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Feedback comments for LD53
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| Timestamp | Since previous | Game | SurWeaver's comment | |
|---|---|---|---|---|
| May 1 10:08:32 | Deliver Your Voice | ♥ 2 | That's a cool interpretation of the theme! After 5 levels I was already making sounds out loud to help myself :D Pretty curious approach. This could grow into a cool learning program as people who speak other languages use other organs to deliver the same sounds. For example, our R is pronounced with the tongue pressed against the palate. It was a little refreshing to remember what the source of the different sounds in the English language is. Some of the sounds are extracted using multiple organs, so it was hard to get through at these points and I was just going through all the parts of the mouth. This game could have used explicit reset and replay buttons instead of waiting for a character to complete the mispronounced word. Also worth considering here is whether we are pronouncing letters/sounds or words, as pronunciation and spelling are quite different in English than in other languages. You could think about using transcription instead of words. It was funny to hear all sorts of kyhhhhh instead of K and other wrong sounds. In the word "queen" the letter q was pronounced with the lips for some reason, that was a strange moment for me. This is my first game I've watched on this jam, I liked it overall, cool! | |
| May 1 11:10:14 | 1h 01m | Package Passage | ♥ 1 | The game has a very cool style! The sound design and graphics are top notch. Turns in transport on the map with such narrow streets is quite difficult to perform. Saved only by drifting. You could make more abrupt stops for transport, because in a narrow corridor drifting won't help, so you need to go, for example, to the left and back, and then to the right and forward. And during the stop, the car stops as if on butter, like Mario. Because of this, the car doesn't turn, it just drives diagonally. This lengthens the turning process. This needs to be checked, but I think if there were sharper turns and not as long acceleration of the car, it would be more enjoyable to drive. It would also be nice to have a tutorial in a separate place. It would be better to explain all the controls before the timer, rather than starting the countdown and additionally telling the player which keys are responsible for what. Trying to drive and reading subtitles at the same time. Other than that, it's a good enough game! |
| May 1 12:07:35 | 57m 21s | Delivery Dungeon | ♥ 2 | Fun game! Really, really want to see what happens after defeating the boss, because he spams his projectiles and spawns enemies right on top of me, which kills me almost instantly. It would be nice to have some timeout after getting hit, so that there was a chance to move away from the enemy, and not get damage in the next few frames. If it's there, it's better to make it more visible. The first attempt I went through everything with absolutely no improvement. I saw that the game says you can upgrade at the truck, but no screen came up. The collision boxes for triggering certain things should be made bigger. Either at the truck or at the character himself who pulls in coins. Although in the second case you can increase the speed of pulling coins, because the waiting turns out to be quite long. I understand that these are the limitations of the Compo, but it would be nice to have some elite enemies who would repeat something of the boss' actions on a small scale. You could see examples in The Binding of Isaac or Dead Cells. The latter example is even more illustrative, because the location in front of the boss is populated by an enemy repeating the enemy's movements, and the player will have time to get used to them, and it won't be a surprise for them anymore. It's not necessary for this game, it's for future projects ;) I was a little confused at the beginning. I show up in the game and something is slowly coming at me. Only then I realized that they are coins, and they need to be collected. Better to do coin pulling in via Tween animation or some Lerp functions, so that it pulls up to the player in a specific amount of time at once. In games with a camera at this angle, it is best to do a collision on the legs of the character, and not on the torso. Here we see the height of the character. Coins received above or below the character should be attracted to the legs, as they are on the floor, not at the level of the torso. Don't think that I didn't like the game. I had really fun playing! Subsequent attempts with upgrades were quite fun to play. It's clear that there won't be so much balance, but it was interesting to upgrade the box regen to the maximum and the like. That's a nice entry for Compo. It was entertaining! |
| May 1 13:30:41 | 1h 23m | LD53: House Delivery! | ♥ 2 | I like these GameBoy vibes. That's a nice small-scope game for a Compo. Also, I think text flickering should be slower just to be more readable (at least keep it longer when it's visible). I liked that game won't harm you for picking slowing debuffs. It's curious how I destroy buildings with a press of a button, though :D Nice entry! |
