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Feedback comments for LD51
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| Timestamp | Since previous | Game | ryusui's comment | |
|---|---|---|---|---|
| Oct 4 04:22:43 | A Thief's Payment | ♥ 1 | Clever concept, but really quite baffling how to make any progress - I have items, I can pick them up, a few of them clearly have special places I'm supposed to put them, but I have no idea how to combine them into a solution. I really liked the visual distortion accompanying your deteriorating health; however, I also noticed a lot of cases where the Z-ordering of objects was wrong, making them display in front of the player instead of behind. I recommend adding more hints, or at least some more concrete indication of my goals other than "prepare a cure." Maybe a stronger indication of what items go together, or where they should be placed? A lot of the items struck me as probably red herrings, which definitely doesn't bode well for solving things on my own. Also, I think a proper inventory would work better than the existing "pick one thing up at a time" system for interacting with objects - it's hard to tell what items should work with what, since the default action with everything seems to be "drop it on the ground," forcing me to pick it up again if I want to try something else. | |
| Oct 4 04:32:04 | 9m 21s | Hey Can You Play...? | ♥ 0 | The knobs are too fiddly! I like the concept but the lack of actual music is disappointing, and adjusting the knobs fast enough to satisfy the clubbers is painful. The game needs fewer knobs, or easier-to-adjust knobs, either, both, or even something completely different - it's simply not fun having to wrestle with them, especially since it's not clear how precise you have to be. Do you have to be right on the dot with each one, or is it sufficient to fudge it? My instinct is to panic at the sight of those arrows! |
| Oct 4 04:44:27 | 12m 23s | Hylee's Little Potion Shop | ♥ 2 | I really don't enjoy the controls here - F is a terrible choice for an interaction button; it means I have to take one of my fingertips off WASD in order to operate anything, or else cram my thumb up next to them. (My own game uses Space as an action button.) I also don't appreciate that the game claims to support gamepad controls but I can't break curses without hitting keyboard buttons. I didn't like the keyboard controls so I tried a gamepad instead, only to be met with frustration the as well. That said, I do like the music and aesthetic, so I'm looking forward to seeing you fix the controls so that it's playable without discomfort. |
| Oct 4 04:50:56 | 6m 29s | Would You Care For Seconds? | ♥ 1 | QWOP AS AN EATING GAME I'M GIVING THE WHOLE THING BONUS POINTS JUST FOR THAT Mind you, I'm not very good at it, but I won't hold that against it. (Would you believe that this QWOP-alike has the LEAST obnoxious controls of any of the handful of games I've played and rated thus far?) |
| Oct 4 05:00:14 | 9m 18s | 10 Seconds Arcanoid | ♥ 1 | I love the whole paper-and-pencils aesthetic. The concept is neat, but the scoring is punishing - by the time I finished my run, I had a score in the high negatives despite managing to juggle five balls at once! Speaking of, I had to exit the game rather than get a proper "game over," if such a thing is in fact possible: one of the balls decided to peace out in the corner and wouldn't move, even when I managed to bounce another ball straight into it. This is probably an edge case I was unlucky to encounter, but it does seem like the game's physics at present allow balls to slow down enough to get stuck! |
| Oct 4 14:43:37 | 9h 43m | Egg Salad | ♥ 2 | This is an all-too familiar mood for me - trying to perform a simple step-by-step task only to get lost in random tangential thoughts. ^_^; Making egg salad hardly qualifies as a puzzle, especially given the step-by-step directions, but the kitchen is well-realized enough that trying to figure out where all the different tools and ingredients are is engaging nonetheless. And while there might be no penalty for failure in the minigames, the disruption of my train of thought is punishment enough XD |
