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Feedback comments for LD53
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| Timestamp | Since previous | Game | FireSlash's comment | |
|---|---|---|---|---|
| May 2 07:15:45 | Mailman Madness | ♥ 2 | This came together really nice! The graphics have a good balance of chunky and detail, the music loop fits well, and the fonts fit well. The procedural (?) city generation sometimes produces dead ends that are hard to spot and kill your combo. Not sure if there's a way to spot these from farther away or not; maybe it's just operator error. The dogs are kind of tricky, with limited turn and view radii I wasn't very good at dodging them. I wish I had more tools to interact with them. Maybe something like bones placed around the map I can pick up and throw to temporarily distract them? It could also give the player more things to do in the world. Overall nice work! | |
| May 2 07:28:53 | 13m 08s | After The End | ♥ 1 | Neat ideas here, I wish there was more! I found the controls a bit awkward; our little bee friend seems to keep moving for a bit after you let go of the key. This makes navigating the cloud pretty tricky; especially since it's instant death. I found I could just fly above it, but that felt like cheating. There's clearly interesting stuff left to explore here even with the pieces you've already built, I hope you have some time to add more levels in a post-jam version later! |
| May 3 06:59:11 | 23h 30m | RecoDeli | ♥ 1 | At first I was pretty torn with the instructions being physics and not grid based. I think a lot of this comes down to there being a visually distinct grid, so it was surprising when the little guy flew off the grid as soon as I started turning. That said, I ended up liking it quite a bit once I got my bearings. I did notice a lot of obstacles can just be bowled through. I suspect that's why the TNT gets added later, but it would have been nice to have fixed barriers and more explicit training on being able to punch through boxes with enough speed. Really nice work! The leaderboard is a nice touch. |
| May 3 07:22:00 | 22m 49s | Bulkheads | ♥ 2 | Wow this is really good! The sprites are cute, the writing is fun, and the puzzles have a nice pace that makes me think a bit more each puzzle, so I'm not sent off a difficulty cliff or turned away by overly complex puzzles. The only thing I missed was a reminder on which clients needed to be delivered to in order. That threw me for a loop in one of the puzzles. Great work! |
| May 5 00:47:30 | 41h 25m | Jiji: The Skateboarding Postcat | ♥ 1 | Cute! As others have mentioned, I do with the game played a bit faster. For a rail grinding game, I crave speed! Good mix of rail designs, hazards, and interesting spaces. There was one section in level 2 or 3 where there's a semi-blind drop due to slow camera panning, but that's fairly forgivable since the cost of making mistakes is so low. Loved the little narrative wrapping you gave it; nothing super intrusive, just a bit of narrative background for those who were interested. Nice work! |
| May 5 06:40:45 | 5h 53m | Mech Express | ♥ 1 | Lots of nice little bits of polish here. I absolutely adore the art! As others have commented, I'd love to see more done with this. The core loop is fantastic, it just needs a bit more structure to really shine. This would be a fantastic candidate for some post-jam love when you're in the mood. Lots low hanging fruit to play with like structured levels, catmech upgrades, variants, more powerups, etc. Some roguelite mechanics could be fun too. Maybe ape some ideas from Vampire Survivors' progression system. Nice work! I hope I get to see more some day 😺 |
| May 5 06:49:11 | 8m 26s | AstroFreight | ♥ 1 | As others have said, a map would be nice, it's often a bit unclear how best to navigate obstacles. I also wish I could get new missions at destination stations, rather than flying home each time. Overall it works great. Simple mechanics and solid implementation. Nice work! |
| May 6 03:20:48 | 20h 31m | Postcat | ♥ 1 | Cute! I think there's a bug with the intro CGs, they seem to scroll down but not fully off the screen, making it hard to see certain obstacles (such as the pits). Also you should change your link to read web version instead of source code, it'll encourage more people to play. Otherwise well executed and works great! I think I got to the end? Hard to be fully sure through the language barrier, but it felt like a good ending! Nice work! |
| May 6 03:35:48 | 15m 00s | ROG LD53 - Relic Courier | ♥ 2 | Neat fusion of Dark Souls gameplay and classic dungeon crawlers. AI seems to be a bit simplistic, I found I could just do 3 fast attacks then parry, and pretty reliably not take damage. Perhaps some kind of stun lock behavior? Not sure. The hidden door in the first room was tricky; I almost gave up on finding the route. Couldn't find the relic in the forest, and getting to the end of the level without it is a bit of a downer. Maybe I missed something super obvious? Overall plays quite nicely, feels tight and is fun. Didn't hit any obvious bugs or game breaking issues. Nice work! |
| May 8 05:01:17 | 49h 25m | Swiftly And With Style | ♥ 1 | Throwing packages never felt so good. There's quite a lot of stuff here for a compo entry, nice work! I wish there were more packages to deliver in the vertical sections, but perhaps it's randomly generated and I just got (un)lucky? Gameplay is simple but worked as expected. I got a pretty bad time because at first I thought "E for use" until I read the directions. Whoops! |
| May 9 04:46:13 | 23h 44m | All Odium Needs Is Love! | ♥ 0 | The lack of a checkpoint system makes this pretty brutal. I managed to clear it on the second try, but I was a bit frustrated to lose all my progress. The art is simple and nicely coherent, but I wish the clouds were a bit easier to spot. Maybe being in 4k makes it harder? But a more clear effect would have been good. Otherwise solid entry. Didn't hit any bugs, nice touches with the voice lines and audioscape. Nice work! |
| May 13 08:03:59 | 99h 17m | ▲●■♚ | ♥ 1 | Super comfy little game with simple yet interesting mechanics. The leaderboard at the end makes me think about ways to optimize more, but the game itself is very low stress, which I appreciate. Being able to rewire nodes and just have fun is certainly a compelling experience that scratches the right itch for me. The graphics are simple but effective; a nice coherent look with all the right info baked in. Would have been nice to have some ambient music playing to help bring the shape "beeps" to life a bit more, but that's a tall order for a compo game for sure. Fantastic job! |
| Apr 20 05:25:18 | 16989h 21m | Then Came A Stork | ♥ 0 | Wow, the polish here is really high. Loved the treatment you gave to the voices. The story is delivered in a simple yet effective way, and the gameplay, while not particularly deep, serves as a nice vehicle to deliver it with. Nice work! |