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Feedback comments for LD53
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| Timestamp | Since previous | Game | Richard Baltrusch's comment | |
|---|---|---|---|---|
| May 1 14:24:26 | The Silver Fleet | ♥ 3 | Nice game! Here are a couple comments in no particular order: - Art is very nice - Background and more sound effect variety would go a long way - Font doesnt fit with the art style - I liked the upgrades although they could be more impactful - Really liked the different mechanics implemented for only one button controls - I found it a little difficult to figure out ropes and grabbing them (small hitbox) - Unclear how I lost the game in my first playthrough - Consider toning down the screnshake a bit :) Overall good job on the game! | |
| May 1 15:29:08 | 1h 04m | Delivery Dungeon | ♥ 0 | Great entry! I really liked the art and the music fits it very well (although it wears out faster than the pace of the game). I really liked the inclusion of a tutorial. Some comments: - Houses splitting into sometimes larger houses was funny (although a little unfair at times). - Really liked the variety of the upgrades - Base movespeed was a little slow for my taste, but maybe my speedrunning habits are kicking in here :) - Death screen felt too long - me being bad meant I saw it too many times :) Killing happy houses is understandably required to avoid blocked paths, but felt strange (the house is so happy) Small coins did not feel worthwile (too slow and too little money), making the game a bit more grindy than it could be. The boss house is funny - but i am not really sure if that still fits with the delivery theme. It spawning houses directly on me felt a little unbalanced and allowed the boss to lock me against a wall effectively instakilling me Suggestions: - I wish i could pick up missed packages Enjoyed it overall - thanks for publishing this! |
| May 1 15:46:37 | 17m 29s | LD53: House Delivery! | ♥ 4 | Nice little game, really like the gameboy aesthetic! The music fits well and I like the dynamic changes (also found it funny that music is like half of the source code). However, it gets tiring mostly because the game goes on too long - once you get a hang of the controls, it is hard to mess up. One suggestion would be the old classic three lanes with some obstacles that need to be managed at the same time. |
| May 1 16:27:26 | 40m 49s | Ultimate Package | ♥ 5 | I liked the humourful premise and the controls felt pretty responsive (although I would like to see coyote time being added). The boss fight definitely felt a little glitchy, moving too fast and the damage grace period was too short, so it felt like i more or less cheesed him at the camp fire (ps: shouldn't the box palace burn down from all the open fires around :D). Good job! |
| May 2 19:33:09 | 27h 05m | Pineapple Police | ♥ 0 | Got to a highscore of 25 ✌️ Did crash for me once though upon reaching 4 cars (may have to do something with the AI?). Otherwise great job - I particularly liked the art! Music and sound effects would have been nice though :) |
| May 6 17:29:12 | 93h 56m | Moonrabbit Collection | ♥ 1 | Polished game. Really liked the art and music, although the movement feels too heavy for me :) The shader is impressive for pygame, but a little distracting. |
| May 6 17:35:33 | 6m 21s | Escape The Delivery | ♥ 0 | Couldn't get out of the first box :( (full-screen or not win10) |
| May 6 17:54:06 | 18m 33s | ▲●■♚ | ♥ 1 | Nice game! Really like the concept - and the game is very polished, even including a highscore list (some of the advantages of being a webdev I guess :D). The only thing I am missing in the simple gameplay loop is what something that Mini Metro has: the game starts simple, but gets crazier as it goes on, having to manually shift trains from one overloaded metro line to another to somehow keep a broken system running. Maybe you could introduce a similar mechanic when nodes reach max stock of one of their shape types? Overall really enjoyed it! |
| May 6 18:08:55 | 14m 49s | Kittens: A Tale of Yarn and Woe | ♥ 1 | Delivered my first yarn ball with like 8s left on the clock, just going around kicking like a madman :D |
| May 6 18:15:22 | 6m 27s | Belt Rush | ♥ 1 | Gorgeous graphics and fitting music - the gameplay would probably work well on mobile if fleshed out with a some more mechanics. A little warning before belts switching places would be nice :) |
| May 6 19:07:30 | 52m 08s | A Day In The Life of a Stork | ♥ 1 | Delivered 9 babies :) Fun game, really dig the cohesive art style and the (double) delivery take on the theme :) |
| May 6 19:15:16 | 7m 46s | Age of Mail | ♥ 2 | Really liked the light art style and the mellow music fit the vibe very well! Unfortunately could not figure out how to drop packages off :( |
| May 6 19:31:53 | 16m 37s | Deliver | ♥ 1 | Don't downplay the gameplay! I enjoyed the cohesive art style and the tumbling packages and finding where to deliver it is more than enough gameplay - although in its current form, it needs "something". I would suggest either to add time-pressure (for an exciting game), or gratifying polish like laid back music, sound effects, delivery rewards, etc (for a casual clicker-type game). One nitpick with the UI: the map and the "go to street" buttons being on opposite sides of the screen was a little counter-intuitive and the two buttons being next to each other would represent a more natural user workflow (load packets, choose street on map, then go to it). Overall good game, I enjoyed it! |
| May 6 21:48:07 | 2h 16m | Sorted | ♥ 1 | Impressive entry! Really liked the graphics, the random generation and the bad handwriting. And the gameplay, although it was quite overwhelming at first (wall of text + wall of delivery boxes 😃 ). I imagine in a more fleshed out release this stage could be worked up to with a small hands-on tutorial and slowly increasing level complexity as you go. Enjoyed this quite a bit :) |
