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Feedback comments for LD51
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| Timestamp | Since previous | Game | Lukuluk's comment | |
|---|---|---|---|---|
| Oct 9 14:19:35 | survive the night | ♥ 2 | Great idea to switch controls with an IA! I don't understand if the coins had any utility though (even after collecting 100 coins I've seen no change). I think there is some design problems to resolve here: - the difficulty does not seem to ramp (or at least just a bit?). - coins don't seem to impact the game. - feeling of repetitiveness. - missing some variety in the situations / challenges. - missing some pacing (what I mean here is that it's continuously the same tension, with no highs and lows). Here are some ideas that (from my point of view) could improve the experience's quality: - a closed area (instead of open ended) -> it does add more variety and difficulty with the borders of the map (walls, corners). - Levels -> every X series of 10 seconds, new enemy spawns appear - Other kinds of enemies: like faster ones, invokators that spawn other creatures... - Rewards from the coins (either you get automatic upgrades, or a choice between different upgrades with... different prices?), which can improve either movement, shoot or the IA. This moment of being given reward could happen during the "day" (the lighting becomes clear, all enemies change their sprite to be frozen in rock, and the day finishes when you have chosen a reward...) -> resolves the impact of coins and missing of pacing. And the upgrades increase the feeling of variety if they impact the game feel. - In combination with an increasing character skillset, you can add harder and harder waves of enemies... Also I felt that the robot voice at each turn was too much the same at each time. Perhaps making a random on the sound's pitch value could do the job, and/or mix with other sentences! | |
| Oct 9 14:36:42 | 17m 07s | Frogphone | ♥ 1 | Starting with the good feedbacks: the graphics and mood are really nice, and the music contributes to it a lot! Controls and camera also are clean, and I love the tiny amusing details :) The game's experience clearly needs a reason to act! I think a simple thing could be to have some shelves where you can put the stuff to clean the desk. And like, after every phone call, a new set of things could be dropped on the desk (falling from the ceiling, trough a trapdoor?). Here are some other messy feedbacks: - I think the dialogs at game start would feel better by unfold the text faster, or at least a first input on mouse/space would unfold totally (and only a second input would clear the text and reach the next one) - The meshes are overlapping on the phone's bottom 😛 - I want to go to the toilets! - When you take another object than the phone, I think it would feel better to have it in the center of the screen. - The voice on the phone could have some variety, like changing the sound pitch at each time, or having some other similar sounds... (because the same sound every 10 seconds feels repetitive). - The frog at the end is funny 😁 |
| Oct 9 14:46:12 | 9m 30s | CARAVAN | ♥ 1 | So sad I miss-right-clicked! 😭 It would be better to use the Escape button (or a button in the top right or left corner) to switch a menu on/off! I had the same feeling as @ben-barsdell , and the proposed solution looks really nice! Also I really liked the song choice, giving some lighness to the game experience :) |
| Oct 9 14:54:03 | 7m 51s | Homerun for your life! | ♥ 2 | So simple, fun, and the journalist & messages are so cool! Well done :) |
| Oct 9 16:25:10 | 1h 31m | Autumn Valley | ♥ 1 | This game feels good to play, a chill song and simple mechanics! It's very fluid and I didn't encounter any bug :) Now I just want to play to some management games ^^ Here are some feedbacks, if you find it useful: - Since I can build many roads with no constraints, it can become a bit messy! Perhaps by preventing them to overlap, and giving them a price, having a maximum of roads to connect to buildings... - I feel like I need some long term goals (like being able to send your pie to other cities?), and also some obstacles (like taxes, people happiness or things like that?) - The 10 seconds is not really perceived since you quickly get many resources produced. - It could be great to have the name of the buildings and resources when hovering them, and also a change on ressources' cost color in red when you don't have enough! |
| Oct 9 17:50:55 | 1h 25m | Potion Commotion | ♥ 2 | First the good feedbacks 😛 -> the mood, art, interactions and ideas are really nice! I like the way how items are in a mess ^^ And here is some (hopefully constructive) feedbacks: When I started, my first reactions were that upside down notes too hard to understand and items come on the table at a too fast pace! And after playing a while, I think that perhaps the problem is somewhere else: since the game has a chill vibe, with soothing interactions and visuals, perhaps it's the time pressure that create a dissonance. But with items being dropped every 10 seconds, if you don't give the player a reason to move on... Perhaps some of these ideas: - making it easier to make potions - and instead of dropped items every 10 seconds, having just 1 new order every 10 seconds (and after a while, 2, then 3 orders?), and the order being easy to identify (like displayed in a panel on the top-righthand corner). - removing the collision of an object with the other ones when it is being dragged (ah, Erukolindo says that too) |
| Oct 9 18:21:42 | 30m 47s | 10S-Assembler | ♥ 1 | Very nice game mechanics, the controls feel super smooth and the snapping and tolerance are perfect! Visuals, sound and music do support the game well. GG! Since you "earn" 10 seconds when you complete a piece, I think a feedback on this 10 seconds addition could be nice. Not necessary to understand the whole game though. I was a bit surprised by the tiny connectors that have a side, and since it was new for me when I had two that could mistakenly be exchanged, I had a bad feeling of confusion (especially because I played so well on the previous pieces and now was defeated just because I did not take attention). Perhaps this situation (having 2 items interchangeable on the same piece) could be introduced sooner, or in a simpler situation (in which there would only be these two items)? |
| Oct 9 18:39:21 | 17m 39s | Against the Clock | ♥ 1 | Pretty simple and fancy concept :) A well chosen ambiant sound could add a lot to the mood! I quickly came to discover a winning strategy with the first hand (just continuously rotating it), and when the other one arrives I started to panic because I had only a few seconds to understand the controls, and then lost the game, so I had to restart from scratch. Then again, having a long period of gameplay without challenge (because of the winning strategy), and then the second hand is back again, and still hard to manage when you just learned it 🤔 So I understand why it can be cool to wait for some time until unveiling the second needle, because it creates a sort of wow effect, but this discovery comes with a very high difficulty spike... I think about two (not exclusives) possibilities to solve that: - making the challenges really easy for a while with the second hand (since you need some time to learn) - making this second hand appear sooner so there is less penalty when you lose (the start of the game having no challenge, and things starting to be really interesting with this second hand). Another helpful thing would be to improve the tutorial about the way to control both hands (using action words next to the controls names, and/or making a significant change on the hand you take control of). |
| Oct 9 20:50:23 | 2h 11m | Uncle Chunk's Project Spin | ♥ 1 | Not finished, bugged, but you already have something very very special and emotionally vibrant, so that's totally worth it :) |