing the player's speed bases on the weapon would give another tactical element, and help with weapon balance. The machine gun would make you slow, and the pistol fast for example. Right now the MG is quite overpowered. I really like the mechanic of switching to random weapons from the loot boxes, but it's not actually necessary, as killing enemies also gives you HP, and moving to another room just resets the weapon to the best one. I think keeping the room closed until all enemies are dead, maybe only giving back HP from loot boxes, and keeping the same weapon while switching rooms could improve the gameplay loop. The enemy bullets are really hard to spot. They're the same color as the player's bullets and the hit effects that fly everywhere. The amount of screen shake also makes them hard to spot. Overall, it's a really good concept and quite fun to play. It definitely has potential and just needs some polish. |
| Apr 10 15:09:21 | 2h 37m | The Fall of Mezentople | ♥ 3 | Such a cool concept and a great execution. I think the fact that the consequences of your choices aren't very apparent or "gamified" with stats is one of the strongest features of the game. The choices, to the player at least, don't boil down to a simple game of numbers. The feedback is shown well enough already to make consquences clear, but not enough to make min-maxing the game very viable. As there's no way to know which is the "better" choice, the player has to choose based on morality and judgement of outcome alone. The level of polish here is outstanding. The UI is clear, cohesive and good looking. The animations add a lot to the game feel, but are snappy enough to not hinder the pacing. Some sound effects and music would go a long way. The game is engaging and thought-provoking, and has a lot of potential to be expanded into a full game. The foundation is all there, it just needs some more scenarios and choices. A randomly generated map also seems plausible, and would add a lot of replay value. |
| Apr 11 21:05:36 | 29h 56m | MoonDoggle | ♥ 2 | A cool idea and a great aesthetic. I like the environment, and the particle effects are a nice addition. The shooting sound effect gets a little repetitive though, and some pitch variation would go a long way for that. The mouse sensitivity was way too high for me, but that's really something that requires a slider to have it be good for everybody. The steeply increasing difficulty curve is actually fine for a jam game in my opinion. A lot of games linger on the same idea for too long, and this is short enough to not become boring at any point, and to incentivize multiple playthroughs. |
| Apr 11 21:38:13 | 32m 37s | The Dimmest Dungeon | ♥ 1 | Quite a nice game with a cool mechanic. The music is quite rough and the gravity is from the moon, although I actually liked this most of the time, since it made it easier to do cool maneuvers and save time. This is definitely something that could be fleshed out and turned into a full game with enough polish, and more levels of course. |
| Apr 13 20:33:29 | 46h 55m | Keeper of Colors | ♥ 1 | This is a very cool concept and an impressive execution of it. The music is nice, but the individual tracks are often out of sync. You can also press E at any time to show the end message, which I'm guessing is only supposed to show up when the cape is fully colored in, though I'm not sure. I really like that the foliage can be layered, and had a lot of fun building a really dense forest and getting up to the treeline. Overall, it's a really nice proof of concept, and definitely has the potential of being a central mechanic in a puzzle game, or perhaps something more relaxing or artsy. |
| Apr 13 21:28:58 | 55m 29s | Gary | ♥ 2 | I like how the pipes work, and they're quite satisfying to use. The boxes and bananas could be a little more effective though, and some more variety would always be nice (although the time limit is usually to blame in these cases). The art style is one of my favorites from the jam so far. It's very unique and creates a strongly themed setting. The overflowing colors and the paintbrush texture also look really nice. |
| Apr 15 14:10:51 | 40h 41m | Buhanochka Z | ♥ 1 | I really like the PS1-style graphics and sound effects, and the consistensy of everything to that theme is very respectable. The camera is a bit all over the place sometimes, but I definitely think it suits the game far better, and makes it a lot more interesting than a normal 3rd person camera ever could. It adds a constant layer of intensity to the gameplay, where the hyper-dynamic camera is as much of an enemy as the zombies, and that combined with the massive airtime makes the game really fun and intense. Although there's not much to do gameplay-wise, the camera and jump mechanics alone make flying around the map fun enough to make this one of my favorites of the jam so far. |
| Apr 18 21:09:11 | 78h 58m | Shades of Deception | ♥ 7 | What a brilliant experience. The mechanics, plot, visuals and sound design are all comparable to proper commercial indie releases with similarly sized teams, and the fact that this was organized, designed, programmed, and delivered in such a cohesive and elegant package, in 72 hours, is quite astonishing. Seriously, hats off to the team's organizer(s), and everyone else for that matter. The loose connection to the theme did make me wonder if the game's concept had been thought up before the jam, but looking at the diversity of the team's previous entries, I don't think the theme was simply shoehorned onto a fully thought-out idea. Out of all the jam games I've said have potential to become a full, commercial release, this one is definitely the furthest along that path. The gameplay loop works, the polish is there, the art style has been nailed, and all it needs is some more gameplay and complexity. And maybe an action sequence... I'll definitely be following this team in future jams, and would love to see some behind the scenes or making of's. |