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Feedback comments for LD52
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| Timestamp | Since previous | Game | Sharks's comment | |
|---|---|---|---|---|
| Jan 10 02:24:39 | Mustered | ♥ 2 | I'm always excited to see what you come up with and you did not disappoint! I agree that this game has a huge scope but for what it is worth I think you pulled it off, aside from balancing of course. Few pain points for me: - The camera is really awkward and I never managed to get the hang of it, it was also annoying having it jump around everytime I click to place something. Am I doing something wrong? I would have loved to just have click and drag or WASD controls. - I wish there was somewhere that told me what tile type objects required. This wasn't very apparent and left me confused for a while. - It seems to me that you can get all the same cards no matter if you do premium/standard etc. so because I always had more coins I never ended up using any of the other card types, which I don't think was intentional. Another thing I noticed is it seems you don't check funds for skipping cards. Was this intentional to prevent people from getting soft locked? I managed to go into the negatives on my coins just by skipping enough cards. Gripes aside, I really liked the music. It was repetitive but didn't overstay its welcome or get annoying whilist I was playing. Your game has a lot of depth and complexity and I respect the hell out of that. Graphically the game also looks great! Love the shadows, love the voxel art, it looked like a finalised, polished game to me (aside from the UI) but I shouldn't expect less from you, I guess :) Overall I really enjoyed it and it sounds like you enjoyed this LD which is awesome! I hadn't really been enjoying some of the previous LD's but this one was a blast for.. some reason. I mean, I'm not complaining. But I am glad to hear you enjoyed making it. Hope to see you again in April! | |
| Jan 10 03:01:11 | 36m 32s | Solar Sentinel | ♥ 8 | This game is absolutely gorgeous. The models, the colouring, the depth of field. All the little details I love too, the way towers near each other have arms to transfer energy... I love that you can visually see the forest degrading. I love the little level indicator in the top right, too. Such a neat way of display that information! A few pain points: - Audio was very repetitive and the explosion sounds felt out of place compared to the rest of the sfx - I agree with others, it got very difficult for me to connect towers at a certain point because of the camera angle - I was confused why I couldn't just click away to deselect things, it was odd and unintuitive to me to have to right click cancel - I wish there was some way to see how many waves have passed and how many are left - It felt out of place to me that the Pylons couldn't accept multiple connections when that very mechanic was such a staple of the rest of the game - The relays seemed useless to me because I could just surround towers in solar, there was no need. I think they would have become a lot more useful and there would be more depth if the number of available tiles was limited more, or if relays could accept multiple connections. - I see the efficiency rating on my solar towers but... what does that mean? How does that affect me? How do I manage that mechanic? Was I not paying attention in the tutorial? With that being said I still think it is a good entry because of how good it looks, how well it works with few bugs despite it's logical complexity. Also moving buildings. I love moving buildings. Such an unnecessary detail but absolutely amazing. I loved watching them float up and then over slowly, and it is a really innovative way of making sure moving doesn't become OP. Also one more thing of note: I got some terrible flickering/checkerboarding on my RX 480, but it otherwise ran well, though I imagine that is more of a Godot problem than a you problem, I figured I'd mention it. I suspect it has something to do with you having vsync enabled whilist my monitor has AMD Freesync on, but I wouldn't turn off freesync to test because.. that's asking for trouble. 😓 |
| Jan 10 04:00:31 | 59m 20s | Purple Grain | ♥ 1 | Wow, I absolutely adore that this was made in your own engine! I also love the idea of a little drifting/racer game focused around a boat! Some thoughts: - For me the contrast between the grass and purple grain was a little low and it was a little tough for me to differentiate. - I saw the option to turn on/off harvesting but it was obvious how that affected anything, if at all. I also liked that I could get off the rudder and walk around. Also, yeah I know this is likely a little project just to test out your engine but I figured a little feedback never hurt anyone so :) Awesome job with this all things considered! The grass looks really cool and I love how it gets matted down. |
| Jan 13 02:09:42 | 70h 09m | Harvest is coming | ♥ 3 | Wow that was probably one of the moodiest Ludum Dare games I have ever played, bravo. With that in mind, though, I did have some pain points in a similar vain to Papabirb's feedback above. The pain points were: - I kept getting stuck on the bottom snow outside, I think this probably shouldn't have a collider - It was really hard to tell at first what was and wasn't intractable, some sort of prompt would have been nice (I know jams are hectic and things get cut in order to finish) - It seems things are only intractable once. This makes sense for the dinner and such but a few times I accidentally hit space not realising I was confirming, and worse to me the UI made me think I had a choice - one time I went to go sleep first accidentally instead of talking to my son and when I hit 'No' on the popup I wasn't able to go to bed again and became soft locked and had to start over. - It wasn't obvious to me what the point of putting wood in the stove was since it seemed my son only needed the furnace - I didn't realise at first I could interact with the herbs, and how the herbs were different from the food - I had to figure out how to play the minigames myself, which was fine they were for the most part self-explanatory - The fishing minigame you can just spam the spacebar on, and it is annoying to sit there for a while only to get one fish as papabirb mentioned, it was my least favourite minigame - I felt the minigames should auto-exit after they were done - My dog.... Despite that this game was still awesome! The art is absolutely beautiful I loved the backgrounds and the characters, they were so well drawn! As I mentioned before the mood was amazing, the snow particle effects I loved and the audio just hit it out of the park for me. Between the little sound queue on important decisions, and the way the music changed throughout the day, all the audio was crisp and clear but really minimal in a good way. Some games overdo audio but this game used it in all the perfect spots. The story was well written with no typos I noticed, the biggest thing dragging the game down is the interaction system/lack of feedback on actions. Over all neat little story game! |
