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Feedback comments for LD53
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| Timestamp | Since previous | Game | leorid's comment | |
|---|---|---|---|---|
| May 2 22:57:27 | Sky Package Assault | ♥ 3 | The Arrow seems to be the most important thing because there isn't really any Map-Layout, if I go up and down again I am at a completely different place. Suggestions: - reduce the UI to an absolute Minimum - make the player controlls less floaty - reduce recoil - somehow explain that the map isn't a map or make the arrow flash red when not going in the correct direction - make the enemies more relevant by making them block the players path Despite seeing points of improvement, I don't think it's a bad game. It was interesting for me to find out different mechanics - but that might not apply to everyone. Questions: - Killing enemies doesn't give any points, right? - Is the rectangle in the top left corner is a health bar? Taking hits doesn't seem to shrink it. - Does the red circle give more points than the green one? - What's the Boost for? | |
| May 2 23:15:38 | 18m 11s | Superfetch Dog | ♥ 0 | How many levels does the game have? |
| May 2 23:42:16 | 26m 38s | GONETS. Supply delivery TD | ♥ 1 | First time I played it with arrow keys and spend a lot of time slowly pushing myself against rocks to fix the rotation. Second time around I read the description and saw that you can rotate yourself with Q and E. I still didn't manage to finish the game because for some reason, despite having all turrets up (seemingly?) enemies invaded my base before I could kill their hives. The lightning indicating where enemies come from seems way too slow and too subtle. I would have loved a minimap or camera that shows turrets with nearby enemies (even when inactive) so I know what's actually happening while going on hive killing missions. As others already said: Mood was very good. Impact Beep Sound is too loud. With somewhat tighter controls, no rotation on the player and more depth as in different packages (different ammo = different turret), bases to capture (more points where you can take ammo from) and some kind of ingame map to get an overview of the whole battle I could imagine this as full game. I enjoyed it. ^^ |
| May 3 22:42:50 | 23h 00m | A Wolf's Riposte | ♥ 2 | Once I understood that there is no mana bar, but that attacks cost health and can be selected with the mouse, I really enjoyed the game. At the beginning I was quite confused that I even have to use the mouse. Some attacks are unavoidable, but you can save up HP to survive them. The only thing that I didn't really find out is how much damage an attack will deal. For this I wished for some indicator that shows the damage of a certain attack on a field (or over the heads of enemies - but it was sometimes hard to see which fields are double-red (2 enemies attacking the same field)). I really enjoyed it, but enjoying combat so much, I actively run into enemies, even when I had no visible bonus from it. Would be cool if clearing enemies had some positive effects on the other game loop (or negative effects other than death when a fight is lost). Winning a fight could result in increased walk speed. Losing a fight could result in losing the letter (and having to grab a new one). Just some random ideas after having spent a few cool minutes with the game. ^^ |
| May 4 00:20:42 | 1h 37m | Paddy's Portage | ♥ 1 | Well polished, only suggestion is that you turn down the look-ahead-time of the camera, so it doesn't bounce back when the player stops. Otherwise very great entry with a lot of style, fitting visuals, sounds and perfect difficulty curve of the levels/puzzles. |
| May 4 00:50:08 | 29m 26s | Fast Pack: Quick Delivery Training Program | ♥ 1 | If you ever make a version that can be played for a bit longer, send it over (at max speed) :D Really liked the gameplay, very cool idea with the map names and packages. I didn't play the tutorial and found everything out myself - but you could name the Menu Buttons better "Start Training" and "Tutorial" had the same meaning to me xD Also very cool that the car stands up again when laying on the side. |
| May 4 01:44:29 | 54m 21s | Pixel Stranding | ♥ 0 | If it's supposed to be a rage game, it's a good one. Spike colliders are way larger than the visuals, when the character is moving downwards it's extremely fast, and that last jump/dash towards the very last goal is insane. As others said, a good (actually evil) challenge. |
| May 4 01:57:24 | 12m 55s | Bag Stranding | ♥ 1 | You should take it a bit further and use the mechanic for something more than just a fancy inventory. Make it so the top boxes are almost 100% stable when empty but will tip over when you put something heavy in them. (you can probably hardcode this behaviour) And when one box touches the ground, the character can't move at all (like he is anchored) but also you need to keep a few things for later and transport new things for missions. The Backpack could also fit things like seet and when you plant it, some flower that gives a jump boost spawns where the seet was dropped. Or like the original - ladders, bridges. Bringe the constructor stones and get a transportable bridge that you can place. Ropes, maybe even battery-cells to power up some locked doors. I feel like it definitely needs - penality for tipping over (and thus wasting time or damaging package content or the backpack itself) - a quick way to leave entire boxes (with all their content) behind - some kind of missions - Maybe upgrades so you unlock greater jump height, walk speed, stability, a monk that produces batteries, ladders, .. As you can see from all my ideas, I enjoyed it. ^^ |
| May 4 05:48:53 | 3h 51m | Stand and Deliver | ♥ 3 | AI gave me totally unrelated "I think I'm stuck in a bad comedy sketch. *exaggerated eyeroll*", I made a joke about "stepbro, I'm stuck" which I found quite funny but rating was quite low. Then there was a time-traveller from the future trying to understand a smartphone and it was not even a joke, just the most boring conversation one could have with a human from the future and it scored 4s and 5s in all categories. But it's funny that the ratings inside an LD-Jam-Game are as unpredictable and random as the ratings _for_ the LD-Jam-Games. xD If you make a summary of the best jokes at the end of the jam, please ignore the AI rating and pick what you liked most. I probably wouldn't have used AI but multiplayer to do the ratings but it's also kind of interesting the way it is. Very interesting concept. And if you make a summary of the best jokes, please @ me in the comments. I don't want to miss that. IF you have the jokes. I really do hope you have them. |
| May 4 20:55:06 | 15h 06m | The Sand World | ♥ 1 | @debone Why did you add the rotation feature? It's basically a cheat. Loved it btw. exactly my type of game :D Having instructions outside the game didn't bother me, even when it usually does, but it's just scrolling down xD |
| May 7 13:39:25 | 64h 44m | Ultimate Postal Service | ♥ 4 | Got alomst 140k on my first try. The style is amazing. Sounds, Graphics, really really cool. I just think the pacing is a bit too intense and the battle area leads to me standing in the center turning around while holding down the shoot button. But all of that is critique on a high level as the game is a blast to play. |
| May 7 15:27:17 | 1h 47m | A Message for the Stone King | ♥ 1 | For me it bugged out and the king kept replying to the same message, no matter what choices I picked. I then restarted the whole game and it happend again. I like the concept, the visuals (of the two scenes), the dialogues and the overall setting, but unfortunately I didn't see the end. If someone has I video of the whole playthrough, please @ me. I really want to see the end. xD |