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Feedback comments for LD51
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| Timestamp | Since previous | Game | TheHansinator's comment | |
|---|---|---|---|---|
| Oct 7 20:39:15 | RogueDungeon: A Deck Builder | ♥ 1 | Great concept! I loved traditional rogue-likes growing up, and I think this is a great way to put the concept into a deck builder. Integrating it with the "every 10 seconds" theme also gives it a nice rhythm that I can vibe with, though I imagine you might want to give the player as much time as they want to arrange their cards if the game situations get more complex. A dynamic I didn't really like was how segmented the rooms were - it's impossible to see into adjacent rooms without moving into them, and orcs aren't active when you're not in their rooms. Because of this, when I cleared rooms, I would end up just playing the cards I wanted and slowly inch in exactly the directions I wanted to go. When I was fighting orcs, I would play additional cards in an attempt to dance around them, but when I was alone, moving felt a bit tedious. It would be cool to see more card variety. I think that move=melee attack works perfectly, since that's how traditional roguelikes and Crypt of the Necrodancer work, but you could probably include other interesting movement and attack options, such as diagonal movement and ranged spells. As for having cards that are more powerful than what's in your starting deck, I could see cards getting dropped by monsters when you kill them, and have a "Pay Day"-like card that increases the loot rarity if you kill an enemy with your next attack. | |
| Oct 7 20:49:21 | 10m 06s | Checker Jump | ♥ 1 | I love the vibe - the environment reminds me a bit of the Trapper boss fight in _Inscryption_. I think the game would be a lot more fun if we played on top of a game of Go instead of checkers. As is, since checkers is a game about removing pieces over time, the current strategy is to wait for just one checker to move and then go for the necromancer as fast as possible - after a few pieces vanish, you're both more or less at the mercy of the ghosts. On the other hand, since Go tends to add pieces over time, you start out with a small amount of area (perhaps one where you can have a ranged battle with the necromancer), then you can go in for melee attacks as the game progresses and more pieces get added, and pieces can still be removed and fall out from under you if captures occur. The ghosts wouldn't even need to be all that great at Go for this to work. |
| Oct 7 20:53:15 | 3m 54s | Distracted Driver | ♥ 1 | Hilarious, simple, gets the message across. Well done! :) |
| Oct 8 17:00:15 | 20h 07m | Dodge48 | ♥ 1 | Fellow PICO-8er here! Unfortunately I couldn't get another player to play this with me, but I like what you did, from what I was able to try! The UI is really clever too - I like how you use the light and dark colors to show balls in the air vs. balls available to throw. |
| Oct 13 16:48:16 | 119h 48m | Attuned | ♥ 1 | That was really nice! The music choice was lovely, and I like the idea of bringing it in tune. Even as someone who grew up tuning their own violin, I appreciate the assist features for those who aren't as musically inclined. Thanks also for making a Linux build! |
| Oct 13 22:34:33 | 5h 46m | Would You Care For Seconds? | ♥ 2 | 10/10, gave me serious indigestion. My girlfriend wants me to add that I felt like Anthony Bourdain the whole time. 😛 The QWOP mechanics are an excellent touch, and I appreciate the different levels too - I didn't manage to get seconds for the breakfast and hot dog levels, but I got plenty from the fancy restaurant and from Charles Entertainment Cheese. |
| Oct 21 19:53:07 | 189h 18m | Ayyy Leon's 10 Second Turmoil | ♥ 1 | Fun little game! I love the way you use the minigames to create a sort of rhythm, kind of like the Warioware games. Would definitely love more of them! |