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Feedback comments for LD50
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| Timestamp | Since previous | Game | PoshDan's comment | |
|---|---|---|---|---|
| Apr 5 19:41:41 | The Last Knight | ♥ 1 | Decent effort! The perspective made it a little hard to know where enemies and shots are coming from at times, making me fail quickly. I like that you can tank the shots with your body as a form of less-permanent loss. I couldn't get far enough to see if there's more to it, I assume not, but it's got the potential to become a proper coffeebreak-game. Graphics are solid. | |
| Apr 5 19:54:06 | 12m 25s | Oh No My Trophy | ♥ 1 | The starting screen was a bit overwhelming before i realised it's much simpler than it looked. Took me a while to realise the pump worked on proximity, not by clicking. I like the depth with the different tools and enemy types, it had a nice progression to it |
| Apr 6 00:27:10 | 4h 33m | Delay the inevitable: College Addition | ♥ 0 | Congrats on releasing your first game! If you're looking to build a career or hobby in game development, you're on the right path: many people never release their games. It's THE tangible way to study player behavior and user experience. That being said, I wasn't sure if there was an end state to your game here. I went into the negatives, i reached a completely red bar (i thought red means bad, but I guess i achieved graduation?). The game continued on regardless. If you're interested in game design, you might want to focus on directing the player's journey through your game, and weeding out obstacles. For example, the "maybe later" button should have some sort of feedback on click, otherwise it might feel broken. I couldn't tell if there was much nuance to the numbers offered by each card, but you might want to consider encouraging a variety of options, even if the player has set their mind on partying or graduating. What mechanics or rewards could you add for steering off the direct path? That would be the thought-process of tickling people's brains in a game about choices. EDIT: Also, black text on blue background is a bit rough on the eyes. I do like that you picked different colors for the "type" of card, though, it's intuitive. |
| Apr 6 00:49:38 | 22m 28s | Save The Dinosuars | ♥ 1 | I had fun playing this! I liked the extra detail at the end with the scientists snooping around. The last meteor speed upgrade is really overpowered, i had multiple rounds of blasting meteors i could not even see. It might have been worth trying a mix of big and small meteors side by side at different speeds as a form of priority management challenge. The game got a bit loud with the shots and explosions by the end, that could be one thing to consider managing to some extent to prevent an auditory burnout for the user. Well done overall! |
| Apr 6 01:49:46 | 1h 00m | Princia and the spiders | ♥ 1 | I like the graphics, it has heart. I would have liked a bit more variety in the action. The numbers in the UI would've benefitted from labels or icons, even though their colors are consistent with most games. A solid attempt overall! |
| Apr 6 03:01:20 | 1h 11m | Entropy and The Last Star | ♥ 0 | What an interesting game. I was a bit lost at first, I had to finish the game to understand what it's really about. I played a couple more rounds to see how I could last longer with a different approach. It only dawned on me the third time that using more of the star isn't the focus, but rather to last as many years as possible. Very fitting with the theme. I couldn't get better than 45 years. I had a bit of fun tweaking my setup for it, kind a of a shame you end up waiting so much in the end. It left me wanting more... which, considering the heat death aspect, is a real soul searching moment. Funny how the land stays well lit after the star has died ;) Nice game! |
| Apr 6 03:13:50 | 12m 30s | Trash Simulator 3000 | ♥ 1 | Did not expect to see the same type of game that I made with my friend! (it's also about bin loading) Respect for making it in the compo category, it's difficult to get good driving controls under such time pressure. Took me a moment to realise I had to full stop to pick trash up. Well done! |
| Apr 6 03:22:49 | 8m 59s | Suppress The Press | ♥ 1 | I really struggle with the control precision when picking up the squares. I didn't read the description ahead of time, so the sudden death caught me off guard and confused. It didn't make sense to me why the pressure at the surface is cause for death when I'm below. I liked the clean aesthetics, and the wobblyness of the character! |
| Apr 6 03:33:28 | 10m 39s | The Average Quest | ♥ 2 | It's good game design to show the player a path that they can not take yet, and grant the ability after, creating a sense of achievement. I appreciated how the items in the corner picked up on my momentum. I know how taxing it can be to design levels that challenge the player at an appropriate pace, you've done well with the time you were given. |
| Apr 6 03:42:22 | 8m 54s | Under the Moon | ♥ 0 | The movement felt a bit annoyingly floaty but I loved beating down on the gnomes! The aesthetics are a strong point of this game, the animation style fit really well with the voxels. |
| Apr 6 05:00:12 | 1h 17m | Reaplechase | ♥ 1 | Cool idea, i like how many things are interactable in this game. But I felt like there was a pacing issue. I glanced over the description to get an idea of what to do, but from the start, the game puts you on the spot, so I spent my time frantically mashing the buttons before accidentally placing a few and picking up others. In short, I think the game would benefit from a gentler ramping up of object density. |
