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Feedback comments for LD54
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| Timestamp | Since previous | Game | adhesion's comment | |
|---|---|---|---|---|
| Oct 13 00:34:39 | The Nowhere Place | ♥ 1 | Wow - awesome experience. Super creepy and evocative and I loved the overall narrative and characters. Great use of sound as well. Only issue I can think of is that it felt like there was a bit of a disconnect in the narrative between the intro text and the beginning of the gameplay. Super glad I found this one - amazing work! | |
| Oct 13 02:24:31 | 1h 49m | O-Line | ♥ 4 | Awesome concept! Pretty fun and addictive too. Love the retro vibe and the music as well. Difficulty was a bit unbalanced at times, in particular the first wave after the beginning was really tough to deal with if you didn't prepare before they show up. Also had some times where the blockers would push a tackler into me really quickly which was frustrating. With some balancing of the different waves this could be even more fun. Think my best was 27 yards. Great work! |
| Oct 13 23:34:39 | 21h 10m | Chemical Rakoon | ♥ 1 | Nice - fun platformer! Not really feeling the theme so much but the concept of getting new movement powers is solid, and I enjoyed the unique flying controls too. Great music as well. Level design felt a bit ambiguous or undirected at times, some of the levels felt like I was wandering around and stumbled onto the exit, then I got stuck on the level with the changing pipes. Still a pretty fun experience, nice work! |
| Oct 13 23:46:56 | 12m 17s | Shmuptris | ♥ 2 | Super interesting concept, though the tetris and shmup aspects definitely clash with each other a bit. Linking your movement to the block movement was natural but led to getting stuck under blocks fairly often, and made it hard to place blocks and shoot enemies simultaneously. I was sort of trying to play proper tetris, though that was pretty hard and it actually wasn't clear whether I should have bothered (does making lines do anything?). Enemies also appeared and shot so quickly as to be unreactable, which was a little frustrating and basically made it a matter of time until you lost. Agreed that adding the ability to instantly drop blocks would have improved things a lot. Think my highest score was around 100 or so. Would be really cool to see this concept refined some more, nice work. |
| Oct 17 01:42:50 | 73h 55m | Space Knight | ♥ 2 | Nice! Cool concept and the overall vibe works well with the theme. Controls felt pretty floaty (which I suppose is appropriate) but weren't too bad once I got used to them. Balance felt fine though it seemed potentially pretty easy to get too far from the ship and run out of oxygen given how fast it runs out (especially since I misread the ship O2 as personal O2 for the first couple minutes of the game). Eventually I ran out of things to collect and won, which was a bit of a surprise, I had assumed that I was just gonna die out in space :P Would be cool to see this with some more variety of obstacles or mechanics. Nice work! |
| Oct 17 01:58:45 | 15m 55s | Deckit | ♥ 2 | Awesome! Great concept and use of the theme, and probably the most fun entry I've played so far. Definitely feeling a bit of Fall Guys influence too. I didn't quite understand how to play at first, but once I realized the strategy of switching to the next car to get more cars in the area it became super fun. Nothing tops the feeling of smashing another car into the ocean out of pure spite. Also was really fun to use the bus to block off the area right at the start of a wave, bus OP. Kinda funny that I still won my first attempt relatively easily despite botching the beginning, then my next run was somehow much closer despite me being much more intentional about strategy. Definitely would love to see this one expanded, different obstacles/area shapes could be cool (and multiplayer would be an absolute blast!). Great work! |
| Oct 17 02:24:54 | 26m 09s | Witch Contractor 2 | ♥ 1 | Solid concept, though the gameplay definitely took some getting used to since it was so fast paced. It was a bit hard to figure out what to do at first, but once I understood the goal of getting to the circle I was able to find the fun of charting a path at the beginning of each level and picking up things along the way. The enemies and pickups didn't feel super impactful since you could just sprint to the exit and survive, and survival seemed like the biggest priority since it was so easy to make a mistake and die since the void showed up so quickly. My high score was around 22000. The core concept of "you get a few seconds to see the whole level and plan out your route" is quite cool, would be fun to see that expanded on maybe with some slower paced gameplay. Good work! |
| Oct 17 02:39:02 | 14m 08s | No Gloop, No Glory | ♥ 2 | Pretty cool concept, growing the slime was pretty satisfying. The fact that you weren't much faster than the hero made it a bit difficult to do any interesting tactics, particularly with the last power. Also found it a bit frustrating that the traps didn't damage the hero - the hero was a bit of a damage sponge, so the whole pace of the game felt quite slow (except when I hit with the 3rd power, which was very difficult and rare). Would be cool to see this with some gamefeel tweaks like speed/health and maybe other kinds of enemies. Nice work! |
| Oct 17 02:56:10 | 17m 08s | Cranedemonium | ♥ 1 | Great concept! For some reason I had a lot of trouble just learning the controls, I really wanted WSAD to be the horizontal movement instead of the arrow keys. (Gamepad controls would be a great addition BTW, probably left stick for horizontal movement, right stick for up/down/rotate IMO.) Plus the overall feel of the movement, particularly the rotation when you were carrying a crate, was pretty tough to get used to due to the slow acceleration. Got through the tutorial and level 1, level 2 was too tough for me to finish mostly due to the time limit and awkward starting position. Things like making the crane movement faster/more responsive, a more forgiving opening for the crates and a smoother difficulty curve between levels would help a lot with making it more fun. Physics stuff like this definitely has the potential to be really fun and satisfying. Nice work! |