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Feedback comments for LD51
Nicholas Maddalena's games and stats for all events →
| Timestamp | Since previous | Game | Nicholas Maddalena's comment | |
|---|---|---|---|---|
| Oct 3 01:50:47 | 10-Second Bomb Squad | ♥ 0 | interesting! I like the use of logic gates, it's fun to work out the flow under time pressure. It took me a while to actually understand how it all works, but it's very clever once it all clicks into place | |
| Oct 3 01:54:23 | 3m 36s | Matchless Dungeon | ♥ 1 | cool take on the theme! I wish there was a little more you could do when the lights actually do go out, though. When the screen fully goes dark, I feel like I'd be better off just restarting the whole game. (also, impressive lighting effects! You def. nailed that part of the game) |
| Oct 3 01:57:27 | 3m 04s | 110% | ♥ 1 | super cool! I love how flashy and dynamic all the effects are, very satisfying to play |
| Oct 3 02:04:13 | 6m 46s | Pizza Ninja | ♥ 1 | this is super fun! It feels great to throw a precision pizza slice directly through somebody's window. I'd love to see an expanded version of this with more complex levels! |
| Oct 3 02:07:38 | 3m 25s | Poker Blitz | ♥ 2 | I really dig this! Super easy to understand right from the start, and extremely polished! I kinda want to play this against a friend in real life now, lol. Fantastic work! |
| Oct 3 02:12:03 | 4m 25s | Curse Of Infinity | ♥ 1 | this is great! I was initially turned off because the web build ran very poorly for me in Chrome, but the Windows app is super fun! I was particularly impressed by how you incorporated the decorative water fountains into the curse of thirst - that was a clever touch! (I also appreciate the generous auto-aim when fighting zombies. Really helps in a game as hectic as this) |
| Oct 3 02:16:38 | 4m 35s | Microgame Mayhem | ♥ 1 | nice work! The transition between minigames is super clean, I really like that the little pink circle stays in place from one minigame to the next, it makes everything feel super smooth and continuous. |
| Oct 3 02:21:06 | 4m 28s | Compulsive Jousting | ♥ 1 | I like this one! It reminds me a bit of 10 Second Ninja. I could absolutely see myself getting lost in this game just trying to really optimize a route through different levels |
| Oct 3 02:26:28 | 5m 22s | Bug Out | ♥ 1 | very impressive! Seeing the maze shift in real time is a super cool effect. I do find it a little frustrating that the destination seems to change pretty often, as well, though. It can feel really discouraging to get halfway to the end of the maze and then realize the next exit is closer to where you had just started |
| Oct 3 02:31:10 | 4m 42s | I'mma quilter, not a quitter | ♥ 2 | haha, not quite sure how to rate the graphics on this one since it will really depend on who's in your party. But I certainly liked the quilt my group made! Also, super impressive to make an online multiplayer game in such a tight timeframe. Bravo! |
| Oct 3 02:37:38 | 6m 28s | Shuffle Hustle | ♥ 1 | I really dig this one! Extremely easy to pick-up and play. I went poking around in the source code to see how you generate each batch of letters - I appreciate that you always throw in a few uncommon ones just to make each group a little trickier |
| Oct 3 03:05:29 | 27m 51s | Legend of the Broken Wand | ♥ 2 | clever take on the theme! I really like the shrink and levitate spells, it feels good to fight enemies with more unconventional weapons like that |
| Oct 3 03:12:46 | 7m 17s | Tentris | ♥ 2 | this is extaordinary. I appreciate the twist of having a scanline check for completed rows on a timer instead of having them be wiped immediately. But much more than that, I'm super pleased by how good the physics engine on this feels - I notice that you included wall kicking and a bit of a delay before pieces lock into place so you can slide them around when they hit the floor. Subtle details like that are *essential* to making a tetris game feel good, and I'm so glad to see you found time to make them work correctly |
| Oct 3 03:22:00 | 9m 14s | SIEGE: The surprisingly punctual invasion game | ♥ 4 | A really cool idea, but I'm not sure it really comes together for me. It's frustrating that you can only merge items of the same color, especially because the colors you have available are totally random. It severely limits how strategic you can be and limits you to matching like with like. I do appreciate that there's a subtle decision when merging two items about which of the two positions you want to commit to (I suppose there's also a degree to which sometimes its not worth merging just yet, because you don't want to risk getting a color that isn't right for you just yet, or because you need to split your defenses evenly across two fronts). But I wish I had a little more control and flexibility as a player - maybe something like combining towers with two different primary colors to create a castle with the corresponding secondary color? I really like that every color has a unique role that it plays - I think that feature would come alive so much more if the player could influence which colors they get at which times |
