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Feedback comments for LD53
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| Timestamp | Since previous | Game | ellaris's comment | |
|---|---|---|---|---|
| May 1 08:42:34 | Crunch Time | ♥ 1 | One thing that got me confused straight away was not picking up the package, it felt weird throwing it without seeing it, I think it would be a good indication to the player if the ready to throw package was "picked up" and followed the camera. There is quite a bit of text around the page and I didn't read the instructions fully, so I thought I had to wait out the cars since they didn't have the "platform" on them, didn't know they also gave points, and I thought that normal cars having enemy package was a bug. Then I looked at the diagram and everything was better, maybe have the diagram in the game, or at the very least closer to the top of the page. I think it would make sense to allow the player to throw any package (to knock of the competition) but count only stickered packages towards score. Otherwise it was pretty fun, music was a bit loud. | |
| May 1 08:56:04 | 13m 30s | AstroNews Dispatch | ♥ 1 | It's a bit weird that the ship got closer to the edge the faster you went. I think it was already pretty hard to doge out of a planets way with the speed. It felt nice to go fast, but very punishing. |
| May 1 09:08:05 | 12m 01s | Shelly's Delivery | ♥ 1 | I think the turtle could benefit from an extra frame for movement, or leave some kind of particle like a bubble behind him from time to time. Maybe have a package show up on the turtles back, or having another object being dragged behind it. I think the board could have the actual image of what you are looking for, not just the name. I like the zoom on the next target, but still would like to have an arrow pointing towards them and the office, possibly only if you are more than a screen away to still let them explore the immediate vicinity. I feel like the sharks weren't scary enough, if you're supposed to avoid them that would help with delivering that message. I think the angler fish was scarier than the sharks. |
| May 1 09:24:25 | 16m 20s | Delivery | ♥ 0 | Decent game, but the movement and collision were holding it back. Going through the counter, dropping packages off the map, getting on top of objects, placing packages in seemingly out of reach places. The movement felt weird, the character kept moving after letting go of the button, which was a problem especially when I try to drop a package, but my character moves right into it and picks it back up. I think the package generation was a bit too random, there was a lot of packages and I had a lot of people asking for shovels but I only found like 1. |
| May 1 09:37:50 | 13m 25s | No Man's Cubzh - Deliver package between planets, reach the top 5 astronauts | ♥ 1 | I liked the way the ship moves away and towards the camera when moving. I think you could add some rotation, something to do during the journey. Maybe add some particles for the ship movement, like a trail of fire or smoke. There was no "reason" for the fetch quest, so it didn't feel very satisfying. It was just pickup place and delivery place, adding some reason for doing the delivery (obstacles, not necessarily enemies) would make it more fun. |
| May 1 10:14:40 | 36m 50s | Delivery Sim | ♥ 1 | I don't know, I just spammed the objects that appeared on top level to the green door, didn't really interact with other levels. I think it would be good to keep the object selected after moving in case the player want's to move it again. I had to click 2 times every time I wanted to move the same object. Swapping worked weird, I wanted to swap 2 objects and start moving the second one, but instead they swapped again, as if the first object was still selected, even after unselecting. I don't know if it's intentional but some objects lost value while a different object was moved, some did not lose value, it was a bit weird and seemed inconsistent. |
| May 1 10:50:56 | 36m 16s | Mobile Drone | ♥ 1 | This is what I initially saw before eventually I somehow managed to move the window to a bigger screen Zrzut ekranu 2023-05-01 123843.png I had some problems with starting the game, after avast did it's safe mode simulation the game would not launch and there would be an empty errorlog, restarting my PC solved the issue. I think it was a bit hard to see what is going on on the ground, I think it would be better if the camera pointed lower (drone above the center of the screen) allowing to see the house numbers and landing pads better. I enjoyed the drone physics and the sfx. Could be fun to see someone (like a gun pointing out the window) trying to shot down the drone "hey, this is my air". |
