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Feedback comments for LD51
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| Timestamp | Since previous | Game | Defrag's comment | |
|---|---|---|---|---|
| Oct 3 23:59:43 | Impact-Effect | ♥ 1 | I instantly got the concept and it clearly has a good tie-in to the theme. The game felt very polished, and I thought that adding the upgrades was a nice unexpected touch. I couldn't really tell if there was a dominant strategy - I mostly just tried to move my hand in circles and hope that I didn't hit too many missiles. | |
| Oct 4 00:06:38 | 6m 55s | Super Auto Crusaders | ♥ 4 | The 10 second battles were great. I don't know that I always had much of a strategy, but after thinking about some of the upgrades, perhaps there is more to it than just sending my guys into the fray in the default start up. The one were the knight could teleport to the back seemed like an interesting one to stir up the enemy presentation. I really liked the idea that I was being pitted against other players' configurations. However, is it taking into account their upgrades? |
| Oct 4 00:17:01 | 10m 23s | Pressure: Force Over Area | ♥ 2 | I liked the concept, but in practice, I had a hard time keeping track of what was happening. Perhaps some kind of nav marker or radar ping for when an enemy was detected, or at least where the fire was coming from. I felt like hitting the enemies was a little bit too hard for me. The heartbeat as timer ran down was a really thematic touch. The level design seemed a little haphazard as well, but it gave me the feeling that I was carefully picking my way through enemy territory. Impressive splash screen graphics for LD - was that an AI? |
| Oct 4 01:07:20 | 50m 19s | Tempo traveller | ♥ 2 | While I am not a musical savant, I had a hard time hitting the beat consistenly without looking at the falling beats on the far right. Unfortunately, that meant that I sometimes ended up just running into a stone over and over again. It was really hard to split my attention successfully. I think hitting the beat is a neat concept, but there probably needs to be a little more grace given to the player, especially early on. Maybe there could be some kind of other penalty instead of forcing a game over after only a couple mistakes. |
| Oct 4 22:34:58 | 21h 27m | mood swing simulator | ♥ 1 | Pac-man-like level design made it easy to instantly get what was going on, but then I realized how the shooting element worked. I liked the fact that your ammo count is directly tied to to your accuracy when shooting. The 2d-gameplay-with-3d-models seemed unique. From a pacing perspective, I thought that the timescale could have been increased a slight amount, but I can see how the slower pace may have been a design decision to go along with the point of the game. |
| Oct 4 23:20:48 | 45m 50s | Spellthief | ♥ 0 | Nice work on the art everywhere - great job turning that out in 72 hours. I played this for a second session a bit more, and managed to get to see the security guards. I how you used the parry mechanic to connect to the magic bolt mechanic, and you did a good job introducing the concept over time. My main critique was that it took just a little too long between reattempts on a level, especially given how often I was dying. I'd rather instantly respawn in a new level than watch the cinematic fade-in/fade-out. |
| Oct 4 23:30:07 | 9m 19s | Swappy Bot | ♥ 0 | The scope for this seems really high for a 72-hr game - nice work. Couple observations: On the conveyor belt level, I spent a while waiting for the black lasers to turn off, before eventually figuring out how to actually beat it - a different model or graphic to make them fundamentally different than the blue/red lasers might have helped those that didn't read (like me). Also, I thought the game was broken at first on the level where red and blue things alternate being active. |
| Oct 4 23:45:29 | 15m 22s | Sally's Scribbles | ♥ 2 | WOW! This is definitely the most innovative and fun jam game I've seen so far - very nice idea and execution was on point. Like others have pointed out, the actual grading seemed a bit too lenient, but I liked to pretend that maybe Sally is more of a Jackson Pollock sort of artist, and doesn't need to worry about form all that much. I read your entry on how the grading was done, and I thought your approach was a good one to roll out in just a 72 hours. For a jam, I'm really, really impressed with this. I'd like to give it a try on mobile if the grading could be tightened up a bit for those that want that added pressure. |
