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Feedback comments for LD50
vgel's games and stats for all events →
| Timestamp | Since previous | Game | vgel's comment | |
|---|---|---|---|---|
| Apr 4 18:47:58 | Invasion of the Inevitable Space Rocks from Outerspace | ♥ 2 | pros: liked the voiceover at the beginning, the aesthetic was cool, sounds were nice and crunchy cons: the control scheme was very difficult to wrap my head around, it was very difficult to see where asteroids were coming from since I didn't have much of a view of the space around the planet. | |
| Apr 4 18:55:27 | 7m 29s | Delay The Inevitable | ♥ 1 | I think this might be unfinished based on the Itch description and the gameplay (nothing seems to happen if I die?), but even despite that I really like it: it feels great, very juicy, and I found myself playing it for a few minutes despite not having a goal just because it felt good. I really like the idea of a bullet-hell with only one huge persistent boss, too. Would love to see this game get fleshed out in the new Extra category! |
| Apr 4 19:04:52 | 9m 25s | Delay the Raptors | ♥ 2 | I liked the claymation-esque 3d graphics a lot, and the funny bits were, well, funny! I think the timer was a bit too long -- I ran out of stuff to do at the end and was just running around aimlessly. I think if it started at 30 seconds but there was something you could do quickly to raise it by 30 seconds, that would feel a bit more frantic and fast-paced? |
| Apr 4 19:35:40 | 30m 48s | Race Fighter | ♥ 2 | Pretty cool! I was confused at the beginning and went the wrong way, I think maybe I spawned facing the wrong way? Maybe you could add a one-way wall across the finish line or something. The base speed also felt a little slow, once I got a couple speed upgrades it was much more fun whizzing past enemies. Would love to see this expanded upon in the new Extra format! |
| Apr 4 19:42:22 | 6m 42s | stop some of the bullets | ♥ 0 | Interesting concept! I misunderstood the instructions at first and just thought I was protecting my paddle, so I tried to *avoid* the bullets, then realized after I died. The next run went better. Maybe the instructions could say "block bullets *from hitting the bottom*" for people like me :-) This would be a decent amount of work, but it would be really cool if the paddle and hit area got slowly chipped away like the barriers in Space Invaders by each bullet -- would be a (scary) visual indicator of paddle damage and health. Sound was great, and the graphics were simple but well-utilized and fit perfectly. Great work! |
| Apr 4 20:08:30 | 26m 08s | The Golem | ♥ 3 | Cool game! I got a Celeste-like feel from it almost: "how is this area possible??" -> "ohh I get it" -> breeze through it in future attempts. The movement seemed a little slow, though that could have just been lag in the web version (possibly the lights, which can be a performance hog -- an option to disable them could help). Great work! |
| Apr 4 20:15:57 | 7m 27s | Dino Escape | ♥ 1 | Really dig the aesthetic, it's cute and the sound effects fit in well, though I agree with @eboatwright about the pitch variation. It would be cool to see a bit more of an upgrade tree where certain upgrades are mutually exclusive, in a future update. |
| Apr 4 20:21:24 | 5m 27s | CounterSplit | ♥ 1 | This is awesome! Really clever but simple concept, simple graphics and sound, but it all comes together perfectly. Flailed around randomly for a bit not getting very far before I realized a good strategy was to purposely let the balls count up higher before cutting them in half, to minimize doublings... that got me up to 30 seconds. |
| Apr 4 20:27:18 | 5m 54s | You will fall | ♥ 0 | Cool graphics and music! The movement felt a little slow, though that may have been lag in the web version. I wasn't sure if there was something going on with the asteroid's gravity causing me to crash into it, or if I'm just bad :-) |
| Apr 4 20:37:02 | 9m 44s | Desktop | ♥ 1 | I found myself kinda frustrated with this about mid-way through, then really liked it when I shutdown the computer. It really established a mood with me. Even if the friend is pushy :-) Also, I ran into a bug where the dinosau--person game kept spawning me directly next to a hazard, so I died instantly before I could jump. |
| Apr 4 20:41:25 | 4m 23s | Ambulance Simulator | ♥ 1 | Neat idea! The ending gurgle sound effect is... brutal :-) |
| Apr 4 21:02:04 | 20m 39s | Eucrasia: The Elixir of Life | ♥ 3 | Cool concept -- took me a bit to understand what was going on, but I started to get the grips of things. I wasn't able to make the elixir of life, but I did make some other cool stuff |
| Apr 4 21:10:45 | 8m 41s | Out of Controls? | ♥ 2 | Cool idea! Reminds me of the GMTK jam theme from a while back. Game was fun, but I wasn't really able to multitask well -- I just ended up getting shot while trying to fix the wires. I found a good strategy was to wire every key to shoot as well as whatever movement it was, to have backup keys for shooting if space was broken. |
