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Feedback comments for LD51
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| Timestamp | Since previous | Game | Kizilejderha's comment | |
|---|---|---|---|---|
| Oct 5 11:08:26 | Labyrinthos | ♥ 1 | The game has great gun feel with the sound effects, screen-shake and the damage pop-ups. Some music is all it needs on the sound department. Visuals are clean and enemies are easy to distinguish both from each other and from the background, The weapons on the ground are quite difficult to spot tho, as they appear near identical to other non-pickup objects on the ground. The walls opening and closing around you is an interesting mechanic. Apart from the times it traps you in a confined space, the dynamic map keeps the engagements fresh. Transparent outlines appearing before a wall spawns is a nice quality-of-life addition. Enemies are a bit bullet-spongy, the starting pistol is not a reliable tool even to defend myself until I find a better weapon. And after a point it becomes impossible to clear out the enemies before new ones spawn in; resulting in a huge, practically undefeatable horde chasing you around. It's forgivable tho as balancing in a jam game is rather difficult. Didn't really get to experience the boss fight, it sure does look cool tho Good work overall | |
| Oct 5 11:26:34 | 18m 08s | Alapai | ♥ 1 | I like the upgrade system. some levels seemed to be designed with specific upgrades in mind; and while I couldn't figure out the correct path it feels like a perfect order of upgrades can be found that will allow the player to pop all the targets in every level. Which is pretty cool. Crossbows popping our targets before we can is a cool mini reflex challenge which goes well with the overall time limit theme. 3D animations in an otherwise 2D game is an interesting idea, sprites were a bit too small to convey the effect tho. Got 975 points btw :] |
| Oct 5 12:09:15 | 42m 41s | Vecihi | ♥ 1 | I like the chaotic nature of this game, there is so much going on at any given time and you have to keep track of all the drops, enemy bullets and the time remaining till the next wave in order to stand a chance. Some sense of progression is definitely needed tho, even a very simple score counter would do the job. At it's current state it feels like we are just fighting for the sake of it. Also good choice of music, I mean it doesn't fit into the rest of the assets in any way but you have good taste :] |
| Oct 5 12:24:41 | 15m 26s | J-Menuing | ♥ 1 | Menu/kill-order shuffles accompanied by the enemies with different weaknesses all blend together into a rush of going through menus and enemies all within a strict time limit. Truly one of the most action packed, nerve-wracking and chaotic turn based games ever personal best score 175 btw :] |
| Oct 5 19:05:47 | 6h 41m | This Date Blows! | ♥ 2 | I love the idea and the voice acting. I would love to have some subtitles tho, I guess it would be kinda cheating but I didn't really understand neither what she was saying nor the bomb defusal guy (bomb defuser? bomb defusal specialist?). At least an option to tell him to repeat himself would be useful. Art and music are cool and complement each other very well. Having a fully voice acted game with so much dialogue is a great achievement for a game jam game. Very good game overall, even tho I didn't get to enjoy some of it. |
| Oct 5 19:15:53 | 10m 06s | Dodge48 | ♥ 1 | I like the gravity mechanic. It can be used to boost your shot in unpredictable ways but might also attract enemy shots, which is a really cool trade off. The visuals and sound effects get their job done but some music would be nice. That's all I could gather from playing it on my own, I can imagine how fun it would be to play with someone else tho |
| Oct 5 19:29:14 | 13m 21s | Ludum Dare | ♥ 2 | Not gonna lie, the game truly didn't work for 10 seconds. ok now seriously, Trying to keep the damage and anger in balance is a cool mechanic, didn't really get what effects did the different tools have tho, just mashed them at random until something worked. I like how it's implied that the music is playing in our character's head since sister's game supposedly has no music. The ending kinda came out of nowhere tho, definitely needs some build up. |
| Oct 5 19:47:18 | 18m 04s | Flicker | ♥ 1 | I like the atmosphere and storytelling, with some music this would be a very cool experience, even in its current state it gives the vibes it's going for. Taking the player's sight away is a bold move, but the mechanics and level design allow the game to flow even with minimal visual indicators. The enemies glowing in the dark before their attack is a brilliant touch, not only that it gives away their position, but you can also approximate your own position based on their orientation. It would be nice to have the lives reset after each room, as having to die once after clearing each room hurts the pacing. Doesn't do much harm tho since death is a 5 seconds setback at worst. Good game overall, got hurt 51 times btw |
