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Feedback comments for LD53
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| Timestamp | Since previous | Game | Defrag's comment | |
|---|---|---|---|---|
| May 1 17:10:24 | Newspaper Delivery | ♥ 2 | Hey, your game has the same GitHub link for all the links. Please update with a playable build, if possible. | |
| May 1 17:22:55 | 12m 31s | Cyndermine Mail Delivery Service | ♥ 2 | Hey, congrats on finishing one of your first 'playably-complete' games - no small accomplishment in just 48 hours. I played in WebGL via Itch.io. I tend to shy away from downloading .exes, even for LD entries. I played the first level, and then jump-cheated to one of the space levels. I like the general concept of this: a mail truck delivering packages to people in time with the beat. Not an obvious interpretation, I think, but it pairs well in your game. I would have liked to have heard some kind of feedback for when I nail a beat. I never heard anything other than the normal gameplay music- hitting everything and hitting nothing sounded identical to me. There also didn't seem to be any penalty to hitting buttons too soon. You touched on the polish items yourself, but, honestly, the polish stuff can take just as long as the core gameplay loop itself. We should dedicate an entire jam just to polishing our previously submitted games... Nice work! |
| May 1 17:35:02 | 12m 07s | Sails | ♥ 2 | Solid riff on the "deliver a package" theme. I was able to play via Itch. Couple notes: - No hand-holding or tutorial made it difficult to onboard - that is tough to include in just 48 hours. It wasn't obvious right away that I could fire back at enemies by pressing Q/E. However, that was a really interesting feature. - The buying/selling of goods didn't seem intuitive for me at first. I didn't mess around with the menu at all until my second play through. I found that I could cheat the market by buying goods and immediately selling them back. Perhaps it isn't supposed to be a capitalism sim! :) - No idea of where I was going. A map or compass indicator would be a big help. Great work on: - Picking up scraps from enemy ships totally changed my attitude towards fighting them. I really like that little details. - What I imagine is a procedural map generation. My second gameplay appeared to have very different terrain. - Visuals for the water and wind was really nice and help sell the reason why the ship moved slower in some directions than others. Very nice! |
| May 1 17:51:01 | 15m 59s | Mini Industries | ♥ 1 | MI.PNG I think I won! Although I am not sure what kind of world this would be to live in. Gameplay was pretty intuitive, although on the simple side. Scope is pretty limited here, which is what makes it doable in 48 hours. However, I would have liked to have seen some "orthogonal" systems at play (ie, systems that compete with each other or otherwise cause interesting decisions to form). As it is, it just seems like optimal gameplay is to just save cash until you can buy the oil plants and hydro dams. |
| May 1 18:05:45 | 14m 44s | 04 Mail Service | ♥ 1 | I love entries that respect my screen when loading up. So many immediately require me to go full screen. Thanks for playing nice with my laptop! Notes: - I like the art, both of the title screen and the tileset. How did you settle on a palette? That is always tough for me. - 6-direction movement was difficult to grok and I had to keep thinking through very deliberately what my next button press should be (ie, from a execution POV rather than intent POV). Perhaps a rewind feature would help since the movement is so unique. I spent a few moments trying to think how I would implement hex movement on the keyboard. Maybe something like WEADZX? That forms a nice hex. - I was pleasantly surprised by the jump mechanic. That adds a lot to the puzzle aspect. However, I found that I kept jumping off the entire map if I held buttons down wrongly. It was fun and funny at first, but became a hassle. Overall, I was please with this little game! |
| May 1 18:18:22 | 12m 37s | Terror in transit | ♥ 1 | Straight interpretation of the theme, but with some cool elements. I love the drone tool - That was a nice touch to help me plan out my next move. I wish I could have crouched behind some of the boxes, but at least I was able to outrun the guards. Clearly a lot of scope, and I appreciate your execution. Oh, and I'm not sure if the floating van was normal :) Sneak.png |
