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Feedback comments for LD51
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| Timestamp | Since previous | Game | JRevel's comment | |
|---|---|---|---|---|
| Oct 4 16:13:14 | Retention Ink | ♥ 3 | Simple but fun game ! I think I never saw a game like this controlled with the mouse, it works surprisingly well ! I think the pen are a bit bugged, they never managed to touch me even when I tried to get killed on purpose. But that's not a big deal, I found it fun to wander around and eat everything I could. The second mode is even more fun, the speed makes it just hard enough to control to give challenge without being frustrating. Well done ! | |
| Oct 4 16:21:50 | 8m 36s | 10 Snekonds | ♥ 2 | The game is really interesting, but it seems that the dash is not always registered, leading to defeats when I try to attack the weakpoints. That was a bit frustrating, but I really find the concept and the take on the theme interesting, so I might play the post jam version if one appears ! |
| Oct 4 16:49:57 | 28m 07s | Spooky Glitch | ♥ 7 | Cool game, with a lot of content ! I always find it tricky to do minigame compilations for jams, because it splits the work into a lot of different tasks, so you can't give the same polish to everything. I have seen a lot of teams do it because it seems easy to do, but fail because it actually requires a lot more work than making a single gameplay. But you did it pretty well, so well done ! |
| Oct 4 16:51:02 | 1m 05s | Bygone Melodies | ♥ 2 | That was great ! The rhythm gameplay is well made, and the charming story makes it really shine ! The art style is cute as hell, and using the body of the character as and indication for the notes to play is really clever ! I found the first song harder than the rest, I think it is actually harder to be precise at slow tempos. |
| Oct 5 08:44:08 | 15h 53m | TENSEC tactics | ♥ 0 | Cool game ! I think it has potential, it is already pretty fun, and it could become really cool by giving a bit more options to the player ! I think currently having only one card every 10 seconds is a bit limiting. Well done ! |
| Oct 5 10:22:02 | 1h 37m | UMBRELLA REVENGE | ♥ 3 | As other said, the game is really beautiful, but also very frustrating. And I don't think it's a question of mechanics or platformer physics, but more of level design. I mean, there are some flaws to the physics, like the double jump could be improved, but it's something the level design should compensate, by giving you challenges that are fun to tackle with the existing game mechanics. Here, you ask for a lot more precision than the character has. The levels would be really fun to play in a tight platformer game like super meat boy, but the umbrella has quite poor air control, and the walljump is hard to pull off. I may sound a little harsh, but this flaw is really ruining the experience, that would be simply amazing without it. The art style is great, the storytelling is really cool and the gameplay is pretty smooth. That kind of game is my jam, and you seem to have a lot of talent, so learn a bit of level design, and you'll make wonders ! |
| Oct 5 10:39:50 | 17m 48s | 10-Second Magic Artist | ♥ 0 | The concept is really clever ! There is a debate about wether ai should be allowed to create assets for games in jams, but this use is so creative and should not raise any debate. Well done ! The only thing I found a bit annoying with this game is that 10 seconds is not a lot to draw anything, and it takes a while to understand what drawing tools you have at your disposal, so I did'nt see instructions changing at first. Maybe making it glow or change in size at the end of the 10 seconds would help make them noticable. |
| Oct 5 12:53:04 | 2h 13m | Life Passes You By | ♥ 2 | It's quite a moving experience ! I love the concept, it creates a lot of emotion without telling an especially sad story, it's really well made ! However I found it really hard to keep up the pace, I sometimes didn't even have the time to read the description of events. I also think it lacked a bit of feedback to show your choice has been taken into account, currently the "do nothing" timer keeps going down even when an option has been selected. It's not really a big deal, but it does not help getting in the mood the game tries to convey. |
| Oct 5 15:54:05 | 3h 01m | [X-ED OUT] | ♥ 2 | Really fun ! I like a lot the idea of having limited time to grab coins, it adds a depth of strategy to the game. Well done ! |
| Oct 6 00:02:38 | 8h 08m | Acid Rain | ♥ 1 | Scifi duuuude ! I love this little guy. Please make more games about him, and his intriguing brown bananas ! I want to know everything about him ! |
| Oct 6 00:17:34 | 14m 56s | Clique Hell High | ♥ 4 | The concept is interesting, having to switch between dodging and catching things depending on the character on the screen is a fun challenge ! I would like to have a bit more feedback on when the switch will happen though, because I often got caught offguard while I tried to get some heal. |
| Oct 6 00:21:58 | 4m 24s | Dichotomy | ♥ 2 | Unfortunately, I can't run the game on my PC, it starts playing a sound, and then crashes before displaying anything. I will try to run it on another machine tomorrow. I can give you more info on my pc if you think it can help |
| Oct 7 17:18:18 | 40h 56m | Into the Color Dementia | ♥ 0 | I'm not sure I understand what to do... There seems to be many mechanics implemented, but it seems that something is missing to make them work together. I suppose you didn't manage to finish it on time ? |
| Oct 7 20:05:38 | 2h 47m | Home R.I.P.airs | ♥ 1 | cool idea, with pretty good graphics ! I think it has a solid base that you could expand in the future, but I found that a few things could be changed to increase drastically the fun the game provides : - having to spam a button to repair things is not really fun, I would like to be able to let the key pressed and wait for a bit - it is not clear that the ghost slows you down, making it a bit more drastic would help the player that did not read carefully instructions (I'm guilty of that, sorry, but I know I'm not the only one) - It's too bad that the salt is usable only on one door, I would have liked to use it a bit more. - The sound is a bit annoying, especially the one from the TV. It's mostly a problem of mix I think. - Generally, the game lack a bit of feedback. The rule is : whenever you interact with something, there should be a feedback, with a sound and a visual cue, wether it's a particle effect, a change of color on one of the object, etc. From my experience I can tell that there is never enough feedback, and it's what make the game concept shine. |
