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Feedback comments for LD52
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| Timestamp | Since previous | Game | smilewood's comment | |
|---|---|---|---|---|
| Jan 9 22:04:49 | Overgrowth | ♥ 2 | This is a cool concept for a game and works really well with the theme. The gameplay loop is interesting to keep up with, I found balancing the different plants growing to be a cool idea. I like the idea of the plants having effects on the plants around them. The main issue that I ran into was that it was unclear how to unlock new types of plant; I seemed to be keeping up with orders and slowly gaining money but there was no feedback on if I was going to reach tier II plants or if I needed to do something else. I love the art of this game, the different plants (from your screenshots) all have great growth stages and unique appearances. The music fits very well with the chill tone of the game and it was fun to just sit and move the cards around. I would have liked a shortcut to opening the shop, maybe space-bar should have been used for the shop rather then the pause menu. Overall a cool concept that could have used more guidance for what to do. Well done! | |
| Jan 9 22:14:01 | 9m 12s | Mafia's Drive-Thru | ♥ 3 | This is a much harder game then I was first expecting! The constraint of no wasting parts makes it a lot harder to keep up with the orders as I was frantically trying to pull everything out of the bodies; the first time that I lost I was very confused what I had done wrong. For some reason the embedded player doesn't have full-screen enabled, so it was also made more difficult by the small size of the parts. I think that this was a great take on the theme and managed to perfectly hit what seemed to be its tone - dark but very humorous. The art and music complemented each other very well and added to that theme. Overall very well done! |
| Jan 9 22:27:29 | 13m 28s | Apothecary | ♥ 1 | Cool concept and well executed. I think that there were a fer too may tools for the number of recipes, I would have preferred to reuse concepts rather then have every recipe that I got call for completely different steps. Looking at the book I also never was requested to make the most complex cures, so that may have been part of it. As was mentioned in another comment the cauldron was difficult to use; it was unclear when it had things in it and what those things were, leading to a couple of unexplained handfuls of ash(goop?) that I first thought was the result I was after. The background music is good and sells the chill vibes of the game, and all of the art is great. Overall a very cool concept, great job! |
| Jan 9 22:37:48 | 10m 19s | Wandering Crops | ♥ 1 | Very cool concept - I love the puzzle aspect of the game, and the interaction of the different movement mechanics was interesting. It took me a while to realize that the purple and orange plants alternated direction each step - when I first saw the arrow I thought that they would continue until they hit an edge before changing. The animation of the times changing was very satisfying, especially when it was green plant going over it. I did end up a bit stuck with too many grey squares at the end of the game and never got another green plant, but that is just how it goes sometimes. Overall a great job, congrats on your first game jam! |
| Jan 11 05:12:06 | 30h 34m | Harvest Shroom | ♥ 3 | The art of this game is awesome, I love the general design of it and the music is fantastic. All of the animations fit well with the gameplay and are well done. The general idea of the gameplay is compelling, but for me it fell down a bit with the feedback that it gives the player. I found it hard to tell what was going on with the various bars, it seemed like sometimes picking up mushrooms started a bar that meant I could walk further and sometimes they added a second bar that did not seem to do anything, I still die when the first ran out. One of the things that frustrated me about that system was that when I picked up the mushrooms in the other order the same happened in reverse, when the first one I picked up ran out I died. Some form of explanation of how the mushrooms interact would have gone a long for me, playing ended up feeling less like a puzzle and more like trial and error. Overall this felt like a beautiful and well-thought out puzzle game that just wasn't able to communicate its mechanic to me. Great job with your first game jam! |
| Jan 12 03:35:08 | 22h 23m | Weed Em and Reap | ♥ 0 | Cool take on the theme, I like the card-based system for a resource management game. Some of the cards seemed to be way better then others for the purposes of getting a high score in only five moves, I think that a lot of the time-based (or even population gain) cards would have felt better if there was a way to increase the number of cards. I would love to try a version of this game where it ended with all three cities at 0, and see how long it took. The music and sound effects fit well with the game, and the general art design worked well. Overall an interesting game, and a cool take on the theme. Well done! |
| Jan 14 00:52:30 | 45h 17m | Grim Phantom | ♥ 1 | Very cool game, well put together and well polished. It took me a while to figure out that the scythe killed the ghosts, mostly because the location of the start button had my mouse at the top of the screen and I did not see it until too late. Once I got the hang of it I really enjoyed the challenge of not getting overwhelmed by the horde while also getting in there for melee combat. The various upgrades all felt useful, and by the time that I had them all I felt very powerful. Similarly to another commenter who posted a screenshot, my game ended with me stuck on top of a tomb, unable to move or hurt the ghosts as my health dropped. I thought that th simple art worked well with this game, (once I saw the scythe) every element was obvious in its purpose. The sound effects were great and communicated well what was going on. Overall a great game, well done! |