| Oct 3 03:31:34 | 9m 34s | Sacrifice Golf | ♥ 4 | the mechanic of grabbing enemies to throw into the sacrifice zone seems a little tough to use, since the main way enemies attack you is when you get close. I think that might have worked a little better if enemies used mainly ranged attacks so you would have to work to get in close to them. Mostly I just wound up kiting enemies around the sacrifice zone and trying to pull them in at the last second. It is kind of cool having to weigh the risk/reward of destroying enemies to protect yourself while also wanting to leave enough on-screen to complete the next sacrifice. Also, this is a small thing, but the diagonal lines moving through the circle is a *really* good looking effect! Everything about this game is super visually pleasing, but something about that animation really caught my eye |
| Oct 3 03:44:06 | 12m 32s | Renew my Subscription | ♥ 2 | wow, absolutely stellar work! I only got as far as level 5, so far (When I saw there are 1-way streets I laughed out loud and decided I needed more sleep if I was going to get any further here). But I can't wait to come back to this tomorrow and see if I can get through all the puzzles. (also, everything in this game is cool but I feel like I have to shout out the background music - I love that you included a little section where the instruments play in reverse. Nice touch!) |
| Oct 3 20:54:07 | 17h 10m | Minute Monet | ♥ 3 | cute! I like all the different brush types available on the panel to the left. Never quite figured out what the cup of water on your easel does, though. I see it has a mouseover effect, but I couldn't make out what happens when you actually click it |
| Oct 3 21:00:02 | 5m 55s | Jekyll and Hide | ♥ 2 | this is an _excellent_ take on the theme. I really love that you just fully lose control as Hyde (and appreciate that the loss of control is much shorter than the 10 second intervals you get as Jekyll) |
| Oct 3 21:14:44 | 14m 42s | Blade To Blade | ♥ 2 | super neat idea! Based on the source code, it looks like your opponent still mostly chooses their move at random, but with some weighting based on their current emotion? I think that makes it a little less interesting to choose my move, since I'll always go with the option that has the highest *chance* of scoring a hit - but whether or not it actually does is totally out of my control. I'd love to see this concept expanded on, though. I think there's real potential for a dueling game where taunting or admiring your foe is just as important as making the right sword maneuvers. |
| Oct 3 21:21:28 | 6m 44s | SENTRY_PROJECT_17 | ♥ 1 | This is super well-made, I love how clean and polished all the little robot animations are. |
| Oct 3 21:26:26 | 4m 58s | One Shot Death | ♥ 1 | well done! I really like that each boss explodes into one final bullet pattern when you destroy them. It seems like you balanced that really well so it fills out the last few seconds before the next boss arrives. A lot of games in this jam have a little bit of a problem where you have to wait around for a bit until the next ten-second timer is ready. It's a very small problem, obviously, but I was pleased to see you found such a clean way to avoid it! |
| Oct 3 21:33:38 | 7m 12s | Trackdizzia | ♥ 1 | this is great! The first time the track changed really caught me off guard, but after that it was really fun having to react to the changes in real-time. You did a really good job overlaying the next track layout in a way that makes it easy to see where you are and where you'll be going. |
| Oct 3 21:43:27 | 9m 49s | Ten-Second Murder | ♥ 1 | super vibrant and charming! I love how polished and self-aware everything is. My only complaint is that accusing the culprit feels a bit anticlimactic? It would be great to see an evidence summary after you accuse someone so you can kind of break down which items were red-herrings, which were planted, etc... |
| Oct 3 21:56:47 | 13m 20s | autoball | ♥ 1 | brilliant work! I love that there's a cost to just firing the next ball, so you always have to work to stay ahead of that recurring fee. I'd be curious to see a version of this where that cost increases over time to drive up pressure a little earlier. I worry that the balance of the game right now hews a little too far on the easy side |
| Oct 3 21:59:32 | 2m 45s | Cold Coffee in 10… | ♥ 1 | very silly, but a lot of fun! I guess I am now coffee 😆 |
| Oct 3 22:07:30 | 7m 58s | Lighthouse | ♥ 2 | great use of the theme! I love that it's very organic, instead of being on a very "game-ey" timer. It adds a lot to the sense of immersion |
| Oct 7 23:22:40 | 97h 15m | Thwack | ♥ 0 | I love how dynamic the camera is on this (and, of course, how silly the legs are) |
| Oct 10 22:36:03 | 71h 13m | Tenjutsu | ♥ 1 | extraordinary work! Cool original concept, extremely well executed. It's especially cool that there's so much enemy variety. I'd love to see more enemies that you have to attack in unique ways, instead of enemies who you just have to dodge in slightly different ways. Stuff like enemies who have to be killed in pairs/in a certain order, enemies who can't be knocked over (i.e. they don't drop skulls), or enemies who require a color-coded skull could potentially add a lot more to consider when designing/playing each room |