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Feedback comments for LD52
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| Timestamp | Since previous | Game | dod108's comment | |
|---|---|---|---|---|
| Jan 9 20:52:49 | Fungiform | ♥ 1 | Weakest point of the game: farming. It was kinda boring, not terrible but nothing really fun. I quickly ended up with enough resources, ignoring the farming for the most part. HOWEVER, the strongest point: mood and exploration. Overall atmosphere, audio, graphics and the encouragement for exploration made it a good game. More technical points: it feels a little bit annoying that you have to wait until you can click something again. Btw, is the mouse really necessary here? I would make the controls completely keyboard-based. To sum up: mediocre harvesting game, but a good game in general. I'd love to see more of your (especially exploration-oriented) games in the future, this is really promising. | |
| Jan 9 22:49:47 | 1h 56m | Hector the Apothecary | ♥ 3 | Well done. Good mechanics, well executed, nice graphics. My only issue is that in my opinion the cure meter filled too quickly, it would probably be better to keep it longer, without any need of adding more content. And (but this is minor issue) at first I didn't get what "alch" does, I eventually figured out that it fills cure meter, but "cure" would be more obvious. Anyway, nice game. |
| Jan 9 22:59:51 | 10m 04s | LD-52 Reaptirement | ♥ 1 | What is the objective of the game? I'm kinda lost, I don't know what to do. |
| Jan 10 14:15:22 | 15h 15m | Honey Inc. | ♥ 1 | Nice game, good idea and well executed. Minor issues: movement sometimes felt too sluggish, it wasn't immediately obvious that these tanks are full (seemed like 2/3 full and I have to do it again), you forgot to hide the cursor and in the menu I wasn't sure which option is highlighted. And these bars at the bottom of rhythm section could be more visible. But these are minor issues, I mean just polishing improvements, but overall the foundation is solid and the game was fun. |
| Jan 10 14:36:25 | 21m 03s | It is not time to harvest | ♥ 5 | The idea is good, however the execution at the current state is not very fun. The biggest issue is that the movement is very sluggish and unresponsive, in this kind of games it's very important to make the movement very polished. Graphics is good, menus could be more fitting the style and there are some issues with resolution in the intro, but overall the visual style is very nice. Last but not least, I have one more feedback/tip: don't use mouse to control the menus (and hide the cursor during gameplay, it's annoying) when the game itself doesn't use the mouse, it's not very comfortable when I have to switch to mouse only to click "retry". Use space and WASD instead, since it's used to control the game anyway. And if you allow to use arrows as an alternative to WASD, please make sure that the crouch is possible using arrows too. |
| Jan 10 16:59:26 | 2h 23m | Zomvester | ♥ 3 | Idea is nice, but the execution has some problems. For example the projectile would work better if it aimed automatically instead of firing in the direction you are facing. Other skills also feel underpowered and the design should explain better which plant correspond to what. Graphics is ok, but would be better without mixing different sizes of pixels. Combat feels not great, maybe pushing enemy with scythe could help. Anyway, if you plan to further develop this idea, it has some potential. |
| Jan 10 17:24:07 | 24m 41s | Soul Harverster | ♥ 5 | Honestly, it's not fun. But thats ok, given the fact that it's your first attempt with this engine. I'll give you some feedback, I hope it will be helpful. (I played singleplayer only.) First of all, I'm not sure if I understood it correctly, but you have to collect all souls in order to win, but they disappear and never come back. If that's the case, then it's not a good design: you lose when you miss your first soul and then what's the point of playing after that. But I could be wrong with this one, maybe it works slightly differently, please correct me if I got it wrong. The movement is too sluggish in my opinion and the projectiles have far too short range to be satisfying. Try different settings to get it right. It's not easy, but making movement and shooting satisfying is very important (and rewarding if you get it right!) is such a games. The graphics is generally nice, except the weird lighting. But the "default-looking" GUI makes it much worse and it looks just lazy. Try to draw even very simple HUD (seeing your 3D models i know you can!), experiment with different fonts etc. and I guarantee that the game will look much prettier. The audio is nice, I don't have any issues with that. I noticed a bug: shooting using mouse works only once or twice and then stops working. There's no such issue with E or space. Sometimes camera glitches too. I hope it's helpful and not too harsh. |
| Jan 10 17:49:36 | 25m 29s | Haarvest Hope | ♥ 1 | I think the camera issue is more visible in the web version, but still present in the PC version. However, the main issue is the communication of the ideas. I still have no idea how to craft stuff, even after reading the documentation. |
| Jan 10 18:09:07 | 19m 31s | It's Farmin' Time | ♥ 0 | No idea how to play, I'll give it another chance if you explain me how to play. |
| Jan 10 18:38:11 | 29m 04s | Tattie Season | ♥ 2 | Nice graphics (but droplets could be larger and there could be some highlight of the selected element in the menu) and sound, good job. However, the movement is not great, it feels sluggish and unsatisfying. Unfortunately getting movement right is crucial in platformers, so the game is not fun at the current state. Enemies are bugged I think, they don't hurt me at all. Also the level is too easy, I can ignore most of the droplets and finish it anyway. I hope the feedback is helpful, sorry if it feels to harsh. |
| Jan 19 12:34:08 | 209h 55m | Wheat Master | ♥ 1 | Solid take on the clicker genre. Buttons and text could be prettier and better fitting the graphical style. Other than that, I don't have any issues. Good game. |
| Jan 19 13:06:00 | 31m 52s | HARST | ♥ 1 | To be honest not much fun. First of all, everything is so dark that I barely can see anything and it adds difficulty in a very not fun way. Same with the slow, sluggish movement. The sprinting speed should be the default walk speed, such a slow movement is not fun at all in such a game, at least in it's current state. Control scheme is weird, if you use keyboard only, then I'd like to use both hands, eq. JKL instead of QEF. I have no idea, when the harvest is improper. Btw, what's the limitation of sprinting? The ship integrity decreases faster when you sprint or what? It's nice that you used highlight for interactive elements, that's always appreciated. I hope my feedback is helpful and not too harsh. |
| Jan 19 13:59:20 | 53m 20s | Harvest Dune | ♥ 2 | Well done. My only issue is that the graphics could be better without mixing pixel sizes (but the style is surprisingly consistent despite that). Maybe adding another mission with higher spice requirement after succesfully completing one could be fun. Anyway, good game. |