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Feedback comments for LD53
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| Timestamp | Since previous | Game | ditam's comment | |
|---|---|---|---|---|
| May 1 23:58:32 | Airlivery | ♥ 1 | Very cool! I especially loved the graphics, everything is super crisp and consistent. A modest scope, but very polished, bravo. | |
| May 2 00:09:37 | 11m 05s | Hop To It | ♥ 0 | Beautiful visuals, and the concept is fun! The door hitboxes seem to be super unforgiving though. I would have probably practiced a bit to get better, but annoyingly, I kept falling through the floor (entering an infinite fall)... sometimes immediately, sometimes a few houses down the road. |
| May 13 23:58:23 | 287h 48m | Dicey Deliveries | ♥ 0 | "Very thematic.", heh. I'm always happy to see print-and-play submissions, they are a breath of fresh air. As you mention, the theme connection feels a bit thin, but otherwise it plays smoothly, and the rules are very neatly composed and laid out. Well done! |
| May 14 00:07:16 | 8m 53s | CIGOGNES : Baby Delivery Services | ♥ 1 | Ah, how do you do, fellow ~~kids~~ top-down stork game? I really like your crisp and polished visuals, and the wind path mechanic is wonderfully quirky and unique! I wish you could interact with the clouds via them, that would just make sense! The gameplay descends into chaos quite soon, but I like how that contrasts the initial playful theme (I was very much going for the same subversion with my submission). A very cool entry overall. |
| May 14 00:13:16 | 6m 00s | Deliver the Gem! | ♥ 1 | I quite liked this one. Nothing like missing an enemy and chucking down the gem a long corridor, and having to run after it for ages... I felt this was a very tasteful take on the theme, not too on-the-nose, yet a rock solid connection that drives both the story and the main mechanic. Well done! |
| May 14 00:22:57 | 9m 41s | 04 Mail Service | ♥ 1 | A very polished entry all in all! I haven't seen many puzzle games this time around, and it was a welcome change of pace from all the time-pressured deliveries everywhere else. I'd like to +1 the comments about the control scheme, but I had fun nonetheless! |
| May 14 08:04:39 | 7h 41m | QuadTrain | ♥ 1 | The QWOP of grappling hook-driven segmented truck games. Very cool and memorable. The soundtrack slaps! |
| May 14 17:42:55 | 9h 38m | You Got Served | ♥ 1 | A fun concept indeed, in a very nice package! The audio clues are really cool, but ultimately with them being less useful than the visual hints revealed in the bottom right (ie. you only hear "wrong pants", but the visuals tell you what pants to look for exactly), you eventually learn not to listen to them too much. I thought that was a missed opportunity, and it would have been also fun if you had to piece it together just based on the audio clues. (Maybe the visual indicator could be delayed to only reveal the correct color once you've ruled out all other options? Anyway.) I liked the minimalistic yet polished graphics, and the web build ran very smoothly too. All in all a great submission. |
| May 14 17:53:47 | 10m 52s | Space Cannon Delivery Service | ♥ 1 | I absolutely love the design of this, bravo! Super crisp and consistent, and it feels very polished. I managed to beat all the levels - more levels with a level selector would be very much welcome for a post-jam version. I think I ran into a tiny bug on the last level (the one with the moons), where randomly in the middle of my umpteenth try I got a "delivery failed" message. I've never seen that screen until that point! :D Even though I did fail many levels - I just used R to reset, as the helpful on-screen prompt suggested. Either way, a very charming game with an impressive amount of polish. One of my favourites this jam! |
| May 15 08:12:54 | 14h 19m | Not Fit For Human Consumption | ♥ 0 | I found the version on itch quite buggy, alas (and the embed wouldn't even start). I couldn't drag most of the items on the conveyor belt, so it was hard to figure out what even is the objective. Confusingly, I could drag the packaging box - I guess that's meant to go to the delivery truck once assembled? I couldn't try, because I couldn't drag any jars. The visuals were consistent and clean though, and the concept was fitting the theme, I would give this an other go if you made a post-jam version with some bugfixes and instructions. |
| May 15 08:24:27 | 11m 33s | Merge Barge | ♥ 0 | Very nice entry! The use of the theme was very tasteful, just a background motive that sort-of explains the mechanics. And those mechanics were simple and fresh - made for a very relaxing puzzle. The visuals were very pleasant too, clear yet pretty. The clouds slowing down massively on mouse hover (?) was a bit confusing (I thought it is some intentional bullet time effect to show them being collected, but it didn't consistently happen around my collectors), but it wasn't too distracting. |
| May 15 08:45:04 | 20m 37s | Ash & Phoenix | ♥ 2 | A really neat concept, done with great polish! I found that typing out everything was a bit tedious, have you considered a version where the text scrolls by, and you only have to type key phrases? Maybe that could be a nice compromise between involvement and enjoyable gameplay. During Ash's final letter, envelopes just flooded my screen - was that actually intended? If so, it was a very cool effect, but the way it was introduced (starting to overlap phoenix's last letter, mixing and covering envelopes) made me think it might have been a bug of sorts. An other bug I ran into was that red letters kept showing up on words I was not yet typing - but reading the other comments here, I realize now that this is just due to allowing typing words out-of-order, which seems unnecessary. Either way, I still stuck around to read (well, write?) the whole story. A memorable entry, congrats! |