| May 1 18:26:50 | 8m 28s | A Day In The Life of a Stork | ♥ 1 | Got 7 chubby babies into their purple beam of safety. Dropped the other 2 :( Who knew storks had it so tough? I was charmed by the art, both execution and choice of things. The drone rocking back and forth was spot on. The gameplay was very simply, which is good for a 48 hour jam. I would have liked a little more skill challenge, like perhaps dropping the baby at just the right point to hit the target home. Although perhaps that might have made things too grim? Maybe have the baby deploy its diaper like a parachute in the case of a miss. Oh, this might be trivial, but I really like it when a LD game doesn't require me to go full screen. Nice work right-sizing your viewport/canvas to fit easily on my screen. It is always a bummer when I have to full screen just to play an underwhelming game. Not the case with this one. Good entry! |
| May 1 18:33:44 | 6m 54s | Treats Inbound | ♥ 1 | Why does the cat try to hurt me when I'm bringing it snacks? I don't have a cat, so maybe I just can't understand. -Nice presentation on the itch.io site. Very polished. -Music selection was interesting. It sounds like I'm on a boss level for a starfox-style game. Is that the intent? There is mashup going on between the cute cat and important mission to deliver it treats, and a star wars-style trench run. -Gameplay was simple, intuitive, and polished. The core gameplay loop was tight and easily understood - get as many treats as possible while dodging the obstacles. Tried and true. I enjoyed this game - thanks for submitting it! |
| May 1 18:47:57 | 14m 13s | Winter Factory | ♥ 1 | Clever take on the theme. I played about half the levels. Very polished entry with a complete core gameplay loop! -Music and artwork was spot on. I wish this game had come out in a LD closer to Christmas. This got me into that frame of mind, but then I looked outside and its springtime. - Nice working getting the sound preference buttons in there. I love that kind of polish, even though it takes time. Unfortunately, they didn't seem to do anything in the Itch version I just played. - I jumped to the last level to see if I could hack it. I encountered what I think was a bug? What did I miss here? I was able to pass it when I jumped to the second-to-last level, and then advanced to the last level. Maybe that solved it somehow? WinterFactory.png |
| May 1 18:56:11 | 8m 14s | Canyon Dash | ♥ 2 | This had a repeatable core gameplay loop - nice work! I died the first time but succeeded on the second attempt. The combat felt very random to me. If there was something other than random outcomes, it wasn't communicated to me. The music was nice at first, but I would have appreciated a way to dial it down in game. I get that can be a stretch goal in just 48 hours, however. Did you have any node types other than combat and stores planned? |
| May 1 19:07:30 | 11m 19s | Monster Mail | ♥ 1 | Reached the king in 76 days. I was waiting for some kind of twist - like the special thing to deliver was actually a terrible curse. Art for the map was nice, as was the monster portraits. I tried to be thoughtful with the different speeds and deadlines, but it never seemed to be an issue. Also, were the characters' reputation, charisma and defense supposed to do something? Was that for a stretch feature? |
| May 1 19:18:02 | 10m 32s | Fast Parcel Service | ♥ 1 | This was a really nice submission. I feel like this is what an airplane luggage loader must do on a daily basis. The challenge was easily understandable, but that doesn't make it easier. I felt like a chump trying to hold a breadloaf (?) against a mountain of basketballs waiting for the truck to leave. The endless onslaught of more lamps, vases, and tvs was a good, funny kind of "oh well" moment for me. This would have done really well on LD50's "Delay the inevitable" theme too! That moment when I first hurled the priceless Ming vase into the van and then heard the smash was too good. |
| May 1 19:57:07 | 39m 05s | Well Shirt Company | ♥ 1 | I appreciate the planning and work that probably went into the backend of this. I've never had more fun making and delivering t-shirts. This was a little bit of work trying to figure everything out, but the tutorial talked about the concepts well. The gameplay fun kind of dried up after a few iterations of it. Probably well outside of 48 hour scope, but being able to add more to the factor to take on larger, more lucrative orders would be a cool stretch feature. I made $367 before things ended. Nice finished entry! |
| May 1 20:08:27 | 11m 20s | RUCHKI | ♥ 2 | This is weird, fun, awesome game. I almost never download game, but based on the trailer, had to give this one a try. What is ruchkam? I still don't know, but I had a blast whipping that envelope around with my strange hand/bottom things. |
