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Feedback comments for LD53
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| Timestamp | Since previous | Game | Koolruz's comment | |
|---|---|---|---|---|
| May 2 02:30:15 | You Hate Mail | ♥ 1 | I really enjoyed the sound effects that you used for the shredding of the mail - It felt like it somehow harmonized with the soundtrack really nicely! The writing was also funny and charming! I did run into an issue with the smaller letters where my mouse would pass through them without shredding them - I suspect my mouse sensitivity was high enough that the knife skipped over the letter in a single frame, but this made keeping up with the deluge of letters a bit more frustrating than it needed to be. At first, I was worried that the five minute timer would drag on, but I really liked how the experience kept changing as more waves of enemies (and new traps) appeared! | |
| May 2 02:43:07 | 12m 52s | Zeba's Broke!!!! | ♥ 1 | I *really* liked the music and vibe of just cruising around delivering orders - Great job with that! At first, I agreed with the other commenters that the seagulls could be hard to avoid and took down the vibe, but I think my problem was that I would be moving so fast that I wouldn't see the seagull in time to react. Once I started slowing down a bit, they were a lot less troublesome, and it felt really good once you felt like you were in control of the broom. My only complaint was that I kept getting pulled out of flow when a new gig came in - I couldn't think of any reason I would turn one down (even if it didn't pay well, I could just ignore it seemingly without penalty), so disrupting gameplay to accept/decline an order felt harsh. Overall though, I enjoyed my time filling in for Kiki :) |
| May 2 02:54:53 | 11m 46s | Squid Belt | ♥ 1 | The controls felt really good - I was really struck by how fluid it felt to fly around! My only complaint about the movement was that you didn't get to feel how fluid it was unless there was something in the foreground as a point of reference. Even though it would be unrealistic, it would have helped give a sense of perspective if there was a parallax scroll on the starry backdrop as you moved around, so that you could gauge your movement against the expanse of space :) I also really enjoyed the sound effects you made - They made shooting (or being shot at) feel very satisfying! |
| May 2 04:18:52 | 1h 23m | eelBay | ♥ 4 | Oh man, this game is so clever, and I am so ludicrously bad at it! Just from playing around with the game for a couple of seconds, it was *immediately* intuitively obvious what I'm supposed to do, but I found myself completely unable to do it! I managed to get three ships to sail away, and I consider this to be an absolute win. Incredible game, it made me flex my brain in ways that my brain absolutely was not ready for, and I had a ton of fun with it! I also really liked the way that you used the eels as a mask over an underlying pattern - It was a really charming effect! |
| May 2 05:03:15 | 44m 23s | Hellfire Pizza | ♥ 2 | Great job on the graphics - The character art is all extremely well done, and has a lot of, for lack of a better word, character to it! |
| May 2 05:15:23 | 12m 08s | FredEx | ♥ 2 | I can't for the life of me get over the first rock without losing half my cargo, but I absolutely love the way this game looks and sounds, and for whatever reason I can't stop trying to get that mattress to its destination! Great job! :) |
| May 2 18:49:17 | 13h 33m | Holiday Halfpipe | ♥ 4 | The physics of doing tricks and jumps felt really good - I loved how generous you were with what counted as a death so that you could really experiment and express yourself as you were riding around! It would have been really easy to count any minor bump against a chimney as a death, but they way you can vault over them with well timed jumps meant that I felt free to play around and do tricks, and only worry about landing somewhere on a roof. I spent a run popping a wheelie on every roof just for the fun of it, and it felt really good! My only suggestion would be to emphasize tricks even more heavily, so that a player can't avoid them - At first, I thought this was an endless runner where you only got a point for every chimney you passed, so I wasn't doing anything but angling myself to the slope of the roof I was going to land on next. It wasn't very fun to play this way, but I think that if you're playing for a high score, that might be the optimal strategy (assuming you had enough patience), because it was extremely safe. The tricks make the game so much more fun though, so I would try to figure out some way to force the player to engage with them - Otherwise, they might self-sabotage their own fun while trying to go for a high score :) |
| May 2 19:08:16 | 18m 59s | Thirty Minutes Or Less | ♥ 3 | The line "I bet we can hold them off for thirty minutes" coupled with the character pulling out a gun as the metal riff kicked in caught me by surprise, and made me genuinely laugh out loud - I really loved the way you set that delivery up :) The only real critique I can think of is that while I was playing I had no idea whether the game was going to progress to an end-state, or if it was an endless high score attack. Like the commenters above, I wasn't sure if I would have to wait out a full 30 minutes before knowing that the game was over, so giving the player some indication of their progress would have been really helpful in setting expectations. The fact that the gameplay kept progressing at first definitely helped, but once the loop between driving / barrels / first person shooting started, I wasn't sure if there was more to the game that I had yet to see, or if that was it. Overall though, I had fun - The different gameplay styles all worked really well together, and kept things feeling fresh! |
| May 2 19:38:04 | 29m 48s | Delivery Force | ♥ 2 | I love seeing astroids-style ship controls in other genres, and the soft body ship felt really satisfying as it bumbled along bouncing into various obstacles :) I'm not sure if this was an intentional choice or an issue with my monitors, but after leaving the starting area I had a really hard time seeing anything - The contrast was so low that it felt like I was flying blind, and occasionally crashing into a wall that I couldn't see. This unfortunately made it almost impossible to get past the second delivery for me :( That said, I loved that the death state was a smashed-up ship that just couldn't fly well anymore. It was fun trying to crash-land my way into one last delivery after taking too much damage, but having an in-game acknowledgement that you should probably start over would help make it obvious that this was an intended failure state, so that players who don't read the description know what to expect - You could add a prompt along the lines of, "Looks like your ship is busted, you can press R to restart". I saw in the description that you had intended to add more here though, so this is probably feedback that you already knew. I just wanted to pass along that I really enjoyed the crumpled up ship as a failure state, and hope that it stays (in some form) if you expand on the game! Overall, this was a very cool game! I enjoyed playing it :) |