| May 1 13:58:58 | 28m 17s | AstroFreight | ♥ 1 | This is a cool game for Compo! Nice art and good background music. In Godot, by the way, you can turn off pixel anti-aliasing for pixel art in the import window when you select the desired images. Driving the ship is quite pleasant. I really liked the danger warning and navigation around the edges of the screen. However, I didn’t initially associate sounds about the appearance of a new danger with this, since the icon was initially too small, and its appearance was completely invisible. It would be possible to show some kind of flash or blinking of the icon with animation, so that the player would initially pay attention to it. It's very cool that there is a respawn feature, as sometimes the ship can get stuck in a collision with the nebulae. I abused it when it was a long flight back, burdened with empty boxes :D I still wonder how you all manage to do so much in such a short amount of time. That's cool! |
| May 1 14:14:23 | 15m 25s | Cassie The Carrier Pidgeon | ♥ 3 | The game is really juicy! I like strange ideas, and a pigeon with a machine gun, I think it's wonderful. Also, carrier piDgeon is some inteded pun or is it just a mistake? :D I understand that you're sticking to a certain palette, but perhaps the enemies could be made to contrast with the buildings. Enemies are now merging with buildings, so I try to avoid them so that no one suddenly approaches. A very nice compact game loop that is a pleasure to play. I don't know what else to say, this is the first game where I really had fun and gave some 5 stars :D |
| May 2 16:03:20 | 25h 48m | Mailman Murphy | ♥ 1 | The game has very nice vibes of retro games. I really liked the direction of the levels towards puzzles. It would be nice to slightly limit the rules for the behavior of enemies. For example, enemies jumping on platforms will only jump where the player can move. It feels rather unfair that they can jump over solid platforms. It's a little unclear at first, as the first level where they spawn is completely filled with platforms that you can jump over. Therefore, initially I thought that they could only move through them. It would be possible to place them in a heterogeneous environment so that the player can understand their behavior patterns. I always lacked enough power to jump off stairs. All the time I jumped on the dogs and lost. It would also be nice if the dogs started chasing only if the player is on the same platform with them. I had a moment where I am on the stairs, and the dog is on the platform on the right at almost the same height, and the dog tried to run in my direction, and it was not very convenient for me to jump from the stairs, as you can understand. I also died quite often due to the fact that I landed next to the dog, and he abruptly changed direction and walked in my direction. It would be possible to make a very small pause of 0.3-0.5 seconds, this would be enough as an adequate AI reaction. I really liked the approach with numbers and letters instead of envelope colors. I understand that this is a challenge, but even without color blindness it’s a little difficult for me to remember, I took an envelope in a darker or lighter color. I would like to keep this mode, or at least be able to choose after a few losses (just like easy mode in DMC 3). The numbers in this font are quite readable, but some letters, alas, were similar to each other. In any case, it was fun to play! |
| May 2 16:21:03 | 17m 43s | Baby Juggling | ♥ 1 | Awesome game! I really like some of the black humor in the game. A very simple and fun idea. When I realized that the game was giving me bonus points for twins, I really started to juggle and skip a few storks to get 2-3 babies for one stork. I would be glad if each time it wasn't just marked "Twins", but there would be some kind of multiplier. This is a side idea: it would be interesting to have normal storks and some evil ones or something like that. Like bombs in Fruit Ninja keep you from cutting everything, so here it could be some kind of challenge to keep juggling them. Or they would drag the babies themselves, and you would have to take them away and give them to normal storks :D Cool idea and its implementation, I really liked the game! |
| May 3 16:51:06 | 24h 30m | Final Delivery | ♥ 2 | Wow, that was wonderful! Nice little quest! Everything looks nice. I like that little trend with paper drawings as a part of UI. A bit of UI feedback. I thought it was some interaction with doors and volume. It turns out when you click with your mouse, volume has focus and presses of "A" and "D" changes volume. So, you should've turned off ui focusing :D Good usage of modern technologies aswell (I'm about generated voice lines). Nice humour, awesome dorime :D |
| May 3 17:10:51 | 19m 45s | Uber Driver | ♥ 1 | Good game, reminded me of the first parts of GTA. It would be nice to have more controllable cornering at slower speeds. However, in any case - you have a good approach with cruise control, it's really convenient. |
| May 4 16:24:14 | 23h 13m | Deliver to Whence you Came | ♥ 2 | I really liked your game! The idea and implementation are great. I really liked the narrative. How we walked on strange tiles, and only after using the bait it became clear that we had been walking on slugs all this time. The ending is awesome too. I replayed it for the second time in the hope that the game has a second ending where you can kick from a safe distance :D You could just make a barrier from above so that the projectile that we kicked would fly, could not physically fly in a straight trajectory to the target. Then people would know for sure that there is no way to do it. Without invisible walls for this :D Thank you for your game, work like this inspires me and give me joy! |
