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Feedback comments for LD53
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| Timestamp | Since previous | Game | Lone_Wolf's comment | |
|---|---|---|---|---|
| May 2 05:21:57 | Stand and Deliver | ♥ 2 | 'The Incredibles' scores well with the AI download.png Great game! I can see myself spending hours on this | |
| May 3 05:40:15 | 24h 18m | Bundle Dumper: Florida Edition | ♥ 1 | Nice work! This is a very well rounded Compo entry. I didn't find the controls any harder to use than I'd expect for a flappy bird game. My biggest struggle was probably getting used to the physics, and I figured that out pretty quickly |
| May 4 15:21:29 | 33h 41m | Unwanted Delivery | ♥ 1 | The eagles were impossible to escape at first, once I learned how to avoid them they just became annoying though, I never had time to go and splat cars because another one would always appear hot on my tail. I wasn't bothered by the camera rotation, but when I first started playing it felt disorienting and I thought it might bother other people. Adding a highscore counter would probably fix the feeling of needing to use the money for something that a previous comment mentioned. Other than than that, nice game! It was fun to play during the times between eagle escapades :P PS: Great game name too! |
| May 4 17:24:01 | 2h 02m | WAR SAND | ♥ 1 | The voice acting was great, and I always love playing LD games with graphics like this. Nice job, and good luck with your game engine! |
| May 8 05:00:45 | 83h 36m | Deliveries & Dragons | ♥ 0 | This was a blast to play. IMO the perfect kind of game for a gamejam. I have a widescreen monitor, so the game was off to the left, with a black space filling my screen to the right after what I assume was 1080 pixels. I think Godot has an option for screen sizing that would make sure the game stayed centered, and might fix any screen coordinate breakage. I don't mind the black space to be clear, it would be nice to have it distributed equally on either side of my screen though :P With that said: Great work! Aspect ratios are a pain, and after several LDs I'm still trying to improve how I deal with them 😅 |
| May 15 00:23:02 | 163h 22m | Space Soba Delivery | ♥ 1 | Nice work! This reminds me of a game I made a while back, the physics were a pain, but I was using Godot, not Unity. I hope you had an easier time implementing/integrating your physics :P |
| May 15 23:33:33 | 23h 10m | Toad Pizza Express | ♥ 0 | This was a blast to play, the animations and sound effects were spot-on funny, and the controls were intuitive. Great work! |
| May 15 23:52:35 | 19m 02s | Grav-O-Delivery | ♥ 1 | I found it very hard to figure out all of the different trajectories needed to deliver the packages to the right place, it was a really good idea to limit how many deliveries the player needs to make, as it kind of placed an upper limit on my frustration. I'm very tired at the time of playing this though, so maybe I'm not giving it the patience it deserves. With that said, solid work! The engine you used looks like a good alternative to Love2D, I'll have to try that out at some point... |
| May 16 00:16:19 | 23m 44s | Solar Sandwiches | ♥ 1 | This was extremely hard at first, then it became extremely easy, and fun. I think the sensitivity of the controls is too high, I was really frustrated with them until I figured out I needed to start tapping on the keyboard instead of trying to full speed through levels, which would have felt really satisfying. In the end I had a blast though, and managed to complete the game without mistakes, and in a decent time |
| May 16 21:00:41 | 20h 44m | Deliver Unto Dusk | ♥ 0 | This is a solid compo entry, and feels well polished, I especially like the completion animation and voice sounds. Great work! |
| May 16 21:12:43 | 12m 02s | Forklift-em-up | ♥ 1 | This was a lot of fun to play, I especially like the way you implemented the controls/how you hit things, it was simple and intuitive, unlike what you'd find in some other game jam entries with a similar graphics style. Nice work! |
| May 16 23:23:23 | 2h 10m | Serum Run | ♥ 1 | Out of all the games I've played so far this has to be my favorite. I never played Oregon Trail but this gave me Roadwarden vibes (I think the font?) The graphics were great, although they break a bit on widescreen, so I had to play this game in the non-fullscreen res. I like the strategy that the gambler stop gives, you can use one of your items there (if they're that kind of item), then attempt to gamble it, if you lose you'll probably be fine, as you've already used its effect once. It was sorely missing music/sound effects, but I appreciate the more polished game that I got instead. Awesome job! |
| May 17 02:44:12 | 3h 20m | The Envelope | ♥ 1 | Great job on making not only a fun, seemingly bug-free, and good-looking 3D horror game, but doing so in the compo category! I might have to try Godot's 3D out at some point.. |
| May 17 16:12:26 | 13h 28m | The Infernal Trail | ♥ 1 | The wagon movement was pretty buggy and almost soft-locked me a few times (on rocks or going back to the starting point). Other than that though this was a pretty fun game. The difficulty felt perfect, I was always worried about losing, but always managed to scrape through last second Great work! |
| May 18 05:19:52 | 13h 07m | Idle Deliveries | ♥ 2 | It's always nice seeing a 'console' game in HTML5. * The difficulty was balanced well enough that I didn't get bored trying to upgrade everything until around level 25 (on all workers) * The colored trails of the workers is a neat touch, this game would probably make for a pretty cool screensaver. Nice job! |
| May 19 16:25:49 | 35h 05m | Ash & Phoenix | ♥ 1 | Dear game author The beginning was a little confusing, but thanks to the help text in the OP I was able to start playing. I wasn't sure what I needed to type out, and there was no visual feedback so I couldn't even tell if the game was receiving my inputs, so I never got to the point of doing trial & error on all the text I could see. ### [WARNING]: The following review contains slight spoilers The music immediately set the tone dead on. When combined with the first few words I wrote I could tell this would be a wholesome story with an event of grief-but-grateful (I would have been unsure about the grateful part if I had't been following you for a while) somewhere near the end. The game background was pretty in a way that added to the mood, but allowed my brain to completely ignore it as it looked for the next word to type out. The letter animations and floating speed were good at what was probably near 60-80WPM. It was a great idea not to add a punishment for failing to type everything out. I failed a few times, but me kicking myself for it was a good amount of punishment, and it of course allowed you to add the moment where it was impossible to type everything (their feelings) out, giving your storytelling a lot more gravity/punch/depth. At one point I realized I could type out the words in whatever order I wanted, twisting the meaning of the letter as a whole. I think that idea might have a lot of potential if explored in its own game. Amazing work. This was like reading a good book (well, short story), but it was written in under 48 hours, and it made good use of the opportunities games give in storytelling. ~ LandarVargan/Lone_Wolf :P PS: After finishing this review I quickly replayed the game, and I think on my first playthrough the flood of letters hit before the calm start of ash's letter, that added a lot to the grief I perceived. You probably could have taken Phoenix's letter before that out too (making sure to still keep the time gap obvious), which would make it be Ash's grief connecting them again.. ..but those are just my thoughts, in an area where I have little expertise. |