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Feedback comments for LD50
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| Timestamp | Since previous | Game | FireSlash's comment | |
|---|---|---|---|---|
| Apr 5 20:13:26 | Frosty Fixer | ♥ 0 | Same, website looks to be down. Let me know when it's fixed! | |
| Apr 5 20:24:41 | 11m 15s | Divine Rain | ♥ 1 | Love the concept. The dialogue is lovely and the voice acting is on point. Around the ~5m mark the meter starts requiring constant clicking, which was the point I sort of stopped since it aggravates my wrist; but it looks like you can just hold the- uh- *divine rain* over a single house and basically never lose; so the the final boss more that than the fire itself. Great work! |
| Apr 5 21:40:06 | 1h 15m | Sir, your Armor is melting | ♥ 1 | Nice touch with the ice cube acting as a "shield" for the fireballs. I did find the collision to be extremely forgiving though. Running *into* a fireball was safe, but one falling *on* you was lethal. Would be nice to see some kind of progress indicator, and there be a time threat of some sort. Right now there's nothing making me want to rush, so I never felt like I was really in harms way. Nice work! |
| Apr 5 22:11:05 | 30m 59s | Meteor Power | ♥ 1 | This is really neat. It took me a while to get the controls down, (and I'll echo other sentiments about indicators/UI), but overall it just worked. Bot movement felt nice and juicy, cables even jiggle; really there's not a whole lot else to complain about. Nice work! |
| Apr 5 22:20:49 | 9m 44s | TAILGUNNER | ♥ 1 | Graphics and audio are great! It builds a wonderful atmosphere. Would have been great to have a bit more variation between rockets and bullets. The only real complaint I have is just down to enemy AI and variation. There didn't seem to be any climbing difficulty so once you learned how to cheese the enemies you can pretty much go forever since ammo boxes refill your ammo. Great work! |
| Apr 5 22:24:03 | 3m 14s | Bussin | ♥ 2 | Neat idea! The physics are chaotic to a point of being frustrating, but the game is so lighthearted and quick to retry that you kinda just don't care and have fun with it anyway. Audio cues and music add a nice atmosphere, and the little touches like the gentle sway of the waiter's arm and the cloth physics really help sell it. Nice work! |
| Apr 5 22:54:10 | 30m 07s | Operation Tower Defense | ♥ 1 | Neat concept. The UI and stylization somewhat get in the way of the game in spots; like grabbing the wrong organ because they're too close to eachother in our fleshy meat sacks. I also found placement a bit annoying at times where I'd get it a bit too close to an edge and it'd snap back to the body. I would have rather it just snapped to the closest valid position instead. Overall super cool take on the tower defense genre! |
| Apr 5 23:01:19 | 7m 09s | Interstellar Transport Pod | ♥ 1 | The description could maybe explain the mechanics a bit more. I was SUPER confused at first before I realized the "thought" on the left was the key to what clicking did at any given moment. |
| Apr 5 23:24:38 | 23m 19s | The Beast Within | ♥ 1 | Took a few tries to get the mechanics down. I think I agree with some earlier comments on mechanical legibility. The art style is absolutely amazing, and helped set the mood extremely well. Nice work! |
| Apr 6 03:57:45 | 4h 33m | transaction failed | ♥ 1 | I found it a bit hard to follow the dialogue comfortably with the tiny little two line box. Often the speaker would switch between the two lines and break continuity in my brain between who was speaking. Got stuck in the same spot as mopifish. Otherwise always happy to see more narrative games in LD! |
| Apr 6 07:20:24 | 3h 22m | A Dank Cave | ♥ 0 | Simple mechanics and solid implementation. A lovely throwback to old text adventure games. Great work! |
| Apr 6 07:29:18 | 8m 54s | Hold Up Mom! | ♥ 2 | Fun little game with lots to explore. Some of the indicators weren't super clear, like the table. It tells you only cake goes there, but only when you have an item. Before that it seems to do nothing; and it's the first indicator you interact with so it leads to some confusion. Probably my biggest gripe though is that dialogue hints don't pause the timer; feels like I'm being cheated of precious time. I wish there was a scoring system as well. It'd be fun to try and optimize your score around anger/delay time/etc. Overall great work! |
| Apr 6 20:48:33 | 13h 19m | The VortExperience | ♥ 2 | Feels very portal-esque. Mechanics are simple and worked as expected. the hit box shrinking with the vortex was a nice touch since it made me shift my strategy late game. Nice work! |
| Apr 6 20:55:13 | 6m 40s | IBYH!? | ♥ 3 | I've never played wario ware, so this might be a problem inherited from that design; but the minigame readability is extremely low. In every case I failed before I understood how to succeed in the puzzle. Good bits of polish in the graphics, the stage select was particularly nice. Audio was enjoyable too. Nice work! |
| Apr 6 21:06:38 | 11m 25s | Trauma Center (futile medical care edition) | ♥ 2 | Solid entry! There's a lot of subtle detail here that's easy to miss, and helps make the game feel more complete. The start of the game felt vaugue at first but the effects guided me in the right direction well enough to get me through my first playthrough, even without an explicit tutorial. I did find syringe placement to feel very hit or miss. I ended up just spam clicking it while moving my mouse until one "hit". WebGL seems to be pretty hitchy at first, this is probably a unity thing with shader compilation or resource loading so I'm not sure how easy it is to fix. Fun concept. Nice work! |