| May 6 22:19:17 | 31m 10s | Courier Cacophony | ♥ 1 | Super polished entry, you have a real talent for puzzle design! Almost completed all of them, but got stuck on number 42 badly :( The mechanics were very satisfying and there were an impressive amount of them! One small mechanical/polish nitpick: I would have liked an indication for where the hourglass symbol would land me, but otherwise I really enjoyed the game, good job! |
| May 7 19:24:19 | 21h 05m | Beelivery | ♥ 4 | Not my favourite mode of honey transportation :) Really liked the art and the music - the plot and the associated gameplay is cute, but I feel like the rope mechanic is a little too fickle to use (or maybe I am just bad). I would maybe have suffered less dying a million times if there would be more than one death sound effect. Great entry nonetheless! |
| May 18 16:57:12 | 261h 32m | Idle Deliveries | ♥ 2 | For a web development exercise, this is not bad at all. For someone not too into idle games, there's not too much game to be had here (in my opinion) - more sound effects and some music probably are a must in idle games. Also would have liked to see some employee stats exposed to understand why Bob is so much cheaper than everyone else (I levelled him up to level 61 and made him a literal speed king). Some layout suggestions: always show the current amount of money (a little annoying to change tabs to see it) and provide a checkbox to automate levelling an employee (to save me some clicks 😃 ). |
| May 18 17:21:45 | 24m 33s | Solar Express | ♥ 1 | Pretty good game! The gameplay is pretty fun once you get into it, although I would have liked something else to spend my money on, maybe upgrades or repairs (or a perpetual maintenance fee to provide an ending). I liked the graphics too, and the sounds are, although a bit strange, quite fitting. I found the camera a little jittery sometimes (but this is probably to be expected of a compo game with a circular setting like this), and would have liked less scrolling out to do (a must since clicking a planet always zoomed in). Overall good entry! |
| May 18 18:05:26 | 43m 41s | Delivery Frenzy! | ♥ 0 | The game's concept is simple and the gameplay can be quite fun, although more leeway or advance warnings of oncoming cars would have made for longer games :) Nothing that a bit of balancing couldn't fix. I liked the pixel art graphics (would have maybe also liked to see some grass 😃 ) |
| May 18 18:30:06 | 24m 40s | Mission: Programmable | ♥ 1 | Great game! Really enjoyed it. I played a programming idle game once and didn't get too into it, but this was quite fun! Enjoyed programming my little helper functions to reduce typing (jump doesn't take arguments 😸 ) and solving the levels with one-liners. Enjoyed the creativity of playing using the devtools. |
| May 18 20:52:40 | 2h 22m | Five Nights at Papa's | ♥ 1 | The inverse movement controls are quite confusing to me, and at first it was difficult to figure out what to do, but the core gameplay is not bad once understood. The night provides a nice constrast to the delivery job, but I found the optimal play is to hug the pizza place to not run out of ammo. To fix this, you could: - increase ammo count - add ammo pickups around the map and remove ammo refills at pizza place (refills here were a little confusing) - make zombies faster - allow night deliveries (to continue earning money and reward good players) |
| May 18 22:06:21 | 1h 13m | Package Passage | ♥ 1 | Really liked the vibe of the game - it's a kind of retro 90's garage cool :) I'm a big fan of the visuals and music for this, very cohesive! A couple remarks and suggestions: - The camera wasn't always easy to work with (sometimes showing mostly walls in the foreground), maybe a higher angle could help. Camera isn't easy to get right in a limited amount of time :) - The font sometimes was a little hard to read. - I wonder if a pickup truck with a detachable extension was the right choice for a labyrinth parkour game, as it got in the way quite a lot in tight corners and passageways. - Had some jittery truck movement once on the grid platforms, maybe this needs some fixing. - A minimap could be nice (as it is easy to get lost and not know where to return to pickup new packets). - Where to deliver packets to on the ground was a bit hard to see at times. Overall solid entry! |
| May 18 22:17:48 | 11m 27s | Anvil Express | ♥ 1 | As is, the game was quite hard to play, with performance problems leading to stuttery audio/graphics (also holding the anvil makes it jitter). I played for a bit before I realised the help bug would only go away if I press H :) The anvil attraction is an interesting mechanic. I dropped off the platforms with my first jump and tried to get back up by throwing the anvil up, then pulling myself with E, sadly I didn't manage to pull it off all game (except once on a small ramp). This mechanic has potential though and could be built around. |
| May 18 22:31:16 | 13m 28s | Manhole Mailman | ♥ 1 | Not a bad entry! I got to 197m before giving up :) I really like the detailed visuals, I imagine your focus for this game was here. As it is at the moment, the game is a little hard to pick up (ended up reading the description out of the game after a while and that helped) and quite unforgiving, as you die the moment you make a wrong delivery. I feel like a health system where you get at least 3 chances would allow for some mistakes and also provide more room for new players to improve. A more prominent icon to show which item you are currently holding would be nice, because as it is the player needs to focus a lot on the path ahead and can easily lose track of what item he is holding. Overall good job! |