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Feedback comments for LD54
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| Timestamp | Since previous | Game | aevek's comment | |
|---|---|---|---|---|
| Oct 3 00:36:14 | SPACE LTD. (The Little Prince) | ♥ 3 | I really like this concept! The trajectory line bending between gravity zones was cool. I also really like all the 2D art its a great style. I was slightly confused by the asteroids as they all looked the same but all seemed to behave differently. The first time I saw them they were physics objects, then the next time they were on rails and couldn't move which was a little confusing. Maybe recoloring them to communicate which type they are could make the levels more readable? | |
| Oct 3 00:53:25 | 17m 11s | Limited Parking Space | ♥ 2 | Car was a little weird to control, but this is a 'fun' interpretation of one of my least favorite things in real life so great job I think? |
| Oct 3 03:21:05 | 2h 27m | Intermodal | ♥ 2 | Wow! I really enjoyed this. Totally lost track of time playing it. Very easy to understand but also very easy to be overwhelmed and lose track as things stack up. I scored 1204 and want to keep trying because I know I could do better. Thanks for the game! |
| Oct 3 03:45:25 | 24m 20s | PELLET BOI | ♥ 1 | Nice to see a Bevy entry! Really like this concept, I enjoy how every time I lose I really feel like it was my own fault, the rules are perfectly clear and I just doomed myself with a bad decision 20 moves ago. Visuals are simple but clear and the particles make movement feel good. |
| Oct 3 20:05:16 | 16h 19m | X-13 VIRTUOUS MISSION | ♥ 1 | Really enjoyed the retro feel of this one. Some more visual feedback for shooting would be really appreciated. I really liked the challenge of trying to complete it with self-enforced lower memory budget, which is a cool result of this theme interpretation. The only upgrade I really couldn't skip was the HUD since otherwise I had absolutely no idea where my bullets were going. |
| Oct 3 20:14:59 | 9m 43s | The Shroud | ♥ 3 | I love the visuals here, seeing your concept process on your game page is also really interesting. The animations were really cool, but I agree with others that taking damage because my attack ended right before an enemy can be frustrating. Maybe some iframes right after an attack could help? I enjoyed the core gameplay of kiting enemies into a nice line to maximize the effectiveness of my attacks, and the limited play space did work with that well. Also huge props for the sounds they were so good and felt so natural I barely even noticed them the first time they were just feeding the feel. My best score was 209 after a few attempts and getting the hang of the C attack. |
| Oct 3 20:24:45 | 9m 46s | Purr-fect Bedtime | ♥ 2 | I love this concept, it makes me see more of the humor in my daily struggle to avoid disturbing my furry overlords. Some of the positions my character adopted seemed preposterous until I thought about my own maneuvering in similar situations. Happy to say I've not yet resorted to floor pillow irl though. |
| Oct 4 04:23:42 | 7h 58m | Shell Smash! | ♥ 4 | As an apparent rust/bevy enthusiast, I am into this one. Ran great and the core combat was fun. It did feel like a pretty intense difficulty spike once I got the third weapon, but in a fun way. The inventory management was a fun interpretation of the theme and was a nice relaxing break while I tried to optimize, but arranging things wasn't really a challenge for quite a while because of all the extra space, so maybe starting it out smaller and increasing it with each item could help make it more involved earlier? Game looked great, sounds were good and communicated state well (did you use built-in Bevy audio? If so I'm even more impressed), and the core loops were fun. Great work! |
| Oct 4 05:53:32 | 1h 29m | The One | ♥ 1 | Really enjoyed this. Its definitely difficult but it looks amazing. I struggled a bit even once I got used to the controls, so maybe a little slower on the difficulty ramp? I'd also really like some kind of dodge move for when I get myself in a pickle, but that would probably be less useful once the space starts to get small. The audio also fit the game really well, so great work all around. |
| Oct 6 04:25:52 | 46h 32m | Hellbarrel | ♥ 2 | Wow I really feel the limited space in this one. There is just not enough room to maneuver and it really changed how I approached this kind of game which was super cool. The visuals and audio really set a mood, and I loved all your particle effects they really made everything in the game feel great. Awesome work! |
| Oct 7 00:26:47 | 20h 00m | Compress(space) | ♥ 3 | Such a cool mechanic! It feels like folding a piece of paper to make different parts touch. There's some room for polish (I definitely agree with the suggestion about an unfold shortcut), but honestly my main complaint is that I want more levels! I was having fun and then it ended :( |
| Oct 7 00:43:41 | 16m 54s | Wizard n' Slims | ♥ 2 | Really enjoyed this. I struggled figuring out what to do at first, then it took me quite a while after that to notice this whole upgrade thing on the side of my screen. Once I got that figured out, I became an unstoppable magic missile spam machine and it was great fun. Awesome work. |
| Oct 7 20:11:09 | 19h 27m | Cat Games | ♥ 0 | Fun interpretation of the theme! I found the platforming a little floaty, but then again that feels appropriate for a cat. I think it could be cool if each time the levels loop around the number of jumps you have to complete it decreases. I definitely had spare jumps, and it could be cool to design levels around advanced routes that let them be completed with minimal jumping. Also really enjoyed the general vibe with the ambient music and cute art. Great work! |
| Oct 9 03:12:43 | 31h 01m | Depths of Eonar | ♥ 1 | I agree with what others have mentioned about difficulty and feeling unfair without checkpoints. The effort to walk back to a boss even with shortcuts was enough that I gave up before I really wanted to. I did love the visuals, but a minor annoyance I had is in the first area the background bushes appear to be the same color and design as foreground foliage with collision, so my first couple of times through I was a little confused about what I could and could not walk through. Still, very impressive work for two days and a pretty solid game. |
| Oct 9 03:29:50 | 17m 07s | Blade Jumper | ♥ 1 | The power up grid was really cool. I definitely think some more explanation of how the mechanic works could help, because I was initially confused as to why it seemed to have no effect. It was only once I filled a row and saw the power up time remaining in the corner that I finally understood (I think?). Even then, I feel like 15 seconds wasn't really long enough to reward how long between power ups it was for me. The platforming controls felt good, even with the weird double jump. I really liked that you had seemingly designed the levels around it, so until I read these comments I thought that behavior was intended as a cool twist on double jumping. I didn't really like how many times I had to attack to defeat some enemy types, most notably the first you encounter. That took so many hits that I actually tried to avoid all enemies for quite a while until I realized that enemy type was just a sponge and only avoided those ones. I think this is the base of a really solid game that just needs some balance and bug fixing to be really very fun. Great work. |
| Oct 13 05:41:11 | 98h 11m | O-Line | ♥ 3 | Fun game with a really consistent style! By best was 22 yards before I succumbed to a trap. |