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Feedback comments for LD52
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| Timestamp | Since previous | Game | Rocktavious's comment | |
|---|---|---|---|---|
| Jan 15 14:29:37 | Warden of the Woods | ♥ 2 | Wow - I was continually impressed with this game at every turn. I figured it would be over in 5-10 mins but it kept going and going and I was impressed at ever step. The Dialogue was funny, the directions were clear for the most part, things made sense and the progression was consistent and forward the whole time. I was floored when I got the sword and then it opened up new maps. Amazing job! I will definitely be using your game as the stick i measure my future jams by. | |
| Jan 15 18:44:43 | 4h 15m | Chloroblast | ♥ 1 | The Art and music are really really good. I couldn't understand the gameplay though. I keep running out of pollen and money and couldn't figure out how to progress it seemed to easy to get stuck with nothing for the player to do to generate resources and get "unstuck". But maybe this is because i never got to the tower defense part. Nothing would spawn and the game wouldn't change into that mode for me. (I played in the embedded browser) |
| Jan 15 18:51:44 | 7m 01s | Bill, The ATMan | ♥ 0 | The game idea is funny but the platforming is way too hard. Also I expected things to change in the level to keep me on my toes but because nothing changes (at least in my play through - i only got 1 guy with money) because the platforming was way to hard to get back up i lost interest quick. The music was great - it reminded me alot of the old school sim farm games. The SFX was also good - especially for the interactions with the different platforming challenge things. I think having a level that either would change or that you can change would go along way to making the game keep your attention. |
| Jan 16 02:11:05 | 7h 19m | Crop Circle | ♥ 1 | Wow amazing game. Reading through some of the suggestions and comments i actually think it would be better to make the field much much larger. Almost 2x or 3x the size to give the player room to utilize the core mechanic of the spacebar and mouse button. The smaller field limited me to how much i played with that and mainly just went fast with spacebar held down and then alternated lifting the spacebar and the mouse button to get tighter circles. It become pretty route after a bit and i felt i needed a much much bigger play area so as I spun around i should miss stuff and then work at getting just the right combination of spacebar and mouse button to get the distance and speed i need to pickup the crops i previously missed. A bigger play area would also allow you to slow down the crop growth (reducing the frantic ness) and then maybe throw in some - if there is less than 20% crop on the field speed up the growth rate - so as to keep the player engaged. Overall - this is likely one of the best Jam games i've played so far though but these few improvements would definitely make it next level and help balance out the game. |
| Jan 16 02:18:13 | 7m 08s | Organ Punk | ♥ 1 | Interesting take on the theme. It felt very reminiscent of a portion of graveyard keeper gameplay but simplified for a game jam. Feedback: I had no idea what the toxicity meter was for or what created it. I wish i could organize my organs and put them on ice during the downtime between customers. I wish it was easier to target select the organs for pickup - once i had more then 5 or 6 laying on the floor i just kept picking up the wrong thing. I will say the interaction mechanics were great - i know how hard those can be to program and this felt very intuitive so great job! |
| Jan 16 02:21:55 | 3m 42s | Bean Farmer Extreme 2 | ♥ 2 | The game is super fun but very hard. I love the music and the simplicity. I think the only improvements you could make are just adding more variety of upgrades and just more content overall but thats expected for a game jam so I think you did a great job keeping scope small and getting a small polished thing out. Great work! |
| Jan 16 02:37:05 | 15m 10s | Carrot: Journey to the Surface | ♥ 1 | I have to say with a complex control scheme like you had the tutorial text and simple introductions of each really did a great job. Great work with the tutorial! (this is something i always forget to add to my games) The jump overall felt too floaty especially in constrast to the carrot top spin move. The character moved around a little to on ice to me - reduce that movement or make the platform bigger - i keep slipping off stuff. Having to jump to shoot felt weird i ended up just doing that and the drill most of the time. Overall i think you did a great job keep at it! |
| Jan 16 02:41:21 | 4m 16s | Musical Mining : The Harmony of Greed | ♥ 2 | Art, story and music were all very very well done. You broke my brain with the circular timing but then the "oh noo" when you miss had me laughing I almost fell out of my chair. I found the timing of the buttons the hardest - not sure if it was the circular nature of it all or just the "grace period" was not long enough. It also ramped up in difficulty really quickly. All in all an amazing entry though. |
| Jan 16 02:48:01 | 6m 40s | Wheat World | ♥ 1 | WOW ... Just WOW. Hands down one of the best games i've ever played. The controls are tight the difficulty just right - hard enough that you have to keep trying but simple enough that once you get a good feel for it you can get it right. Also making it super easy to restart/retry was very keep in keeping the frustration level down. 🙇 you are a true master. Everything else is just icing on that cake. Great visuals, Great Music, Great SFX, Great level design. You deserve the top spot and I hope you win! Amazing. |
| Jan 16 02:59:12 | 11m 11s | Harvest Shroom | ♥ 1 | Honestly - amazing first entry to the jam. Way better then we did the first time around. Overall the gameplay was good and the controls were good and tight. I struggled with not moving fast enough or bumping against corners it felt i should have not hit. Also it seemed like the steps countdown was just slightly too fast as it did the pickup animation but then i'd immediately die after words. Also a tutorial explaining the mushroom interactions - i died alot in the beginning. Keep up the great work! Great Entry. |
| Jan 16 21:18:13 | 18h 19m | Apple Harvest | ♥ 1 | The art is nice and the music goes right with it. I love when people make an "experience" style game like this. Keeps the scope small and doable and you feel real good at the end completing it. We did a similar thing for a previous jam and your's is very much the same. Great work and congratulations! Keep it up! |