| Oct 6 01:04:31 | 34h 20m | Phemie's Fable | ♥ 2 | Very cute! I didn't get the "select your weapon/upgrades" mechanic when I played but that was only my own fault for not rereading the manual first. All the weapons were fun to use! |
| Oct 6 01:13:48 | 9m 17s | Drunk Wizard | ♥ 0 | This was HILARIOUS. I loved the unsettling nonsense-factor of some of the spells (like summoning a crying anime girl that lures in enemies before suddenly ARGH SPIDER LEGS). A great thing about it is the way it lures you into a false sense of security. Your bizarro magic is POWERFUL, even if you can't control which spells you get: most of them are fairly OP by default! The catch is, even with all the destructive power at your disposal, the goblin horde is JUST. THAT. INTENSE. |
| Oct 6 01:20:55 | 7m 07s | Stoked | ♥ 2 | Having trouble running the game. The left and right edges of the screen are cut off. I'd download the game and run it locally, but there doesn't seem to be a download link for the game anywhere. chrome_2022-10-05_18-18-27.png |
| Oct 6 02:04:23 | 43m 28s | The Flock and the Flood | ♥ 2 | Lovely, chill game. My only gripe is that the "lame duck" period arrives long before the actual end - there's no patches of grass on the peak, so when the flood reaches that point, there really isn't much you can do other than wait for death! ^_^; Might I recommend one control tweak, by the way? There should be an option to move the camera with WASD as well as the mouse. |
| Oct 6 02:06:31 | 2m 08s | Flocker | ♥ 0 | Any hope we'll see binaries? I'm fine downloading games, but asking me to compile them is a little much @_@; |
| Oct 6 02:20:38 | 14m 07s | UMBRELLA REVENGE | ♥ 3 | The controls are just too fiddly! When I realized the game was asking me to not only thread the needle through a set of spikes but ALSO wall-jump up through ANOTHER set of spikes, I had to quit. The graphics are beautiful, but the game itself is sadly an absolute chore to play! |
| Oct 6 02:31:11 | 10m 33s | Push It | ♥ 1 | That went some unexpected places! Really well-designed. Might I recommend adding subtitles for the narration, though? I literally couldn't make out what was being said @_@; |
| Oct 6 02:44:37 | 13m 26s | Chicken Golem! | ♥ 3 | Really cleverly put together. I loved how the mechanics switched up for each level. Two gripes: one, the switch blocks really should have reset the timer as well, and two, the hover ability would've been more intuitive if it was keyed to double-jump instead of being a separate button. |
| Oct 6 03:13:07 | 28m 30s | Hyper V-Ball | ♥ 1 | Oof. I absolutely LOVE the graphics, but gameplay is a chore - the timing is too tight and the controls are too clumsy. The complete and total lack of air control means it's almost impossible to spike the ball unless you launch it straight up. |
| Oct 6 03:16:53 | 3m 46s | Metal Muscle Mage | ♥ 2 | Short but ABSOLUTELY GLORIOUS. I love the entire concept of the game, from the gameplay to its aesthetic. I would love to see this expanded into a full experience! |
| Oct 6 03:26:48 | 9m 55s | You Fix Spaceships! | ♥ 2 | Simple yet beautiful. Much of the joy was in the strange little stories each of the spaceships had. A strangely wistful little thematic anthology. |
| Oct 6 03:56:59 | 30m 11s | just got mutiny'd (so I'm making sick jumps and posting about it) | ♥ 1 | I love the concept, but controlling the bird is a bit too finicky. I also think the fixed camera works against the game - once you've passed all the ramps, it's a struggle finding your way back to one. |
| Oct 6 04:19:01 | 22m 02s | Under Pressure | ♥ 4 | I never thought I'd ever play a game that'd make me appreciate a fart mechanic. That said, the final level is brutal - I wish there were more options for avoiding capture than just running into a shipping container and hoping the AI doesn't catch on. Feels like the shockwave would make a great option for stunning pursuers - a shame it doesn't work like that! |