| May 1 11:19:40 | 28m 44s | Postal puzzle | ♥ 1 | I feel like the character moves a bit slow, once you figure out what you have to do you have to wait quite a while for it to move to where he needs to go. There was one stage where there were 3 letters and I stacked them up on each other and turned them into one letter, so possibly have them collide or bounce back to an empty square. I enjoyed throwing the letters over infinite distances. |
| May 1 11:45:58 | 26m 18s | Delivery Dungeon | ♥ 1 | Interesting way to use houses to block other houses. I feel like getting mainly 1 coin, up to 3 on occasion from defeating houses wasn't worth while, while collecting the 100g from the crown spot is a better time investment considering the prices in the shop. It took quite a while to clear the map, the enemies take quite a punch, they split and the reload is quite slow initially. Sometimes small houses would split into 2 big/medium houses which seemed strange and an unpleasant surprise. At first I see objects moving towards me I run away, so I missed the tutorial part which speaks about coins and the shop. I figured it out later. Also I wasn't sure how the coins were obtained and wasted a bit of time clearing houses that gave no gold. The boss was hard, and he spawned houses on top of me? I was wondering why I would I take movement speed when I'm so fast or invest in health (I only got hit by the boss). It is a bit hard to see where one is going. Also it didn't start in Firefox, got it to run in opera. |
| May 1 11:58:44 | 12m 46s | Acid Raft | ♥ 1 | + Feels like there was too much going on at the same time, having to dodge enemy bullets, shooting enemies, reeling in thrash, destroying obstacles and staying on the boat. + I feel like there was way too much enemies, random boxes appearing in front of them, and they seemed to be able to shoot through the boxes? + The hook shooting and reeling in the trash was way too manual with everything else going on, I feel that it would be better if you just have to aim and shoot at the trash and wait for it to automatically be pulled so you could grab onto another one. |
| May 1 12:10:20 | 11m 36s | Famous Delivery Man | ♥ 1 | + Yea the double jump had a problem with adding to the speed instead of setting it, so if you were going up you end up going much faster and if you were going down you would only slow down, and not actually jump a second time. + Sometimes the stones would generate on top of each other and it was annoying when there was like a 1 pixel difference, not enough to stab you toe yet it counted as a hit. Or when there was very little gap between stones on same level it felt like the player should reach to the other side, but he didn't. Maybe allow 1 or 2 pixels of error on player part, or don't generate objects on top or close to each other (destroy them if they end up generated in an unfavorable place) + I liked that having extra "packages" reduced your jump height and were positioned behind the player. |
| May 1 14:29:02 | 2h 18m | Cargo Chaos | ♥ 2 | + The objects appeared on the screen, not even at the top of it leaving very little reaction time with the car being placed, at the center. You could place the car at the bottom of the screen and have the objects spawn just outside the top of it, and to increase difficulty you could tweak the speed at which the car moves to the sides (amount of pixels). + It was very constant, same difficulty all the time, hard to start of because of the little reaction time, but once you get used to it it's pretty repetitive. You could start with the objects falling slow and increase their falling speed over time. You could also tweak the number of objects, have few obstacles fall at the beginning and ram up the number over time. + It would be nice to see some more gameplay options, like pickups that give you temporary speed, potholes which make you lose control for a little bit, or a drifting ability that allows you to drift to the side faster but you can't change direction after using it. |
| May 1 14:51:52 | 22m 50s | AI Interrogation Room | ♥ 0 | + The AI sometimes seems to make weird remarks at the beginning of it's sentence, like "hm interesting you would think that", "I see you're changing the subject, but I'll indulge you" + I admitted to the crime and I got "Ah you finally admit to your crimes ... you lie and deny any involvement" + I think it requires more set up at the beginning it's really hard to know what to do when I'm being asked "who did it" and "why do you think they did it" + When it pulled out a gun I was like I thought you are the police, and it responded with something like "Thig game in not called Police Interogration, it's called Crazy Lunatic interrogation". + I think a log would be nice to keep track of the responses and questions. It could expose inconsistencies in the AI, but having 1 or 2 lines of last input and output would be nice. |
