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XeduR

Feedback comments for LD50

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TimestampSince previousGameXeduR's comment
Apr 5 10:57:59 Battery Low ♥ 5 The controls were smooth and the art great. Like others have said, I liked the idea of battery dying as a means of delaying the inevitable, but I agree that with the theme, there should be no chance of completing a level, even if the ending is bad. The audio seems to be getting stuck across games and can get a bit jarring. All that said, I did give it a good several plays and I found it enjoyable!
Apr 5 12:01:03 1h 03m Heal me, please! ♥ 3 The art was certainly a delight. I think your game could have also greatly benefited from any any background music or audio. With a jam entry, you could have been lazy like I was and just fetch some CC0 materials. 😄 Even if audio isn't being rated, having audio makes the overall experience better. 👍 I do enjoy these discovery type games where you need to mix and match, and learn of positive and negative side effects. Nice work!
Apr 5 18:22:10 6h 21m Unknowable ♥ 1 I enjoyed the art and audio, but like others said, I found the goal to be a bit mysterious (and not necessarily in the good way). Some extra feedback could have also helped me know if I was doing good or bad.
Apr 5 18:30:13 8m 03s fireme.club ♥ 0 I played a few rounds and I'm not sure how well this fits the theme as I don't know what the inevitable was that was supposed to be delayed. 😄 The art style was clean and minimal, and made me think this was intended for a phone. A card battler is fun nonetheless! The thing that impressed me the most, however, is if you really bought a domain, set up hosting and made a multiplayer auto battler over the weekend for LD. That's impressive. 👍
Apr 14 07:09:37 204h 39m Salvation From The Alien Planet ♥ 1 Like some others have suggested, I felt like a very brief tutorial could have helped me. I placed my first minigun in the bottom of the screen as I was clicking on the other UI elements. 😄 It's a cutesy game with a simple goal, and I enjoyed the simple graphics. I just think the game could have been a bit more interactive. Oh, and the calming audio definitely helped with eradicating those "space slugs".
Apr 14 07:12:51 3m 14s Unremembered ♥ 0 I agree with the others that the camera was problematic. The main difficulty in the game was that I couldn't see where I needed to go/jump to next and that's something you definitely want in a platformer. The visual style was relaxing and fairly polished though!
Apr 14 07:21:35 8m 44s Smog ♥ 1 The graphics and mood were fantastic. The writing could have been improved a bit though, as the father changed their mind within 1 second of telling the kid they are too young to know the truth. 😄 I'm also not sure if I completed the game or if I failed, because I hit the wrong key at the QTE before the house, and then it just ended. I don't know if it would have continued if I had hit the correct key, but when I tried to replay it, I just got a black screen when I tried leaving the first screen. The game has a definitive interesting quality to it, and if it were to be polished more later, I'd be looking to learn more about it.
Apr 14 07:43:00 21m 25s Indestructible Paws ♥ 3 I don't know if it was an issue with the game or with my system, but the cannon shots were so short that they couldn't possible cover the entire area. I also kept randomly spamming WASD in order to just merge the cats to attack. I think having that kind of split controls is a cool idea, but it can be very difficult to pull off. You need to focus on two things at once and both are time sensitive, but there's no penalty for either, so I just kept firing the cannon and spamming WASD, without paying any attention to the merging aspect. The art and audio were great, but I think the gameplay could do with some more polish. The idea of dual controls is ambitious, but not necessary doable for this type of game.
Apr 14 07:50:11 7m 11s Over Horde ♥ 1 I'm an obvious fan of screen shakes with guns. I used them in my game as well. 😄 I think you could have used the screen shake whenever the gun was fired and then had some different visual effect when something was hit. The gameplay itself is fairly simple and easy to get into, which is great! The simple visual style was also endearing.
Apr 14 07:55:13 5m 02s Crows ♥ 1 The visuals and audio were great, apart from that screech which genuinely hurt when I was playing this using headset. The game's mood was definitely among the best in LD50. I just wished the game could be a bit more interactive or at least more descriptive as I didn't even realise why Seda died. 😄
Apr 14 08:36:00 40m 47s Lumber Tracks ♥ 1 I lost the axe a couple of times, which made the game fairly difficult to play, but I loved the execution otherwise. The game's art and audio were also fantastic!
Apr 14 13:49:03 5h 13m Somnipathy ♥ 4 Well, this was definitely a unique kind of game. Like others have said, the look, sound and mood were great. I could have maybe used a bit more direction as to "what the goal was" as I got the idea that I was supposed to do stuff until I'd want to get to bed, and after 1000 points, I thought I would "finish the game" but there was no finishing it after all, so I let the "sleep demon"/"monster" drink my sanity away? I guess that's what it did? 😄 An enjoyable and well crafted game nonetheless!
Apr 14 13:57:22 8m 19s Bitboy ♥ 0 The intro at the start was a cool idea, but there should be a "skip button" as some players would just want to get straight into the game and those replaying it would likely want to skip it as well. I liked the visuals and it kind of resembled Fez feat. Canabalt to me, and the gameplay was responsive. I played the game twice. On the first time I got to ~4700 and the game just ended. I'm guessing the meteor hit? The next time around, I got to ~8300 and there simply wasn't a next platform. I don't know if it was by design or a bug, but I think these things should be accompanied with some more clues to let the player know what the cause was. 👍 As for the theme, I do agree that this fits the theme, but I would have liked the "delaying the inevitable" to be dependent on how I'm playing. For instance, the game could get faster and faster until I am no longer able to keep up, but if for some reason I could, then I'd like the game to keep playing. 😄
Apr 14 14:29:00 31m 38s Sweet Bedtime O' Mine ♥ 0 I think everyone can relate to being woken up early and how it feels like a fight. 😄 The alarm clocks might have been bugged, or maybe I was just too impatient, as they took certain amount of damage and then just laid there. After waiting some time, I ran into them and lost. If it was some delay mechanic, it could use a clearer indicator? The visuals and audio were cool, apart from as I'm writing this comment and I'm hearing the gameover sound looping in the back indefinitely. 😄 Oh, and one more idea, if your game is played entirely using the keyboard, then it'd be great if the menus worked using keyboard only as well, that way you wouldn't need to take one of your hands off to navigate.
Apr 14 21:47:00 7h 18m DeadFlame ♥ 0 Well, I died after the fire went out and the zombies kept on kicking me. I guess you can flog a dead horse! 😄 The audio, visuals and mood were thoroughly enjoyable. I think the fireplace mechanic could have used a bit more work. I died because the fireplace went out, but I think that should have had some type of "warmth mechanic" so that you wouldn't just die when the fire dies, but you would have needed to stay by the fire to keep warm. I'm also not sure where and how to get the firewood, so that's on me as well. Like @conroy said, my game and yours are somewhat each others 2D and 3D counterparts. 😄 Oh, and your fireplace mechanic reminds me of another older LD entry of mine. 😃
Apr 14 21:53:00 6m 00s Rifthoppers ♥ 0 The game was real cool. Seems like we had a similar idea of having a "last stand" type of game set inside a circular arena. 😄 The visuals and background music were great, and I really enjoyed the talent system. I would, however, implement some sort of mechanic to avoid selecting talents accidentally. Perhaps you could show a "level up!" indicator above the player and prompt them to press a key to select a new talent, and then you could have the player select the talent and press a different button to confirm it. I picked half of my talents by accident. 😅 On a final note, I'd have liked to see some more feedback from actually firing the gun and hitting enemies, perhaps some screen shakes or sound effects?