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Feedback comments for LD51
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| Timestamp | Since previous | Game | Bogden's comment | |
|---|---|---|---|---|
| Oct 4 01:27:26 | Time To Live: 10 | ♥ 1 | The concept is really cool, but the execution is a bit rough. Getting stuck on surfaces was frustrating, but my biggest gripe was the inability to end the cycle early and move on to set the moves for the next cube. Was especially frustrating when the 3rd cube was introduced. Enjoyed the puzzle designs, but they were definitely a bit execution heavy even after the solution was figured out. Just a few quality of life improvements and you're on the way to a really great game! | |
| Oct 4 02:33:55 | 1h 06m | HELLSTREAM DX | ♥ 1 | Fun game! Feels like it needs a little bit more content/scaling to make sure the game ends, but really great stuff you've got so far! Really love the idea of picking the upgrades for the enemies, but there's definitely a couple that you can just abusive and dump all of your upgrades into. Was enjoying myself enough that I got all the way up to -105% reload just to see what would happen though! hellstream dx screenshot.png |
| Oct 4 04:47:09 | 2h 13m | Reboot | ♥ 1 | This game is so insanely cool! Would loooooooove to see this concept expanded into a larger game, maybe with a series of levels/worlds. Only critique is that the final button puzzle was a _little_ too clever for its own good. Great job! |
| Oct 4 09:25:04 | 4h 37m | Blind Jump | ♥ 2 | Y'all are really onto something incredible here. I can see some amazing potential for this concept. It's just a jam, so understandably didn't have time to do a lot of interactive tutorials or anything, but if you build out a much more robust gradual onboarding to the game, this has some real commercial potential. Other main gripe would be the platformer physics. Gravity feels too high and as a result the jump feels too quick. Even when editing a run, I ran into a single width spike multiple times by either jumping slightly too early or too late. The window for timings should probably be forgiving enough that players with full visuals should be able to execute correctly 95%+ of the time. Would love to see more innovative implications of the replay vs recording modes, with lots of interesting mechanics. What happens if there's something that isn't affected by the replay/record? How about elements of the map that are only visible and/or interactable during one mode or the other? Keep up the good stuff! |
| Oct 4 10:17:10 | 52m 06s | Gravity Crush | ♥ 1 | Screenshot 2022-10-04 031542.png I got way too carried away with this game. It's so repetitive, but I couldn't put it down! Eventually I just called it quits at floor -105, but I had to AFK for 7 whole floors for the enemies to churn through my many, many, many kevlar vests. Good work! Would love to see this fleshed out with more content, boss battles, and a proper ending! And then doing it all over again with different difficulties and challenge modes ;) |
| Oct 4 23:28:12 | 13h 11m | Button Masher | ♥ 1 | Really hilarious entry, but +1 to nardandas's comments about wanting some more feedback about what I was doing well or poorly. Maybe that was the point to make it ambiguous and have misleading announcements, but if so, that wasn't clear either. Particularly enjoyed the announcer sound effects. Just kept waiting to see what would surprise or mislead me next! |
| Oct 5 20:34:06 | 21h 05m | BeaT-Rex | ♥ 2 | beatrex.png This game is SO good. What an amazing variation on the Vampire Survivors core loop! Y'all are really on to something here. I think if you keep working on this you could have a huge indie hit on your hands. Love love love how each zone has its own music, and each weapon plays its own instrument. Wonder what it would be like with additional mechanics like passive items, or the ability to customize when your attacks fire off in the sequence. A player could even make their sequence of attacks _sound_ the way they want it to, ignoring the strategic placement of things! Oh man and you could then export the sequence at the end to your hall of fame to play back another time. The possibilities are endless... Please keep working on this! Had to call it quits after 171 rooms since the scaling never caught up to me, but that's just a minor balancing and content thing. |
| Oct 6 07:38:07 | 11h 04m | Cubical Mayhem | ♥ 2 | Wow, what a cool concept! Love the idea of having relative positioning matter on a rubik's cube you can't control. Could see a lot of cool games arise out of that core concept, very nicely done! Wonder if there's any other games that use that same premise... |
| Oct 7 03:36:23 | 19h 58m | Tense Conds | ♥ 2 | tense conds Woohoo! 4 digits baybeeeeee |
| Oct 7 18:59:34 | 15h 23m | Tempo Timer! | ♥ 0 | Nice job on this one, reminds me a lot of my own game! |
| Oct 11 06:33:33 | 83h 33m | Beat Survivor | ♥ 1 | Interesting concept! I think the premise of "Vampire Survivors + Rhythm" is excellent, really curious about how that premise would look with a couple of different designs! There's a lot of different directions you could go with just that tagline! |
| Oct 19 21:45:06 | 207h 11m | My 1st Game: Water Ball Challenge 10S | ♥ 1 | This is really, really, really good for your very first game! Well done! |
| Oct 20 22:20:29 | 24h 35m | Floppy Fish | ♥ 2 | Love the physics controls y'all landed on. The art and audio are really awesome too! From a gameplay perspective though, I think it would have been really interesting to use this same base to create a game based on fish acrobatics, rather than collecting some parts and delivering them to a single point. Like @druvsaft mentioned, the game is mostly just sitting around and waiting for parts to come by. What you have is a fun physics simulation, but it just needs a layer of gameplay on top of that. Well done on the execution though! |
| Oct 20 22:28:05 | 7m 36s | TeleSpy | ♥ 2 | Really cool entry, y'all landed on a really solid and interesting mechanic. Would love to see the boundaries pushed a bit, but loved some of the level designs, particularly the 2nd to last one which made it abundantly clear that you had to use your teleportation power in certain ways that distinguished the game from other similar stealth games. Small UI note, but it would have been nice to be able to more accurately tell when the teleport was about to go off. Maybe it was an intentional decision to not make it clear, but personally found it to be more frustrating than an enjoyable challenge. |
| Oct 21 23:00:05 | 24h 32m | Crab Game 2: The Craboratory | ♥ 0 | Fun game, quite challenging though! Wish you restarted at the beginning of a level rather than the beginning of the game. All in all, wishing there were a few more unique aspects to the game in terms of gameplay and mechanics. This type of top-down 2d shooter has been done many times before, so would loved to have seen some unique twists on the genre that would help put your game apart from others. |
| Oct 21 23:37:57 | 37m 52s | Cat-Livery!(Cat Delivery) | ♥ 1 | Web build isn't working for me, same error as @lincolnsalles |
| Oct 24 19:42:20 | 68h 04m | Bunny is going places | ♥ 1 | Cute, fun, and great story! Loved the presentation, but not sure how I feel about the core gameplay, haha. Great entry nonetheless, well deserved top 10 in humor! |