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Feedback comments for LD51
Aquanim's games and stats for all events →
| Timestamp | Since previous | Game | Aquanim's comment | |
|---|---|---|---|---|
| Oct 4 09:09:43 | NIMBOSTRATUS | ♥ 1 | Definitely digging the graphics style. Reminds me of playing Hexen back in the day. You're not kidding about this being hard. I'd have liked to have a tiny bit more margin of error in terms of dealing with the enemies so as to be able to focus a little more on the platforming aspect. My technique could probably be improved, though. | |
| Oct 4 09:37:47 | 28m 04s | Alice In Ten Seconds | ♥ 1 | This game is certainly an experience. Not sure if getting stuck in a "loop" on the last level was intended or not, but either way the game does give you enough of a clue as to how to actually progress, so if it is meant to be a bit confusing but not too much then you hit the mark. (If it's just a bug then, well, happy accident I guess?) |
| Oct 4 09:59:32 | 21m 45s | Kairos Station Evac | ♥ 4 | Neat concept, and each new game element is introduced at a quick enough pace to keep the game fresh without being overwhelming. Definitely appreciate being able to see what each button is connected to in the planning stage. In a couple of missions it felt like one or two crew members could just walk to an escape pod and leave on their own without really being involved in the larger puzzle. Overall the level design is pretty solid though, the last couple are reasonably challenging. |
| Oct 4 10:48:58 | 49m 26s | Cybermachine | ♥ 2 | I certainly hope the pistol is a feature :p Have to agree that rolling energy drink > medpack > medpack at the beginning of my first run left me pretty perplexed as to what I was supposed to do in the game. When I finally got some guns they all felt pretty interesting and different though, so good job there. |
| Oct 4 11:18:39 | 29m 41s | Timeslime | ♥ 1 | Very solid idea and execution. Definitely feels like a game one could put quite a bit of time into and keep getting meaningfully better. On one occasion I had two enemies spawn on top of one another, followed by them both shooting and destroying each other. Might be nice to be able to see where the next enemy is going to spawn so one can plan ahead a bit. But maybe that would make it too easy. |
| Oct 4 12:16:28 | 57m 49s | Backlight | ♥ 0 | Would be nice if there were a clearer indication of when your weapons have become available again. Still fun though :) |
| Oct 5 01:34:33 | 13h 18m | UAO?P | ♥ 3 | Definitely appreciate how clear and clean the visuals are in the context of having to (sometimes) make a lot of decisions quickly. |
| Oct 5 02:18:40 | 44m 07s | RADARE | ♥ 2 | Definitely enjoying the minimialist aesthetic of the art and gameplay working together - and despite being simple the gameplay is quite compelling. I figured out that the enemies stay in the same place, but didn't realise that the dark square could ignore bullets. I think having to remember where the enemies are, rather than having a persistent visual indication, makes the game more challenging and fun. Maybe there is a way to convey that the enemies are persistent without drawing them on the light side. |
| Oct 5 03:08:55 | 50m 15s | Curse of Satella | ♥ 1 | Definitely enjoyed the variety in enemy designs requiring different tactics to defeat. It seemed like there was a lot introduced in the second level and not as much in the third (at least on medium difficulty), but overall the introduction of interesting new stuff was at a reasonable rate. |
| Oct 5 11:22:35 | 8h 13m | Dodgex | ♥ 1 | Starts a little slow but definitely fun when the game gets going. |
| Oct 5 11:56:08 | 33m 33s | Phase Snake | ♥ 1 | Nice enemy variety; I found the bullet guys by far the most difficult to deal with. Would be nice to have an endless mode at the end where you see how long you can make your snake, rather than ending at a certain length. Still quite fun as it is. |
| Oct 5 12:28:29 | 32m 21s | Under Pressure | ♥ 3 | I found there were some cases where I expected enemies to aggro onto me, red vision cone and what not, but they just stood around and didn't chase me. Maybe had something to do with failing and restarting the final level a few times? Anyway, fun concept and very well executed in terms of visuals and gameplay. |