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Feedback comments for LD51
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| Timestamp | Since previous | Game | TerraCottaFrog's comment | |
|---|---|---|---|---|
| Oct 3 01:49:29 | 10Flap | ♥ 2 | I love the bird sprite :) I really like the core here, and I think the biggest thing is just more content and iterations on the theme. It might be helpful to separate the thing that unlocks the entrance from the safety zones, so there's more risk of reaching those unlock zones and ducking back to safety. I'd definitely play a post jam version if you ever make one! | |
| Oct 3 18:42:20 | 16h 52m | Sheeple | ♥ 1 | I love the graphics and game feel : ) And that twist at the end killed me! |
| Oct 3 18:58:35 | 16m 15s | Pizza Game | ♥ 2 | I like the concept of doing everything with the mouse a lot, and all the small actions you have to do. It makes things really tactile. The game feels really frantic and it captures that feeling of everything getting out of control. In terms of potential improvements, the audio is a little jarring. I also found a lot of the time I was spending was just moving my mouse between things. That ends up really changed by the size of the window, so it might have been good to, for example, pick up a larger pile of ingredients so you can only pick up each ingredient once. I think that could maintain the tactile feel of doing everything by hand while making things flow a little better. It would also be good to have some more feedback on what exactly makes a pizza good. It was hard to know exactly what extra salami really meant. Overall a good start to something that could be really fun! |
| Oct 3 19:24:04 | 25m 29s | Oxylunky | ♥ 1 | At first I was frustrated by restarting every time, but after I realized what the tell was for the patches (it was pretty clear in hindsight, I don't know how I missed it initially) the game opened up and the threat of restarting really added tension to the close moments getting closer to the bottom. The atmosphere is really good and like others have said really gives you the feeling of getting deeper and deeper into a dangerous situation. Awesome work! My only feedback would be to clearly say what pockets look like. They are hard enough to find by the end and it could prevent some frustration at the beginning. Even opening with the tip about hidden pockets having a tell would help, instead of the "Again?" tip, which should be the last one. |
| Oct 5 03:34:30 | 32h 10m | Ten 'em up | ♥ 3 | FYI, I had to use this command to run on linux. "MESA_LOADER_DRIVER_OVERRIDE=i965 ./Ten-em-up" I played this game a few times until I found the winning strategy - beelining for the improve weapon barrels in the early game. Once the weapons are upgraded enough, you can clear enough bullets away that the only threat is the barrels. Once you're there, you can play indefinitely! 10emupscreen.png While this is definitely satisfying and it was fun seeing how far I could push it, I think it would the game would be better off if it could avoid this. I think the game could avoid this reverse difficulty curve by removing the ability to destroy bullets. The enemy bullets could be made slower as well to counteract this. This would make the higher end weapons not eliminate all risk. Enemy spawn rates could also increase. Unrelated, it would also be helpful to have more audio feedback of when barrels would change, so you could focus more on the playfield. I like the concept a lot, and with some tweaks to the difficulty curve it could definitely have some staying power :) |
| Oct 10 02:00:53 | 118h 26m | Time to master | ♥ 0 | I wanted to get into it, but I found the margins it was asking for way to sensitive. Its hard not to be discouraged after seeing "Don't be discouraged" 10 times in a row : ) I like the idea though, I just wanted more time to be taught the feeling of ten seconds before the game started throwing me off. |
| Oct 10 02:30:16 | 29m 23s | Pocko | ♥ 1 | Getting the same sort of bugs the last few commenters did, the game freezing after resetting after time. I am playing on Linux through Wine so that might be the culprit for me. |
| Oct 10 03:11:53 | 41m 37s | Ten Second Survivors | ♥ 1 | Had a lot of fun with this. Very satisfying push your luck gameplay on a small scale trying to find holes in the enemy waves. Behind firing speed caltrops are definitely where its at. Once you get those upgraded a certain amount you can just sit and wait for the enemies to come to you. I couldn't figure out how to damage the boss. Not sure if was a bug or if I was missing something but nothing I did seemed to make the health bar budge at all. LMK if I was missing something cause I'd definitely like to try finishing it! In terms of improvements I think the most impactful thing would be more particles, remnants of enemies or player actions, animations, or things like that. Awesome work! |
| Oct 10 03:20:06 | 8m 13s | Toilet Run | ♥ 1 | Good concept. I think things ended up a bit too difficult. Jumps sometimes had a pretty frustrating arc with no way to control jump height. I like how things opened up over time, though. The exploration of the different ways the growth can effect things was nice. Overall good work and an impressive amount of content for the compo, but the platforming controller and the balance need a little bit of work. |
