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Feedback comments for LD54
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| Timestamp | Since previous | Game | caeonosphere's comment | |
|---|---|---|---|---|
| Oct 6 04:50:00 | Hellbarrel | ♥ 2 | Cool submission! Love the look, reminds me of Monolith. Feels nice to play as well. Agreed with some others that I would have expected clearing the screen of bullets after a death. Having the arena shrinking be the result of player (in)action would be cool too, with some kind of visual feedback to make the claustrophobia all the more visceral. | |
| Oct 6 05:03:31 | 13m 31s | Harborea | ♥ 1 | Obligatory victory screenshot: ss.png I also considered doing some kind of tangram puzzle type thing! I enjoyed the variety of shapes and models. It probably could have used one additional mechanic to spice things up, but I can't fault it too much since it's more faithful to the theme than my submission... :P |
| Oct 6 05:22:14 | 18m 43s | Attack of the Robot Crabs | ♥ 2 | Aw yeah, reached max level: ss.png Thanks for including mouse sensitivity settings! I enjoyed the ability to destroy vast swathes of robocrabs with my shotgun blasts, seemingly dealing more damage the more of them I hit at once. I also enjoyed the claw-snapping animation and sound effect: very charming. I would have liked to see some incentive to vary my strategy away from the obvious "run in a circle" maneuver. The powerups were cool, with the ebb and flow of the arena radius, but I think each phase could stand to be significantly shorter. I also would have appreciated if the enemy spawn rate was in part determined by the player's performance: killing crabs faster means faster crab spawn means faster powerups... Very nice first jam entry. :) |
| Oct 6 19:49:06 | 14h 26m | Ribbon 2 | ♥ 2 | Fun! I liked where you were going with the star-tracing ribbon piece; I guess I better hope for a future LD theme that would allow a Ribbon 3? Y'know, it had never even occurred to me to make a sequel in LD, so thanks for the great idea! Super cool effects, too. I imagine render textures were involved, but chopping them up on the ribbon and seeing them animate was a piece of game jam magic. Well done! |
| Oct 7 05:55:46 | 10h 06m | CaveBots | ♥ 1 | Fun! Ended up spending way more time with it than I expected. The simple income management and exploration were just enough to sustain the game. I would have appreciated a little more predictability in my units' behavior, especially the vanguards. They seemed to sometimes follow me, sometimes not, and it was hard to coax them to go anywhere. When I finally mounted my attack against the enemies, they refused to stay close enough to my titans and I ultimately lost. Enjoyed the challenge anyway. :) Would have also appreciated even a simple event feed, just some text in the corner that says when my units are getting destroyed. |
| Oct 7 06:09:44 | 13m 58s | Hangover Hole | ♥ 0 | We both made short games, I see... :) Funny intro cutscene and concept, would love to see more! |
| Oct 7 06:18:16 | 8m 32s | No Cats! | ♥ 1 | Those cats sure are slippery! Succeeded in three tries — could I have just hidden in the bathroom with the last cat? Not a very thorough inspection, but that's AI for ya. |
| Oct 7 06:24:41 | 6m 25s | Terminal Velocity | ♥ 2 | First time I won, it was before the folders started showing up! Only saw them when I went for a no-hit run. I think you could make it way harder! >:D |
| Oct 7 06:34:47 | 10m 06s | PhotoSquatch | ♥ 1 | ss.png I declare myself the world's most bird-kickin'-est, pic-takin'-est guy. Took me a long time to figure out that the big points are to be gotten from the camera and the bird kicking is kinda incidental. That's a weird sentence. Some kind of combo system would be cool: kick a bunch of birds and get them all in the frame with you for a big multiplier. Very nice for 12 hours! |
| Oct 7 06:43:54 | 9m 07s | Elevators Go Boink | ♥ 1 | Ha! A simultaneously obvious and creative concept for the theme. It was fun just trying to keep track of myself in the jumble. |
| Oct 8 01:00:14 | 18h 16m | Ship in a Bubble | ♥ 1 | Cool! Would love to see a twin-stick version of this, though maybe that makes it too easy. I've experimented before with mechanics that punish inaccuracy, and this is a really nice one. Couldn't quite understand the physics of the warp bubble: how projectiles slow down after bouncing and then accelerate. Maybe a simpler, more predictable bounce would have been better for me, though it seems like you were representing some physical phenomenon that went over my head. :) |