| May 1 15:08:01 | 16m 09s | Delivered with care | ♥ 1 | + You should start the player off on the ground, I drained all the mana before figuring things out and had to deliver next 2 packages on foot. + I beat the game but still not sure what the mechanics were, I was in a loop: check the direction, fly over until close, dismount, walk over and spam c. I saw there was life and it drained and I think I got teleported a few times, but I don't know why, the first time I ran out of mana I just started walking. + Sometimes getting off the broom over an obstacle would snap the camera to the grid, which was somewhat disorienting. |
| May 1 15:57:16 | 49m 15s | Flingshot | ♥ 1 | A little simple but Nice, I loved parachuting the packages out of the vans. |
| May 1 16:12:42 | 15m 26s | Last Delivery | ♥ 2 | + The delivery's didn't make much sense beyond the first one, and they appeared one after the other. If they existed from the start the pickup system would make more sense and I feel it would be more fun getting the neat quest and being like "oh I saw that on my way over, I know where it is." rather than wandering almost aimlessly. + Traversing the whole map looking for something took quite some time, I explored the whole map on my first delivery trying to find it. + I liked the messages on the the signs, although I thought it would give us a fake cake so we would have to look for the "rocks" for that delivery |
| May 1 16:33:54 | 21m 12s | Logistical Nightmare | ♥ 2 | + I like throwing the packages, I don;t know who would want to left click to place them down. + It seemed that for one delivery the boxes were missing, I needed to supply 3 types and I had 3 types drop, just one of them wasn't the one needed. + it was a bit awkward with the larger, not square packages, it would be cool to be able to throw the one that don;t fit in the doors sideways. |
| May 1 17:04:02 | 30m 08s | Starlighter | ♥ 1 | + Yes the movement was pretty slippery, sometimes accidentally overshooting into a building, and sometimes taking you too fat to be able to avoid the next building in time. Also there was no reason for not just spamming spacebar all the time. You could alleviate the first problem by making star lighting toggle-able but you move slower, that way you choose between lighting stars and fine control and avoiding buildings. + I liked the darkness effect, although the smoke was confusing. I didn't know if I had to avoid it or not, and I think I died to the darkness several times while touching the cloud. It didn't seem like the darkness touched me when that happened tho. |
| May 1 17:28:14 | 24m 12s | Otherworldly Delivery | ♥ 1 | + Didn't manage to beat the game, I lost 2 times putting up a decent fight I feel. The second time I got pretty close but didn't get rage reduction at the right time and stopped getting attacks, mostly buffs or do nothing cards :/ + The dialogue after playing a card is nice in the beginning, but ends up being skipped as it repeats and kind of gets in the way of moving the bar. + I feel the colors should be swapped. It would be a feedback, when you are in the red zone it's dangerous, close to losing and when you are in the blue zone you can feel a bit safe, victory is close. + The images displayed in front of the message box, covering the text at one point. |
| May 1 17:53:31 | 25m 17s | Sender Not Found | ♥ 1 | + It's a bit annoying to copy the code, if they were just numbered or a single letter it would be easier to type them in and wouldn't require getting away from the input console. + I read the first email but they were pretty long, and not very interesting, so I just filled in the boxes of the other ones, until the last 2 emails which were directed to the player. Those were nice. + I kind of liked that the answers were obvious, since selecting the wrong one only resulted in invalid input, I feel like if they were too hard I would just start guessing since it's not penalized, this way at least I got to feel smart since I didn't select the dumb answer. And they were quite easy to identify only after reading the email. |
