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Feedback comments for LD53
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| Timestamp | Since previous | Game | sudocoffee's comment | |
|---|---|---|---|---|
| May 1 23:18:09 | Robin Hood Christmas | ♥ 1 | First tried on my laptop, and the frame-rate was so low I clipped through every wall and fell into the void xD It's a neat game, feels really snappy to control (especially with the sound effects). I had to be quick about entering buildings, it was game-over if the guards saw me in one. I'd suggest it could use some way to know where you've been and/or need to go, so that you're not searching the entire map for the last present or two (since it's a pretty large map). | |
| May 2 00:06:27 | 48m 18s | Its All in the Delivery | ♥ 1 | Sound design here is awesome! I loved that every single sound effect had a pool of sounds that were randomly selected between. It sounded very natural (for a bunch of beeps and boops). At first I missed the part of the tutorial that explained where to drop the cards, so it took a second to figure out where to place things. It might be more intuitive if the dialogue box got pointed out when picking up a card. |
| May 3 03:45:19 | 27h 38m | Starlighter | ♥ 0 | Visuals are really pretty! One thing I might add to the darkness is a clearer indication of when it's about to cause the end of the game. That could be a progress bar of some kind, or it could be stronger / different effects to emphasize when the darkness is about to take over. |
| May 3 04:25:08 | 39m 49s | Return To Sender | ♥ 1 | Art is gorgeous, and the game feels really tight for a weekend of work! Tutorial took a second because I kept selecting the Ears / Eyes when the head was missing. Also might make the fail / success messages longer, otherwise there isn't time to look across the screen and read them (and they're really quirky and fun). But other than nitpicky things, I have no complaints. I really enjoyed playing! |
| May 4 18:27:44 | 38h 02m | Santa's Slip Up | ♥ 3 | I absolutely love the main menu music @nrankin13! One note on sound: the collect-present effect was panned to the left, which sounded odd in headphones. Not sure if that's an issue with the source file or how it was added to Unity. More of a personal choice, but I also might reduce the hard pan for some of the soundtrack instruments, as they stand out a lot for a game-play background track. For controls @Johnsensei, I would suggest making the hit-box for clicking / dragging the reindeer much larger (maybe 2 or 3 times the size of the deer), as well as adding something to indicate that the reindeer should be dragged. That would make it much more intuitive, especially on mobile. Aside from fixing the presents going off screen, I'd also suggest limiting how far to the sides the presents can go. It's a little awkward dragging all the way to the sides on mobile, and it might trigger accidental swipe gestures for some phones. The background objects should blend with the background more so that they're clearly differentiated from obstacles. It might be enough just adding some transparency / color filters. Otherwise nice concept, and neat to see a Unity based mobile game. |
| May 4 20:30:50 | 2h 03m | Pizza Friday | ♥ 1 | I loved the puzzle, it was super challenging! The music is great and the graphics are really clean. I almost made it to the end, had that one pizza left at the very top, then rolled over and over and never got the pizza xD It took a while to figure out the rules, especially around the clock dice. I'm guessing it would have benefited from a separate screen with more detailed rules written out. I also almost never used re-rolls. Most of the time, it seemed like a better deal to place my dice in empty spaces then re-roll all three, rather than risk losing one or two clocks. Not sure what the math looks like there. Just a few things that I'd suggest visually: * At first I didn't know you could place anything on the road -- I thought it was three different grids on the three grassy areas. Maybe you could have the grid overlap the road somehow. * I didn't realize the houses were connected, since the food is still in a grid-like pattern (I treated them like apartment buildings). Probably could be described more clearly in the rules, but maybe there's something visual you could do to make that more clear. * If this were a table-top game, you would know how many clocks you lose after rolling 1 or 2. It'd be cool to see that number in the top left right after rolling. Otherwise though, I had a lot of fun, probably my favorite game I've played so far this jam! |
| May 4 20:55:41 | 24m 51s | Frogivio | ♥ 1 | I love the palette and style of the game! The puzzles are really simple, but the level layout always looks very natural. The only bug I found was in map 7, the first couple times I played it the leaves got stuck in the passageway. I might also give the player some way to view the controls during the game -- I got stuck part-way through and didn't know what the reset button was. |
| May 4 21:07:08 | 11m 27s | Beetle Dynasty | ♥ 1 | Cute little game! After delivering the last mushrooms, it might be helpful to indicate that I need to go back to the large bug. I kept trying to jump over the ledge to the right of the map :P |
| May 7 16:27:47 | 67h 20m | Poppycock's Perfect Packages | ♥ 1 | Super neat concept! The tutorial at the beginning was spectacular at teaching the controls. I had trouble getting any rank above poor, but you might be able to fix the difficulty issue with a slower depot timer, and maybe a grace period after a strike. |
| May 7 16:56:00 | 28m 13s | Plenty of Plants | ♥ 1 | Beat the game with 729/600! I almost wish the difficulty curve was harsher, and forced me to use the special effect type plants more often. I was able to survive much of the game on Sunflowers and Pumpkins. Otherwise it was a lot of fun trying out different plants and seeing how they worked together. |
| May 7 17:18:05 | 22m 05s | Space Express | ♥ 1 | I like the gravity physics! It would be cool if there were more opportunities to play around with gravitational pull. It felt like I had to travel in a straight line most of the time to save on fuel. |
| May 8 20:34:32 | 27h 16m | Baby Juggling | ♥ 1 | Pretty fun concept! I used a track-pad for double the challenge (or was just too lazy to grab a mouse). I liked that their horizontal movement slowed quickly whenever I'd accidentally fling them towards one side of the screen. I didn't quite make the juggling connection at first. I wonder if there's something more you could write in "How to play" that hints at juggling multiple babies for combos? |
| May 8 21:33:15 | 58m 43s | Contraband | ♥ 1 | I played the web version. At first, I was pretty confused because I could travel straight through the ceiling and over the wall. I ended up flying into the void for a while (which was eerie in its own right). Also had the above mentioned issues where moving up was much faster than moving in any other direction, and the camera wouldn't cut up/down until I had flied a bit into that space. Otherwise, I loved the visual and audio design. It's just the right amount of deranged and uncanny. The game-play was pretty simple, but the overall experience was really effective. |
| May 8 23:27:52 | 1h 54m | Mini Industries | ♥ 1 | The tile placement should probably follow the mouse position -- I didn't realize at first that you could un-select with the right mouse button, and the tile placement was offset from the mouse, so selecting a new tile was a little awkward. Otherwise I like the cute visuals, and it's awesome that you got this put together in 6 hours. |
| May 8 23:40:22 | 12m 30s | Fine I'll Do It Myself | ♥ 1 | I spent the jam learning Godot too! I thought it was hilarious launching the parcel at light speed across the map. I tried minimizing the browser and dragging all the way to the right, and I was able to clip outside the map xD |
| May 9 00:06:58 | 26m 36s | Joy | ♥ 1 | I love the visual and audio vibes. There are a couple points (especially the tree platforms towards the beginning) where it feels a bit random whether or not you stick the landing or fall off the other side. The wait for every recharge starts to feel a bit tedious towards the end, it might feel more fluid with a shorter / instant recharge. But otherwise, I thought the platforming was super tight and inventive, and I really enjoyed the concept! |