| May 2 20:33:49 | 55m 45s | Stacked Up! | ♥ 5 | I have a lot of good things to say about the game, and a few quality-of-life nitpicks that detracted from the experience of playing it. First, the art, animations, tutorial design, and sound design are all very high quality! I loved the way you explained the controls to the player, and how the tutorials were puzzles that forced them to learn the different mechanics of the game! The only thing that was unclear to me at first was that taking a long drop while holding a package damaged it, but I did figure that out eventually - It might have helped to have a more explicit tutorial puzzle for that mechanic, instead of having it be discovered midway through a larger puzzle The puzzles were also fun to solve - You had a sort of eureka moment when you realized what you did wrong, and immediately knew what to try next. That said, because they were very particular about what you did when, I wished that I had an undo button. Especially as the puzzles became longer and longer, a misclick or small mistake (eg: accidentally trying to drop a box when you're standing next to a wall) would often get you into unwinnable situations and forced to restart from scratch. I ended up replaying the entirety of 2-2 four or five times in a row because I kept not paying attention as I was descending towards the exit door, and didn't pick the crates back up that I had used as a staircase to bring the final package back up to the delivery chute, and was no longer was able to get across the one-tile gap towards the exit door. It was really frustrating to have to spend another 30 seconds replaying a puzzle that I already knew the solution for, just because I had lost focus for a second when I thought it was over. This led to a weird spiral where I went on auto-pilot as I re-solved the puzzle, and kept making the same silly mistake several times in a row because I wasn't paying as much attention when I wasn't mentally engaged in solving the puzzle anymore :( That said, it was still a really clever puzzle game, and I do love the polish that you put on it - Quality-of-life nitpicks aside, really good job on this overall! |
| May 3 01:50:46 | 5h 16m | Paddy's Portage | ♥ 1 | This was *really* good - The art, the music, the sweet sweet CRT filter and change in soundtrack when you're scrolling the camera around. Lots here to love! My one disappointment was that I never got to see what was in the package! My cat distracted me and I looked away when the end cutscene was playing 😅 In terms of constructive feedback, I noticed that the hitbox of the laser seemed a bit wider than you might expect - I got tagged with it a couple times when it looked like I was under an overhang. The only other feedback that I have is that I discovered a softlock here - It's possible to get the package stuck just next to the button, and have to hit R to restart the level paddy-softlock.PNG Aside from those nitpicks though, great job! I really enjoyed the game, and the vibe was spot on. I finally understand what a 5/5 mood looks like! |
| May 3 17:39:49 | 15h 49m | deLIVERY | ♥ 2 | I loved this unique interpretation of "delivery"! From a usability perspective, I wished that you could have seen the houses before drawing your livery (rather than having to click "deliver", then go back to your workshop), but that's a minor gripe. It was really fun slowly learning what all of the different terms meant - My only other nitpick is that I wish there was something more that you had to interpret, rather than just deliver what was on the flag outside the house, so that learning the various color and descriptive terms was more meaningful. Nitpicks aside, this was a very cool game overall! I haven't played anything like this before, and it was a fun novel experience! |
| May 3 21:34:35 | 3h 54m | CUBE RUNNER | ♥ 1 | I was really impressed with the fluidity of the car controls - I had a really hard time finding the first cubes, and figuring out where I was supposed to be delivering my cubes, but I was having a great time just flying around and vibing that it wasn't a huge deal! Killer mood, and really appealing graphics. Great job :) My only complaint that brought me out of the experience was that the camera controls were very sensitive with my mouse settings - The camera would do a 180 if I moved the mouse more than a centimeter. A sensitivity slider would have been a great addition to help support a wide variety of mouse settings Overall though, really stellar entry :) |
| May 3 21:59:54 | 25m 19s | Volcano Buggy | ♥ 1 | The one suggestion I have for game feel here is a strange one - Something about the way the car sharply turns when I press left or right feels a little bit too snappy and tight. It makes the car feel like it doesn't have a lot of weight behind it because it is able to immediately change direction; I would expect the car to take wider turns |
| May 3 23:44:39 | 1h 44m | Traz Logo | ♥ 1 | I really liked a lot about this game! The sprite art is very expressive and polished, the music is good, and solving the puzzles by causing chaos with the physics system was a surprising amount of fun! I played the version with the "broken" physics first, and it actually felt a lot smoother to me - The fixed version leads to some really weird interactions where your claw can get stuck on the world geometry, and where objects become un-grabbable because their interaction point has clipped through the world geometry. For example, I got softlocked by the reflector rotating into the ground in the fixed version, which couldn't happen in the original: stuck.PNG My only complaint was that the bomb level moved away from asking the player to *cope with* the chaos of the physics system, and instead asked the player to try to *control* the chaos of the physics system, which was a lot less fun - It became an exercise in patience, rather than an exercise in clever manipulation of the game mechanics. Overall though, there's a lot to like here - Great job! :) |