| Oct 5 00:01:19 | 15m 50s | Potat-OS | ♥ 6 | Clever take on the theme. I like the different mini-games; hopefully it was fun spitballing different ideas. It took me a moment to realize that the name of the panels/games was actually a bit of hint. |
| Oct 5 00:07:45 | 6m 26s | The Spacetime Contraption | ♥ 1 | Escape room, but with only 10seconds :). This actually reminded a little bit of an old flash game called Hapland. I found myself just clicking on everything trying to get something to happen. I noticed later that the console in the middle would give me feedback, but it wasn't always fully visible depending on where I was in the room. Good job. One note: the audio was coming through heavily distorted on my old Acer tower running Chrome on Windows 10. Probably just my machine, but wanted you to know. |
| Oct 5 00:17:46 | 10m 01s | A Space Polka in Ten Parts | ♥ 1 | Game jam music often makes me want to mute the game, but not here. I'm still humming the tune. Gameplay was simple, and you did a good job using colors in multiple places to reinforce things. I didn't ever figure out which bar was the important one, although I saw later in the comments that it was the purple one. It looks like you stayed with default Unity sliders due to time constraints (I'm assuming) - that might have been something to prioritize a bit higher to complete the overall polished look you have here. Great entry! |
| Oct 5 00:25:20 | 7m 34s | Rabbit Simulator | ♥ 1 | Different than what I was expecting, so nice work there. What did you develop this in? |
| Oct 5 00:42:17 | 16m 57s | Come Shell or High Water | ♥ 3 | Great 3d puzzle platformer, which seems like big bite for a 72-hour jam. Very nice execution on that. I didn't quite grasp the connection to the theme right away, but I later realized that the watery bubbles coming up was not based on my position, but rather on the time elapsing. Really nice tutorial too, and I really, really liked the fact that I it looks like I could have just gone 'backwards' to skip the tutorial. Skipping tutorials is a nice feature. |
| Oct 5 01:39:51 | 57m 34s | Sleepcheckers | ♥ 1 | Spooky vibe! This was a novel concept for me, and it felt like a right-sized experience for a LD jam entry. Great job evoking an entirely unique world/vibe/setting in just a few lines of code, the creepy sleepchecker, and the music. My only complaint was that I'd pop out of bed a split second too soon sometimes. Maybe at a little grace if players don't get in bed at exactly the right time. Also, thematically-speaking, how does anybody get anything done in this world?? Thanks for making this! |
| Oct 5 01:53:41 | 13m 50s | 10-Second Magic Artist | ♥ 1 | I thought it was remarkable how well the AI-version matched parts of some images but then also could really mess up on other parts. This was a good demo of the capabilities of AI-generated art. I didn't realize that an AI piece could be generated so quickly. |
| Oct 5 02:01:20 | 7m 39s | Cat.exe | ♥ 3 | The older computer OS setting was a flavorful touch. The clippy-style tutorial giving me types right when they were relevant was also great. The gameplay itself was a little on the unforgiving side; my tip would be to implement some kind of drop shadow anytime a player ever has to do a jump puzzle. It can be just too hard trying to judge a landing spot when looking from a non-cardinal direction if you don't have that cue. Overall, great project. BTW, how the heck did you guys manage to coordinate efforts on a team so big? I only worked with one other person and that was tough! Kudos just for gathering so many minds into one idea for a 72-hour game jam! |
| Oct 5 11:56:52 | 9h 55m | Before the Tide | ♥ 1 | Clever idea and mechanics. This felt like a museum or art piece. I like the idea of this tiny, ephemeral shared space with other humans. You get to make whatever connection you feel like making in the 20-30 seconds you have to communicate an idea. Very nice non-traditional jam entry! |
| Oct 5 21:03:28 | 9h 06m | HURTEC | ♥ 2 | Interesting combination of mobility, mashing buttons, and shooting cotton balls(?). I like that I had some control over the projectiles by powering them up, but it took me a little while to figure that I was supposed to repeatedly hit the buttons to charge them up. I eventually got to a level where I seemed to be out of ammo, but I couldn't figure out how to reload. I also don't think I really understood how to use LMB/RMB to heal myself - maybe that would have reloaded my ammo? |
| Oct 5 21:09:43 | 6m 15s | 10 seconds from hell | ♥ 1 | Hey, congrats on getting a team together and finishing a jam! I appreciated the enemy artwork. Making a 3d game for 72-hour jam is pretty ambitious, so nice work on aiming high. |