| May 1 20:16:46 | 8m 19s | Pet Delivery | ♥ 1 | Angry birds but with pets. And you aren't trying to hurt things. And the parents don't have a choice about what kid they get, or how many! I had fun launching kiddos, and the sound effects really sold it. The dots made the first two levels very easy, but then they disappeared and I couldn't nail anything. So maybe I still needed a little bit of dot help? Perhaps a gradual fade out where as levels progress the dot-guide starts to show less and less. Nice entry! |
| May 1 20:29:15 | 12m 29s | Porker Pig the Postal Pilot | ♥ 1 | "Bombing" rings with packets brings new meaning to airmail. I enjoyed this little game. Succeeded in just under 6 minutes. Like others, I enjoyed just tooling around. Definitely more on the arcade-side of flight sims - I just power-yawed around without any ill effects, and was able to pull out some incredible dives without losing my wings. This felt like a game that would have taken me a lot longer than 48 hours to make. Nice work. flying.png |
| May 1 20:41:46 | 12m 31s | Delivery Squares | ♥ 0 | I kept the city alive for at least 3 minutes. I gave up after a while because the bars were full and draining very slowly. The core game loop is simple, which is good, but also can be limiting if the skill ceiling is reached too quickly. Were there any additional features that you had planned to include but weren't able to due to time? I really don't like typewriter effects because I often read faster than the type appears. My little pet peeve, I guess. I didn't realize I could skip with [space] until I started trying different things. The radar feature was nice, although I don't quite understand why it was smack in the middle of the screen. It didn't block anything, but I didn't realize initially what it was trying to tell me. |
| May 1 21:25:55 | 44m 09s | Animal Ferry | ♥ 3 | Great riff on the age-old riddle of how to deliver the fox/mouse/grain intact across the riddle in a canoe, but with extra animals to figure out. I enjoyed observing the new animals and how they interact with the others to figure out what pairs well with others. Play with the audio on - you'll need the cues to figure out some of the levels. Look at that gang! All on the right side of the river too.crossing.PNG |
| May 1 22:45:24 | 1h 19m | Drone Diner Dash | ♥ 1 | Tricky to keep everything still on the platter. Moving slow, things fall off. Moving fast, things still fall off, just more spectacularly. Pretty easy to get what to do, but after delivering a few orders, I don't see how things were going to progress, other than just needing to get to more distant orders. Were there other features on your list that didn't make the cut due to time constraints? Physics-based games are fun, and sometimes a littler easier to reach that fun. However, I struggle with ways to extend the gameplay in novel ways. Oh, I liked the artwork overall, and you did a good job with the drone audio and particle effects. Really helped to sell the atmosphere. |
| May 1 22:53:16 | 7m 52s | Rain Sleet Zombies | ♥ 1 | Sounds like an important delivery, but I wasn't able to make it. Hopefully everyone survived. One risk with games like this is that I almost never know where to go. The instruction of "across town" doesn't really help me that much, and I find the fixed camera angle makes it difficult to see what directions might be promising. Consider using some kind of lighting or signage for a diagetic/in-world direction for player to go, unless exploration is key part of the gameplay. |
| May 1 23:25:40 | 32m 24s | Deliveride | ♥ 1 | Took me a while to figure out what do. I eventually found the planet on the far side of the galaxy. However, once getting there, I guess I died after hitting a rock. I tried again and managed to get a little farther before getting hit by a falling rock. I'd like a little more hand-holding, or at least some direction that there isn't much direction. Some games can pull off the relaxing exploration vibe, but I can't tell what direction you were going for. I thought the background art of the space scene was really evocative, and one of the songs clicked nicely with it. I thought that was the highlight of the experience. Unfortunately, I never saw if there was anything else to check out. |
| May 1 23:46:28 | 20m 48s | Sender Not Found | ♥ 2 | 5* for mood. Request future typing input games be less tiresome to type in. I probably failed about 30-40% of time, and the 1/l was really frustrating. Was that part of the idea? Definitely a novel idea. I've not see any LD entries similar to this one. I don't know that I really saw the theme tie-in, though. |