| Oct 10 02:49:22 | 49h 49m | Hanabatake | ♥ 2 | Huh... when the board increased to 6x6, I was given this board that looks like it has no valid moves to start? ss.png This happened to me a couple times. I'll agree with previous commenters who said that a more traditional tutorial would have been best. I also could have used the color cycle displayed at all times — there were some unintuitive color relationships in there. I'm not sure I understood the meaning of the second flower growing in the same tile as already planted flowers? I came away with a lot of questions. I did like the core mechanic, though: trying to organize your board for score and flexibility. It's a nice, puzzley approach to the theme. I did feel as though the constant resetting of the board was kinda interrupting my flow: some game type that allows you to build more on your previous moves would have worked better for me I think. |
| Oct 10 03:00:41 | 11m 19s | Ishmael | ♥ 1 | Starting after Moby's first appearance, I found there was very little time for terrain management — is there a better, more hands-off method of getting useable tiles back? Also, my clickin' hand hurts. Still, I liked the idea! This approach to limited space is a nice fit for tower defense. Or... whatever the manual version of tower defense is. Nice work :) |
| Oct 10 03:41:20 | 40m 39s | Transilvaniawkward | ♥ 1 | Neat! I liked the way you take what would normally be a grid-based logic puzzle and loosen it up a bit, with offset positions and seating-chart scenarios. I was able to beat all the levels pretty quick without exaaaactly knowing all the rules, or not being able to explain them, exactly. Some kind of onscreen chart could have been helpful? |
| Oct 10 03:46:15 | 4m 55s | Laser Grid | ♥ 1 | Reached wave 42! The simultaneous-hit waves were tricky — definitely would have expected a little more time to think the first time it showed up. Cool time-based twist on the classic laser-mirror puzzle. |
| Oct 10 03:59:41 | 13m 26s | SPICE LIMITED | ♥ 3 | I sure do like that ripple of tiles when you place a building. |
| Oct 13 19:49:23 | 87h 49m | Incident on Outpost 17 | ♥ 0 | ss.png This was as good as I could do. The enemies were spawning faster than my rate of fire at that point, so not sure anyone could do much better. There was some strange bunching up on the left side that I maybe could have taken better advantage of? |
| Oct 13 20:05:04 | 15m 41s | FELL OUT | ♥ 2 | Love the look! Always a pleasure to see a jam game with such a specific style. |
| Oct 13 20:18:58 | 13m 54s | LIGHTDANCER | ♥ 1 | Beautiful! Getting light from killing enemies is a nice idea, great balance of risk and reward. Feels great to run into the dark, toward an enemy's glowing eyes as the light fades and hit it just as you're about to die. Enjoyed the new mechanics introduced by the final boss as well. Not a ton to criticize: enemies are sometimes able to "hide" inside of trees, so a little AOE on the arrow impact could prevent that — or maybe just have the enemies avoid trees in the first place. Feels good, plays good... good work! |
| Oct 13 20:32:53 | 13m 55s | Prickle | ♥ 2 | Heyyyy! Love it. Reminiscent of Snakebird, Steven's Sausage Roll, and the rest of the proud Sokoban lineage. Also reminds me of the rotation headaches in Zachtronics games like Spacechem and Infinifactory. Great touch having the pivot point matter, and working the selection of the pivot into the puzzles. Fun music, nice level designs. It's a beautiful little package, so there's not much to criticize, but a couple things I would have loved to see: - More visual representation of the rotation: which tiles am I passing through as I rotate? Which turns are available to me right now? (I could just try them, sure, but it'd be even nicer just to know.) - Would it be better if the 'hogs were circular? I feel like I could visualize the rotation a little better that way. - A little animation of the 'hogs all scurrying through the door one by one! - More, harder levels, please! Though on that last note, having made a few level-based LD games myself, I can definitely appreciate what's already here. Congrats, team! :) |
| Oct 23 04:06:54 | 223h 34m | Feng Shui Struggles | ♥ 1 | Fun! That L-shaped couch was a nightmare... enjoyed the simplicity of the last level, too. Well done! |