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Feedback comments for LD54
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| Timestamp | Since previous | Game | Dovodx's comment | |
|---|---|---|---|---|
| Oct 1 23:06:35 | Limited Space in Space | ♥ 1 | Took me a sec to understand how the throttle works, but once I figured it out it was pretty fun! Reminds me of the web games I'd play on a certain math-related website back in elementary school lol! | |
| Oct 3 00:08:18 | 25h 01m | CARGOMBULATOR | ♥ 2 | Interesting concept, but it feels very awkward to control. Some sort of visual element to tell me when I can press space to attach a piece of cargo would've gone a long way. A ping or some sort of effect on the ground to tell me that clicking is what moves my player machine wouldn't have hurt. I also don't see why the camera couldn't just follow the player everywhere rather than requiring me to manually follow with WASD. |
| Oct 3 00:15:38 | 7m 20s | Tunnel Tiler | ♥ 1 | Neat idea. I'd probably enjoy it more if I could play it in fullscreen and have a better warning before my ship's color changes. There were a few times I just suddenly died and I wasn't sure why. I think it might've been the color changing while I was moving down a path that was my current color. |
| Oct 3 00:21:44 | 6m 06s | Galaxy in a Box | ♥ 1 | Cool concept, great execution! I'm not a fan of the ship taking damage when the magnet bumps into it and some sounds definitely would've been the cherry on top, but this is super clean and well done. The tutorial also does a great job explaining things while also letting you get a feel for how the game controls. |
| Oct 3 00:35:55 | 14m 11s | Bullet Spell | ♥ 1 | Great stuff! The aesthetics here are super well-done and the gameplay is really fun. I like how you can get combo'd and bounced around by the projectiles on screen after you die - got a good giggle out of that. I have only a few minor gripes: -Movement is slightly sluggish (though it wasn't that bad once I got the hang of it). Imo, it takes too long for my character to get up to full speed & pivot/change direction. I wonder if it's that thing Unity does in the Input Manager where digital inputs have a ramp-up & ramp-down time by default. Might be worth looking into. -The hitbox when the player attacks seems to be bigger mechanically than it is visually. Not a huge deal, but I was getting way closer to enemies than I needed to until I realized it. Really solid overall! I also love the soft elevator-style music in the background. Gives the game a cool chill retro vibe. |
| Oct 3 00:52:51 | 16m 56s | Light snakes | ♥ 1 | The concept seems fun and I like the neon graphics. I find it a little frustrating to play, though, because the mechanic where you bounce off of boxes & walls feels disorienting and gives the player little to no time to react to the new direction in which they're suddenly speeding. I can see how it provides a quick way to pivot, but I'd have preferred tighter turning, personally. Also, I think you could've made pretty serviceable "dumb" bots by just having them randomly change their direction. Understandable that you didn't get to that, given the time constraints and the extra UI work. |
| Oct 3 01:16:53 | 24m 02s | PSI | ♥ 2 | I would describe this game as bizarre in both good and bad ways. The premise is really cool, but the execution feels really awkward in practice. I like the concept of either having awkward, limited movement OR needing a special ability to see the environment around you, but I think the combination of both just feels too limiting and tedious, since you can only do one at a time. The locator ability and the dark environment sort of gave me a horror game vibe, but that wouldn't work with the damage and awkward movement, since the only real danger to you, the player, is yourself. Cool idea, but personally I would've liked the challenge or danger to be something different. |
| Oct 4 21:51:21 | 44h 34m | Sampler | ♥ 1 | This is really neat! I do wish the puzzles had a little more meat to them, but at the same time, not having things explained to you (and, therefore, having to keep the puzzles a little basic) is part of the atmosphere, which is really good. The audio and graphics are super clean. |
| Oct 4 22:51:40 | 1h 00m | Space Sumo King | ♥ 1 | I like this, it's charming. I do think that the game takes too long to get going, personally. As far as I can tell, you don't have any real threats until about wave 12 when the grey guy shows up, unless you can fall out of the ring by taking too long to knock out the enemies. Personally, I'd have liked to see more quality over quantity with the waves. |
| Oct 4 23:01:06 | 9m 26s | The One | ♥ 2 | Decent concept. I like the artstyle and the sprites are well-animated, but I'd say my overall gripe with this one is the pacing. On one hand, enemies move and attack pretty quickly to the point where everything looks too fast, but then after I kill a few, there are sometimes these long periods of dead air while I wait for more to spawn. It doesn't seem like there's much I can do to kill the enemies without taking damage if I don't have arrows because they attack so quickly and sporadically. I can try to jump over them to dodge, but they can always hit me anyway. It feels like taking damage is guaranteed at some point. The short loop for the music also gets a little grating. Making it more quiet and/or low-key so that it serves as a break from the game's sound effects can be a good way to break it up so that it's not just the same 4-second loop nonstop (without making the track itself longer). |