| Jan 16 18:53:46 | 66h 01m | Scrapped | ♥ 1 | I like the idea of your health and upgrades being the same resource pool - I don't know that I have played a game with that mechanic before. Overall I thought that this game was well put together, the art and soundtrack worked well with the gameplay, and for the most part it was fun to play. As others have mentioned, it took me a while to realize that I had to get the enemies into the scrap pile, once I realized that it became a very interesting game. I found the near-frictionless bouncing to be very difficult to control, especially as the enemies colliding with each other seemed to gain momentum, so quite a few times a soft tap came flying back at me at hyperspeed. Great job with the game, it was a refreshingly new take and fun to play! |
| Jan 16 19:07:14 | 13m 28s | Necromancer's Garden | ♥ 1 | An interesting combo of both the gardening and deck-builder game. I was impressed with the amount of cards and interaction of the mechanics that you were able to get to in a jam timeframe, well done. I did find some of the mechanics hard to figure out, I was never consistently able to generate mana despite trying a couple of approaches. I also found the pixelated text on the cads difficult to read while playing the game. Overall a very impressive game, well done! |
| Jan 16 19:25:45 | 18m 31s | 'Arr-vest | ♥ 1 | Very fun take on the theme, and a well put together game. I enjoyed the different upgrades, and I thought that locking them behind both a consumable resource and the number of kills was a clever way to discourage me from just saving for some of the more expensive upgrades, I would have had to wait for the kills anyway. I found the turning speed of the boat, while it worked well for the gameplay once there were a lot of enemies, to be a bit jarring in the beginning. To me it felt less like piloting a ship and more like turning a knob. The music and overall theming of your game was great, the pirate vibe really came through. Overall a very cool game, with a bit more to it I could see myself playing this one a lot. Well done! p.s. Why does hitting escape end my game? I just wanted to pause and tab out of the game. |
| Jan 16 19:39:17 | 13m 32s | Word Salad | ♥ 0 | Very cool! I loved the mad-libs story created at the end, it was a great reward for the frantic crop tending that the other days consisted of. The music picking up tempo during the farming was a great touch, it made it feel much more frantic. I did wish that I had a better idea of which types of words were going to be important in the end, while my random guesses worked out I felt like it was just a guess rather then an informed decision. Overall a great take on the theme and a fun and original game. Well done! |
| Jan 22 20:13:42 | 144h 34m | Info harvest | ♥ 2 | Very cool take on tower defense, I liked the two phases that the towers had to go through to actually destroy the bad info. It was hard to tell how impactful the upgrades were (as compared to just getting another tower) but I liked that they were there, it allowed for the experimentation. I found the sounds of the pages getting zapped to get a bit loud and harsh by the end. Overall great job! |
| Jan 22 20:20:50 | 7m 08s | Auger Hogger | ♥ 1 | This game was a great example of fun with wacky physics. It made it difficult to really swap out baskets, but that was half the fun. I thought that this was also a great game for this theme, really leaning into the harvest topic. Well done? |
| Jan 22 20:34:54 | 14m 04s | Untitled Squirrel Game | ♥ 1 | Great looking game and I thought that the gameplay fit the theme very well. I would have liked a less fixed camera angle, or at least the ability to rotate the camera at the low angle, especially when acorns were close to the fence or trees. While I was playing I was unable to tell if all 10 acorns were on the map or if I was going to need to go back and re-check the areas that I already found acorns in. Either way I think works well for the game, but I would have liked to know. Overall great job! |
| Jan 22 20:47:17 | 12m 23s | NINE LIVES - Harvesting of souls | ♥ 1 | A very cool platformer, although the movement controls felt very inconsistent. I really liked how you had a run through the general level layout then a return with a few changes when I had to actually collect the pickups. I found the frictionless(ish) movement and extreme air velocity to to be a bit inconsistent for the level of platforming that the game asked of me. I also had an issue as I started where after jumping off of a stack of boxes I clipped into the ground and was unable to move; I had to reload the game. Generally I found this to be a well thought-out platformer, the parts that did not work well for me did not hide the good design. Well done! |
| Jan 22 21:05:11 | 17m 54s | Cream of the Crop | ♥ 1 | Excellent game, I really liked this take on the theme - very funny premise. I loved flying the plane around, your flight felt very good to me, so my biggest wish for the game would have been some reason to actually leave the ground (or up the challenge by not letting me just scrape the plane across the ground without some real penalty). The way that the crop harvesting works looks great, it was very satisfying to do the core action of the game. Having the fuel in the barn was great, although the fact that it was hovering slightly tripped me up a couple of times. Then when I came back around to get it I ended my game in the most sad place. fuel.png Overall a great game, very well done! |