| Jan 16 21:24:19 | 6m 06s | Protect the Garden | ♥ 2 | I really like the twist on the TD genre where you pick your towers to get more money. (I think this could be a really fun game with some tweaks) I will say at first this was not clear to me. I think initially the amount of money is far too low and the bugs come far too fast. I was not able to even kill 1 bug so I think the starting money has to be higher or the waves have to ramp up slower at first. I tried 3 times and was never able to survive or kill a bug. Great job on getting a TD game complete though. Lots of space for improvements and mechanics that could turn this game into something very unique and fun. Keep at it! |
| Jan 16 21:31:45 | 7m 26s | 9CELL | ♥ 2 | This is a real interesting concept and a great take on the theme. It was a little too unsettling for me but I could feel the Tamagotchi inspiration so great work! |
| Jan 16 21:42:05 | 10m 20s | No Harvest | ♥ 3 | Wow this was a very solid and fun game. I'm incredibly impressed! The shape for the big fireball (the diamond shape one) is very useless because its so spread out. The square and the cross shapes are the most useful. The horizontal line should be a 2 rows instead of 1. This would balance out the power of each spell. Also, while i understand this is a game job, i could see a few upgrade being really interesting here. Allowing the player to selectively invest in their spells to increase the shape size or have knock on affects like a "splatter" where it randomly spills over into a random neighbor space. Things like that would really amp up the "interesting choices" the place has to make. Overall great work though - one of the better games i've played!!! |
| Jan 16 21:49:17 | 7m 12s | The Gold'n Apples | ♥ 2 | This was a very awesome game! I like the tutorial and the mechanics were easy to understand but hard to master because of the input randomness. The only thing I wish I had was a way to "restart" my island instead of having to go back to the beginning of the game. Other then that great work!! |
| Jan 16 21:57:53 | 8m 36s | Catchy | ♥ 1 | Fishing games are not generally my jam but this one was pretty simple and relaxing. I had a bit of difficult navigating because of the wind (but i'm also terrible at realistic sailing games - LOL) It would have been nice to have some sort of guide to finding the fish - it seemed/felt a bit random to me but maybe i'm just used to quests directing you for these kinds of things. The artistic style of the game is great too! |
| Jan 16 22:02:59 | 5m 06s | Afterlife Assistance Agency | ♥ 1 | This game really impressed me. Super polished, tight game loop, easy win/lose condition but hard to master. My only feedback is that characters spend too much time off screen because of the looping around the screen nature and that caused me to lose because I lost time waiting for them to come back on screen. Other then that - all 5's IMO - Great Game! |
| Jan 16 22:15:16 | 12m 17s | Midday Garden | ♥ 1 | The game is pretty fun but i feel its not balanced well. Most of the time you are just running away but what you kill drops the coins behind you into the massive pile of mobs following directly behind you so you never get to pickup the coins because you never get enough time in a way to make a big enough circle. So i think if you could balance the mob types and movement styles it would be much more interesting and fun. Alternatively you could have a limit number of mobs per wave so they slowly disapate and you can get around to picking up the coins - then it becomes a puzzle to not kill everything but still pickup your coins. Pair that with a few interesting movement choices like a dash with a cooldown or a teleport back to a set location and you open up to the player a large number of interesting choices to make keeping the game engaging. Also in the beginning all you do is plant corn to ensure you have enough ammo. That makes the upgrade system feel like you don't have interesting choices initially. The art style and ambient music/sound a great though. With just a few tweaks and a few more interesting choices this would have been one of the better entries in the jam. Great work! |
| Jan 17 00:50:10 | 2h 34m | Tattie Season | ♥ 2 | The game was short but the music was great. There could be some better differentiation between the UI and the background since both are blueish it was hard to see. Also i didn't understand what the point of collecting the ice drop was. It seems when you get to the flag at the end of the ice level thats all there is. Is that the case? Also the jumpy felt too floaty and the movement too slow. Overall the art was good just need some color or distinct differentiation as everything was too much the same color. |
| Jan 17 01:01:33 | 11m 23s | Farming Combos | ♥ 2 | The controls were a bit hard to understand / use. I understand why you made it so you don't have to click so much but often times that hurt me and i'd prematurely harvest something on accident while swiping my mouse around. Maybe i'm just old and not as twitch gamer as i should be for this. Overall the different level layouts were good though and really dive deep into the mechanics and the optimization the player could try for. I thought the plants grew up and died just a little too fast. Also it would help to give the "fully grown" plays some sort of particle FX - it was hard to understand when excatly they were ready and by the time i realized they were dead. I wonder if it would also help to have a separate "planting" phase from a "harvesting" phase. Kind of give the player that mental mindset shift - ok here's how i'm going to plant the different crops and then switch over into the harvest mindset based on the "plan of action" you setup in the planting phase. Overall a pretty good entry though. |
| Jan 17 01:12:49 | 11m 16s | Garden of Eldritch Delights | ♥ 3 | The visuals and the music/sound design are phenomenal! Great Job!!!! The gameplay is confusing and I couldn't figure out exactly what to do. I can pickup seeds and bring them back to my god - but it seems like there was something about blood and growing that i just couldn't figure out. Also the game's camera angle is hard to deal with and its zoom'd too far out. I wanted some close ups on those great artistic visuals (they are gorgeous). I think a forced split screen would work really well here and give the much needed zoom in without being distracting. |