| May 15 08:49:20 | 4m 16s | Delivery Survivor | ♥ 0 | I never thought I'd say this, but nacho cheese is imba. |
| May 15 09:09:10 | 19m 50s | Courier Crusaders | ♥ 2 | Ah, you actually have a web build, neat! I think you should edit your post to say this in this links section, because you might have people passing on your game seeing only "Windows" listed! (I'd just add the same link under a "HTML5" or "Web Build" label.) This is a neat little game. Beautiful graphics and layout, so much so that the game loop felt a bit confusingly simply and static. I think some light animations, visual progress indicators and sound effects could do this game wonders! I think I ran into a confusing bug a few times: new crew members didn't show up on the Delivery tab and I had to switch to an other tab and back to make them appear. The concept is very nice otherwise, although the complexity is a bit intimidating at first. I think I didn't yet understand all the mechanics, but it's clear that a lot of thought went into the systems. |
| May 15 09:44:50 | 35m 40s | Hade's Delivery | ♥ 1 | That's a rock solid entry! I loved the rolling movement effect, and it plays very smoothly. The underlying theme and ultimate objective of a hot-dog delivering itself is frankly hilarious (in fact, maybe I wouldn't spoil it already in the description, but give the player the gut-wrenching twist that _"I was the delivery all along!"_). Rocket Lion was a nice boss fight too. Well done! |
| May 15 10:05:16 | 20m 26s | Foggy Day on Mulberry Street | ♥ 1 | I'm always on the lookout for physical LD games, so thanks for this! I liked the simplicity of the concept. I felt that the face-down version was a bit more fun to play, because it involved more guesswork and predicting your opponent, while face up there was too much calculation involved, that slowed the final rounds down immensely. I think you're missing an alternative ending condition from the rules: since stack sizes are not limited, there might never be 13 houses established. In that case I figure play goes on as long as players have cards. Bonus points for introducing me to Heckadeck. |
| May 15 10:50:27 | 45m 11s | D'erps Delivery Debacle | ♥ 0 | Hahaha, you have to hold the boot to run faster, brilliant! :D I had a lot of fun with this game, it might just be my favourite entry of this jam so far! Some of the mechanics were not too intuitive at first, I would have never figured out the chest upgrades without the instructions, but there were instructions, so hey. Without upgrades, first I thought the attacks are a red herring, and you have to complete the objective ignoring the flowers. But in the end, it was much easier to just upgrade my bow quickly, and keep holding a boot whenever I can the rest of the time. (In fact, maybe the waves became too weak at that point, making the rest of the job not much of a challenge. Maybe this part could use some tweaking.) Sadly a bug prevented me from seeing the victory screen: some monsters spawned in odd positions in the room, so they couldn't go down the tunnel, so the battle round never ended. But I did deliver the bomb, and it was still satisfying to do. I really liked the visuals, the mechanics, as well as the dynamic music. The game feels like a very complete experience, well done! |
| May 15 11:20:09 | 29m 42s | Schooled | ♥ 1 | Actually, the WebGL build runs pretty alright on my integrated GPU! (Well, after the first 20 seconds or so.) I really liked the minimalistic aesthetic of this one. It wasn't entirely clear to me which fish are enemies to be avoided, but that's fish life, eh? |
| May 15 14:39:41 | 3h 19m | A Town in Labor | ♥ 1 | Wow! Who knew that one of the most innovative games I find this jam is going to be about storks! (_I'll allow myself the dig at the birds because I too have made a stork game :-p_) I had a lot of fun with this. The UX is surprisingly good for a spreadsheet, and the puzzles were interesting enough for 5 levels. Well, I didn't much like the final level called Chaos (I found it too, well, chaotic), so I tapped out there off by 1 delivery total. I did manage to beat the developer's score on Wavy West Wind though, here's my solution: !> A5 5, C9 3, E2 5, F9 4, J3 3, Score 120% |
| May 16 19:58:39 | 29h 18m | Cargoborn | ♥ 1 | I can't believe that cargomantic vision is not yet an industry standard! A neatly polished entry with an (initially) fun premise. The amount of packages was daunting, but I guess that's essential for the true delivery driver experience, huh? I gave up after 2 deliveries. The web build ran OK on a potato btw, bonus points for that. |
| May 16 20:17:52 | 19m 13s | WASTELAND Express | ♥ 2 | Excuse me, are you telling me that in this post-apocalyptic wasteland where I live out of my battle car there is a canyon with a broken bridge over it that does **not** function as a jump ramp?! Literally unplayable. Jokes aside, this is an incredibly polished jam entry, even for a 4-man team, bravo! Plays very smoothly, looks gorgeous, and it also fits the theme well. One of the top games this jam for sure. |
| May 16 20:38:06 | 20m 14s | Space Haulers | ♥ 0 | I really enjoyed the configure-ship-then-watch-simulation gameplay loop, it was a breath of fresh air. The visuals were intriguing, stylish but clean enough. For some reason, I was caught off guard by the simplicity of the gameplay after seeing the intricate visuals, but the mismatch only made this entry more memorable. I'm not sure if I understand the update you added regarding income during waves - why would I earn money there? I mean, according to the in-game lore. It made perfect sense to me that money would be only paid out on delivery, not that I minded the extra income. Looking forward to the post-jam version! I'd like to see an indicator for how far the next station is. |