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Feedback comments for LD50
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| Timestamp | Since previous | Game | udo's comment | |
|---|---|---|---|---|
| Apr 5 11:30:51 | Terrible Brakes | ♥ 2 | I wanted to post a screenshot of me being in zone 10+ but I can't seem to manage 😆 Very nice work Tim, I agree with the person above who said it's a typical "one more try" kind of game. Also love the voice work by @tsjost, when he goes "VROOM" I feel like getting out of the car and try pushing! Seriously, a one-use powerup that enables a manual push would have been a good idea for players of my skill level. Also, a hiscore table would have been nice. And the game could use more environmental details, sure, but what's there is pretty. I love the "past attempt" ghost feature! It would probably help to have some indicator that shows whether you can even make it over the next bump with the speed you got, but then again that would take away the instances where I scream at the screen to make it creep forward just one more meter 😄 | |
| Apr 5 11:57:32 | 26m 41s | Beavers Inc. | ♥ 2 | No engine, just plain HTML, Ultima graphics, love it! A tutorial would be nice because it took me way to long to figure out what to do. Maybe mouse-over hints could describe the UI elements? I think the beaver and the counter should appear on the square you place it on, is it a bug if it doesn't do that? It would be convenient to have some kind of indicator which squares are going to flood next, although that would probably alter the gameplay 🤔 An enjoyable game, well done! |
| Apr 5 23:08:45 | 11h 11m | Board to DEATH | ♥ 2 | Very nicely done, I also appreciate the Pratchett quote in the beginning 😄 What I liked: Amazing graphics, really good production quality overall. What I think could be improved: minor things really, for example I would reduce the delay on retry and level end. Also on level 8, I had already learned how to bait the enemy and level 8 itself was beatable without doing the bait maneuver as told by Death. The music is appropriate but there is not enough for a longer game like this. The chess mechanic works *VERY* well in this game, especially the enemy pieces add interesting dynamics that allow the player to try different solutions. |
| Apr 6 00:22:41 | 1h 13m | Extremely Exteme Sports | ♥ 3 | Very nice work, online multiplayer, your custom engine, well done indeed! No notes 😄 |
| Apr 6 01:30:28 | 1h 07m | Cold and Alone | ♥ 1 | Best in the Mood category for me this LD yet! Very very nicely written, atmospheric! I did all the upgrades to both the hab and the rover, and now I got nothing to do on day 30+, which is probably on topic 😄 Is the game done at this point or should I continue exploring the planet? If it's done I choose to leave our explorer behind at this point, choosing to believe that they'll eke out a decent living on that rock. |
| Apr 6 12:16:23 | 10h 45m | SHAMAN, DO SOMETHING! | ♥ 3 | Very nice game idea! I especially loved the graphics and the atmosphere! The disasters were also very pretty to look at 😄 There are two things that I would suggest for a post LD version and they're somewhat related: - The UI (and the game in general) does not give you any feedback on what you need to do and what you can even do to interact. The only feedback it does offer is the production formula on the huts, but it's not very intuitive. I don't even know if people have to be within my radius to affect them with a spell? I can seemingly combine any number of cards when I cast a spell but: *should I*, except where the card has a x2 effect on other cards? - There should be animations that show what's going on. People gathering resources or working on something? Show a status icon with that resource above their head. Animate the effects of my spellcasting! Also, there should maybe be portents of disaster *other* than the doomsday progress bar. It would also be nice if people randomly panicked and screamed at the shaman to "do something" I think this has great potential, it just needs a little bit of UI / animation love. |
| Apr 9 23:48:58 | 83h 32m | Post Solis | ♥ 5 | Wow what a massive game! Nice job, especially on the artwork and the music! Gameplay-wise it's a bit daunting at first. It's good that the game has documentation, but I really think these text should have been included where they're needed (for example, on the construct-a-building screen, explain what each building is for right there when you click on it. Issuing direct orders for resource collection feels a bit like busywork at times, would there be a downside to drones just doing these on auto? It's a very ambitious design, good job to everyone involved! |