| May 2 07:25:28 | 13h 31m | Pizza Boss Rush 9000 | ♥ 3 | Zrzut ekranu 2023-05-02 090328.png + When the boss was on the ground I managed to bounce the box off of him and catch it generating combo and doing damage in short amount of time with a simple attack spam technique. + I feel like sometimes when I was moving towards the sweeping hand the character would go through it and not get hit. + I had some problem with distinguishing the hand slam and hand sweep attacks since they started of the same, so it might be a good idea to have a differentiating signal (like coming down slower with an arc rather than straight down) + Sometimes the character would throw the box in the opposite direction (I think especially after catching the box) + It would be nice to see max combo on defeat screen as well (I was concentrating on combo and missed his attack, and then wanted to check how high I got but it wasn't there) + I feel like one presses the retry button a lot, so if a player is retrying I think the death animation could be shortened (by the amount of retry s) to get back into the game + Loved the graphics |
| May 2 07:43:27 | 17m 59s | Shitzza Ballistica | ♥ 3 | + I feel like the vertical orientation for the ingredients is not very intuitive, I think it would be better to have it in 2 rows, like in other games (because people might be used to it, and the keys line up unlike in horizontal where they are at an angle) + The ingredient bubble flashing was a little annoying (especially when it got to 3 of them), maybe you could make the bubble larger and fit all the required ingredients on it + Sometimes the mail boxes spawned right beside the person and was impossible to get them, you could detect these cases and destroy the mail box or move it slightly out of the way. + The gravity (vertical speed) you have applied to the people could be good on the pizza as well, as the people went down I missed my head shots and had to aim for their feet (which is not where the pizza goes). |
| May 2 08:11:29 | 28m 02s | Ludum Dare 53 | ♥ 5 | + I managed to find the site but it was pretty hard to spot having the same sprite as the background. I hacked it away before the skeletons got me, but they weren't exactly a threat. + There were some random explosions happening around the character and I could not understand why + The apple trees didn't have collision unlike non appled trees. Also could change the hearts into apples to make a bit more sense, why random hearths lying on the forest floor. + I don't know what the sorceress was doing when she appeared, I suppose stunning the character so the skeletons can get to him, but it shouldn't remove the background, it felt weird + Didn't like how 2 attacks left skeletons with like 1% hp, it would be better if they had like 30% remaining |
| May 2 09:47:21 | 1h 35m | 📦️ Unreasonable Deadlines | ♥ 3 | Zrzut ekranu 2023-05-02 113822.png I'm not sure I would call this fighting traffic + The building blended in and were hard to distinguish, I think having the roof and walls be a different color would help, especially when the windows are not visible + The car rotated pretty slow while still, which made me drive at full speed all the time. I think having it the other way around, the faster you drive the slower you turn, would be a more interesting choice for the player making them slow down to turn. + I kinda liked the sliding drifts. |
| May 2 10:08:14 | 20m 53s | Cerberus | ♥ 1 | + I feel like it was a bit too punishing, I liked to collect a lot of souls for the bonus xp (and not to waste time walking back and forth all the time) but losing them all and have them return of the map to their original location felt like a little bit too much. I feel like only dropping a few souls (like 3), or making the souls stay on the location they were dropped and only respawn the monsters there, wouldn't feel as punishing and a minor inconvenience to have to chase them a little bit. + Sometimes I found it hard to notice a single enemy when I had a lot of souls, I thought I killed them all or one of them managed to sneakily respawn, and was really frustrating getting hit at that point. Thinking "I did well", and the n all the progress gets wiped, stronger signaling of alive enemies would help. + I think the claw attack could have a bigger hitbox towards the player so that you can hit close by enemies, and a more generous hitbox for colecting souls would be nice. + I enjoyed the game outside the few frustrations I mentioned |
| May 3 10:01:50 | 23h 53m | Mercury's Menace | ♥ 0 | + The camera controls were weird and it was sometimes hard to look around and not where the character was looking, the mouse moving off screen was also a bit annoying. + During dialogue, the text disappeared a bit fast on the longer sentences. + I liked the graphics |