| Oct 7 03:24:56 | 23h 05m | Spooky Doctor | ♥ 1 | In terms of graphics and gameplay quality, this could be a finished game! My only issue is the function of the Join ingredient is a little counterintuitive: my instinct is that the medicine recipes should work like program instructions, with the Join ingredient as an AND (e.g. REMOVE(COLOR) && DECREASE(TEMPERATURE)), but once we get to three-symptom remedies, it becomes clear its only function is to indicate "this is a multi-symptom remedy": e.g., a remedy that must both increase temperature and increase vitality requires only one "increase" ingredient, but it must have the "Join" ingredient to indicate that it services more than one symptom. You would think that being able to (and required to) incorporate each ingredient only once would make things less confusing, not more, but in my case it's the opposite! ^_^; |
| Oct 7 03:39:23 | 14m 27s | One Hell Of A Time | ♥ 1 | In terms of graphics and sound, this was really solid! The gameplay itself could stand to benefit from a few QoL tweaks, though: there's no on-screen timer for powerup duration (that I noticed, anyway), so there's no indication how much grace period the angel wings (arguably the most important item on offer) give you. I kept dying because the wings gave out sooner than I expected! ^_^; |
| Oct 8 19:28:51 | 39h 49m | House Of Quandary | ♥ 2 | Pretty solid! More puzzles and more variety would've been appreciated. Also maybe swap out the math puzzles for something else - perhaps a word-related challenge instead? |
| Oct 8 21:43:15 | 2h 14m | Decaedia | ♥ 2 | This is an amazing amount of work put into a Jam project - only some polish issues (the lack of proper movement animations, the repeating quest dialogues) betray it was made under time pressure. One other issue I'd like to bring up: perhaps there should be some kind of compass indicator or minimap for quests? I think I got lost after saving the alchemist and ran into a fight I wasn't supposed to encounter yet @_@; |
| Oct 8 22:12:14 | 28m 59s | Deadly DIving | ♥ 1 | The sharks are relentless! It's a bad feeling when you find yourself laden with treasure but surrounded by more sharks than oxygen bubbles! ^_^; |
| Oct 10 04:33:06 | 30h 20m | You Have a Call | ♥ 1 | I love the concept and the presentation, but I don't quite understand the cause-and-effect relationship between my responses and the outcome of the situation. I played twice and both times I went straight from having six healthy hostages to being told the FBI was taking over the case because too many lives had been lost, despite doing my best not to provoke the robbers. Having a native English speaker proofread and edit the dialogue would probably also have been a big plus, though I understand that probably wasn't possible given the time constraints. |
| Oct 10 04:42:54 | 9m 48s | Snail Traffic Control | ♥ 1 | This was HILARIOUS. I'm not very good at it but I love the low-key fire-and-forget-ness, just setting up a bunch of arrows to keep the snails in play, watching the edges to make sure they don't crawl too close. Plus the tutorial guy losing his temper at you when you lose. I also love how the music is synced with the action. Slow snails move every beat, fast snails move every half-beat! |
| Oct 10 04:52:09 | 9m 15s | Cold Blooded Frogicide | ♥ 1 | Lasted a little over 5 minutes before I died. I'd have appreciated some solid background music to accompany the mayhem, plus some nice explosion effects for enemy death. I also experienced some odd glitches where the bosses seemed to jitter around, and movement seemed to play weirdly with recoil at times. |
| Oct 10 04:59:52 | 7m 43s | Arkeon | ♥ 2 | It's a very pretty game, but the combat - the important part! - has zero impact whatsoever. I feel like I'm performing surgery with my hands under anesthesia - enemies don't have hit feedback, neither does the player, so the only way I really understand what's happening is when I get a big "DEAD - PRESS ENTER TO RETURN TO THE MAIN MENU" message (which cuts off on the left and right edges of the screen, whoops). I don't think I managed to kill a single ninja, and I'm not entirely sure I would've noticed if I had. I should add, it seems like you can't attack while moving, which seems to me like a cardinal sin for sword-based gameplay. |
