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Feedback comments for LD52
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| Timestamp | Since previous | Game | surr-sloidah's comment | |
|---|---|---|---|---|
| Jan 9 21:02:28 | Seasons TD | ♥ 1 | This is nice casual little game, I'm really impressed by the pathing tech and how the game decides which path is optimal to take. If this was given some more time to balance and tweak, I think it'd turn out quite addicting, as I found there wasn't much reason to buy much of anything besides a massive amount of corn corn as it was cheap and fast. And because enemies spawned from only the top in a singular point, their shortest pathing becomes a bit redundant if you surround the top with crops, as they can hardly get anywhere. But, minor niggles aside, this was a nice one to sit back and enjoy playing :) | |
| Jan 9 21:14:37 | 12m 09s | Grave Harvest | ♥ 8 | Very well made and good looking game. The art style is enjoyable and I like the concept, but I found it a tad too slow and punishing when it came to replaying for a higher score. Losing a seed with each hit and only being able to carry 3 at a time made combat quite frustrating, given how slow it is to swing versus the multiple ghosts that attack you. But overall, it was a good run, nice work :) |
| Jan 9 21:34:27 | 19m 50s | Pseudo-Harvest | ♥ 4 | Very interesting style of gameplay here, it's a cool concept and I found the idea very funny. However (this is probably me being bad at puzzle games) I couldn't find a way to get past the 3rd level, the quilt just proved to be too finnicky and the time limit too restrictive to really allow me to figure out what to do before it ran out. If the timer was lengthened or removed it'd make for a more casual and enjoyable experience, and being able to skip the dialogue on restart would make things a bit less frustrating. I also ran into a bug after restarting a level where the camera was zoomed in, but the cutscene where the officials arrived played out like normal, and the camera remained in place. |
| Jan 9 21:46:54 | 12m 27s | Froot Labs | ♥ 2 | Fun game :) I liked the spins each level had on the concept, with the increasingly complex level design and the final level. However I found it a bit too easy, surprisingly the first level was the hardest one for me to complete because the game refused to drop the colours I needed to complete the colours. The controls could do with a bit of a tweak as well I feel, having to alternate between right and left click was a bit confusing for me, having it be just left click to interact with everything would make things a bit more smooth to play. Overall, good work, I enjoyed it |
| Jan 9 22:04:21 | 17m 27s | Organigrow | ♥ 3 | This is a neat idea :) I love the presentation and the art-style, it's really well done. Gameplay wise, I think it was a bit too physics based, throwing guns away often meant I'd lose them amidst crops, and the seedgun proved to be quite unreliable and wasteful when trying to plant crops. If this were given more time to be tweaked and refined I can see this being a very fun and casual little farming game. |
| Jan 9 22:20:06 | 15m 45s | Agricultural Ascension | ♥ 4 | Really nice visuals and presentation here, makes for a very chill experience (at least until you get to the proper hard level 10 puzzles :P) It's picked at my brain quite a lot, the puzzles are very tough and well designed. It'd be nice if it were possible to restart the level from the very beginning, rather than press the undo button multiple times, but that's a petty gripe compared to the positives. |
| Jan 9 22:39:09 | 19m 03s | Disarm Protocol | ♥ 2 | The presentation and visual style here is great, with some polishing it'd make a great wave defense/tycoon type game. I found the controls to be a bit cumbersome, with right click doing almost everything for the character, and found some things I tried to interact with got obscured in some way, either being invisible due to being blocked by an object, or my character moving into the items and blocking the click. I can see tons of potential here, it's really well made, and given how short the jam was it's very impressive. |
| Jan 9 22:55:37 | 16m 28s | Solar Sentinel | ♥ 4 | I love the visual style of this game, it's really stylised and well done. However, unfortunately I found the gameplay to be a bit lacking, there isn't much depth as there is only 4 towers, but the challenge is pretty much gone as soon as you get 1 laser with just a couple connectors attached to it, and nothing will ever challenge it. If it were fleshed out a bit more and had some more challenge and mechanical depth to it, I could definitely see this being a really good game. |
| Jan 9 23:07:12 | 11m 35s | Infernal Garden | ♥ 2 | Really cute artstyle here :) I like the idea of having to maintain a garden with several types of plants to maim and kill your assailants, however I was a bit confused at the start, I couldn't figure out why I was taking damage, only to realise my plants were trying to murder me, seemingly moreso than the enemies. Some more depth with the plants and further explanation of the gameplay would be great |
| Jan 10 18:51:13 | 19h 44m | Scream of the Crop | ♥ 3 | Pretty neat game, I really like the artstyle, given how short the jam was. I think the combat is a bit too slow, and could involve the player a bit more (like say, having the player attack manually rather than automatically) and I found the AI to be a bit problematic - as they'd always rush the first boss and get 1 shotted. But overall, it's a neat game and I enjoyed it :) |
| Jan 10 19:04:41 | 13m 28s | Sleeping Potion | ♥ 2 | A nice little timesink, I absolutely love the artstyle and the simple colour palette. Though I didn't have much trouble with the enemies, I found their random placements upon entering a room a tiny bit frustrating, as they could appear right next to the door I entered, leaving me with little time to react to them. But aside from that, it was a pleasant little game to play :) |