| Apr 5 14:21:22 | 17h 10m | Flickerlight | ♥ 4 | Download link for Linux seems to be broken, I found it at https://github.com/NeptunianAxolotl/LD50/releases/tag/LD-Jam-Fixes -- also had to download Love2D, but then it worked! Ran a bit slow, not sure if there's a release mode I should have ran it in or something. Was pretty cool -- I like the take on the theme, and the art was great, especially the conversation-profile art. Would have been cool to have more stuff to build that would affect things since it started to feel a litle samey cutting down trees and recruiting people. I accidentally threw the only piece of coal I found into the fire, and couldn't find a pick, so I couldn't make a coal bin. |
| Apr 5 14:33:05 | 11m 43s | Foster The Beeples | ♥ 2 | Cool game -- I liked the spin on Nintendogs with the beeples, and I think it ties into the theme pretty well. My beeple suddenly died even though his health was above 0 :( RIP Gus. |
| Apr 5 14:47:25 | 14m 20s | Rifthoppers | ♥ 1 | Awesome game! The art and sound design was awesome and made the game feel really high-energy. Since you got the same upgrades every time, the combination felt a bit samey on future runs -- it would be cool if there was some variation there, maybe you could only get certain upgrades on certain runs, or big unique upgrades you could choose between every X levels, or something like that. The upgrades were fun, though! I kept clicking "reopen the rift" to keep playing with them :-) |
| Apr 5 15:04:21 | 16m 56s | PLOUF! | ♥ 2 | The controls were a bit confusing at first, but once I realized you need to go all the way left and right, I got it. The art was gorgeous, but would have enjoyed just a bit more to it. Maybe some random events like a guy going by in a boat who talks to you but refuses to help you, or something like that. Just to break it up a bit. |
| Apr 5 15:20:57 | 16m 36s | Oh No My Trophy | ♥ 3 | Pretty fun! Felt like an old-school flash game. Agree that the tutorial screen was a bit much, but it makes sense if you go through it -- blue guys destroy acid and lava, etc. I was expecting acid and lava to last longer and be more semi-permanent defenses -- since they got destroyed so quickly, I didn't see much point to them over the pump weapon. Also agree that a boss enemy would be pretty cool. Good work! |
| Apr 5 23:39:54 | 8h 18m | Prestidigitaxation | ♥ 2 | Maybe it's just because I've been stressing about taxes, but I didn't expect this to be as fun as it was. I've played a few run-around-and-shoot-until-you're-overwhelmed games, but this was one of my favorites -- funny, good controls, and the spells felt awesome. Loved the little details like the ticking-up tax bill in the upper right, and how the spells mostly went where you want but sometimes did little turns away or homed in on an enemy. My only complaint would be that the upgrades didn't feel like much -- I bought a few and didn't really notice a difference. I think they should either be bigger in magnitude, or permanent so they could stack and feel more noticeable over time. |
| Apr 6 22:48:50 | 23h 08m | Garden of Death | ♥ 1 | Cool game! There's definitely potential, but as it is I found it really frustrating -- my plants kept dying in the early game if I would miss even 1-2 ghosts. I think the balance isn't *that* bad, but there's some UI changes that would really help things: * Put the hotkeys next to the elements in-game -- I forgot the hotkeys for the trash can, for example, because I didn't need it that much, and having to click a button with the mouse in this game can be a guaranteed ghost loss, at least on a laptop trackpad * Make the missing resources for flowers more visually and auditorily prominent -- they're easy to miss since they're dark against a dark background * Allow the user to click on a flower and auto-buy the resources it needs, instead of needing to pick them one-by-one (this would definitely change the time management aspect of the game, though) |
| Apr 9 22:23:55 | 71h 35m | Evacuation of Zorkid | ♥ 1 | Took me a few tries to beat it, but I really enjoyed it! Definitely stressful, maximizing your actions is necessary to win. One small change that would have made things much nicer would be making it possible to place the same building multiple times (e.g., place one power plant after another) without having to go back to the menu and click it again. Maybe hotkeys for the different building types, as well. |
| Apr 9 22:37:28 | 13m 33s | Exclusion Zone | ♥ 2 | The game did a great job of establishing a mood -- the music was maybe a touch repetitive, but damn creepy. I was pretty frustrated at first because I thought the walls would block the radiation -- I think they should, it would make the game more strategic and internally consistent (if you're building a wall around the reactor to stop the radiation, shouldn't the wall stop the radiation?). Once I got what was going on with the walls, I was able to win, and still enjoyed the game. |