| May 4 16:55:47 | 31m 33s | Boxt In Space | ♥ 1 | Very cute game! I liked the visual style of the game. I understand that you wanted to make the whole interface in-game and not make any HUD, however, the player's progress is lost from view, as all this is displayed on the screen at the edge of the arena. And apart from the increasing number of deliveries, nothing else tells us about the progress. However, the game turned out to be quite competitive. |
| May 7 10:48:41 | 65h 52m | Beat Boxes | ♥ 1 | I really like the idea and would like the game to be more accessible. Although the latency calibration really helped, and the next time I could hit all the boxes in some of all sequences. Reminds me of an old PS One game: Harry Potter and the Chamber of Secrets. There were several mini-games in the genre of rhythm games (I suppose we can name it like that). One of them is to catch the pipes that the ghost throws in the box. There was 3 positions where a pipe can fall. And we had two inputs, left and right buttons. When we release all direction buttons it fastly returns to center position. I suggest you could limit mouse control to make it more accessible. Or make some in-game entity that would react to some of mouse movements. It interupted me when I swipe a box to wrong side, it hits another box, reverse swipe make a row of box become a bunch of box. Sequence of boxes with the same direction is hard to pass because you need to return it to initial position but the next box would move in different direction, etc. If there would be some "thrower"-entity that would react to mouse and push to the same side where mouse moves and returns back and be ready for the next one it would be more controllable. I remember "Trombone Champ", a curious game. It's a rythm (or I would say melody) game where your move your mouse up and down to change a trombone tone and press any key to play the instrument. I would suggest you to play, maybe it would give you some ideas to improve your experience. Also, it would be clearer if you would write that we need to correctly position our mouse cursor and not just mouse movements. Because I thought that I just need to move my mouse in correct direction and not touch any boxes (yes, that's foolish of me, the game calls "Beat boxes"). That's cool and unusual but there are some common approaches in rythm games' design. And if you don't follow them you could warn your players about that more obvious. I really liked the effects and simple design, the game is pretty juicy, I didn't want to say something bad. I wanted to say some useful things that you could improve. Thank you for your game! P.S. Also, there one fun thing about UI. I had that when I left calibration menu when it prepared to calibrate. Безымянный.png |
| May 7 12:58:20 | 2h 09m | Tongue Tied | ♥ 1 | I like that take on broken phone game! Nice visual esthetics and cool sound design, also! This is one of those types of games that is very interesting to play, exploring and learning how the game will react to your input. It's very funny how you made such a curious "Setting" with a few photos and make characters with it. I would like to have more responsible input of grabbing letter bubbles. You could manage elements' depth to grab last dropped element at the same spot. I want more of this game :D I hope you want and can continue that, that's a really cool idea. Reminds me of "Manual Samuel" where you do some trivial stuff with a lot of efforts :D Really nice one! |
| May 7 13:33:35 | 35m 15s | Purrfect Delivery | ♥ 8 | This is a very cool game! At first, I considered for a very long time what is in the main menu. In the game itself, I was very attracted to virus pop-ups. However, in more difficult levels, they no longer amused, but annoyed, since in simpler levels, when skipping a turn, there is still some chance to correct the situation, in the last 2-3 levels this already leads to defeat, due to the large number of vehicles and dead-ends. The last levels involve long manipulations, which is why the level is not so much difficult as it takes a long time to complete them. They are long to go through, and all those errors at the end of the level with virus pop-ups no longer seem so funny. But I must say, the design is very good! It's just the kind of game that can get really pissed off, but they're really good. Sometimes ❌️ button on the window doesn't work so I pressed many times to close the window. If the button would be bigger it could help to save the situation. I understand that virus popup windows have small close buttons, but all other windows have buttons of the same size. Closing worked for me only on pressing the upper left part of the button. It would be nice if the button worked over its entire surface. I had a fullscreen, which I somehow managed to do in the browser version by unchecking and rechecking the corresponding option. Also, I would like to cancel directions on drivers. Like press left+right mouse buttons to make them go straight because sudden truck is appeared. You could make the trucks come smoothly from off-screen instead of suddenly appearing in the middle of a crossroads. Then a player with drivers at the edge of the level would not lose because of cars suddenly appearing. Laughed from many moments in the game, memes are gold. Pull the development team out of the recycle bin and put it in "Favorites" folder ❤️ |