| Oct 10 05:13:11 | 13m 19s | Ruins of Resurrection | ♥ 1 | The timing is WAY too tight on the fourth checkpoint. I really like the concept, but the controls really aren't precise enough for the kind of maneuvering this game demands. I hate botching a run because the detection for when I'm in position to use the checkpoint gets FIDDLY at times. On that note: why DOES dying send you back to start instead of simply teleporting you to the last checkpoint you used? There's so much time wasted each run just trying to get to the checkpoints. |
| Oct 11 02:33:13 | 21h 20m | Cave of Secrets! | ♥ 1 | Ultra-short but very enjoyable! It makes me a think a lot of my own approach to the "Every 10 Seconds" theme. |
| Oct 11 02:42:46 | 9m 33s | THE WORLD NEEDS BISCUITS! | ♥ 1 | The concept is cute, but I wish grabbing cookies didn't feel so fiddly; it's hard to grab them when the conveyor belt starts moving at an appreciable clip. I'd also have appreciated some visual indicator when a cookie is in place to register as being fed to a human when dropped. Since cookies clip through the human models, it's sometimes hard to tell if a cookie is in the right position or if I've overshot it. |
| Oct 11 02:48:54 | 6m 08s | Zombie Rush 3: Escalation | ♥ 3 | Very simple but VERY well executed. There's a visceral satisfaction to all the weapons in this game. (I'll admit, I was a little concerned going from a rocket launcher to a crossbow, and then I saw AN ENTIRE LINE OF ENEMIES get wiped out in one shot! XD) It's a snack-sized game, but it's very much a complete package! |
| Oct 11 03:52:19 | 1h 03m | It cannot die so you must not kill it. | ♥ 1 | I really like the concept and presentation, and the music is nice, but the movement and combat feel sadly underbaked - it's hard to move with enough precision to hit enemies with my attacks, which seem to have some severe dissonance between animation and hitbox. I lost after a few rounds because I accidentally skated past an enemy I thought I'd pressed the button in time to hit. |
| Oct 11 23:41:31 | 19h 49m | Heartbeat | ♥ 1 | Really polished on all fronts but also really a LOT to deal with! I kept dying right after the wipers came online. I thought I was doing everything right, but the danger meter kept going deeper and deeper into the red. |
| Oct 11 23:45:37 | 4m 06s | Panopticon | ♥ 1 | I love, love, LOVE the music and how it syncs with the 10-second timer. That said, it feels like the particles vanish too quickly to be useful - you literally have to be always spraying to find your way and find cover, but once that's gone you're reduced to fumbling in the literal dark (and probably going to be killed). |
| Oct 12 00:01:34 | 15m 57s | The Blood Tree | ♥ 0 | It's a little hard to tell what exactly I'm supposed to be doing here. Like, I understand all the tools at my disposal, how they operate, but I can't quite wrap my head around what my long-term strategy is supposed to be here, other than "survival." It feels mostly like no matter what I do, I tip the humans off that I'm trying to eat them and then I'm at their mercy. |
| Oct 12 00:05:57 | 4m 23s | Faraday Uncaged | ♥ 2 | VERY nice game, and very impressive work with the cable physics - I only wish they didn't feel so fiddly to grab at times! |
| Oct 12 00:12:47 | 6m 50s | Flameout | ♥ 1 | Decent, if basic, arena shooter. Graphics are okay, the music is nice, but the lack of sound effects takes all the impact out of the gameplay. Enemies feel maybe a bit too tanky. |
| Oct 12 03:02:02 | 2h 49m | Wyrmweaver | ♥ 1 | WOOOOO, A LOVE2D PROJECT! Love2D carried me from LD28 all the way through to LD46, after which I switched to Godot and never looked back. ^_^; Still - definitely respect seeing Love2D projects out in the wild! I love the gameplay concept, but it's a shame an arena shooter like this doesn't have music or sound effects to enhance the experience. Even some nice explosion effects on enemy death would've elevated this. Don't discount the importance of visual flair - the graphics are competent, but a little bit of pyrotechnic flash would've gone a long way here! |
