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Feedback comments for LD51
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| Timestamp | Since previous | Game | adhesion's comment | |
|---|---|---|---|---|
| Oct 5 02:28:02 | Gravity Blocks | ♥ 2 | Cool game - solid concept/use of the theme and pretty satisfying to play. Nice use of tutorial text and good difficulty progression too. Controls were pretty good although the movement speed/acceleration was a little slippery IMO, took a bit of getting used to. Could use some more sound effects potentially - double jump, the big spiky blocks smashing, and it might be helpful to have a warning for before the gravity shifts, I got caught off guard a lot when that happened. I did seemingly get stuck on the edge of a block one time too, not sure how that happened. Still a pretty fun experience overall, nice work! | |
| Oct 5 02:40:27 | 12m 25s | Backlight | ♥ 0 | Nice, I like the graphical style & vibe. Would be better if the gameplay was more responsive though - it's hard to tell when your attacks are available again without an indication (I saw the player color change once but never again?) and enemies don't react on a single sword slash, which makes it hard to tell if it actually did anything - then they die before the 2nd swing animation reaches them, since presumably the hitbox appears immmediately. (Maybe make a faster slash animation?) Also the hitbox for the burst seemed to be bigger than the animation as well. Didn't seem to be much of a difficulty progression either - since there weren't too many enemies I never had a real reason to use the dash. Controls were fine but a little awkward since everything was on one hand - gamepad support would be great to have here. Still congrats on making a game, nice work! |
| Oct 7 04:22:39 | 49h 42m | Busy Tracks | ♥ 1 | Interesting concept! I like the graphical style a lot too. Quite impressive as a simulator but it's a bit weird to actually play in practice - the track layout is quite complex and a bit overwhelming to comprehend/make a mental model of as a first-time player, like it's not clear which direction trains "should" be traveling on or how to plan that out (also which side/direction the signals correspond to). I also was a bit confused at first since you apparently need to go all the way to the tunnels to let any more trains through past the first one, which took me a bit to figure out, I thought the game was bugged at first. Also the camera control, while totally functional, was a little frustrating since you couldn't change the vertical angle and the movement was fairly slow (ie, it took a long time to go from looking at the tunnels to looking at the station). Some potential improvements might be to have an indicator of when a train is waiting to come in at a tunnel (via a sound maybe) and maybe even have a series of different levels that start with a simpler station/track layout to help players ease into the game. I also found the click&drag menu for signals to be a little awkward, I might have preferred single click to open a menu & another click to change signal state or cancel. Still this could be a really cool simulator with some more structure & guidance for the player. Nice work! |
| Oct 10 19:49:00 | 87h 26m | Time to master | ♥ 0 | Great concept and the music is really good too, though ultimately it feels too difficult which maybe obscures the point a bit too much. The game doesn't really teach you the timing very well before throwing distractions at you, so at that point getting 3 in a row is basically impossible. Maybe it's more of a meta-commentary on spending too much of your time on difficult games :P Still an interesting experience though, nice work. |
| Oct 12 02:42:10 | 30h 53m | AntsAntsAnts | ♥ 1 | Cool concept! Was definitely an interesting challenge to try and juggle scouting/resource collection/defense and figure out the right mix of units. Ultimately it was a bit too difficult though - did a couple attempts and only survived for a few minutes each time. Seems like the upkeep cost is really high compared to how close/plentiful/defended the resources are - the queen starved pretty quickly and I never had nearly enough spare food to do any of the upgrades. Also I found the controls to be a bit finicky, I would have a preferred a normal drag select you can do without having to click on a unit first - plus I sometimes got stuck with a bunch of units selected that I didn't want selected since I seemingly couldn't single click on empty space to reset selection. I also really wanted to use the number keys to select the next unit type as well. Still a solid foundation though, could be quite fun with some tweaks. Nice work! |
| Oct 12 03:09:30 | 27m 20s | ITTTNOALTSFATWWAMPTJBANCKSUE10S! | ♥ 1 | Great concept! It was a bit frustrating at first (I was going to complain that the 10 second timer was too fast for this sort of gameplay) but a few minutes in I got used to it and it wasn't too difficult after that - the drinks feel simple enough that you can get the hang of making them fairly quickly (though I never quite got to the point of memorizing the recipes). The lecture was somehow both boring and weirdly compelling at the same time :P A bit hard to tell how detailed I was supposed to go on the notes but it worked out well enough in the end. Got 100% satisfaction and 11/12 on the test. As said previously some sound effects would have helped the experience a bit. All in all I love working at the guilty gear cafe, Birthday Train best drink/song don't @ me edit: now I'm disappointed this isn't a bakery where you sell Magnolia Eclairs |
| Oct 14 03:39:30 | 48h 30m | Wait a sec | ♥ 1 | Nice - I feel like everybody had the idea of "do a bunch of warioware minigames in 10 seconds" but you actually did the damn thing! Generally pretty fun (and I really like the simple controls + keys displayed before each game) but the difficulty is a bit all over the place, a bunch of games are trivially easy and others are pretty hard to understand at first glance - no idea how to do sort the food, and put away the toys felt really weird to control. Also I had pet the kitty get stuck which was frustrating. Since you start over from the beginning on a loss and the more trivial games aren't super fun I didn't bother to try to finish the whole game, though I feel like I probably saw all the minigames across the few attempts I did. Might have been better to either let the player continue or have something like a lives system. Still super impressive to have made all these minigames, nice work! |
| Oct 17 20:00:07 | 88h 20m | Patched | ♥ 1 | Great concept, though the patch mechanic felt a little bit underused. The only patch changes I actually felt were the gun stats - would have been cool to see more radical changes in things like the environment or enemy behavior. Shooting felt fairly good for the most part though was missing some sound effects that would have made the game feel more complete (reload, enemy shot, footsteps, maybe a sound when you try to fire when out of ammo). Level design is interesting and extensive but ultimately a bit undirected, there were only a couple times where I felt like I had a clear goal of where to go to that ended in a boss - aside from that it felt like I was wandering around mostly empty spaces. Ended up killing 3 bosses and seemingly looped back to the beginning, wasn't sure if that was the actual end though. Bonus points for the voice clips too! |
| Oct 17 20:12:22 | 12m 15s | Alien Cattle Rustlers | ♥ 2 | Nice concept! I love the voice synthesizer vibe in the audio, though the overall audio experience feels a little bit sparse. Gamepad controls worked quite well for me (though it needs support for start button/enter), but the gameplay was a bit frustrating at times - since your hitbox was a bit small it felt "slippery" like it was difficult to push the cows all the way to the middle in one go. The holler seemed to have a fairly random effect on cow movement (too risky) so I basically never used it. Also a bit annoying that the cows would wander back out of the circle after all the effort to put them there. Cow spawn rate seemed a bit high as well, things got out of control fairly quickly in all my attempts. My best score after a few attempts was 10. Nice work! |
| Oct 17 21:15:57 | 1h 03m | BDSM | ♥ 0 | Interesting concept, though pretty difficult to understand & play in practice. I was able to buy land and fulfill those orders but emptying/destroying the buildings was a bit confusing since I didn't really understand the other icons, plus you don't necessarily need to destroy stuff until you get deeper into the game. The 10 second timer is pretty brutal as well. "Downtown" also felt a bit synonymous with "center" so that confused me for a bit. Map was kinda hard to read/interact with once you put a bunch of buildings down, so in retrospect I probably should have tried to destroy more buildings just to alleviate that, but that wasn't super obvious at the time. I liked the graphical style & audio though. Nice work! |