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Feedback comments for LD51
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| Timestamp | Since previous | Game | juxipolo's comment | |
|---|---|---|---|---|
| Oct 8 05:03:04 | 10S-Assembler | ♥ 1 | Nice audio work and music - really fits the vibe | |
| Oct 8 05:19:45 | 16m 41s | Eleventh Second | ♥ 1 | Great polish work! That grapple feels really good. I like the music on its own, but it doesn't quite fit the gameplay to me. |
| Oct 8 05:35:42 | 15m 57s | That Time My Dog Got Space Hiccups | ♥ 1 | It would have been nice to have a way to skip to the next zone early or not warp back to zones I've cleared. With the last bone (the digging one), it would have been nice not to wait to cycle through two warps before I could make progress. Fun little puzzle game! |
| Oct 9 02:04:51 | 20h 29m | Time to master | ♥ 1 | I got to the screen with three dots in the top left. I could pass the first 10 second round easily enough, but the second one always seemed late or early and reset back to the first cycle. I couldn't hit the mark even with a stopwatch. It's an interesting demonstration for disrupting the human perception of time, but resetting like that was a bit frustrating. |
| Oct 10 04:40:43 | 26h 35m | Enrum | ♥ 3 | The visuals are very nice, and I can see how these systems could lead to some interesting logic/sequencing puzzles, but the timer really worked against the game for me. The timer made the later puzzles actively frustrating e.g. the third stage required multiple quick actions, and a reset took you back to a quick and easy first stage. Generally, you have to be a little too precise with where you're dragging, and the timer made that issue a bit worse. Here are some specific examples: It wasn't very intuitive for me that you had to drag all the way to the target square to complete a route. I initially tried releasing the mouse one short because it visually looked like the road was connecting to the target building. It would have been nice if that had completed the route (unless it is ambiguous). Dragging along a route, if you cut a corner that's off grid or invalid, you have to go back and re-do that movement. It would be really nice if the input areas around edges/invalid squares were a little more forgiving, and maybe if there was a little interpretation around corners. I also found myself dragging to the end of the route and releasing my mouse past that space and off the grid, which reset the route. It would have been nice if that counted. If you were going to remove the timer for a post-jam version of the game, those little things could still help improve the game feel. I like the puzzle you have here (minus the timer). This really seems like something you could extend into a larger game with more mechanics and complexity, and it's a really good start. |
| Oct 10 05:11:21 | 30m 38s | OneTileBoy | ♥ 1 | The controls felt a little sluggish to me. Your character is just a little slow to move between grid spaces, and if you try to do a bunch of movements some of the inputs will be dropped. I regret to tell you that the best strategy, by far, seems to be to not move at all. No inputs, just sit in the middle space. Between the healing(?) and the bonus power ups every 10 seconds, you seem to be functionally immortal. I've let it go for 10 minutes now, and it's blown away my scores when I tried to actively dodge. Nice pixel art, though. The music is also pretty good. Well-polished all around the edges. |
| Oct 12 02:53:59 | 45h 42m | Gold Collex Hex Defense | ♥ 1 | I don't think I understand what to do. I can place towers, and drop a gold pile, but I can't drag gold onto the towers. It also looks like it's running at a very low frame rate in Edge on my machine (9fps), so maybe the low performance is breaking mouse drag? |
| Oct 12 03:02:44 | 8m 45s | Lex Temporis | ♥ 1 | There were a couple times where I was confused about whether a tile was walkable. I think the rock walls are maybe a little too similar to the floors. The lava coming up through the cracks looks really nice. |
| Oct 12 03:31:28 | 28m 44s | Escape from Minefields | ♥ 0 | The game was an excellent balance of tension for me. My sapper ran out of HP close to the end, but my army was full health, so I had to make some risky moves to get the end and made it with just 1 HP! The 10 second timer is about the perfect length for the complexity, pushing you forward and forcing you into risky moves. Very exciting! One minor critique: I wish the HP of the sapper was a little more obvious (maybe floating near the cursor?). It wasn't very obvious when my sapper died, but also when they were close to death. |
| Oct 12 04:17:00 | 45m 32s | Clock Hop | ♥ 0 | I wish there was a slight pause before the timer begins and you gain input after you respawn. I have to start moving before my brain can re-orient to have a hope of making the time. A tiny loss of time there can be the difference between making it and not. Nice animations! |