| Apr 6 05:35:20 | 35m 08s | LeapSheep | ♥ 2 | I found myself a bit frustrated at the start, I feel the game didn't give me enough leeway to practice the controls before thrusting the wolf at me. I was a bit put off of the rolling aspect due to how helpless it makes you. I think the joy of this kind of platformer comes from a mastery of timing and control, which in concept is a great fit with something chasing you, but it kind of falls apart for people with less patience and a slower reaction time / casual attitude. I appreciate the effort of building the levels with rolling in mind, I know that sort of thing takes effort. |
| Apr 6 06:02:51 | 27m 31s | Sorcery's End | ♥ 3 | I had some trouble anticipating where the enemies would be coming from, what they can climb over etc, so much that I started placing turrets completely at random, and that somehow got me up to wave 12 (at which point I felt i had seen enough). I would have preferred having a bit more information to help with turret choice and figuring out the enemy pathing, I enjoy strategizing like that in a tower defense game, so the time limit didn't seem right to me. The models are really neat, I liked the animations. Solid jam game overall |
| Apr 6 06:17:09 | 14m 18s | SferePhall | ♥ 1 | Creative use of the theme! It's oozing personality too, all things considered this is an impressive compo game. Took me a minute to figure out how the placements work (the protective sphere drew my attention thinking it was the place I could put things), and I wish the pricing was labelled. The level gets in the way a little bit at times, but these are all minor things. Great job! |
| Apr 7 03:39:23 | 21h 22m | Witchcraft | ♥ 1 | I liked how the cursed flame offers a bit of variety in engagements vs the other abilities which you really can't control. I hit a pretty big difficulty spike at the 4 minute mark, but I really enjoyed it for what it is. |
| Apr 7 03:54:57 | 15m 34s | DeadFlame | ♥ 1 | I was a little let down by this game, the visuals look really good and the concept seemed solid enough. A few things got in the way of enjoyment for me, most notably the controls. I really disliked the floatiness of movement and aiming. The tutorial screen was missing the mousewheel hint for changing weapons so the first time i was running around shooting trees with the pistol, wondering what I was supposed to be doing. Wasn't sure why i would want to use the pistol over the rifle. I was able to deposit wood from any distance by pressing E, that may be a bug. For some reason the zombies were incessantly chasing me on my first run but left me alone for minutes on the second run, it made me wonder if there is an element of stealth I didn't know about? |
| Apr 7 04:12:18 | 17m 21s | SHAMAN, DO SOMETHING! | ♥ 2 | I was very confused playing this game. I went around trying to cast the spells on the tribesmen, not realising I was supposed to affect the huts. I couldn't figure out what gave me additional spells, and i didn't have a goal or sense of direction. I really liked the art (not so much the tribesmen, but the scenery), and I have to admit the title is very fitting, as I spent my time wandering around doing mostly nothing. Shaman do something!! Nice. |
| Apr 7 04:57:44 | 45m 26s | Free Gas (Save gas put car in Neutral) | ♥ 2 | An interesting take on the theme! The physics really had it out for me, i fell through the ground a few times, and i could not climb a slope while flooring the gas. With additional polish, this could be a great game. I liked the aesthetics. Solid effort for a one man game! |
| Apr 7 05:12:20 | 14m 36s | The Great Horde | ♥ 1 | I got the hang of the gameplay pretty fast, the only thing I wish it had was a bit of visual progression. It's easy to get into a flow of clicking and forgetting about my health.. if the enemies started looking scarier, I'd remember to check their stats before charging in for a fight :) Decent compo entry! |
| Apr 7 05:22:30 | 10m 10s | Witch's End | ♥ 0 | I see the potential here. Everything was smooth except for the pacing, perhaps. I had a clutter of books to go through at the start, so I couldn't really appreciate the individual power increase from them. |
| Apr 7 22:07:10 | 16h 44m | Quota Qrunch | ♥ 3 | I really enjoyed this. It feels like a demo to a great game |
| Apr 7 22:32:52 | 25m 42s | Dungeon Architect | ♥ 3 | I loved the aesthetics, the pacing and complexity was spot on for the scope of a jam game, and I felt sufficiently challenged. Good music too, it all feels lovingly crafted. It took me a moment to realise how to get started but the rest went smoothly. |
| Apr 9 23:20:23 | 48h 47m | Eldritch Crossing | ♥ 2 | I feel like this game achieved what it set out to do very successfully. The floating blobs were an interesting twist on the otherwise simple flow! |
| Apr 9 23:42:03 | 21m 40s | I Love My Sheep | ♥ 1 | This has forager written all over it. I don't personally like time pressure in such a crafting game but I see how it might have appeal for others. There's some satisfaction to be had from anticipating the upcoming sacrifices, getting a little bit further the more you replay it. I felt a little suffocated by the UI elements, things were generally too large and overlapped a fair bit. Nice effort overall! |
| Apr 10 00:12:06 | 30m 03s | Beyond The Veil | ♥ 2 | I enjoyed the story. Having actual voice acting in an LD jam game is surprisingly high effort! The mechanics were appropriate for the scope of the game, though a tiny bit more variety could've made it really stand out. |
| Apr 10 00:46:10 | 34m 04s | Kitastrophe | ♥ 0 | I couldn't get the game to work. I get in, there's a strip of road, i try exploring around but there's nothing in any direction. The interface did not seem to get updates on the state of the game either. After a few minutes i get the game over screen and space doesn't work for restart. I'm assuming the networking is out of order atm |