| May 1 23:59:53 | 13m 25s | Eggo | ♥ 1 | Platform deliverer was a solid take on the theme. You covered all the classic platform bits in just 48 hours - nice work. I felt like the level design could have used a little more variety. The camera kept me from seeing the best route, and I occasionally fell down into pits that just slowed me down. That was probably part of the design, but it rewarded memorizing a level, which isn't something I think most LD reviewers are going to do. I thought the egg was cute, and I really like the visual of the egg going flat. |
| May 2 00:03:06 | 3m 13s | Memory fun | ♥ 3 | Complete game, so kudos for that, especially with the new kiddo (congrats, by the way. I couldn't seem to complete the stork level. It appeared that some cards didn't have matches. Perhaps my memory is faulty, however. |
| May 2 00:12:28 | 9m 22s | Drone Delivery Service | ♥ 1 | Slow and steady is the secret, it seems. I wish I could stop or slow myself when ascending. Most of my deaths were due to climbing too fast and smacking the top. Pretty straightforward take on the theme. Well-executed, with no technical issues. |
| May 2 15:59:16 | 15h 46m | The Great Beer Robbery | ♥ 1 | Who knew robbing beer wagons would be so dangerous? I didn't too well. beer.png I liked that I could drink beer to heal myself, or use it to increase my score - that makes for an interesting tension. After a few wagons, I feel like the game loop had shown itself completely, ultimately culminating in just a horde of soldiers that I couldn't defeat. Perhaps one way to extend the game would be to have different types of wagons, beers, or enemies that somehow make levels/waves feel unique or different from each other? Were there any planned features that you weren't able to get to due to time constraints? Great work with the art, and working with 3D instead of fighting it. I have seen too many 48-hour entries where the camera takes away from the game, either by not showing important parts of the map, or by adding additional complications without adding any interesting mechanics (ie, just hard to control). |
| May 2 16:09:27 | 10m 11s | The Bear of Bad News | ♥ 3 | Many 5-stars ranks from me. This was amazing, and one of the few games where I want to play a few more times just to see all the possible mad-lib outcomes. I was just as happy to mess up a game. Great take on the theme, and just top-notch execution in every department. I don't know where you go from here - perhaps a couple more minigames and encounters? bear.png |
| May 2 21:48:02 | 5h 38m | Seedling | ♥ 1 | I have a lot more respect for dandelions now. I never knew they had such hard lives. This was a unique game, and I enjoyed the simplicity. Thanks for making it! bear.png |
| May 2 22:06:29 | 18m 27s | Delivery Man | ♥ 1 | Nice work with the audio, and clean 1-bit graphics. Radar arrow was a really nice quality-of-life thing; I wouldn't have stuck around playing for very long if it was just an exploration type thing. I managed to get 33 boxes. Some of them seemed very close to my current spot, and others were quite the jaunt. Were they procedurally placed each time? |
| May 3 16:43:31 | 18h 37m | Croc Crate Consignment | ♥ 0 | Thanks for putting the radar arrow in. I really don't like wandering around maps not knowing where to go. I went with the motorcyle and got 8 packets delivered before ghosts took me from positive 60 seconds to negative 60 in about a second. That felt a little punishing, but perhaps I'd reached the end of the intended game loop. The croc dialogue seemed pretty straightforward. What drove the decision to go with ChatGPT-generated scripts instead of just doodling them out yourself? |
| May 3 22:55:33 | 6h 12m | COLD CHEDDAR | ♥ 4 | Solid take on the theme. I enjoyed the arcade driving action. I delivered about $200 of pizza and wings before I started feeling like there wasn't anything to keep me going. Was there a countdown or goal that I was trying to hit? The perspective shift on the car was an interesting visual mechanic. Nice work on the varied crashing sounds too. |
| May 4 02:40:55 | 3h 45m | Reflex Redeemer | ♥ 2 | Really tight blend of speed-rush and control, feels awesome. Jumping puzzles can be tricky, especially when the dash is look dependent, but I felt like the demon things weren't too difficult to hit. I made it through 7 levels I think before I kept dying too much to keep progressing. The tutorial does a great job onboarding the different mechanics too. Excellent jam entry. Oh, and I think I feel you on the Unity delays. I am still using 2020.3 for a main project, and I feel like it is much faster on reloads than 2021. I haven't tried any 2022 versions yet, but I'm not surprised to hear that it isn't a major improvement. |