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Feedback comments for LD53
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| Timestamp | Since previous | Game | CosmogonicFrog's comment | |
|---|---|---|---|---|
| May 2 17:16:34 | Panic Potion | ♥ 1 | I like the main mechanic to this a lot! Every throw is like is like a mini speedrun to get the potion back and catching the potion mid-jump is very satisfying. I can see there being lots of interesting techniques for the player to learn and play with. The art and theme of the game is very nice too. The physics of the bottle can feel a little bit inconsistent when it hits walls and bouncepads but maybe that's in line with the direction you wanted for the game. Nice one! | |
| May 2 17:58:58 | 42m 24s | RocketBox! | ♥ 1 | A nice twist on a classic game. That second pedestal level is hard! It did take me a second to realise that the thrusters weren't pushing the box in the direction they were facing but once I understood that, the controls were smooth. Maybe having the thrusters get bigger or smaller based on their angle would make it more obvious that the arrow keys move the box in a constant direction and don't control individual thrusters. The rotating box makes it difficult but very satisfying when you manage to wrangle a spinning box back under control. I liked the amount and variety of the levels as well. You've obviously thought a fair amount about the level design and difficulty curve. Like @bmanstudio I also noticed a couple of weird things with level resetting. I also noticed that the boxes didn't clear from the level on restart and sometimes my box would take damage immediately at the start of the level. Small things though overall. Nice job! |
| May 2 19:26:51 | 1h 27m | Rocket Fast Delivery | ♥ 2 | Love the rocket jumping! I'm glad there's time between waves to just jump around because that was the most fun for me. As others have said I found that there were a couple of weird collision issues including getting stuck between a plank and a wall. I also noticed you lose all upwards momentum when you hit a horizontal wall. That may be intended but it took away a bit of the satisfaction of the movement in my opinion. It also started to slow down when the number of robots got high. I had fun with it though and managed to make it to the top of the big building by rocket jumping up the side of it 😁. We need more dedicated rocket jumping games! rocket_fast_delivery.png |
| May 2 20:21:11 | 54m 20s | A Wolf's Riposte | ♥ 2 | Some intersting mechanics in there. I like the idea of using your health for abilities although with the current balancing, it can feel pretty unforgiving to use an ability and then immediately get killed. Could be a skill issue on my end but I wonder if it would feel slightly less punishing if the health of everything is increased a bit. Visually, it looks great! The wolf feels speedy while running around and the battlemap itself is easy to read and understand. The red areas and the enemies' pre-attack sprites make it look very clean. |
| May 3 10:39:46 | 14h 18m | Deviler | ♥ 4 | I'm sad to say this but my framerate was very low while playing this which made it very hard to get a proper feel for it. I think the objective timers were going at normal pace while my game was essentially in slow motion so I found it hard to get many of them. However, I love the direction this game has gone! The car still felt good to control and the handbrake turns mixed with the boost was satisfying. The sound design and feel of the world was awesome and I like that punk Lemmy razzing me for the whole level. Great job! I'd be interested to play this again if there's a version that my potato machine can play 😄 |
| May 3 11:13:50 | 34m 04s | Dragon Express | ♥ 1 | Love the idea but definitely needs a fair amount of polish. The idea of finding out what item to use to escape each enemy is neat as well as the focus on survival more than attacking. However, once I'd figured out what works (and noticed that my items didn't get used up when used,) it did feel like a bit of a slog to walk around. I feel like lowering the time between encounters but maybe increasing the amount of damage that enemies do would make it more fun. Having fewer encounters but making each one feel more perilous feels like a better way to go. Especially because it seems like you want a game where forward-thinking and planning what items to buy in each town is important. The artwork and feel of the game in general was very nice. Nice work! I'd be interested to see where this goes in the future! |
| May 3 11:46:24 | 32m 34s | Astacus Mechanicus | ♥ 3 | Really cool concept! I like the idea of building onto previous levels to increase the difficulty. Having new mechanics introduced in every level was also fun. The game is definitely very hard in its current form but I imagine that's a symptom of the short development time. With a longer game, I would expect the difficulty curve to be be less steep. Maybe not though if that's what you're going for! The only thing I thought was a bit frustrating was that I was struggling to come up with a technique to solve the puzzles. It did feel a bit like there were so many options, I had to resort to trial and error. However maybe if I spent more time with it, I would be able to find a couple of strategies. Nice work! |
| May 3 12:38:01 | 51m 37s | Per My Last Bullet, | ♥ 3 | Man, what a sexy game! Looks and feels great and feels very much like a cohesive experience. I love the character art with their weird abstract heads. Agree with the others about it being quite easy once you get the hang of the gunplay but I was still having fun by the end. The only other thing is the platforming feels a little imprecise but not so much so to ruin the experience. Nice one! per_my_last_bullet.png |
| May 3 13:30:41 | 52m 40s | Absurd Packing in Outer Space | ♥ 1 | Such a funny game! I would 100% play more of a game like this. I did find myself wanting something static in the scene to push the objects against and manipulate their rotation but honestly, maybe it doesn't need it. The fact that once you touch an object you have no more control over their rotation is part of the charm. Nice one! Oh! Also the victory sound made me literally laugh out loud after such a quiet packing experience. |
| May 3 13:56:33 | 25m 52s | Delivery Cannon | ♥ 1 | Very nice! Using the gun knockback to move around the level is fun and I think you should lean into that mechanic even more if you develop this game further. As the others have said, the art is quite high resolution for the zoom level the game is at. The black outlines in particular get lost between the pixels so appear and disappear a lot. One other small thing that confused me a bit was the arrow. I feel like it should point based on the location of the player rather than the location of the arrow. I hope that makes sense. Nice job! I somehow managed to get exactly 1000 points on my attempt 😁 delivery_cannon.png |
| May 3 14:16:08 | 19m 35s | Boxlin | ♥ 2 | Frustrating but fun like Pachinko should be! The game was smooth and simple to understand. The music did start driving me mad pretty quickly so thank you for adding a mute button. Nice job! |
| May 3 15:07:29 | 51m 21s | Perceptive Perilous Package Piloting | ♥ 1 | Hey I did it! Very fun game with a nice and interesting mechanic. I played the web version first and like @fnkee, I felt like it was eating some of my inputs. I swapped to the downloadable version and I didn't notice a single missing letter after that. It could may well be placebo though because it's hard to tell while playing. There were a couple of times on the final stage where I was taking damage even though I was typing everything. Again it was hard to tell during gameplay but I was taking damage from things I felt like I should have been avoiding. Like the part with the package in between two trees and the tall boxes that you skim the top of as you fly over. Otherwise I had a good time with this one. Nice one! PPPP.png |
| May 3 15:38:20 | 30m 51s | Deliver-E | ♥ 1 | A fun and interesting game! Good work! I didn't manage to do the final level but I might come back and give it another go at some point. One exploit (I think) that I noticed is that if you have a sequence that doesn't end gracefully, you can complete the level by pressing space quickly when the robot reaches the final square. |
| May 4 20:48:09 | 29h 09m | Multiverse Delivery Inc. | ♥ 2 | A lot of features in there and the concept is cool! Like @zungryware, I also found the abilities a bit too powerful but that just takes some tweaking of the numbers. Looks like you've got a good base here to make something really interesting. Good work! |