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Feedback comments for LD51
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| Timestamp | Since previous | Game | Gyncoca's comment | |
|---|---|---|---|---|
| Oct 7 18:21:43 | 10 sec to witch pain | ♥ 3 | Funny entry and the laughter is very annoying :D I second the need for a lower sensitivity on the mouselook or a bigger FOV. It would be also cool to see the more clean cartoony style from the concept art in 3D, using less realistic lights would go a long way towards that imo. | |
| Oct 7 19:31:39 | 1h 09m | The Great Escape | ♥ 1 | Funny game and nice fit for the theme. I think the menus could be snappier to feel good to play but on the other hand the way they work now communicates how clumsy a baby can be. :) I managed to somehoe make the game get in a deadlock by spammin click before menus appeared. |
| Oct 10 11:45:25 | 64h 13m | Decem Secundis | ♥ 1 | Could be a bit more difficult and I think you should allow wall jumping even if the player isn't pressing against the wall to make the movement feel more fluid. Increasing the speed of the enemies (or just have a speedier variant) or adding some stationary enemy that shoots at you from a distance could make the combat more interesting. Maybe a snake type that spits venom at you which also creates puddles on the map that you need to avoid?. Cool character design! |
| Oct 10 12:22:48 | 37m 23s | Blade To Blade | ♥ 2 | Great concept and writing. We enjoyed finding all the endings. My only issue was readability: the combination of the font, outline and size makes it hard on the eyes imo. The UI could be smaller when playing on full screen desktop (it does make for a good mobile view now though I imagine). Also, I'd like to be able to skip waiting for the 10 seconds to end when already picked my actions (have an explicit `Wait` action instead), alternatively you could add some ramping up sound effect to make it feel less like a wait and more like the anticipation of the incoming action. Just some daydreaming here but maybe it would be cool to have the gameloop and text be a bit more temporal and dynamic, like the characters start moving towards each other, the enemy shouts their line onto the screen (appearing at their head vibrating or something depending on their moral), time slows down as your choices to respond appear, you similarly shout your line when picking it and when you click your combat action the clash happens instantly. Anyways, this is a lovely entry and I think you should try making it into something a bit longer like a series of highly dramatic duels between different characters which could branch out depending on who won which fight, so you couldn't really lose it just access different paths of the story. This could make some free narrative motivations depending on who killed who ;) |
| Oct 10 12:33:57 | 11m 09s | The Zero Countdown | ♥ 1 | Managed to get to third place on the leaderboard. (`Michelle` needs to be stopped) I second that the bullets should be more visible and maybe zooming out a bit would allow for more varied enemy patterns. Solid entry! |
| Oct 10 12:51:45 | 17m 48s | Distracted Driver | ♥ 1 | Funny concept and execution. I think some mandatory interaction with the phone would make it even better and accurate, as right now I can just keep looking at the blurred road to avoid collisions so I'm not distracted enough. This could be fixed by having the phone stay on screen until you do something with it like swipe away a notification, delete spam message, turn down a caller, kill an alarm or win a game about driving ;) FYI you can check [OS.get_name()](https://docs.godotengine.org/en/stable/classes/class_os.html#class-os-method-get-name) to see what platform your game runs on in case you wanted to hide the `Exit Program` button for the web player. Anyways, we had a good laugh with this one, thanks! |
| Oct 10 13:14:31 | 22m 46s | Tempo traveller | ♥ 2 | Very cool concept to match these game mechanics. Maybe a less zoomed out map would help with seeing the player/level better when focusing on the "rhythm bar". Might be a good idea not to use copyrighted material. Hearing **your** music would be really nice, escpecially since music is the core of the game! There are many ways to make music nowadays and it is very fun, give it a try! You should continue exploring this game idea imo. |
| Oct 10 13:24:42 | 10m 11s | Galactic Mooses Coffee | ♥ 2 | I think this needs something dynamic, here a few ideas: * push the milk / coffee lever manually until your container is full, overfill could happen and you'd have to stay engaged with the game * drag your containers to places instead of selecting them and picking where to put them. * have more galaxy: alien guests, alien drinks, or even multiple ways (languages) they ask for the same drinks. Good job anyway! |
| Oct 10 13:40:40 | 15m 58s | Clock Caper | ♥ 3 | Cool game idea and a really polished execution! My suggestion is to make the character push faster towards the edges of the level. By intuition the clock-hand should be easier to turn if you push the tip, but right now it is the exact opposite since you can cover more angles in the same amount of time if you are pushing closer to the center. I think the spiky clock hand shouldn't hurt you if you are colliding with its bottom at the center (or have it have little spikes around the base to make the safe area more clear). Anyways, great entry! |
| Oct 10 13:44:21 | 3m 41s | Beat boss | ♥ 0 | I loved the shadows of the crowd! Please let us die. ;) |
| Oct 10 13:54:44 | 10m 23s | DEEP DIVE | ♥ 1 | Impressively polished entry, everything fits together really well. The memorization mechanic makes it a unique experience. Good job! |
| Oct 10 17:06:24 | 3h 11m | Elephant Egg | ♥ 0 | Love this, cool concept, cute style and fun gameplay! I think it would be nice to see more clearly where the tiles will go as they can be a bit unpredictable at later stages because of how the red overlay shows the directions. It is a bit misleading because you'd think only the red zone is the actual danger but when two shifts intersect some tiles that weren't red also move out of the level. Maybe the red could grow to each tile that will disappear or instead of a red overlay, every tile could somehow show where it will move? Also, if you ever continue working on this we need something with gameplay value out of the chests :) Thanks for this! |
| Oct 10 17:37:24 | 31m 00s | Nuclear Waste Disposal | ♥ 1 | Solid puzzle game! I think you could make the currently active type more visible, for example the whole background behind the flames could change color as now it is easy to miss even if you look for it. Maybe also have something tell you what will be the next scoring color (to mirror the fact you can see the next blocks)? For a smoother gameplay I think it would be nice to have an indication of the remaining time on the furnace to be better prepared when new blocks hit. Alternatively some audio loop that cues it. Also, give us your music with mute on by default. That way you won't annoy anyone but we can still listen :) Cheers! |
| Oct 10 17:54:37 | 17m 13s | A Little Bit Of Everything | ♥ 1 | Fun take on the theme! Simple but effective. I can only repeat the others that you should randomize the levels a bit to make it more replayable, for example the level where you have to pick the yellow square could place it at any of the positions, or better yet, have the target shape and color be randomly picked as well, so sometimes it is a red triangle, other times a blue square, most of the levels could be expanded upon this way. Anyways, good job! |