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Feedback comments for LD53
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| Timestamp | Since previous | Game | caeonosphere's comment | |
|---|---|---|---|---|
| May 3 04:39:33 | Pizza Slingshot | ♥ 1 | Wow, how'd you design so many levels during the compo? I enjoyed the different pizza types, although I think it might have been better if they'd each had their own thing (destroying walls, bouncing) instead of having to share those attributes with others. I appreciated the way you made use of the different wall-destroying behaviors of the sausage and pepperoni pizzas, though. Nice work! | |
| May 3 05:18:45 | 39m 12s | Wireworld | ♥ 1 | Bah, I also got stuck at level 15! Couldn't quite figure out how to use the hint. As a CA enthusiast, I've heard of Wireworld but never had the chance to try my hand at it. Nothing like a good Zachlike to force me to learn something. Nice work! :) |
| May 3 05:28:17 | 9m 32s | Waggle Danger | ♥ 1 | ss.png Welcome back! :) I was also expecting to music to keep the beat, which was not my experience. Instead I used the blinking icon to stay in rhythm, which was pretty hard. I wasn't quite sure what the little bee indicator inside it was supposed to mean, but I was able to scrape by anyway. I like the element of danger in a rhythm game! |
| May 3 05:41:58 | 13m 41s | Inbox Fool | ♥ 3 | It took me an embarrassingly long time to figure out how the boss was moving the frame, but I finally got it. Most of the levels, I couldn't really tell if I was cheesing them since my solutions relied on being just baaarely outside of the death zone. Some nice variety of art and gameplay for 48 hours, well done! |
| May 4 03:46:36 | 22h 04m | Chain Mail | ♥ 2 | Cool approach to the music, and selecting heroes for missing is a nice idea — reminds me of Final Fantasy Tactics. (I'm seeing now that many people have drawn the same comparison.) Even a little Darkest Dungeon in there with the interpersonal mechanics. A less mechanical approach — getting to know your characters rather than matching up defined traits — would get close to a game I've been dreaming about for a long time. |
| May 4 04:04:39 | 18m 03s | Data Delivery | ♥ 2 | Victory! (I think.) ss.png Great work for your first LD! I certainly wasn't making games like this at 15... I especially liked the "repeat" card. I've played games similar to this, but never seen anything like that, and I think you could do all sorts of fun stuff with it. I will say that pausing to reuse cards could start to feel like busywork, or even a little like cheating in certain cases. At the same time, games like this that force you to plan the entire level out ahead of time can feel onerous and boring! I liked how your approach avoided this problem — maybe there's a middle ground that accomplishes the best of both worlds? |
| May 4 04:11:53 | 7m 14s | Don't Send Me a Puddle | ♥ 1 | Mandatory victory screen: ss.png I love the idea of this zipline-design puzzle game, all it needs is a couple more mechanics to flesh it out. I was frustrated by the quantized tower height at first, but it gets rid of a problem that other physics puzzle games have where you end up just trying slightly different configurations over and over to brute force a win. Ended up appreciating that choice in the end (if it was a choice... :P). Good luck on your game dev journey! |
| May 4 04:34:55 | 23m 02s | D'erps Delivery Debacle | ♥ 1 | Mandatory victory screen: ss.png It's like solving a maze, mixed with time pressure, Doom-style keycards, and RPG-style progression! Very interesting mashup of genres and ideas. Life got soooo much better after finding the map — maybe that one should be even closer to the start, or just unlocked from the get go. I didn't think I'd like upgrading the turret and running back to man it every so often, but I kinda did! Imagine adding tower defense gameplay into the mix — now we're getting somewhere! |
| May 4 04:48:17 | 13m 22s | Dungeon Delivery | ♥ 2 | Mimic found, doors got! I enjoyed the art and timing out the path to the graveyard. I also felt very clever deathwarping back to the merchants' guild to save time... :P |
| May 4 04:59:57 | 11m 40s | LD - PIZZA | ♥ 2 | This was my best on normal: ss.png My Shift-queueing experience from RTS games really helped me out here! Clever idea to incorporate that with the delivery theme; it's a natural fit. And of course the art and voice acting were super cute, well done! |
| May 6 02:27:10 | 45h 27m | Critter Courier | ♥ 4 | Well done putting a whole town together in 72 hours! I liked your approach to the theme; some of the clues were really challenging! |
| May 6 04:31:19 | 2h 04m | Rail Blazer | ♥ 3 | Cool idea that mixes exploration with economy. Took a while to find a map that felt winnable, but I commend your bravery for doing procedural maps in a jam! :) |
| May 6 05:21:11 | 49m 52s | Machine Meltdown | ♥ 1 | Surprisingly, I don't think I've seen this type of game in an LD before — good on ya for tackling it, and nice animations! |
| May 6 05:36:42 | 15m 31s | RELEASE THE MEAT | ♥ 2 | Neat-o! I like the silly touches, pressing M to release the meat and the feeling of having all that meat sloshing around as you gingerly inch down a slope. |
