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Skleembof

Feedback comments for LD51

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TimestampSince previousGameSkleembof's comment
Oct 8 00:57:23 Energy Out ♥ 3 Cool idea, kinda reminds of Trine but with a brutal 10 second timer. I think the robots should have battery levels that deplete after 10 seconds, so that the timer isn't so punishing. Instead of killing the robot after 10 seconds, drain one level and maybe allow the player to manually shut down the robot to preserve battery. The gameplay would be the same, but the player will have more room to experiment and make mistakes before losing
Oct 8 01:18:00 20m 37s Gnomageddon ♥ 0 That was fun, but I found myself fighting with the mechanics more than with the skeletons. It was really confusing trying to send groups to fight because they would stop moving when I went to select another group, or they would run off screen, or hide behind the houses. Technical issues aside, I think a fast paced mini-rts like this would be really cool with more buildings and unit types.
Oct 8 01:33:28 15m 28s HURTEC ♥ 3 Wow this game is hectic So much going on, it was hard to remember to mash buttons, aim, and dodge bullets while trying to complete the binary sequence. At first it felt extremely difficult, but then it felt extremely simple. I think you have some cool ideas here, but the pacing and difficulty curve makes the player just rush through the enjoyment. Obviously play testing in LD is nearly impossible, and I notice that you tried to ease the player into it by gradually showing new mechanics, but when I reached the end I felt like I'd just learned how to play. Overall though, great job coming up with such a unique idea and putting it all together in time for the jam. The music was great btw
Oct 8 01:45:16 11m 48s Space Chase ♥ 0 Like others have said, the pacing felt great. I like how there's a bit of strategy involved deciding when to shoot
Oct 8 02:00:21 15m 05s 10 Second Shmup ♥ 2 This is an awesome idea and I tried really hard to enjoy it, but after like 15 minutes I was only ever able to shoot one ship. It is way too hard to line yourself up for a shot. I think you should have had all the movement on a grid to simplify everything, or a ghosting effect like someone suggested I also found that there was no reason to move forwards or backwards, the only useful cards were up down and shoot. Like I said, I love the idea but the execution needs work. I hope you continue to work on this because it has a lot of potential
Oct 8 02:21:57 21m 36s The End Position ♥ 1 wow that was great! The chill music and simple UI made it easy to commit like 20 minutes of my to trying to recreate the universe.
Oct 8 02:38:07 16m 10s Arena Run ♥ 1 That was fun! very impressive amount of work for a compo game. I like how all the guns felt different, but something about the mouse movement made aiming feel weird, and sometimes I wouldn't get a gun after 10 seconds and would have to just run away (intentional or a glitch?) The sound effects and vfx were very well done, I especially liked the minigun bullet casings flying around
Oct 8 02:47:14 9m 07s Flex Squad ♥ 0 Nice take on the theme! That was fun and easy to jump into My only issue with the gameplay is that there wasn't any feedback from shooting enemies. The healthbar is hard to see especially when theres a bunch of enemies on screen at a time. I think a simple way to make it better would be to lower the brightness of the enemy cubes as they take damage. If you can easily tell which enemies are close to dying, it makes it easier to figure out where to move to try and keep your dudes alive. Also, a slight knockback effect when you hit enemies would add a lot to the game feel
Oct 8 03:10:21 23m 07s NIMBOSTRATUS ♥ 0 I agree with your assessment of this game being extremely difficult. The boost mechanic was hard to figure out because most of the time I would just die trying to jump into crystals. There are way too many eyes and they move way too fast for the player to focus on anything other than surviving. The graphics are nice (reverse Devil Daggers) and so are the sound effects, but I think the sclera of the eyeballs should have been a different color to make them easier to see in the very bright atmosphere
Oct 8 03:27:07 16m 46s The Hellchemist ♥ 4 that was FUN! I played a bunch of rounds to try and get a higher score and ended up 5th overall. I loved the music and the extremely weird character models and animations. The only thing I didn't like was the weapons. They all felt like the same weapon, but with varying levels of awkwardness in how the bullets come out. Amazing work guys
Oct 8 19:54:29 16h 27m Nua ♥ 1 That was cool, I loved the music and the strategy of calculating a route to kill enemies and maximize your rewards. I didn't get how the blue upgrade worked though. I did a playthrough collecting exclusively blue upgrades and it didn't seem to have any effect. The how to play screen says it decreases tile speed by 0.5 but every tile would always cost 0.5 tp. Does that mean that it reduces more expensive tiles to a cost of 0.5? The description wasn't very clear if that's the case. Overall though, the game is well made and fun to play
Oct 9 11:52:52 15h 58m Ten Seconds Again ♥ 1 This is very clever game design and a great use of the theme I love when losing a game is clearly my fault and not because of some unfair or unclear mechanics. I kept pushing myself to let the timer run longer each level and it led to a lot of tension and excitement even though I was just clicking on some angry little blocks. You could add more mechanics to keep the game interesting during longer playthroughs. Maybe different types of blocks with unique behaviorus, like a blue block that doesn't move very fast but shrinks, or a purple block that takes more clicks to kill. Maybe have some sort of infection mechanic where one of the blocks can convert others to its color when it makes contact forcing the player to decide whether to start clicking early or let the infection spread.
Oct 9 12:06:15 13m 23s Cat Wave RUN ♥ 1 I like that you removed the dead ends, I don't think they would have worked well since a simple mistake can ruin your entire run. The combat was fun but it seemed like a missed opportunity to give the player a reward for killing slimes. Like killing a green slime could give you a health boost, blue slimes increase your speed, and maybe red slimes are a combination of both. The longer I played the more I tried to avoid combat. Even though the goal is to go as far as possible, I think you should have some mechanic to encourage the player to stop and hunt down slimes so they can engage with the cool combat system and receive some reward that would help them survive longer
Oct 9 12:15:49 9m 34s Tower Stack ♥ 1 I think you should make the blocks stickier so they're easier to stack and add walls on the sides so that you can lean the blocks against them. Currently I think the game is way too hard because of how far the goal is and how long it takes to stack the blocks. It also takes way too long to scroll all the way up to see the goal and then back down to start stacking. This is a good attempt for a first game jam, you did a great job with the art and came up with a cool idea but like most jam games, the gameplay balance made it too difficult to play properly.
Oct 9 12:37:27 21m 38s StrayaCraft ♥ 2 Star Dingo! Cool game, I loved the presentation but the gameplay was a little barebones. Forcing the player to reposition every 10 seconds to survive added some depth, but most of the time I was still just sitting around waiting for the enemies to die. The game kinda felt like a 2d shmup but with frozen enemies. I think there might be a cool idea there where you can incorporate the bullet hell of a good shmup at a more tactical pace. Like make the enemy ships have more intense attack patterns that cover the majority of the map, forcing the player to move or decide to tank some hits for tactical reasons.
Oct 9 12:53:31 16m 04s 10 Seconds Ambush ♥ 1 That was fun! I got to the end in 3 attempts and my horse defeated the fruit bandits. The pacing felt really good, the short rounds made it easy to decide to keep replaying until I beat it. Round 9 was really hard but I think round 10 ends early because it felt much shorter than the others, although I didn't keep track of the time (might be a glitch).