| Oct 5 20:03:27 | 16m 09s | Ten Seconds A Demon | ♥ 2 | The game is a lot deeper than it looks, you have to have a perfect balance between leading them to a dead end, covering the door so that they can't escape, not being too close to the door yourself before the switch happens, and actually killing them. Gameplay is enough as it is, it just lacks a bit of atmosphere as there in no music and the map is a bit too empty Got 9 kills +A grade after getting used to the core loop. Very good game overall, nice work |
| Oct 5 20:13:22 | 9m 55s | KeepYourWormAlive | ♥ 1 | Truly a keeping a worm alive experience I like how the title suggests some sort of cosmic horror but the game itself is about having cute little adventures with an actual cute little worm. Didn't see what happens when they die tho, couldn't bring myself to do it. |
| Oct 5 21:56:29 | 1h 43m | EPOCH | ♥ 2 | Loved the gameplay, and the overall atmosphere, also like how most bug fixes are replacing variable definitions with higher capacity data types, since the bugs are caused by an overflow error. Map being rearranged is both mechanically and visually cool, but the way it works often results in layouts where it's physically impossible to reach any of the bugs. I was doing good until I got stuck in a small corridor and none of the map resets set me free. cool experience overall, I often end my reviews with my personal best score if the game has a score system, but you already have a global scoreboard which is pretty cool :] |
| Oct 6 07:56:02 | 9h 59m | Triangles and more triangles and more.. | ♥ 2 | I love the visual style of the game, but sometimes it's a bit difficult to distinguish empty slots from actual moveable triangles. The little direction thingies on the tip of the triangles could be bigger to make them more readable too. Shaking is a good idea, but as the number of triangles increase it gets to the point where you cannot even recover from the last shake before the next one hits (this was only a problem for the last level tho, which seems to be intentionally difficult) Good game overall |
| Oct 6 08:42:21 | 46m 19s | Sailing through life | ♥ 1 | The controls and visuals are awesome, both very minimalistic but look and feel very smooth and natural. The music is an interesting choice, I figure it would be a much emotionally heavier game if the music went for that. tho the current soundtrack gives the story a greater focus on acceptance and carrying on, which seems to be what you were going for. Good game overall, I got 1490 in the end, which I assume is my high score |
| Oct 6 09:27:46 | 45m 25s | Stop the Eye | ♥ 1 | Very nice visuals, I also like the way screen shake and particles are utilized to make op for the lack of sound. Having the enemy rockets despawn after a while would be nice, as in it's current state you often have to take the hits regardless of what you do. Trying to combo different pillars and running away from the rockets while getting all the buffs and unleashing all that power next round feels very good, it's a very promising game loop that could easily be expanded further. kinda unrelated but I don't like the idea of attacking an enemy while they are sleeping >:[ Good game overall, my best time was 62 seconds |
| Oct 6 10:06:42 | 38m 56s | Rain Systems | ♥ 1 | Couldn't get the game to run on Win11, screen pops up for a few seconds then closes. If you have any solutions I'll give it another shot tho |
| Oct 6 10:19:19 | 12m 37s | Sunburn | ♥ 2 | I like the artsyle and the way tutorial is mostly arrows and drawings instead of text. Having to lead the enemies into traps is a good mechanic. They don't always follow the player directly, which gives the player an extra challenge but also kinda hurts the core loop of the game as sometimes you are just waiting around for an enemy to start chasing you again. Having to rush to a heart while dodging enemies, then running back to the shade before the sun shines was quite fun. Enemies being able to steal your health pickup is also a cool mechanic, tho often times they will get there first before you can. Map being randomized each time is cool and could be expanded further, perhaps have the trap locations randomize every time the sun shines? |