| Oct 8 19:17:26 | 92h 16m | Bag Bail! | ♥ 1 | It seems like the boxes should be harder to destroy since it's easy to break so many of them that you just start farming points but not advancing upward. That, or it might make sense to limit or prevent the spiked balls from breaking boxes, cause they were breaking so many boxes that I couldn't keep climbing upward. |
| Oct 8 22:43:14 | 3h 25m | Shwubbo vs the Installation Wizard | ♥ 1 | Brilliant take on "limited space"! I love the README and how the instructions at the start introduce you to the rotating window mechanic. The boss at the end was hilarious and so well-done. Also adored the Windows XP sounds sampled in the music. My only criticisms are minor: -The shooting sound is REALLY loud. -The eyeball enemies felt a little bit cheap at times. Some sort of visual warning for where they are, like maybe a faint pulse, would help. -There seems to be a bug where your aim doesn't go where your mouse pointer is sometimes. |
| Oct 8 22:57:49 | 14m 35s | The Not-So-Spacious Spaceship | ♥ 1 | I like the concept and the game has a cool atmosphere. I found it a little hard to understand what was going on at first. It seems like the game just doesn't explain much, like how things will be shot out of airlocks or what I'm supposed to do when asteroids are approaching. I think I might've died because I ran out of energy, but I didn't see any more around the ship. I guess the intent is to stockpile things at the beginning before they get shot out, but that can lead to a guaranteed losing situation where nothing you do will prevent the inevitable death from running out of whatever resource. Since the player does so much carrying of objects, I think having a mechanic where the held object becomes partially transparent would've helped make navigating the ship a little more strategic and less frustrating. I do like this game, I just wish it were clearer what I'm doing that's right vs. wrong when playing. Also, as another commenter pointed out, having a setting for mouse sensitivity would be great. |
| Oct 8 23:16:48 | 18m 59s | Rising Tides | ♥ 3 | A bit obtuse at first, but overall not bad. I like that clever use of dams can save some of your population, though this becomes much less of a factor after the water has risen twice, from what I've experienced. On my second try, I got the ship to 97%, but couldn't do anything during the final phase before the water overtook the ship because my population dropped to 10. It's possible I have to use the dams in a smarter way. I also felt like the camera could've been a bit closer to the tiles or had an adjustable zoom, since some things were pretty small and/or cluttered. |
| Oct 8 23:31:40 | 14m 52s | InsideMe | ♥ 1 | I like the art & sound, but the gameplay was a little frustrating. Not knowing where my sometimes suicidal player character is going to go makes some of the deaths feel cheap. I also felt like I had no choice but to spam-draw lines to cheese my way through some levels. It's not very clear when the walls I've drawn are going to be destroyed or hold an enemy or projectile back. I do like the concept to some extent. |
| Oct 15 17:50:35 | 162h 18m | Air-Raid Architect | ♥ 1 | The concept and the graphics are pretty cool. As others have said, the main gun doesn't feel good to shoot at all. Just too much spread and too little damage. For me, most waves were ending with the enemies just despawning because I could never kill them fast enough. I also didn't notice any sort of meter telling me how much jetpack fuel I had. Also, something with the mouse and player movement felt REALLY off. Sometimes my mouse sensitivity would seem to jump way up and then go back down again. The mouse was even moving on its own a few times. Walking movement seemed to speed up and down as well. I wonder if maybe some of the physics logic is tied to the framerate? |
| Oct 15 18:00:20 | 9m 45s | Cosmic Caster | ♥ 0 | I think the enemies just don't take enough damage. I wasn't sure the flamethrower was even doing anything until I saw the little healthbars on the enemy ships going down a little bit. Once there were a bunch of enemies, I didn't see how I was supposed to get caught back up. I also took a while to even realize where my own healthbar was because it seemed like I was allowed to take a lot of damage but I wasn't dying. With the drawing mechanic being somewhat complex, maybe other parts of the game could've been simplified a bit. |
| Oct 15 18:27:08 | 26m 48s | The Bullet Box | ♥ 0 | The bouncing bullets are a neat threat, but the first-person perspective and the game being in 3D make it difficult to meaningfully track and dodge the bullets. There also seems to be a bit of lag when moving with WASD. IMO it takes too long to get up to full speed when moving, especially if I need to be dodging fast-moving bullets everywhere. There also isn't much that can threaten you if you just stand in a corner and try to dodge the occasional bullet from yourself - the DVD logo method. I feel like the default goblins that just stand there could've been cut from the game or programmed to at least pose some sort of threat. It's also pretty much essential to include a mouse sensitivity setting in an FPS. |