| May 7 14:13:19 | 39m 44s | Mt. Deliverest | ♥ 3 | [RU] Мне понравилась ваша скалолазная игра) Таких есть достаточно, но мне нравится в вашей то, что управление более удобное в плане клика по нужному месту, мы получаем хороший контроль над персонажем. Однако во время перемещения камеры лазание немного осложняется. Может, сделать так, чтобы камера двигалась всегда, тогда у камеры были бы более медленные и плавные движения, и они бы так не мешали перемещению. Потому что более резкие и дальние перемещения камеры на экран выше слишком сбивают, и игроку приходится ждать, пока оно не завершится. А так - мог бы быть не такой прерывистый геймплей из-за камеры. Но это всё нужно, конечно, проверять. Обидно, что уровни так внезапно оканчиваются. На середине и в конце уровня можно было бы прилепить сверху какой-нибудь спрайт с укрытием или вершиной горы, чтобы предварительно обозначать этот момент, а не резко обрывать геймплей. Я бы очень хотел бесконечный режим! Мне этого очень не хватает, этой игре он бы очень подошёл. Мне всё очень понравилось, спасибо за игру! [EN] I liked your climbing game) There are enough of them, but what I like about yours is that the controls are more convenient in terms of clicking on the right place, we get good control over the character. However, while moving the camera, climbing becomes a bit more difficult. Maybe make the camera move all the time, then the camera would have slower and smoother movements, and they would not interfere with movement so much. Because the faster and farther camera moves up the screen are too confusing, and the player has to wait until it completes. And so - there could be less intermittent gameplay due to the camera. But this all needs to be checked, of course. It's sad the levels end so abruptly. In the middle and at the end of the level, it would be possible to stick some kind of sprite with a shelter or a mountain top on top to pre-mark this moment, and not abruptly cut off the gameplay. I would really like an endless mode! I really miss this, he would be very suitable for this game. I really liked it, thanks for the game! |
| May 9 09:07:07 | 42h 53m | DeliverPunch | ♥ 1 | I really liked the story. I expected an ending in the form of a heavily beaten PS5, which would be delivered to the main character :D I really like the mechanics with different punches. The concept of a punch that resets the level is very epic :D It was a little disturbing that sometimes the sprites are of different sizes. In pixel art, it's best not to scale individual images so that 1 pixel in one image isn't the size of 2+ pixels in another image (some people get really mad at this, it's worth considering). It was also worth turning off anti-aliasing for images that have it. It would have a good effect on the appearance of the game (it's pixel art, you blur the art itself :D). Jumping to the next level and restarting with the truck covering the screen is a cool idea. It could be made part of the interface, not the game space. Then, when it passes, it would be fixed on the screen vertically and it would be impossible to run down from it in order to maintain a smooth transition. During the game, I somehow forgot that the character can run. I accidentally held shift while running into the green "flow", and then my character finally began to overcome it. You could remind players of the possibility of running at the very level in which this mechanic appears. If there was a level where the passage is completely blocked by that green barricade, and the player could not get out in any other way, he would learn this mechanic faster. Pretty challenging levels, it was fun to play! |
| May 9 09:32:36 | 25m 29s | Mail-In Vengeance | ♥ 1 | This is a great idea! It would be cool if it developed into something with split-screen, where the hero would continue to fight with the delivered weapon, and at that moment we would deliver a new one. Well, the battle could be additionally monitored if some obstacles fell from the battlefield. But this is so, purely suggestions and fantasies. I like the idea. Balloon control is very convenient. Only from the second delivery I realized that it is possible to give acceleration from below so that the balloon accelerates upwards. It's just not yet fully understood how the numbers on the card correlate with damage and defense (or the number of attacks and damage...). It would be nice to inform the player about this. It would be nice to display damage numbers so that the player understands how errors in his delivery affected the battle. Number of attacks could be displayed like an incrementing combo HUD. Would love to see further development. |
| May 9 09:52:47 | 20m 11s | Mail owl | ♥ 1 | Great game! It's very cool that you managed to do so much for Compo. I'd love to play more if you continued to develop the game after the jam. I like such short and meaningful dialogues, good characters. By the way, I had a curious bug in the mirror puzzle. I somehow moved the third owl to the left, and for some reason texture flipped (it was to the left below the rabbit, away from the mirrors), which is why the rabbit said that the character looks mirrored. Maybe it's something with other two interacting with mirror. I really like the whole game, congrats with that nice entry! |
| May 9 10:27:37 | 34m 50s | Its All in the Delivery | ♥ 1 | Great game! The mechanics with callbacks are very cool. I went on my first date to the zoo and got ready for a session with the preschool's janitor. I also took a flamethrower on a date, and it was stolen from me next to the bookshelves. It's very funny even without game conventions :D I would to see more stories to tell. It's a single player card game, it's great. I don't know the name of that non-single-player-game where you insert nouns but it was cool to play by myself! That's a nice palette for a game but I suppose comedian's neck is merging with the background because of small amount of colors. I'm saying just in case. Awesome entry! Безымянный.png |