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Feedback comments for LD53
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| Timestamp | Since previous | Game | twobitadder's comment | |
|---|---|---|---|---|
| May 2 07:00:58 | Pack 'Em Up | ♥ 1 | I appreciate the way things correct when they *almost* fit. The bell is also a very nice bit of UI, though I admit I am a bit of a dummy and didn't make the connection between starting the game with the bell and calling a new truck, so I was just kind of going "uhhh" and trying to fit in new boxes. To that end, sometimes it seemed like boxes were being thrown to the shadow realm when there wasn't room for them. To be honest though, I also found that kind of a feature, lol. But yeah! I really like the concept and the actual loop itself has enough dopamine in it to make a great relaxing kind of game. | |
| May 2 07:22:22 | 21m 24s | Space Game Where You Fling Ships Into Planets To Deliver Shipments | ♥ 1 | I thought it was very satisfying to watch the ship draw orbits around a nearby planet - I would definitely spend a fair amount of time in a mode where you just try and set up complex orbits with nearby planets. I think I might also echo other sentiments that it might be a little overtuned for the first level - I wasn't able to beat it either after about a dozen attempts or so. That being said though the actual core of the idea is very very satisfying to get right and the visuals really help that out - the trail was a great bit of polish and a great idea. |
| May 2 19:33:40 | 12h 11m | Monster Bunker | ♥ 1 | I think there's a fun concept here that could really be expanded upon. I would love to see a little more decision-making on the player's part, like maybe there are two fronts and you need to figure out who to triage, stuff like that. I do enjoy ideas like this though where you have a direct impact on the state of things but maybe not in a way you anticipate. I think that the game would have benefited from a little bit more visual feedback (effects when the monsters are hit or are hitting your barricade, etc), sometimes navigating the underground maze was a little frustrating (missed jumps), and I also want to echo the idea that more ammo/repairs for deeper underground would be a nice touch. All in all though, I think it's a really solid effort and I would love to see the idea developed further! |
| May 3 16:37:28 | 21h 03m | Air Delivery | ♥ 2 | Hard to believe this is a compo game! Very well done little adventure and has wonderful charm to it. It also does a great job of not overstaying its welcome, though even then I would have been happier with a slightly longer game. Wonderfully done though. |
| May 3 16:47:13 | 9m 45s | Soul Delivery System | ♥ 2 | I like the idea! It took me a second to get into the groove and I think the game would have benefited from a slightly more forgiving soul collection radius, as I found myself needing to double-back because they would give up fairly easily trying to chase me, and then I would need to stand still. I love the theme though and it was a lot of fun to let the scythe just do its work, especially when it got busier. e:I didn't want to let it go by without saying that it's impressive how many objects can be on the screen at once with no slowdown. Also congrats on the child! |
| May 3 17:54:43 | 1h 07m | Supply Heroes | ♥ 3 | Loved the idea, I'm always a fan of logistics games. The graphics are very good too, I really was enamored by the design of the cities and how it felt pretty easy to anticipate what was going to be a logistics center. I may not have noticed it and this is already the case, but it would have been a bit nicer to have cities along a route fill up their supplies if all of the cities down the line were already full - a few times I noticed that I had supplies diminishing on a city within the line despite the fact that all of the other cities were doing fine. All in all though, I would absolutely play an expanded version of this game - right up my alley and this was very well-made! |
| May 3 18:17:33 | 22m 50s | Maily Melo | ♥ 5 | The art is fantastic and the game has tons of charm. A couple of the anonymous letters were a bit vague for me to figure out but the overall vibe is very cute. I would love to see more of this aesthetic! |
| May 3 18:32:41 | 15m 08s | Fulfillment | ♥ 1 | The mechanic I thought was very clever, and has a lot of potential for expanding upon. I also have to commend you on the responsiveness in picking up the boxes. It felt snappy and honestly that doesn't always happen in entries, so kudos to you. I did want to echo the sentiment about having some more of a warning because I actually lost all three of my lives to placing in a box to a spot where it was valid only moments before, but that's really only my major issue with the current iteration of the game as it stands. Otherwise I loved the theme and the concept, and think that it's a great bite-sized game idea |
| May 3 18:47:07 | 14m 26s | Game Genie: Crunch Time | ♥ 3 | Boy howdy did the game get a bit mind-flooding by level 3, but I feel like that was part of its aesthetic, and so I appreciated that as a choice. It did end up being a bit to its detriment at times because I think two out of the four goals were filled up on 3 before I even realized that it could happen accidentally without my input, but overall I think there is the groundwork there for a person to be skillful in playing the game itself. Also, I really only used the bomb as far as powerups were concerned, but it was very satisfying to blow up a whole mess of enemies and give yourself some breathing room to have more control over the board. Well done! |