| Jan 11 19:33:04 | 24h 28m | It is not time to harvest | ♥ 5 | The artstyle is definitely the strongest aspect of this game, it's a very visually pleasant style and the restricted colour palette gives it a really nice look. If the gameplay were tightened up and the collisions refined, I can see this becoming a fun game to speedrun with friends, in it's current state I found myself getting a bit frustrated with restarting over and over as the character's foot brushed against the butt end of an arrow, causing a game over, and then starting again doesn't seem to restart the timers on traps, so forming a consistent strategy doesn't really work as you can't predict what will happen and when. If the collision was tightened up and the timers for traps resetting on restart, I can see this being a great game for people to challenge themselves and try to beat their own record times. |
| Jan 11 19:37:20 | 4m 16s | Hamburger Harvest | ♥ 1 | Pretty fun game to have a few runs with, I like the idea and if it were fleshed out I can see it becoming a properly challenging but still enjoyable game. I found it a bit confusing at first trying to figure out the controls - with how the tray wobbles around with each keypress it took me a while to click that there are technically only 3 lanes (left, middle and right) as opposed to having to accurately catch the food, but once I got past that hurdle, it was a breeze to play, though having to accurately catch AND pay attention to where the food is going would make for a challenging game. |
| Jan 11 19:42:07 | 4m 47s | Mafia's Drive-Thru | ♥ 2 | It's a good idea and I can certainly see the potential, unfortunately I found it a tiny bit too frustrating to continue with it - if the clicking and dragging was tweaked a bit to show if a placement of an organ is valid it would make things a lot easier, as hastily trying to grab an organ that was just suddenly sent back to the body without warning caused many game overs for me to the point where I had to take a break unfortunately. |
| Jan 11 19:45:51 | 3m 44s | Wheat Master | ♥ 1 | I like the simplistic gameplay, it makes for a nice time-sink, and for a Compo game this is pretty much flawless, nothing to really complain about here, if you plan on expanding it further I would definitely enjoy playing it as these kinds of games are my jam :) |
| Jan 11 20:03:46 | 17m 55s | Drake's Fortune | ♥ 2 | Pretty neat game, can see it becoming a winner if it gets expanded upon after the jam :) I found it a bit too easy once I unlocked all of the fireball upgrades, and didn't really find much use for the fire breath, as I could effectively carpet bomb everyone with ease. I'm also impressed the game manages to run smoothly on web despite all the physics objects bouncing against each other, good work! |
| Jan 11 20:09:48 | 6m 02s | Samhain | ♥ 1 | Really like the minimal colour palette, it lends a ton to the style of the game. For a compo game it's really cool and well made, it's a simple concept but that doesn't stop it from being enjoyable :) |
| Jan 11 20:12:19 | 2m 31s | Death 'n' Veggies | ♥ 2 | It's an interesting concept and I like the cutesy art style :) I had a couple teething issues with the mechanics, sometimes I couldn't tell when a tool would work on crops (I couldn't tell if a plant was dead or not and couldn't remove it with the scythe) but if you were to iron that out a bit and tune things up it'd be a great lil' timesink |
| Jan 11 20:18:12 | 5m 53s | Souls harvest | ♥ 1 | I like the idea here, building a card deck in order to prevail over the living, with some more time after the jam I could see this becoming really deep and engaging. I enjoyed the short time I spent with it, but found that at a point the difficulty of the enemies raises to the point where it is impossible for your skeletons to kill them, and thus not gain souls, and thus no cards to use on your enemies. If it were possible to build a deck higher than 5 cards or have alternate means to gain cards, I could see it becoming a much more fun game to try and overcome the challenge in :) |
| Jan 11 20:20:21 | 2m 09s | Completely Normal Garbageman Simulator | ♥ 1 | I went into this one expecting a sort of ironic horror-esque experience, with the admittedly kind of crude, but still appealing, art style. Though what I got I found a lot more hilarious and engaging with the theme. The tutorial was a very welcome surprise and very amusing. I found organs to degrade a bit too quickly to really be able to go on longer runs in the game, with NPCs having chances to drop organs you don't need while you have a couple missing ones means that a run can very easily go down the drain, which I found a tiny bit annoying. |
| Jan 11 20:50:16 | 29m 55s | Dream Reaper | ♥ 3 | Really like the artstyle here, it's super cute :) I like the puzzle design, but I found the movement and general gameplay to be really slow, the time it takes for the player to move across tiles feels like it takes forever, which then makes replaying the particularly long levels kind of frustrating, if that was sped up I think it'd be a lot more enjoyable, still a very good job though :) |
| Jan 11 21:01:35 | 11m 19s | Slime Farm | ♥ 2 | Even though this was made in 12 hours, I don't think anyone would be able to tell if you didn't tell us :P The artstyle is nice and cute, and the animations for the slimes bouncing up and down are amazingly smooth, really impressive with how short a timespan you had to work on this. The gameplay as well is very simple, but pretty addicting, trying to figure out which slimes liked and disliked while playing into the stock market was a great challenge, really good stuff. |
| Jan 12 12:34:19 | 15h 32m | Deck of plants | ♥ 1 | With some extra polish and mechanical depth I can see this being great. I enjoyed the run I had with it, but found it a bit too simplistic and restrictive to really be able to push myself progression wise, the tiny deck size and amount of cards you can play per turn made the meta pretty much just "rush the plant that takes 20 turns but makes a ton of money" and water it on every other turn, I didn't really find much advantage to any of the other plants. If that was balanced out a tiny bit more I think it'd make the gameplay a lot more engaging and challenging, good work regardless :) |