| Apr 6 21:10:13 | 3m 35s | Bomb Fuse Madness | ♥ 1 | This certainly escalates quickly. The rope physics are a bit frustrating, I suppose it matters where you grab the fuse but given the move speed of the character, I found I had a lot less agency than I'd hoped over things. Especially before the shredder pops up. Overall lots of stuff to do and mechanics at play. Nice work! |
| Apr 6 21:16:40 | 6m 27s | Bark Park! | ♥ 1 | Fun little concept. As others have mentioned, adaptive soundtracks are always a wonderful touch. I'm not super sure what a bunch of the in-world objects are. I worked out what the meters did, but some better explanations could be helpful. The graphics are on point and everything felt cohesive. Nice work! |
| Apr 6 21:55:59 | 39m 19s | Wizardfall | ♥ 2 | Neat idea. Finding the various endings gives it good replay value, and the games are short enough to not feel tedious to reply. Some of the attack patterns felt unavoidable, but the HP bar is thick enough for it to not really matter. Graphics are solid and felt cohesive. Always good to see more narrative works in LD. Nice work! |
| Apr 6 22:05:40 | 9m 41s | The Inevitable Company | ♥ 1 | Fun writing. Always nice to see more narrative works in LD. I do think this might have been improved with some backing audio or art, but that can be hard when you're running solo. Nice work! |
| Apr 7 01:16:42 | 3h 11m | Crows | ♥ 1 | Mood through the roof! I frankly have no idea what I'm doing *but it scares me*. I suspect being overly explicit with goals would ruin some of the mood, but you can usually give hints through storytelling. I did enjoy learning about my situation more, and the people I was stuck with; but it was less clear why the died; I wish sending others to those spots would give some exposition to their deaths. Overall I really enjoyed it. Great work! |
| Apr 7 01:36:04 | 19m 22s | Monkey Seen, Monkey Screwed | ♥ 3 | Simple idea with solid execution. The controls broke my brain at first, but I got used to them. Not super sure the explicit key is needed for picking up/dropping off bananas. Had fun. Nice work! |
| Apr 7 01:41:43 | 5m 39s | Cute Crumbling Corpse | ♥ 0 | Mostly just echoing others here. The art is lovely and I vibe with the music, but the game is a bit opaque. Feels like it all moves a bit too fast and there's not quite enough guidance on how to keep our adorable little meat puppets alive. Had fun trying though. Nice work! |
| Apr 7 01:52:01 | 10m 18s | It's Cold, I Am Dead | ♥ 2 | I might just be extremely bad at fish flinging, but I could never quite get the fish to spin where I wanted. Concept is cute. I'm not entirely sure what score is trying to accomplish though. Had fun flopping about regardless. Fish/10. Nice work! |
| Apr 7 01:59:20 | 7m 19s | Time DashKing | ♥ 4 | Interesting mechanics here. It ends up producing a pretty fast paced game that encourages lots of tight movements. Really fun! Art was simple but cohesive, and the music/audio fits well. Nice work! |
| Apr 7 02:41:44 | 42m 24s | Late At Night | ♥ 1 | Agree on wanting the gauges to always be up. Seems hard to manage without them, but the UI is pretty obstrusive. It's also not super clear what's going on without them, so I didn't know what any of my actions were doing until I found that UI |
| Apr 7 06:22:30 | 3h 40m | Light at the Museum | ♥ 3 | escaped.PNG Fun little puzzle game with some nice mechanics. I seem to have escaped the world at the second "double doors" light puzzle though, by moving left after the door closed. Can't seem to get back in. |
| Apr 7 06:53:20 | 30m 50s | Keep It Up! | ♥ 1 | I wish clicking on the balloons always gave them an upward impulse. Other than that, not much to really complain about. Didn't hit any bugs, the art felt cohesive, and seems to do what it says on the tin. Nice work! |
| Apr 7 07:02:21 | 9m 01s | Heaven Can Wait | ♥ 0 | Love the concept. I wish there was a bit more intent to the level design, right now it feels like a lot of random and unrewarding jumping. Maybe if enemies were a bit more varied it could make it more interesting? The game has a nice ambiance. Between the lighting effects and music, it really sells the concept. Nice work! |
| Apr 7 07:11:11 | 8m 50s | Say Something | ♥ 1 | I love how you've packaged this with a simple narrative to sell the idea. One thing I noticed is that the moving platforms affect player velocity in weird ways. This is pretty common when using physics engines; the physics tend to get in the way of the player's intent. It might be worth looking into more explicit movement systems for future games so you can get tighter movement. Overall nice work! |
| Apr 7 08:10:26 | 59m 15s | Aster Defense | ♥ 4 | A bit of a strange complaint perhaps, but I wish it was harder. Seems like the difficulty ramp (if there is one?) is extremely outpaced by the effectiveness of your guns, which doesn't let me fully realize my urge to light up the sky with lasers and exploding asteroids. Overall I really like this entry. It scratched my base building itch, and got me building a giant death ring of lasers and sensors. Nice work! |