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Feedback comments for LD50
Local Minimum's games and stats for all events →
| Timestamp | Since previous | Game | Local Minimum's comment | |
|---|---|---|---|---|
| Apr 5 16:38:00 | Memphis, Bubbleland | ♥ 1 | I am intrigued, and hopefully I'll be here for the tour. | |
| Apr 5 16:54:13 | 16m 13s | Web of Lies | ♥ 1 | I love the names of the companies and such! I had a laugh and never before have I wanted to work for any of those companies. It's a very bold move to make a game were failing is the only possible outcome. I think it might have added some to the feeling if the happy music got skewed some as the interviews turned sour. And if the interviewer started to ask more and more inappropriate questions too. |
| Apr 7 18:22:25 | 49h 28m | STUDY LADY (cookie mix) | ♥ 3 | Wow what a lovely game. I really enjoyed the animations, the style of the drawings, the attention to a lot of detail in both of them. It was a nice touch to really make the player want to spread out unlocking things in every scene so that there was some crystal gaining always. Even so, I let it take some time and leveled up the pen in the first world to level 30 just because it felt right. A treat from start to end. I feel like I usually have more detailed comments but it really did what it set out to do and it was just long enough for the content and the narrative progress in it all. |
| Apr 8 11:55:02 | 17h 32m | Kitastrophe | ♥ 0 | Impressive to dare a multiplayer game. Unfortunately for me no-one was a round to help when I was playing. I mostly tossed myself and yarn at the cat. The jumping things I didn't understand what to do with and I found no twigs. One thing I noticed was that when I ventured a bit out of the absolute proximity of the cat it wasn't that easy to find my way back since there was no directional guidance. |
| Apr 8 12:21:48 | 26m 46s | Shotgun King: the Final Checkmate | ♥ 2 | Really cool chess-game! It was super well made really. One thing that might have been clearer to me though was which pieces my shotgun was going to hit as I accidentally killed myself several times by revealing say a rook behind some pawns when I wasn't directly aiming for that pawn. Besides that, very good game! |
| Apr 10 18:11:46 | 53h 49m | SwimCity 2000 | ♥ 0 | Cool sim! I really like the idea with the rising water. My main gripe with regards to that though was the inability to destroy things like roads to build more dams. Everything must be a dam. And similarly, it would have been really nice to be able to rotate the perspective since stuff could occlude other things. |
| Apr 10 18:22:40 | 10m 54s | Marin and The Sinking Kingdom | ♥ 1 | The buoyancy feeling of jumping into the water was really nice and a cute platormer as a whole. A bit hard on what I expected was about as easy as it would run (slider far to the left). I forgot to check since description said nothing about it, but this type of game feels like it would have been very nice with controller support. |
| Apr 18 16:53:56 | 190h 31m | You will fall | ♥ 1 | I enjoyed playing the game. Though you opted out of audio, I think it was really well designed with the thrust sounds kicking in as the ship started to accelerate. Though it was nice to have clear visuals of the progress, I think the placement would have been better in one of the lower corners or perhaps even a semi-transparent overlay dead center when reaching a milestone, because the way the map and the game worked, the upper left corner that it occupied now sometimes obscured what was ahead in a way that didn't feel intended. In a way (maybe it said so and I missed it), but the main focus for the player is really reaching the next checkpoint and while not knowing exactly how close you are is beneficial for suspense, getting some indicator for closeness to next save might also improve the suspense and will to retry should one fail. In the same vein having some health to the vessel perhaps combined with limited retries from checkpoints may also increase the intensity of the game. In general though, a very well made entry. |
| Apr 18 17:05:01 | 11m 05s | 3rd Emu australian war simulator | ♥ 1 | I really like the build up for the game, but it was exceedingly hard to aim and hit the emu because either the bullet hit the truck itself or it flew out of screen. Kind of wondering if the calculations there didn't take variance in performance of different computers into account (i.e. use real time passed to calculate the power) so while I managed to hit some emus a couple of times I only once by pure luck managed to hit the same enraged emu a second time. Which meant that the absolute best strategy I could come up with was backing up to the far left and never firing the gun. And while this might have been a funny major point of the game's critique of french weapons and Australian-French relations, it seemed a bit obscure to have been intended. |
| Apr 18 17:16:22 | 11m 21s | Genocide Greebo | ♥ 0 | Really weird game in a very good way. It had a very whimsical feel to it and I think that worked very well with how unexplained everything was. But while there seemed to be some sort of checkpoints with a death layer to re-spawn oneself should one fall off the edge in a bad way, I felt like the game really lacked a way to unstuck oneself/trigger that re-spawn or better boundaries for where the character could go. As it was I happened to end up in the wrong place quite easily and needing to restart from the beginning and that took away quite a bit of wanting to explore the game to the end. |
| Apr 18 17:45:02 | 28m 40s | Paper Boy Flyin' High | ♥ 1 | This game was really fun, and the art style is just fantastic! I played on a controller and found that interaction much nicer than on a keyboard, but unfortunately the restart didn't really reliably work pressing 🅰 on the controller and sometimes I got into a weird state where I could continue playing while I had the game over screen on top. My main complaints would be that it was really hard to gauge the height of the plane with regards to the speed buffs and colliding or not with obstacles. It almost felt like it was the camera colliding with bridges rather than the actual plane. The trail sprite for the plane also didn't fit the very cool and nice papery graphics of the rest of the game and felt wrong that it updated with the plane's rotation. If it was a guiding effect on where the plane was heading it would have made sense but I think it would have made more sense now to have the passed track in global space. I also think it would have been nice if the plane hung in the air when you started until you gave a clear input to the game so one didn't have to loose height right in the beginning from not being fully prepared. Unfortunately I never completed the last(?) / third level even though I got pretty close some times. |
| Apr 20 19:11:28 | 49h 26m | Prolonging the Party | ♥ 1 | Wow what a game! This was fun playing and very nice to have it working with controller. I somehow managed not to invite anyone to the party, but it was a superb party to have all to myself. The character was really cool and the game very nice graphically. It was a bit hard to precisely double jump with them though and landing on small blocks, but there were plenty of coin-balloons around so I wasn't too disturbed by it. In the store it was a bit odd that it wasn't possible to navigate over the things I had bought in a straight line and it took me a while to notice that music on the second row was really inexpensive. I just assumed because first row was increasing in cost that there was no point looking on the second row until much later. And that's a bit of a pity, because of how much cooler the game gets once that is bought. Great work in general. |
| Apr 20 19:27:22 | 15m 54s | The pawn's gambit | ♥ 1 | I really love the visuals and audio in this game. It's also really hard. The cool camera movements, splatters and the general style of the game. Very impressive. For the game mechanics, it was a bit confusing at start. One main thing was that I couldn't focus in on the target (click-hold) as soon as the enemy drops into the game. Maybe there should be a visual / auditory signal for when the round actually starts. Then it wasn't really clear to me if there was any benefit to holding for a long time or just clicking when the piece hits the red square. Except that it was more cool to be focused. Then finally it also took me a few fails to understand that I also had to release on the red square way before it moved off it. So something visually and/or auditory to help clarify this moment would have been helpful. Perhaps the camera could also in the focus mode follow the piece a bit because when it got to the closest corner it was almost out of view, or the on the very edge. Great entry all in all though! |