| May 3 19:04:48 | 17m 41s | Airborne Adventures | ♥ 3 | I appreciated the art and also chuckled at the floating islands concept - I also appreciated the story and would have liked to see where it went! I think my only major feedback is that lateral movement felt a bit slow and sometimes I would fall through platforms that I appeared to be above, rather than landing on them. Overall though I thought it was a very good challenge and I enjoyed the story that was told both by the characters and through the environment |
| May 3 19:23:01 | 18m 13s | Dungeonfalls | ♥ 1 | This is a very cute game and I loved the concept - it made you think a few steps ahead which is a victory in my book as far as design is concerned. The music was very pleasant, as were the sounds and the art. It all came together to be a very relaxing experience. I would love to see this concept expanded upon with other block types or objectives! I think you really have something neat on your hands here. |
| May 3 19:33:50 | 10m 49s | Forklift-em-up | ♥ 2 | Despite being a simple concept, this game was a lot of fun - I think this was a great exercise in how to take an action and make it feel satisfying. The crate-dropping felt very nice, especially when you had a mix of hurt and unhurt zombies, so you'd drop it a few times and just keep getting a bunch of kills racked up. Honestly, with a few other types of crate or zombie, I could see this being a very fun time killer! Nice work! |
| May 3 20:01:01 | 27m 11s | Fetch Quest. A small text adventure | ♥ 1 | It's fun to see an Inform game in here! I spent who knows how long with that sitting on my computer with the intention of creating something but never worked up the inspiration to so it's neat to see an entry. I've only gotten one of the endings so far but I would like to go through and find the other ones. The only thing I think(?) I might have found was that giving the cobbler the potatoes before asking for the shoes might soft lock you? The dialog for the cobbler didn't change, but I only realized I should have checked my inventory after I restarted 🤦. Kudos to you for the work! |
| May 3 20:47:13 | 46m 12s | Pizza Rush | ♥ 1 | I liked it! I found it pretty satisfying for some reason to drive past the numbered houses, and I loved the little touches like the wheels when you landed or the amount of time being adjusted for how far away the house was. I do think something like needing to press a key to actually deliver the pizza may have required a little more attention to the houses you were passing; as it was, you just drove to the right until you got the prompt that you'd delivered the pizza and then you'd go back. I do like eventually how difficult it got though, and the art was very charming. |
| May 3 21:04:17 | 17m 04s | A$AP Boxy | ♥ 1 | This is a really clever idea! I had to think pretty hard on some of the levels and I think there's a lot of room for twists or expansions on the mechanic though I think you did a good job at making it stand on its own. I think you have something interesting here! |
| May 4 00:13:31 | 3h 09m | Ariadne's Thread Delivery | ♥ 1 | I like the theme a ton! I'm always a sucker for that kind of magical/industrial intersection. The art felt very comforting and I liked the "cargo cam." One thing is it did feel like sometimes the object's durability would arbitrarily tank (slamming into a wall won't affect it, but then taking a turn too fast or grazing a building would destroy the object entirely), but I can also understand that being detrimental to a stack of books at least. The bear was a funny idea, too. Overall, a really clever concept and nice execution! |
| May 4 00:58:35 | 45m 04s | Mira-sol | ♥ 1 | Very good vibes and I think a nice recreation of the Mini Metro/Motorways set of games. I appreciate that this one is less free-form than those entries though, with the explicit map. I would have liked to have seen the "goodies" appear sooner, like it would have been fun to experiment with a mail truck sooner than 7 weeks, but regardless this was a very charming entry and I really appreciate the effort that went into the polish and experience for it - it shows! |
| May 4 01:53:31 | 54m 56s | Cyndermine Mail Delivery Service | ♥ 1 | Congrats on your 2nd or 3rd complete game! It's no small feat, especially for a jam. I like the loop of the game, and the aesthetic was super interesting. The keys were wicked confusing, though I think that would probably be attributed to me jumping from Level 1-1 to Level 4-1 to get an idea for how the game ramps up 😅. I think other than echoing the sentiment that some more feedback would be helpful to get a read for how you're doing and just generally more polish, I think it's in a very solid position! Nice work, and I hope you continue to participate in future jams! |