| May 3 10:18:37 | 16m 47s | Drive! Express Girl! 閃耀,速達少女! | ♥ 1 | + I liked the art, the cars were ok. + I liked the voice acting, but I feel the commentator could be a little faster and more excited + It felt like the biggest impact came from the driver choice based on the race track, and then just spamming the ability. It didn't feel very engaging. |
| May 3 10:45:50 | 27m 13s | Crazy Baby Delivery | ♥ 2 | pretty cool little game + You could keep the exclamation points for when the mother has a baby as she is annoyed she didn't get the pain killers before having it and is getting annoyed that you're not taking the baby from her. |
| May 3 11:10:37 | 24m 47s | Le Laitier | ♥ 0 | + I like the sliding + It took me a while to throw the milk under myself and not into the lava (minecraft and terraria thought me that lava + another liquid = solid block) + You can kill the robots with the explosion, and on the level where it requires several robot kills exploding them is worth more kills then kicking them in the face + I found the robot shooting a little annoying, couldn't slide under most of the shots, and it was hard to jump over it with the bullets moving so slow and them shooting quite often. I feel it could be a little easier if the bullets flew a little faster. |
| May 3 11:29:05 | 18m 28s | All your Deliveries have come at once!! | ♥ 2 | + Neat, but collisions could use some work + I felt there was a lack of an end game. Maybe you could add a timer before your parents come to check the new place and you have to be unpacked. |
| May 3 13:53:34 | 2h 24m | Super Special Delivery | ♥ 1 | + I didn't like the flickering of the text, it made it hard to read and made my eyes feel weird. + The stork animation and the rotations were cool |
| May 3 14:04:23 | 10m 49s | Rain Sleet Zombies | ♥ 1 | + I didn't like that attacking was determined by the characters facing/ movement direction, especially since it was bound to a mouse button, I think it would be better to have the character attack in the direction of the mouse + The fast zombies were interesting, but the way you take damage when you touch them not so much. I think it could be pretty satisfying if you could dodge the super fast zombies without taking damage and watch them go zoom past you. |
| May 3 14:17:22 | 12m 59s | Delivery Of Death | ♥ 2 | Nice view Zrzut ekranu 2023-05-03 161221.png + Pressing play gives a vibe of the game getting stuck + It's a bit weird to have a tipple jump and all the apples to lie on the ground. Honestly I found it more fun to get as high as possible then collecting the apples, maybe if you hid them a little and encouraged the player to jump more. |
| May 3 15:00:29 | 43m 07s | Postman Path | ♥ 2 | + Nice puzzles, liked getting rid of the dogs with a sausage, but the dog stacking was a little weird and not intuitive + The biggest criticism I would have would be the difficulty, I feel like the problem with a lot of dogs where you have no sausage was harder then some of the next ones and should occur later on. + On the longer levels with a lot of planning it took quite a while for the whole sequence to execute, and especially when you are doing it more than once it's a little annoying watching him do same moves, so it would be nice to be able to speed things up (like press space bar for 3x speed). |
| May 3 15:24:26 | 23m 57s | Am I your "Type"? | ♥ 4 | Great game, loved the visuals. + The only thing I can find to complain about is having to wait for the conversation to play out, especially if you already have seen it and are playing on harder difficulty (replaying the game, I started with easy and went to hard). Maybe you could stop the resource drain and let the player type, if they start typing the resources start draining during the conversation, and when the player inputs their next card it gets queued and only then they have to wait for the current conversation to finish. This would allow the player to choose if they want to read the flavor text (which they potentially have seen already) or continue playing the game. |
| May 3 19:05:38 | 3h 41m | Oliver the Bartender | ♥ 1 | + moving around felt weird and definitely took way too much clicking + when I got the third table the middle row was blocked (as if I had 4 and not 3 tables) |
| May 3 19:31:03 | 25m 25s | Unspecified Postage Service | ♥ 2 | + Interesting idea with the movement and taking damage, I like it being resembled in the sprite. + I liked the interaction with the clouds. + Some parts of the maps felt wonky, as in try until it works rather the figure out how to do it properly. + I think the restart button didn't reset the damage, and I'm not sure how I feel about that. |
| May 3 19:47:35 | 16m 32s | Ultimate Package | ♥ 3 | + Interesting world, I liked the sprites. + There were some problems with the camera sometimes making it a bit difficult to know where to go. |
