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bmacintosh

Feedback comments for LD53

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TimestampSince previousGamebmacintosh's comment
May 2 05:53:46 Galactic Traffic Controller ♥ 1 I got fired. I like the idea, though! Playing it did make me feel like I was directly space traffic. More refinement and quality of life in the UI would go a long way, such as indicating which pad bar was cargo and which was fuel, and seeing which ground crews were busy without waiting a second for them to blink. There were two bugs that had a negative impact on the gameplay: trying to assign a ship to a pad when there are no ships of that size opens an uncloseable black window over that pad, and sometimes tapping a key would cause that action to occur multiple times (such as scrolling two positions instead of one).
May 2 06:02:03 8m 17s Shipyard Mercury ♥ 3 That was a nicely meditative experience. I had some trouble attaching the wings - first with actually identifying what they were, and second with getting in the correct position for the slot to actually show up. But I did it and surprisingly most of the other parts were relatively intuitive.
May 2 06:16:00 13m 57s Pier Boat Delivery ♥ 3 I love this application of the theme, it's unique and yet familiar. Every part of the game was good, though not incredible. The main thing holding it back is the small number of level patterns, which quickly start to repeat themselves. It can be difficult to jump onto precise targets from this camera angle; perhaps a fake shadow directly underneath the player instead of "real" shadows (like in Mario) would improve that.
May 2 06:22:21 6m 21s Delivery, Xtreme ♥ 2 Very polished and well-scoped. It was fun to play and looks great. The difficulty curve felt like it spiked abruptly (on normal) from being totally manageable to totally out-of-control (maybe due to both the order complexity and the enemy count increasing at once).
May 2 07:08:04 45m 43s Derilicity Delivery ♥ 1 I enjoyed playing this a lot! The unique twists provided by the different cargos mixed up the gameplay nicely, though heavy was incredibly annoying, hah. It was difficult to figure out where to go - I imagine that's part of the point, but I would have appreciated some kind of distance indicator along with the direction arrow. That would help the player decide when to take a turn so they don't end up criss-crossing back and forth looking for the target.
May 4 06:52:27 47h 44m Devil-lery ♥ 1 I initially though the game was broken since I couldn't see what I was aiming at, but eventually I caught on and enjoyed finishing it. The sprite work is incredible. The length was just right. Distinct impact effects/feedback for landing on the wrong island versus landing in the lava would help the player learn what's going on a bit faster.