| Oct 7 20:51:12 | 45m 34s | Burger Rush | ♥ 1 | It's not a cooking game, it's a typing game ! Really interesting concept, with a great execution. I find interesting how ingredients appear one after the other, but not always in the same order. The only thing I think could be improved is the feedback when a new ingredient appears. That was really fun to play, I tried it a few time and got to $92 ! I like how frantic it becomes after some time. |
| Oct 7 22:17:19 | 1h 26m | Speed Dating for Misfits | ♥ 1 | Fun game and great writing ! The only thing I found a bit annoying is the timer, that needed to follow the theme I guess, but was way too fast to let me read properly. So when I discovered it was possible to pause it, I used it quite a lot, which maybe made the game too easy (I matched with almost everyone), but at least let me enjoy the dialogues properly. Well done, it's quite different from what you usually do but it's still great ! |
| Oct 10 16:32:59 | 66h 15m | The book of time magic | ♥ 1 | This is a good use of the theme ! I like how the 10 seconds theme imposes a pace that is slow enough to allow puzzle game mechanics to work with a gameplay that is more action based. I would have liked the mechanics to be a bit better explained, because I did not understand anything before I watched the comment section and discovered that the colored rectangled could be drag&dropped. It should either be explained in a tutorial or there should be feedback on hover, to show that they are interactable. Other than that, cool game, I liked it ! |
| Oct 11 12:17:07 | 19h 44m | BARRAGE | ♥ 3 | I love this kind of fast management games ! And the execution is flawless ! I like how everything in the game is minimalistic yet really well polished. Great job ! |
| Oct 12 09:54:22 | 21h 37m | Panopticon | ♥ 1 | The concept is pretty cool, the art even though it's simple works really well. But I think it's way more frustrating that it could be, because of a combination of multiple things : - There is no feedback to indicate that the eye will open - The attack from the eye is absolutely unforgiving : the character hurtbox is huge and if any pixel get near you, it's game over - Some particle seem to cross walls sometimes, causing unavoidable deaths - The limited ammo mechanic combined with the fact that traces disappear over time make that you can never see properly where covers are All those points made the game way too hard, it felt to me that the only viable strategy was to run to try and find the exit as soon as possible, and hope that a wall will block enough attacks to protect me. But I still liked the game, it has potential ! |
| Oct 13 12:28:55 | 26h 34m | Ten Sec Dread | ♥ 1 | Very cool graphics, and an interesting destruction mechanic ! The heart is just gorgeous (in a disgusting way xD) On the gameplay side, I think it is fun, but it could be improved with a few things : - I found the controls a bit strange, I think the control scheme could be simplified (why grabbing with RMB and throwing with LMB ? One button would be enough). I know it would require to change a lot the gameplay and ask a lot of new design questions, but maybe using the mouse is not really necessary ? - It is very hard to predict where the projectile will land when you throw it, and the throw distance is a bit low in my opinion, which does not incentive the player to try skillshots. I ended up throwing pumpkins directly to the ground, because it's the only way I managed to be precise with it. - The knockback on explosions is a bit too strong at times, and feels a bit random. I once had to wait for ten seconds waiting for the skeleton to get back on the ground. - The clock arrow is hard to cross, mostly because the platforming physics feel a bit unreliable. It is great to indicate the time before the next explosion, but as an obstacle it is a bit too big. - The combo system is cool, but currently it feels like you have not a lot of control over it. Pumpkins align only when the game decides so. I wish I could stack them up before exploding them all at once, it would feel pretty satisfying. I hope this feedback helped, keep up the good work and see you next LD ! |
| Oct 13 13:13:35 | 44m 40s | KAIROS, Battle for Seconds | ♥ 2 | The concept is really good, and the execution is flawless ! It's a really interesting mechanic for a roguelike, and a lot of small ideas, like the fact that a buff always go with a debuff, are really interesting. Plus the graphics are really on point, and there seems to be an interesting and dense universe around it. Great job ! The only thing negative I could point is the fact that one second for every step of the wheel is not enough to make the game strategic, you just pile up effect and pray for the best. But there's so many in this jam that have a problem with time management, I think it's the theme that is too restrictive... |
| Oct 14 16:21:03 | 27h 07m | Tenfold Rim Mining | ♥ 1 | Cool game, a bit confusing at first but quite fun to play ! I think there is a lot of information to understand at first and it might require a proper tutorial to show the features one by one. But it's really hard to do a good tutorial for management games, especially during a jam, I also tried to do that kind of game during a previous ludum dare and it also suffered a similar problem... I've tried the post jam version and it's way better, here are the things I think still could be improved : - I think you might simplify some rules : I'm not sure having 3 resource types is necessary for your game, as I actually collected everything I could, I didn't feel there was strategy needed for resource collection. - Resource collection might be automated a bit more. It feels a bit tedious to have to crack asteroids one by one, and then clicking them again to collect their resource - Walls don't really feel like they are useful, it is not really clear how they work and they take space that I feel would be better with damage dealing towers. - It took me time to understand where the resources are displayed in the UI, and it's at the opposite side of the screen from the place of the building panel, so I constantly had to look up and down to know if I had enough resource to buy what I wanted. I hope the feedback will be useful, keep up the good work ! |