| Oct 5 21:15:02 | 5m 19s | Space Frontier | ♥ 1 | I struggled to understand where to send the ships at first, so perhaps a more evocative or simple dock would have helped. Eventually I saw where to send them and things got better. I like the idea of running a space station, especially with the complexity of trying to balance/appease various alien factions. Ambitious game, but I think I needed a bit more hand-holding to really appreciate the strategy. Overall though, I had fun playing! |
| Oct 6 12:25:37 | 15h 10m | Work Hard Game Harder | ♥ 2 | I like the nested games - trying to beat the inner game while also trying to not lose the outer game was tough! I kept finding that I had died upon going back to the inner/space game. Perhaps I was just unlucky to get hit while I was away, or maybe I was away too long? I wish I had stayed alive a little longer between runs. Otherwise it seems like the strategy to beat my coworkers was to just play through multiple strikes. Good concept, good execution. |
| Oct 6 12:34:04 | 8m 27s | Every Ten Seconds Counts | ♥ 1 | Unique submission. I managed to beat it after only losing two times early on. I had a little trouble visualing exactly where the guard was, but I appreciate that I had the timer to theoretically use for planning my escape. I think this would have made for an interesting longer-form text adventure. As it was, once I was in the building, I just was able to explore largely empty room. There didn't seem to be quite as much challenge once inside. Nice execution of your idea! |
| Oct 6 23:46:48 | 11h 12m | EPOCH | ♥ 2 | Really nice aesthetic. I played the jam version, and got spent a few cycles stuck, unable to heal any bugs. It looks like you addressed that in a post-jam version, however. Fixing the bugs didn't seem all that difficult, once I got to them - it seemed all I had to do was find the answer that had 'int' whenever it asked for an 'int'. Were the bugs supposed to become more complex or difficult over time? |
| Oct 12 21:12:11 | 141h 25m | The Well | ♥ 0 | I didn't have a sense of spatial awareness as I explored the maze. Were any of the 10 second sessions actually portions of the same maze? I thought this was a nice foundation for a moody RPG, especially with the thematic music and lighting. I also have some of the same feedback that it looks like other folks already listed (enemies too tough, blackout a little too long). |
| Oct 12 21:27:50 | 15m 39s | Descender | ♥ 2 | I like what you did with this idea. I enjoyed the undersea exploration - it reminded me a bit of Ecco the Dolphin. The 10 seconds of breath coupled with the tight camera space made it a little stressful to explore the level, which hopefully what you were going for. I'd like to think that I could hold my breath a little longer than that, but I get that you were going with the theme there! Nice submission! @faust-mi I totally got this vibe when I was playing. Unfortunately, I remember getting really frustrated with that level growing up. |
| Oct 16 21:03:38 | 95h 35m | Graveyard Scramble | ♥ 1 | Neat little entry. I didn't make it too far on the three tries I had, but I get that the 'fire every 10 seconds' is part of the theme. I'm not too good at dodging undead, it seems. I laughed at the "press x to Undie" instruction. |
| Oct 18 11:52:47 | 38h 49m | Polyhedron | ♥ 2 | This felt very finished to me, at least through where I stopped at level 40-ish. Like others had observed, I didn't really get to enjoy the visuals once the arrows absorbed all my attention. I like how the difficulty ramped up - it kept things from getting stale. Was there any connection between the pattern generated and the visuals shown to the player? |
| Oct 18 21:56:52 | 10h 04m | A Little Bit Of Everything | ♥ 1 | Pretty easy game to get the hang of, and fun to work through a few times. I didn't appreciate that I lost when I ran off the screen, but there wasn't much of a time loss. Nice work on coming up with the different mini-games. Unrelated, I just saw your Signals game on Itch. It looks like you have the mini-games-bundle approach nailed down! |
| Oct 19 10:30:54 | 12h 34m | Rocket Madness | ♥ 1 | You asked in a post about the audio - I liked the tune in general, and I liked the artstyle, but I don't know that they were a perfect mesh for me. The music seems a little downbeat for what became pretty frantic clicking for me pretty quickly. Regarding the game itself, I felt like I understand the core conceit pretty quickly. I kind of enjoyed the mental load of trying to think which way I wanted a rocket to go and then parsing that into either a left or right click. Not always easy, especially under a time crunch with a rocket going in a direction other than away from me. Nice work! |