| May 4 17:23:05 | 15h 29m | Unread Messages | ♥ 1 | This is a good concept! I would like to see it expanded upon and some more mechanics introduced in a longer version. I agree with other comments that making the experience of drawing the message path could be made a little more frictionless, and maybe one more level that explored all of the concepts introduced would have been neat, but I appreciate the amount of effort and polish that went into the game. A very well done entry! |
| May 4 17:54:19 | 31m 14s | Infobahn | ♥ 1 | The vibe for this game is very on point, very well done. I was curious how you accomplished this in Godot and I appreciate that it's 2D drawing, from what I saw! The music is also great and really compliments the game well. The only thing I'd say is that it felt like the barriers were a little unforgiving/larger than expected but I think that just required some adjustment from me. Overall a really pretty and properly polished entry! |
| May 4 20:05:22 | 2h 11m | Galactic Traffic Controller | ♥ 1 | It took me a minute to understand what I was looking at and then I read your instructions, lol. It took me a little bit after that to really get the whole system but once I did I found it a really neat idea! I liked the kinds of decisions it created, as once I understood the goal a little better I made it a priority to unload large ships and then work on whoever was left after that. I did also notice that I got a *lot* of large ships, I'm not sure if that is a design decision or if just a bit of RNG, as PonyGirlLuna mentioned. Still though, I really liked the idea of flipping between different screens and the kind of UX that created - it always is fun when it feels a little more chaotic like that. One thing I would say is that it might be easier to read the state of the crews if you used a color/symbol change instead of alternating a "BUSY" title - it was a little hard for me to tell at a glance which crews were and were not available for assignment. There were also situations where it seemed I would get multiple keypress registers within a frame, making selecting an object sometimes involve scrolling past it once or twice before I stopped on it, and selecting a pad with no available ships provided just a black screen, that sometimes could only be rectified by a ship of that size coming into port so I could select it. That being said, I would love to see more of this concept! I found it very satisfying and would absolutely play a fuller version of this game with more ideas, like emergency crews for accidental fuel fires or an interstellar customs mechanic or something. Great work! :) |
| May 4 20:49:39 | 44m 17s | Deliverance : SOUL REAPER | ♥ 1 | Yeah this is a very satisfying game to play. I spent multiple playthroughs trying to perfect my time and enjoyed each attempt, feeling like the loop was providing great feedback - I didn't even care that I wasn't improving my time lol. I would definitely play an expanded version of this! The only nitpick I might have is that I would expect a little more air control. I get that's probably not what you're going for but it feels a little bad when I realize I botched a jump the moment I press the spacebar and it doesn't feel like I have any recourse to correct. Then again, that's probably the point! Either way, great work, would love to play again! |
| May 4 21:16:46 | 27m 07s | The Night Witches | ♥ 4 | This was a fun little game! It was interesting finding the route between enemies that would be safe, and of course it was really cool to learn about this piece of history that I was not aware of. The music was wonderful and I think the game provided exactly the amount of challenge for the mechanics it introduced. Nice work! |
| May 5 06:18:51 | 9h 02m | Mouth Feel | ♥ 3 | I had no idea about the end. I lost my mind when I was played back five seconds of my messing around trying to figure out what the throat did, so instead my character just ululated nonsense in response. Honestly the best surprise of this jam! I have bookmarked this game to show to others. |
| May 5 19:13:34 | 12h 54m | Signs of Corruption | ♥ 1 | I found this very interesting! I love the old PBEM/forum and I've thought about creating something for that as well, and I'm glad you created not only one of those, but an LD entry no less (in Rust no less!!!). I don't think I quite understood exactly what I was doing, insofar as the optimal move to make each turn, and I ended up losing, but I think the idea has a lot of potential! I also loved the sounds, they were very reminiscent of early/mid 90s games and I found them aesthetically pleasing aside from the nostalgia. I would love to see more on this idea, absolutely |
| May 5 19:47:52 | 34m 18s | Orbit Express | ♥ 2 | Hey, I see what you mean! I really like your take on the idea, it really forces a lot more careful maneuvering, it's nice to have the time to be able to get your ship in optimal position to deliver a package and keep control. I also like the fuel management, it means you have to be smart about how you break orbit with planets if you want to make it further. I did also find K to be a bit of an odd key to drop items, but it never ended up being a huge deal, just something that I had to look at the keyboard periodically to make sure I was hitting the correct key. If you ever feel up to expanding the concept, it might be neat to provide other obstacles like asteroids or planetary belts to provide some more things. I think overall it is a great concept though (though maybe I'm a bit biased) and I really love the graphics! Great work! |