| Oct 10 03:51:59 | 31m 53s | 10 Second Shmup | ♥ 1 | I *love* the idea of this game, but I have a hard time with it in practice. I find that a lot of the time the hardest part of the game was getting an idea of how far exactly the ship will move for a given size of card. A ghost system could work as you said, but I like the idea of a grid system like others have said. I think a good compromise is lanes instead of a grid. Different movement cards could move between a different number of lanes or at a different speed even. Shots and horizontal movement could be analog in their positioning, or the player horizontal movement could take place over time but still be locked to the main grid. Timing could also be analog, so time would still be a large aspect. It would also be good to get more interesting enemy and player abilities early on, which a grid system could make easier. I'd be really interested in seeing this idea fleshed out. I'll be following you for any post jam updates : ) |
| Oct 11 04:45:46 | 24h 53m | Long Shot | ♥ 0 | highscore.png Had a lot of fun with this one! I tended to save my shots for the bosses since they were worth so many points. Occasionally I used one for the full-width waves if I didn't see a way through. I would have liked to see more a difficulty curve, I felt like a lot of my deaths at the end were just from simple mistakes rather than misreading a situation or failing to navigate some tight bullets. |
| Oct 11 05:09:25 | 23m 39s | 10 Secs Snakes | ♥ 1 | Got to 52 points : ) I love the way the worm moves, its so smooth and a nice upgrade from rigidly following your path. I always wanted the high score screen to stick around, I think it should be a different key than the movement keys so you can screenshot (or at least reminisce) after a good score. I would have liked slightly faster worm movement, which would let players do more in the time limit, which would let them get further to see a much longer worm. I think a lot of the fun is in timing when to enter your own tail, and making the time limit only show up once that tail is longer could help that. Other than that, a lot of fun! |
| Oct 19 17:37:22 | 204h 27m | Ten Second Gunner | ♥ 0 | I found the game pretty hard to get into since it was very, very hard. I think things need to be a lot slower in general. Because of input lag on my machine I had trouble moving less than a quarter of a screen width which made it very hard to accurately dodge. If the game had some difficulty curve in terms of bullet speed or number of enemies it would be a lot more fun, without needing any major changes! It might be worth spending some more time on it to try to tighten up that aspect of the gameplay. |
| Oct 19 18:12:55 | 35m 33s | Jumpy Fellow | ♥ 2 | I had a lot of fun with this! Like others I also really liked the "tutorial at the beginning" I couldn't get past 90m though. There was a lot of times I lost because things felt unfair. I think the slipper movement adds an interesting dynamic, but it could be tuned down a little. I think the game would be better served by replacing the slippery movement with something like making it harder to move in the air then when on a platform. It feels like the game wants to be a precision platformer in the vein of old arcade platformers but ends up feeling frustrating to control. It's also frustrating when a platform is just out of reach of a jump, which spacing of platforms might help? The jump meter being at the top of the screen made it really hard to tell when I could use jumps at a glance. Placing it under the player would make that a lot easier. It would also be nice to skip the tutorial on replay, to make restarting faster and keep players engaged. Overall though I found myself wanting to play just one more time! It has a very fun gameloop and I feel like there is a really high skill ceiling while being really accessible, which I enjoy a lot. Overall solid entry! |
| Oct 21 04:14:21 | 34h 01m | A 10 second Cooking Hell | ♥ 1 | The idea definitely makes for a fun game and the setup seems like a good implementation of things, but as others have said the controls make it tough to enjoy. It confusing how to get the food onto the plate and it felt buggy for a while before I got the hang of it. The player not being able to face diagonally also felt very strange. It might be worth it to do another pass at this and work on tightening up the controls, I think the game could really be improved without that much more investment. |
| Oct 21 19:27:32 | 15h 13m | Death by 10 seconds | ♥ 1 | Love seeing a minecraft datapack as an entry! I too discovered that cowering underground is the best strategy. Looks like mobs still can't spawn in light levels at torch level, which works if digging underground isn't an option. Could stone be made unmineable? Common terrain blocks could also be made not to drop resources, so the only source of anything would be the mobs themselves. That might make it more of a risk to gather enough blocks to build defenses. It would also be interesting if torches were very very rare or maybe were dimmer than usual? They seem to be the most valuable resource of anything. Having bosses or something you need to defeat to continue would also discourage cowering. I'm not sure the limitations of minecraft datapacks of course so I'm not sure if all these things would be possible. Great entry : ) |