| Oct 6 22:25:20 | 12h 06m | Tenjutsu | ♥ 1 | This is the best compo entry I came across so far, and I have a feeling that it will stay that way for a while. First of all the visuals are absolutely stunning for a jam game, the overall game feel is awesome with a lot of screen shaking, flashing sprites and clean sound effects. Controls are very simple and easy to pick up, mark mechanic is very clearly communicated to the player without the need for an additional tutorial, dodge feels fluid and doesn't feel either useless or overpowered. Enemy variety is also quite rich and every enemy is different in a meaningful way. I wanted to give it all 5 starts but I HAVE TO deduct one point from audio for the lack of music, this game is begging for a super intense action-packed fight theme and lack there of is the only thing holding it back from perfection. As a matter of fact I did play some music over the gameplay myself and it felt awesome. Excellent game overall, awesome job :] |
| Oct 6 22:47:23 | 22m 03s | Every 10 seconds, mother comes in | ♥ 2 | The core loop of balancing all three stats is quite fun. And the monitor taking time to start gives a nice bit of depth as it opens up new strategies such as studying/taking a nap while it charges. Having the focus, boredom and tiredness directly effect study efficiency makes the balance of these stats even more impactful and prevents the player from cycling through all three activities constantly. The timer disappearing mid game is a pretty cool element of challenge, too. The visuals look nice, lack of audio definitely hurts the overall feel of the game but it's forgivable. Good entry overall, got an A+, didn't get the sword tho. I hope there will be more events that are not the day before my exams :] |
| Oct 14 21:52:40 | 191h 05m | Magical bombs to relax/defuse to | ♥ 2 | I like the idea of defusing bombs to lo-fi beats, the art style and sound effects along with the music gives a unique atmosphere to the game. About the gameplay, elemental modules are simple enough, select the correct ingredient from a look up table. The player being able to memorize the table after some time gives a good sense of improvement and looking these up isn't too hard either. Symbolic modules are rather pointless in the current state of the game as they can easily be disarmed by brute forcing, just try each symbol until you get the right one, there's no punishment for getting it wrong. I didn't really understand the alchemic modules, they never disarmed regardless of my actions :F It would be nice if the next bomb was delivered immediately after the current one is defused, waiting for the next bomb to arrive hurts pacing after the player masters the basics of single module bombs good entry overall :] |
| Oct 14 22:10:30 | 17m 50s | Switch Heroes | ♥ 1 | Changing characters every ten seconds is a coop concept, but it could be implemented in a more interesting way. What if both characters kept their original position so we were teleported to the other character's position after a switch? or maybe there could be enemies that can only be killed by one of the characters? There's a lot of possibilities with such concept Fight mechanics are ok, the enemy variety is nice but not enough for the duration of the game. The procedural maps keep things fresh tho. The upgrades are cool, but reduced damage upgrade is a bit too overpowered. I like how the sword guy can destroy bullets too, it's a very cool detail and is actually useful in some situations Good entry overall, but definitely needs some post-jam improvements |
| Oct 14 22:34:27 | 23m 57s | Dragon Slayer Ultra | ♥ 0 | very unique mechanic, actually the mechanic itself may not be unique but the way it's represented is very unique. The error popping up and briefly going back to menu and hearing the menu theme before loading to the last checkpoint really feels like what happened was a real crash and a full restart (even tho it's not) Controls are fluid and it feels good move around. having to go through checkpoints within 10 seconds and being able to go back and save at previous checkpoints really turns what could be a boring platforming section into an interesting puzzle. The biggest problem I had was that you cannot reset unless there is a "crash". If you mess up crucial jump and don't have enough time to retry you have to wait the rest of the timer till you can restart. This doesn't seem like a big problem at first but gets very annoying over time. I like the sprite work, music and sound effects are also on point. Very good entry overall, couldn't finish the entire thing tho, sorry :[ |
| Oct 14 22:44:32 | 10m 05s | Lighthouse | ♥ 1 | Absolutely loved this one, the atmosphere, the visuals, the challenging but fluid controls and the main idea of the light house showing you the way all blend in beautifully to make this a fulfilling experience. The occasional lightning lighting up your way while also signaling the impending storm is also such a great idea. my only small nitpicky problem is the voxel art for the boat and the rocks. they appear a bit out of place and could easily be replaced by some low poly models. Some stronger wind effects and maybe (just maybe) some ambient music could be nice too. Extremely good entry overall, very nice work :] |