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Feedback comments for LD53
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| Timestamp | Since previous | Game | Gametrodon's comment | |
|---|---|---|---|---|
| May 3 16:59:01 | On Time | ♥ 1 | Thoughts: 1. I'm impressed you got this running in Rust of all things, so good on that. 2. I'm confused about when objects are going to "explode" or whatever that is that happens. I get that if I just pick stuff up, my score seems to go up? So I'm not sure why/when I need to deliver anything. I was just running into everything. 3. It feels like it gets easier as time goes on, because you can just leave extra items around to up the timer. I wish I had some way of knowing "where" I'm supposed to deliver things to, or how long left I have to do it. | |
| May 3 17:09:27 | 10m 26s | Soul Delivery System | ♥ 2 | Honestly surprised by how much fun I had with this. A few thoughts: 1. Souls pickup feel WAY too slow. It felt really bad when I could zoom around the map because of the speed upgrades but couldn't actually pick up the souls, because they had such a small pick up zone, and "agro" range. 2. It felt like just going around the edge of the map was the dominant strategy. Other folks have said they like it, I think I'd enjoy it more if the whole thing was a bit more free roam. 3. Upgrades were compelling, but it wasn't obvious to me that I have to spend extra souls over the capacity, instead of the souls I had to meet quota. Might be worth trying to make that a bit more obvious? |
| May 3 17:14:56 | 5m 29s | Cargoborn | ♥ 1 | The deliverer vision is a really cool idea, but I feel like having to deliver all 56 packages is a bit much. It might be more interesting if it was smaller levels? It was a bit confusing to me on why I would need deliverer vision for packages I wasn't carrying. It also didn't seem to get bigger as I got closer. Might make more sense to have it change color as well? I feel like you'd also want some more exciting movement mechanics, since that's sort of the meat of the game once you pick stuff up, but nice job on the submission! |
| May 3 17:20:04 | 5m 08s | UNPRESIDENTED | ♥ 0 | Love the goofy sound effects. Audio really needs a slider, or to start out quieter. The controls felt really wonky, not sure if it might make sense to have a tutorial where you don't have to shoot, or can at least get a chance to learn how to control a bit better? Also, it felt like there might be a bug where the momentum wasn't canceled when I clicked try again, as I'd start a run where I was already toppling over. The tone and graphics are really amusing, reminds me a lot of old Newgrounds stuff. |
| May 3 17:26:04 | 6m 00s | Broomstick Blitz | ♥ 1 | Echoing what Jaco said here: It took me a bit to realize I'm supposed to be accepting a quest first. The controls felt fun, but weirdly floaty? It was kind of difficult to move precisely, but it felt like that's what I needed to be doing in order to get quests done quickly enough. For people who are playing for the first time, it might make sense to up the timers a bit. I really liked the art, even if its placeholder, it has a really neat minimalistic feel. |
| May 3 17:32:59 | 6m 55s | The Night Witches | ♥ 4 | This is incredible. I know it's probably as short as it is because of the jam format, but I don't have any major negative feedback. Only thing I would note is that it was a bit weird that I would just end the level when I touched the sides of the map, I wish it was a bit more obvious, because sometimes I'd make turns that would just skirt the edge, and not quite get where I wanted. |
| May 3 18:38:56 | 1h 05m | Legal_Transactions.bat | ♥ 4 | High Score of 847,560. Might try to see if I get can get a million later. I'd personally love to see hotkeys of some sort, as I found clicking slowed me down in the later game. There was just so much stuff I didn't have time to respond to everything that was spawning in with the 5~ enemy bases. This gameplay feels really fun, and I'd be curious to see if it can be expanded into something bigger! Might be the best thing I've played so far in the jam. My only request would be that being able to zoom out and see the full screen would be nice. Edit: Not only did a beat a million, but I found a way to score infinite points with a bit of cheese, and a careful early game setup. I think if you expand this, you might want to make it so that you're required to get a certain score by a given time, just to make it a bit harder. |
| May 3 19:29:12 | 50m 16s | Spacella | ♥ 0 | Few thoughts. First up, the pacing was kind of a turn off. I get that it's supposed to be slow, but it's so slow that it almost felt unfun at the start. Echoing @thefisherbird's comment on controls here: they feel a bit wonky, and I had to reread the instructions a few times to understand what to do. It might also be worth noting that there's a limit to how much a planets payout rate can go to, without knowing that it can feel like you're only ever going to lose money past a certain point. Also, a small bug: You can sell an infinite number of trucks you don't have for free money. |
| May 3 19:31:58 | 2m 46s | Pancakes Won't Wait | ♥ 2 | Really cute idea, and I love the art. That said, the UI was scaled really weirdly when I tried to play it, and it made it kind of difficult. Might make sense to look into making the UI a bit more dynamic? |
| May 3 19:36:17 | 4m 19s | Unspecified Postage Service | ♥ 2 | Neat idea, and I like the the "showing damage on the sprite" mechanic. That said, it wasn't obvious to me what would cause damage to the package, and what was an acceptable amount of "falling". I wish it was a bit more clear when thing would be damage, and I wish that the amount of damage was reset to where it previously was when I restart a level. |