| Jan 14 16:10:21 | 38h 00m | This is my Dream Job | ♥ 2 | This was such a neat and funny little game. And the mobile controls were really nice too (I did play on mobile). A few pain points: - The text on the menu on mobile was hard to read - On mobile I wish the camera wasn't locked to your movement, it made it difficult to control - Im not sure if it said this somewhere or was lost in the text but the fun went wayyy up when I realised I could kick kids myself 😅 - I had a few 'trained' ones go through the walls and out of the ring haha Aside from those I can't say enough good things about this. The contra feel perfectly like Im just sliding around in the ice, there's so many small details that tie it together that you didn't have to do but are a perfect example of using your time wisely and polishing. I saw teens pushing kids, I saw kids skating side by side in pairs, it really tied everything together. The game plain looked really good and had a lot of variation among the kids/teens. Bravo for such a fun little tight experience. |
| Jan 16 22:57:15 | 54h 46m | Midday Garden | ♥ 3 | This is such a good looking game, I don't know what it is but I just really dig the art style and the effects and the UI... It all looks so good! I love the idea of rounds and buying stuff afterwards. All that said there were a few pain points for me: - Like some others have mentioned enemies dropping coins that you have to go backwards to get doesn't really make much sense and doesn't make for super fun gameplay. If those coins went straight into my account it might be an improvement??? I'm not sure this is very subjective but I don't think the current system is working. - Also like Rocktavius above me ^ has mentioned I would've liked to see some form of dash or something to make escaping enemies more about skill and less about luck, and also to give you an out if accidently mess up. As right now running into anything causes the mob to just instantly consume you, and a lot of times it's not a reflection of skill. - I was confused at first if I needed to defend my corn plants, if they would get attacked. I think it would have added depth if you had to lead them away from the plants, but I also understand a jam is a tight time limit. - I thought the corn plants were a little expensive for how much you require them early on (I played the post jam version) - Again something I've seen a lot in the comments so sorry to repeat it, but I would've liked to see the targeting system take some sort of input from the player or just target the closest enemy as the current system isn't ideal. Despite all of that I still really enjoyed my time with it! I think it was super unique and I just have a soft spot for that type of end of the round upgrade system thing, though I know it is a hallmark of survival shooters. I would've liked to see more depth to the gameplay but provided it was so short it never outstayed its welcome. And again I really appreciated the pastel colours and little particle effects. Great entry! |
| Jan 18 20:31:05 | 45h 33m | H.I.V.E - Highly Involuntary Vain Effort | ♥ 2 | Wow this was a complex and incredibly ambitious game! Genetics? Research? Plant preferences? Day and night cycle? Save system? So many layers and so much complexity, but I am happy to say I think you managed to pull it off. There's a lot to unpack here so... I'll just start with some pain points: - The zoom was a bit awkward, instead of... changing the field of view? I would've liked to have the camera just move closer - You did a good job of showing me my money everywhere that it was necessary for me to know, however I still would've liked some form of UI on the screen at all times showing me my money (and maybe even the change?) so I could plan things without having to open a menu - This is very subjective so feel free to ignore me here, but I would've liked to still be able to move the camera while in menus. Or even, I would've liked to see the menus not take up the entire screen, perhaps a popup above the tile so I could plant things more efficiently. - After reading the description I planted the sissy basil in the desert hoping something interesting would happen haha... It just grew really slow. - Lighting during the day felt really flat and at night the lights were too harsh/overexposed. - Personally not a huge fan of the hard lines between biomes, but I get you maybe wanted to improve that and game jams are always tight That being said this was still incredibly impressive! I love the little jokes/insults.. ('Slacker!') Also I loved seeing the different states as the plants grew and different models for the 'grown' plants depending on what was on the tile. The visuals were not the greatest, but they didn't detract from the experience, mostly the lighting needs to be improved. Other than that I didn't notice any bugs and this game has incredible depth to the gameplay. I agree with others that it might be a bit slow but I think that's ok and that is just the type of genre. Should the UI be cleaned up I could easily see myself buying this type of farm management game on Steam 😅 Great entry! |
| Jan 18 20:47:52 | 16m 47s | Public service announcement | ♥ 2 | @rolly Really? I thought the ending cutscene was the best part. It was worth waiting past the second loop-through for it. Besides that, I really enjoyed this! It was beyond cute, I love getting a look into people's thoughts and everything was really pretty to look at too, the corn field and the girl are all really well drawn and animated. I've really been wanting to do stuff like this and have been shoehorning in walls of texts I write at 3am as easter eggs into my last few LD's because there' just something so.. I don't know. Interesting, I guess, babbling on and on for something that people will probably never read. But it's so comforting, just to talk about things, anything, everything. I guess if you closed the game it wouldn't loop forever, would it, but also in a way it does loop forever if you want it to, so you could still say that it loops forever, couldn't you? Maybe next jam you can team up with a programmer so you **can** spend the whole jam drawing and still make a solid game? |