| May 3 19:57:14 | 9m 39s | Yuki's mystery | ♥ 2 | + I feel like there was no need for a run button as that should have been a default speed. + It would be nice to have intractable objects highlighted, I was just running around spamming e. + I got the key, and maybe I didn't understand but it seemed to imply "leave or continue" and then the girl spawned and killed me. |
| May 3 20:13:47 | 16m 33s | 30 Minutes Or Your Potion's Free | ♥ 1 | I used magic missile, ice wall, 2x channel and 1x research + Great game, nice art, decent sound, and the mana build up was interesting. |
| May 4 20:25:19 | 24h 11m | Delivering Justice | ♥ 0 | + Nice art and good story. The typing sound at the beginning tho, felt weird. + I found it a bit hard to rotate the evidence back to the original nice state, maybe have a button to reset the rotation + I found the evidence pointing to one of the verdicts and wasn't sure if it was intentional. + I tried both outcomes and found it surprising the not guilty verdict still resulted in a sentence. + Also I feel like explaining the complicated word for paralysis would be good for understanding the story (earlier on, as the meaning was implied later on). |
| May 4 20:43:30 | 18m 11s | Potion Delivery Service | ♥ 1 | + Nice graphics and atmosphere. + It was annoying being asked to confirm everything, I think it would feel better if planting/watering/harvesting just happened + There was no way of backing out of the brewing menu or knowing what ingredients are required. Also it would be nice to have a reminder of what potion was ordered. |
| May 14 10:14:18 | 229h 30m | Deliver us from Evil | ♥ 0 | + the cards actually worked quite nice + it would be nice to see the cards range when hovered, rather than wasting it by finding that you should have moved first, also the enemies movement and attack range if hovering them + the cards have numerical values for damage, but it is represented in a bar format on enemies, so you never quite know if your attacks are enough to take the enemy out + I feel like the cards are a little bit too low in the default state, the card top is barely visible, so you only check how many cards you have, and not what they do (using the icon) |
| May 14 10:41:16 | 26m 58s | Mail Day Mayday! | ♥ 0 | + nice puzzle, with a good difficulty curve, I liked the conveyor belts sometimes helping and sometimes getting in the way + it wasn't obvious to me in the beginning that you had to drop the packages in front of the tubes and not throw them into them. + dropping the the packages in adjacent squares was a bit clunky, it was hard to drop stuff in front of a tube because the tube was blocking the drop off, and sometimes the package didn't go to the square that I thought and wanted it to go and got sucked by the a different tube (it didn't help that the tubes were usually adjacent) + when walking with a package diagonally against the conveyor belt current the character barely moved, and it seemed like he got stuck on objects |
| May 14 11:21:21 | 40m 05s | Rescue Rat | ♥ 0 | + Interesting game, I like the atmosphere. + I think the minimap was too useful, it had much more information than the screen, so I just looked at the minimap the entire time. Maybe have the destination indication show up on the edge of the screen or don't show the plague rats on the minimap and reduce their trigger range. + There seemed be no end to the game (no timer), just free wandering (no max delivery number), and the plague rats were always in the same place (only followed the player), so after you learn the routes to the people it became pretty repetitive. + I found it weird that when getting close to the delivery recipient you got the conversation, which sometimes even mentioned something like give it to me or thanks, and you didn't drop of the "goods". I think you should drop off the delivery when the conversation begins, and then you can have the conversation trigger on proximity or button press. + Some of the conversations were confusing, and I think they triggered randomly but there weren't too much available because I got like the same conversation 3 times and then a different one? if that's the case, maybe have it be less random and trigger the conversation that hasn't been seen yet or has been seen the least amount of times. |
| May 14 11:53:15 | 31m 54s | Hell'o-Cargo | ♥ 3 | + Looks awesome. + At first the big bag was introduced as a platform, I thought I needed to make a pixel perfect jump and eventually I made it. I was super confused in the next level, until I accidentally picked up the big bag. Maybe also mention that it can be picked up along with the platform stuff. |