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Prakkus

Feedback comments for LD50

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TimestampSince previousGamePrakkus's comment
Apr 6 05:34:24 Wizard Hunt ♥ 1 Nice one! The art really shines here, though like some other people I wanted that pretty door to do something when I got there! I also think it would be cool to tie the 'rising doom line' mechanic to the theme more, like have there be a dark spell that's rising up at the bottom of the screen so you know that it'll kill you and that it's the wizard's doing.
Apr 19 17:41:40 324h 07m Alloy Song ♥ 2 Cute! I definitely enjoyed this one. I love seeing how people present games like this under a deadline and the black void with a spotlight and events 'flowing' past works works really well. Music would have added a lot but I know that sound is always the first thing to go as time runs out. My main suggestion would be to have more of a goal so that I could judge my progress each run. Even if it's just a couple of milestones like 'you made it to X!'. Maybe those do exist and I just didn't get far enough 😅
Apr 19 18:16:45 35m 05s Lava Tactics ♥ 2 Wow, this is a lot to get in for an LD game! We had a 'save things from lava' idea too but weren't sure we'd be able to tackle the flow mechanics, display them well, etc. in the time we had, so mad kudos! For the amount of mechanics in here, I felt like I got the gist of them pretty quickly. I did forget to use all my people's actions a couple of times (it's tempting move someone -> end turn -> repeat). Since there's a 'wait' action anyway, maybe just don't let the player 'end' unless all the people acted? I agree with other folks that fewer, more impactful actions would be my preference. I was playing with mostly random abilities and one run I got no ice cubes which made everything feel impossible. I love the idea behind the terrain/bomb/shovel stuff but struggled to actually use it well, and moving one tile of lava seems pointless compared to removing a whole area of it with ice. Same with the healing stuff where once I was being overwhelmed, getting a few hit points back didn't help much. The concept is great though and I'd love to see a version of this that focuses in on the core 'lava removal' mechanic by doubling down on the movement and support abilities alongside the ice cube (using coffee to let an ally get closer to lava _and_ remove a chunk of it felt really good). P.S. I'm so happy Love2D is still around and being used! I remember hearing about it _ages_ ago when it was first released and publicly available game engines were few and far between. Good stuff!
Apr 19 18:48:28 31m 43s CLIMATE GARDENING ♥ 2 Nice! I love the pixel art and music, and even the interface is very polished. Put me down as another who didn't realize I needed to harvest my plants for seeds. I planted some sunflowers then spent ages sitting there clicking everything _but_ them to try and find more seeds. In retrospect it makes perfect sense though. Well, except that I used a sickle to cut down a tree! I wish the water recharged faster or filled up more or something so that it was less of a 'click every x seconds' chore. Maybe there could be some plants that give water when harvested as well or something so that you can ramp up production over time.
Apr 19 19:00:55 12m 27s Icecream Runner ♥ 1 I love 'your ice cream is melting' for the theme, but I spent a long time running around looking for my girlfriend before I realized that I'm just supposed to bring the icecream to the empty benches with no girlfriend in sight. I...should have known, I guess 😢 I spent a while running around but never figured out what to do with the bike and ended up jumping the fence. I thought answering the questions might unlock the key but they didn't seem to and I wasn't able to find it anywhere. I also would not expect a bike to be the thing I need to get over a fence, but hey it could work. You got a good chuckle from me when the icecream went all floppy though 😆
Apr 19 19:11:57 11m 02s Embers ♥ 1 This is mostly just showing off the slick hex world animations and I am here for it. The sounds, the flipping, the falling away at the end...all super satisfying. Nicely done. Navigating on the grid with the 6 movement keys was interesting and not something I'd ever tried in a game. I got the hang of it after a minute, but it took some adjustment. Finally, I wish I had some kind of 'fire status' that I could see when the fire isn't on my screen. If you wanted to, that one piece would make it feel much more like a game. A fun little demo for sure either way, with some good lessons in there.
Apr 19 19:22:41 10m 44s Delay Decay ♥ 2 I thought this was a game about running around collecting eggs to stay alive as long as possible until I came to the comments and realized I was supposed to go into the shrine. Whoops! Once I did, everything made more sense, but it might've been nice to just start in the first oracle screen. That way the initial objective is clear from the get-go and then you know to bring hearts back to there. It worked out ok though because I got a sense of the map on my first go-around which helped once I was looking for bunnies. The trippy voronoi designs are fun and I loved the little world with the POIs in it. Those poor bunnies though 😢
Apr 19 23:47:27 4h 24m Wildfire ♥ 1 This is great, and a much better execution of this idea than our game a few years back 😅 On level 1 I was wishing I could evacuate some houses faster than others, and of course that's what the police do in later levels! The mechanics all work together really well so that it feels like I have enough impact on the simulation, which is the tricky part for a game like this. It was satisfying to plan who to evacuate when, which fires to fight how, etc. I will say that level 1 was a fine tutorial level, but should probably be like 4x faster than it was. It was a lot of waiting once the fires were under control. On the whole I think the game would benefit from a speed control, because you switch between moments of high tension where you want to be controlling all your people and moments of waiting to see where the next hotspot will be, and it would be nice to have more control over how quickly those phases progress. One little thing I'd love to see is a 'person count'. I think it's cooler to 'save 1000 lives' than to 'save 100% of the lives' and you could just say each house has X people in it. Even if it's the same for every house (though if it weren't, that could factor into what order the player wants to evacuate them), it would ground things in reality better.
Apr 20 00:06:48 19m 21s Dice Master Adventure ♥ 1 I love the simplicity here, but agree with others that some aspects could be more intuitive and the balance doesn't quite work. It's a great concept though and it's easy to imagine some twists to flesh things out. You could let the player tweak probabilities, have enemies who react differently to different dice values, or 'spend' the dice in more interesting ways (maybe you can roll some 'block' dice to avoid taking damage?). I also love how the dice shot out at the enemies, as well as the evaporation effect. I wish they were bigger though so I could see all that better! Oooh and what if the dice scale when they finish rolling based on the value, so a 1 would be small and evaporate but a 6 would be big when it shoots at the enemy!
Apr 20 00:25:58 19m 10s Vortex ♥ 1 Trippy! I did get a bit motion sick if things really got wobbly which I didn't expect, but good to keep in mind. Other than that I liked the visuals though, and this was a solid execution of a simple concept. Also the lava rocks looked awesome.
Apr 20 00:56:27 30m 29s Island Management ♥ 1 This is a great start! I'm a fan of tile placement games so there's a definite appeal to figuring out the best synergies between the different cards, and I like how the dice force me to mix things up. I do wish the board was a bit bigger and that _where_ they were placed mattered more than just what was on the board (adjacency bonuses), but maybe that's a different game. The main thing it's missing right now is some kind of 'what will happen' indicator so that I don't have to keep track of my power generation/consumption in my head. Without seeing those (as well as maybe a preview of the effects of placing a card), it feels like too much math for me to figure out what's actually a better arrangement. More cards would be great too, of course, but it's a game jam so what can ya do.
Apr 20 01:12:33 16m 06s RogueTime ♥ 1 This is a great jam game. You've got just enough platforming to keep things interesting, a couple of unique enemy types which encourage me to play differently, and a good hook with time as a resource. It even works as a resource for health because you regenerate which is really slick. The powerups feel impactful and interesting, though it might be better to force me to pick one instead of offering them all, because it seems like the correct choice is to always take any free powerups. Overall though it feels perfectly scoped and manages to deliver on each of those aspects, which is impressive in so little time. Kudos!