| Oct 12 03:30:57 | 28m 55s | Rabbit Help Rabbit | ♥ 1 | The voice clips were fun, and I liked how each of the three rabbits had a different power set (with the wizard being probably the most OP - his attacks pierce AND he has a ranged AOE!) My only gripe is the lack of music - this game really could've used some tunes to liven up each of the three environments. |
| Oct 12 03:46:51 | 15m 54s | Ring King 51 | ♥ 0 | Bit annoyed that you can only use the keyboard if you play singleplayer; I couldn't figure out any way to switch to gamepad controls. I'll admit that with the camera perspective and lack of dedicated cursor, aiming is a bit counterintuitive. Conceptually, I love it, and I love the presentation, and the chaotic gameplay is a riot, but there's some clumsiness in the controls that's holding it back. And again, I don't like the fact that you can't use a gamepad if you want to play singleplayer, unless you're okay playing against two AI and a braindead default keyboard player. |
| Oct 12 03:52:48 | 5m 57s | CyberBeat | ♥ 1 | I'm going to start off by saying I REALLY hate the "hold space + WASD" to attack control scheme. Maybe arrow keys to attack? Having movement and attacking mapped to the same buttons with a modifier switch between them feels a little like asking me to dance with my shoelaces tied together. @_@; In the meantime, after dying once I still was able to win by holding still and attacking repeatedly to the beat, so I don't know what's going on there. Graphics and music are lovely; gameplay and controls feel like they could use an overhaul? |
| Oct 12 03:58:57 | 6m 09s | Vamplight | ♥ 0 | First let me ask: how is this over a gigabyte extracted on my hard drive but absolutely none of it is sound effects? @_@; I couldn't get past the first forest; I kept dying instantly once the sunlight hit. If there are safe spots in the open daylight, I couldn't tell what they were. Pixel graphics are very nice, but I literally can't get past the first ten seconds of your game. And at risk of repeating myself: why is there no sound at all? A lovely bloodsucking vampire sidescrolling adventure deserves SOUND! |
| Oct 12 04:11:04 | 12m 07s | Instacrime | ♥ 3 | Clever presentation, great artwork, good music, questionable mystery. I feel a little cheated that all the drama hinged on something so banal - I never would've caught on to "stolen Pokemon cards" as a motive for a murder mystery, and if the game had been upfront with it, I would probably have mistaken it for a joke answer. @_@; Plus, as others have noted, the lack of information about the case's dramatis personae as well as the inability to scroll freely back and forth through the posts seriously hinders the player's ability to investigate. |
| Oct 12 04:17:01 | 5m 57s | Old Man VS. The Internet | ♥ 1 | Punishing, mostly. Everything moves too fast for melee-only combat to be really viable; I really would've liked a ranged attack of some kind, especially given the volume of enemies in play. I also don't know what this game is doing behind the scenes, but this game gave me a warning that it'd exceeded my VRAM capacity - it didn't actually affect my performance, but it was a bit alarming to see that red text in the corner of the screen. |
| Oct 12 04:31:14 | 14m 13s | Time control in 10s! | ♥ 1 | Clever puzzle concept, nice art, not sure I'm a huge fan of the puzzle design itself. There's a lot of trial-and-error involved and it feels trivially easy to get stuck. Took me an annoying amount of time to realize that reverse time made the water solid, and then I got stuck on the platform puzzle right after. |
| Oct 12 06:44:01 | 2h 12m | The Temple of KnowlEGG | ♥ 1 | Honestly not sure what to make of it. I got to level 3 and I have no idea how you're supposed to cross the two spike pits at the beginning without taking damage (even putting Speed in both my powerup slots didn't give me enough horizontal velocity to clear them), nor can I reach the end of the level before the two big walls close in and cut off the exit (the timing of the vertical lifts is inconvenient enough that I find myself running down the timer waiting for them to arrive at my level). I feel like there might be a solid game here, but the third level feels like somewhere between a brick wall and a joke at my expense. |