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Feedback comments for LD51
Fuse in a Bowl's games and stats for all events →
| Timestamp | Since previous | Game | Fuse in a Bowl's comment | |
|---|---|---|---|---|
| Oct 4 15:13:27 | Space Frontier | ♥ 2 | I really liked it! The art was great and it had some curve balls like the aggressive frog faction. I think it would be better with more feedback when you don't have the resources to trade with people/repair ships as I didn't understand why I was losing rep for a while. It would also be nice to influence who comes to your station, I was waiting on weapons way longer than anything else. It had a very positive mood in working together to build a station, and I always got a chuckle out of seeing the "I'm craaaaaazy" guy. Great job! 🙂 | |
| Oct 5 02:57:50 | 11h 44m | Junkyard Space Race | ♥ 1 | I liked the art style, very fun and wacky :) building your ships was great, I enjoyed tinkering until I started having the only ships that could make it to the end of the run |
| Oct 5 03:01:19 | 3m 29s | PULSAR | ♥ 6 | It's great, really liked the clear and simple art style. The audio feedback for about to lose a city is intense! It's great from a gameplay perspective, I really don't want to know what happens at the end. I started getting blue cities and I didn't know what to do with them, maybe some explanation would have been good there. Great job, had a good time with this one :) |
| Oct 5 03:06:09 | 4m 50s | Zombie Rush 3: Escalation | ♥ 3 | The switching music was fantastic and the weapons felt powerful, I think the sound and the knockback really sell them. The flamethrower feels like a bad roll, I struggled to live for those 10 seconds, maybe it could have a different purpose than low damage in a wide AoE? Or intentionally lean into the "bad roll" and give the player a longer warning window that they have to clear out enemies before getting a bad weapon and being on the run. This was very satisfying. Good job! |
| Oct 5 18:41:47 | 15h 35m | Nuclear Pulse | ♥ 1 | It's a sweet game! I got to round 21 with 100 survivors and died that round. I think it'd really shine with something on top of the dodging/shooting. The ship and the asteroids looked very nice, I think they'd look even better if you grounded them into a cohesive world using more particle effects, but more subtle than the nuke thrusters. |
| Oct 5 19:03:17 | 21m 30s | Solar Drift | ♥ 2 | I loved the art, the rotating sun and the lights felt very cool every time they came around. I would have liked to be able to jump the gap on the top floor when gravity's on and have a bit more control when it's off - I found myself waiting for the gravity change so I could go side to side more than once. Jumping also feels inconsistent, I think you can only jump on one frame in the idle/running animation, otherwise your input is ignored. This didn't get in the way of me enjoying the game though, I enjoyed hunting for things and especially liked the placement of the broken cable. |
| Oct 5 22:42:20 | 3h 39m | The Hardly Fair | ♥ 2 | It felt very cohesive for a minigame-collection, and I liked the mini puzzle the first time I got the balloon. I think writing your own player controller would go a long way to improving this, the physics (and in particular the player's friction) interrupted me a lot. |
| Oct 5 23:35:56 | 53m 36s | Singularity Protocol | ♥ 2 | Great survivors game, and I like the sci-fi theme. It also had a wider variety of upgrades than I was expecting, the first time I played I got basic stat upgrades (I got to level 30 in that run) but I played again and got the lasers, extra shots, and the shurikens offered. It would have been good to know those exist as options beforehand somehow, but it was fun enough without them for me to come back and find them organically. Also, I really like that you've got a web build, makes it much nicer to play when reviewing jam games. Good job all round! |