| May 3 19:46:26 | 10m 09s | Gold Extraction | ♥ 3 | Similar experience to Jampla and Yoss. It might make sense to add a tutorial, or even just a screen saying "BUILD A MINE". Might also help to give the player some gold to start, I had to sell parts of the floor to have enough to build a mine. I do like the idea though, it reminds me of a tank battle minigame from Dragon Quest I played years and years ago. Congrats on finishing what you did. |
| May 3 19:55:07 | 8m 41s | Slow News Day | ♥ 3 | Echoing what other folks said: I think it's more fun to give bad answers. I also noticed that there's a bit of a knock-on effect where if you get one answer "wrong", it impacts the pool of answers you're likely to have to work with in the next set, leading to a cascading effect where everything falls apart. I liked the writing, but I do feel like you could have gone a bit more nuts, or added some more ridiculous events. |
| May 3 19:59:13 | 4m 06s | Tattered Tunics | ♥ 1 | I'd love to see the controls displayed either on-screen, or off to the side under the game. Because of how quickly you can get throw in, I had to replay the opening just so I could see the tutorial again. Outside of that, it felt really neat. Fantastic art as well! |
| May 4 21:34:48 | 25h 35m | Bricks and Fire | ♥ 1 | Grats on the first jam! Some thoughts: It was unclear to me why the giant boxes just showed up and blew up everything I had made, maybe I missed something because it happened on another screen, but it would have been nice to understand why I suddenly lost. The fire tool was a bit unintuitive to me, maybe having an empty circle that shows up when you have it selected would be nice. Or just something to indicate you have it selected, and it's doing the first part of the charging. |
| May 4 21:52:06 | 17m 18s | Neverending PetriChore | ♥ 1 | Found the same thing as Pizza's Good with the infinite spin cancel to traverse. I feel like the game suffered a bit from enforced low render distance. It gives the game a very distinct tone, but it made it much harder for me to navigate and figure out where things were. Also occasionally to figure out where the ground was, and I'd just dump into water. Given that it felt like a bunch of the game was about routing and navigation, this was kind of a bummer. It does look cool though. I found it hard to determine when I was hitting enemies. I couldn't tell if I was missing attacks, or needed to hit them multiple times. I liked the art and general tone, and I did finish the game, even if I cheesed it a bit. It felt bad to be sent all the way back to the beginning after falling into a pit much farther in. |
| May 4 22:16:55 | 24m 49s | Paleo Pickup | ♥ 3 | Quite neat! Some thoughts: I wish I could have used hotkeys for activating items instead of having to click. I was disappointed that I couldn't tell the difference between one time use and permanent items. It made sense to me that potions were consumables, but not eggs. It wasn't obvious to me that I could just warp home, I thought I had to walk across the map each time. It might make sense to make that option a bit bigger and clearer? |
| May 4 22:23:02 | 6m 07s | Mail Mayhem | ♥ 0 | Ran into the same issues as Embedder72 with the Nigerian Prince scam customer, and the text not displaying correctly. I liked this. Overall, it was a bit unclear to me on "How" (first name? Last name) I was supposed to sort stuff, even after reading the tutorial. |
| May 4 22:32:50 | 9m 48s | LeaderSHEEP | ♥ 1 | Generally cute, but I found myself really frustrated by the sheep behavior around corners, and they seemed to like to just turn in circles and jitter. It felt kind of bad to try to get them into the pen, only to have them wander out. I found it difficult to play when multiple sheep seemed to behave in different ways when I got close to them. It also didn't feel like barking made much of a difference. The theme and art are cute though, and the music fit well. |
| May 4 22:36:53 | 4m 03s | Deliveride | ♥ 1 | Only feedback I have that others haven't mentioned is that it would be nice if the foreground obstacles and background were a bit more visually distinct. I hit quite a few rocks because I just couldn't quite see them in time. It also might be nice if it was a bit more forgiving, IE, letting you take a hit or two instead of insta-game overing. |
| May 4 23:05:30 | 28m 37s | Why Deliver Y ? | ♥ 2 | Wow. Currently in my top 3 of things in the jam. Only note I would make is that I completely forgot I use toggling the flashlight to skip a turn. It's a really cool puzzle, but I got completely blocked on it until I actually came back and was reading other peoples comments, even though I was able to solve everything else. Would love to see some more done with this. Also I have to wonder if the lockpicking puzzle should be replaced with something that fits a bit... better? Like was mentioned, there's no time pressure, or reason to try to go fast. |
| May 4 23:16:14 | 10m 44s | Lost Souls | ♥ 2 | Love the art. I wish the hitbox for the souls was a bit bigger. Like other folks have mentioned, the camera felt a bit too responsive, and made it kind of difficult to move. |
| May 4 23:29:25 | 13m 11s | The Mail(gun) man | ♥ 1 | The mini-gun is quite fun, but I wish I could tell when I was getting hits, either sound, or hitmarker, or something. It was definitely fun to shoot things though, I just wish there was better feedback. |
| May 8 23:47:40 | 96h 18m | Deliver Unto Dusk | ♥ 0 | Nice game. My one suggestion would be to put a compass or something on screen. Yes, every grown adult should know North/East/South/West, but that didn't stop me from messing it up twice in a row. |