| May 8 05:06:31 | 47h 29m | Holiday Halfpipe | ♥ 3 | Simple and sweet! I like the chimney jump mechanic, and of course the very nice art. Some kind of combo multiplier would be cool, it does seem like the balance is currently in favor of safe, consistent play and I'd like to get some big points for big risks! |
| May 8 07:09:41 | 2h 03m | Neverending PetriChore | ♥ 1 | Mandatory victory screen: ss.png Fun game! Can't say I've played anything like it in all my Ludum Dares. Platforming felt nice, if a little cheeseable with infinite floating — once I collected the first umbrella up high, I was able to see and collect the other three in just a couple minutes. Cool look, too. Always nice to see some non-default 3D Unity games in the compo. |
| May 8 17:33:29 | 10h 23m | The Overlooker | ♥ 1 | Not a lot of letters making it to their destinations in Zakousta, huh? I managed to finish with 5/5 reputation, just barely. Difficulty seems well tuned! |
| May 9 02:22:35 | 8h 49m | Devious Delivery | ♥ 1 | Damn, this game was hard! Very creative, using a box as both the thing you're delivering and a tool to hide. I'd make a couple of suggestions: * Make the player's LOS collision area more obvious — I first thought it was the character's shadow, but I guess it's just a 2D circle around the character? * Allow the player to stay inside LOS cones for a short period of time, I'm talking a fraction of a second, with some kind of indicator. I think the game could stand to be a little more lenient, and it would create some more obvious "close call" moments. * Get rid of the level start animation when restarting! It can be frustrating to watch the same camera move over and over on a difficult level. Overall, though, well done! |
| May 9 02:41:14 | 18m 39s | Bundle Dumper: Florida Edition | ♥ 2 | Damn, that was hard! I like the controls, they feel just the right amount of floaty. I had a bit of trouble with the lives system, how they seemed to carry over between levels and depleted even with no deliveries completed, which both incentivize you to kill yourself repeatedly until you have the full amount of lives to try a level with. |
| May 9 06:12:50 | 3h 31m | Mt. Deliverest | ♥ 3 | Very nice! Took me a good dozen tries to get to the top. Enjoyed how the hazards change the way you choose your path: you always need to be ready to move sideways to avoid them. Nice aurora borealis effects as well. :) |
| May 10 07:21:26 | 25h 08m | Pack It Up | ♥ 4 | What a beautiful, smooth game! Lots of fun touches like the copier respawn point, and a gratuitous number of frames for the boss's animation. Love an LD game with a bit of challenge. Well done, all! |
| May 10 07:34:06 | 12m 40s | Maily Melo | ♥ 4 | Beautiful, beautiful! Loved the cute squashing of the reaction portraits. The writing was cute and effective as well. Did I miss any plotlines that run through the entire game? I did incite plenty of replies, but they seemed to be one-offs. I know this isn't really meant as a gamey game, but more continuity (and communication between the 9 characters) would have been even cooler! |
| May 13 09:18:00 | 73h 43m | Delivery, Xtreme | ♥ 0 | How interesting! It's like Osu meets Overcooked...? I like a lot of the unique design choices, like introducing enemies that block packages instead of just having the rhythm component get more difficult. I appreciate the non-default option there. Would love to see an actual element of rhythm, and a slightly slower difficulty curve, with maybe some plateaus. I know it ain't easy balancing an LD game, but you did a great job! |
| May 15 07:03:38 | 45h 45m | DEVILivery | ♥ 3 | No LD game page is complete without a victory screenshot: ss.png Especially enjoyed the look and the music! The camera could maybe have been zoomed out a bit farther; I was often shooting/killing enemies I didn't even see. Difficulty seems just about right. That last level almost got me before I squeaked out the door! |
| May 15 07:14:51 | 11m 13s | Beetle Dynasty | ♥ 1 | You don't see much 2D skeletal animation in compo games, well done! Controlled nicely, though it could have used a bit of coyote time. |
| May 15 07:24:21 | 9m 30s | Slime Post | ♥ 1 | As others have noted, I had trouble with tombstones slipping out from under me. Ouch! I did like the level designs, though, nice work getting so many in for the jam! I see you've also commented on this already, but in the future, I would suggest doing away with limited lives for game jams — you do want players to see as much of the game as possible! |
| May 16 04:04:52 | 20h 40m | Peculiar Parcel Pioneers | ♥ 1 | Cool concept, this type of party management game is turning into some kind of sub-sub-genre that I hope to see more of. I do wish the game was a little easier to navigate; I found myself unable to find where I was supposed to be going. |
| May 16 04:56:08 | 51m 16s | Rogue Box | ♥ 1 | ss.png Once you get enough of them nasty birds following you, it seems like it gets a lot easier. I think I could have gone much longer if I'd kept on it. The controls were just the right amount of wacky without feeling unresponsive. Simple and neat! |
| May 16 05:11:51 | 15m 43s | Xerpa Delivery | ♥ 1 | Nice concept! I was able to beat level 1 within the time limit, but couldn't find the goal for level 2 and the game seems to crash when I try to start level 3. Satisfying physics and a fun mashup between seemingly disparate mechanics. |