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Feedback comments for LD54
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| Timestamp | Since previous | Game | F1Krazy's comment | |
|---|---|---|---|---|
| Oct 7 09:00:47 | Ace of Space | ♥ 1 | This is great! An honestly ingenious concept. The overall neon aesthetic is great. My only issue is that there seems to be a major difficulty spike at level 5, the previous waves are easy but that one wiped me out. Sounds like it gets even harder at Level 6, too. Overall, though, a fantastic idea. Well done! | |
| Oct 7 09:16:34 | 15m 47s | If I Fits, I Sits! | ♥ 1 | haha long boi On a serious note, this is a very fun, cute game. The timing is harder to get right than it looks, especially as the game speeds up, or on those occasions where the cat is actually shorter than the box it needs to go in and you have to try and remember to stop the back end first, not the front end. I got exactly one perfect fit and was very happy with myself when I did so. The only real complaint is a lack of music, but I understand perfectly if you couldn't fit it in before the deadline. Overall, great job! 10/10 would sits again longboi.png |
| Oct 7 09:33:17 | 16m 43s | Purrimeter | ♥ 1 | This is great, especially for what's essentially a Compo game! It took me a few moments to figure out what I was actually supposed to do - an explanation of the game mechanics in the description would have been appreciated - but once I figured it out I was hooked. Figuring out how to get from A to B in small steps is surprisingly tricky at times, and I gave up entirely on the final level because I have no idea how you're even supposed to get past the first spike pit, let alone the rest of the level. It'd be easy if not for the toggling blocks... Great job! I'd love to see more of this in the future, it has great potential to be expanded out into a larger game. |
| Oct 7 09:59:14 | 25m 57s | PSI | ♥ 2 | The only thing I have to say about this is that it's extremely hard. It's difficult enough just to move around, especially if the brain isn't facing in the direction you want to go in; I often ended up barely moving at all, or ricocheting off a wall and back to where I started, or spinning around to face the wrong way. Then there's the fact that you can't see where you're going, then there's the fact that moving in the wrong way damages you, then there's the furniture blocking your way that's really hard to shift (partly for the aforementioned reasons)... The graphics are good (especially the visible damage building up over time), and the sound effects are creepy, but the gameplay itself just feels a little too frustrating to enjoy, sadly. |
| Oct 7 10:07:54 | 8m 40s | Ominos | ♥ 1 | I thought about doing something like this, but went in a completely different direction in the end. This is very well executed! Simple, but fun. I like the confetti and "toot" noise you get when you satisfy all the criteria, as well as the fact that you can keep adding ominos after that. I had fun seeing how many spaces I could fill on each level, and on one level I actually managed to fill the board entirely! I don't think that's always possible with the randomised ominos, but still. full.png Good job! |
| Oct 7 10:34:30 | 26m 36s | Plump on the Stump | ♥ 2 | Are you sure about the "shoot in 8 directions" thing? I, like the other commenters, was only able to shoot left and right, regardless of which direction I was moving. You may want to check that your shooting code is working properly. In any case, I usually found it more efficient to just ignore the enemies and focus on trying to collect the drops as fast as possible, with the enemies bouncing the resin balls out of the way for me. As some of the other commenters remarked, it's easy to get stunlocked and lose all your health before you have a chance to get away. I wouldn't mind having to start over when you die, if not for the fact that your health regenerates after each level: I would suggest either allow you to restart from the current level, or remove the regenerating health to make it more of an explicit "how far can you go". You already have health-restoring powerups, so I'd argue that regenerating health isn't needed. |
| Oct 7 10:58:45 | 24m 15s | Airpansion | ♥ 1 | This is surprisingly fun! I wasn't expecting there to be such a large game world, with so many tools to find and use. The crude graphics and sound effects are very charming. Once I got to 100% air cleanliness, it took me ages to figure out how to reach the "one last thing" I needed to find. It's also a bit clunky when you try to switch tools, you have to try and wiggle around to get into the exact right place that the game wants you to be in before it'll let you. Overall, though, good job! I enjoyed playing this. |
| Oct 7 11:28:20 | 29m 35s | Sheep in Wolf's Clothing | ♥ 3 | You had me at "cute sheep boy". On a serious note, I wasn't expecting this to turn into what it did. The graphics and sound are great, and while the gameplay itself is a little easy, the hilarious storyline makes up for it. I love how the farmer is just 100% done with the whole thing. I got Ending #2 and I'm not sure what you're supposed to do differently to get Ending #1 (lose the final battle, perhaps?) My only real complaint is that the dialogue has a lot of spelling and grammar issues which detracted from the experience at a few points. Overall, though, great job! I look forward to seeing more games from you! |
| Oct 9 16:38:08 | 53h 09m | Misplaced Tie | ♥ 0 | This does indeed remind me of the old Flash classics, so you nailed that. Takes a little bit of fiddling to figure out what needs to go where in order to do what, but it's not overly frustrating and I managed to complete it without too much bother. Nice job! |
| Oct 9 20:09:10 | 3h 31m | Fit In Bed | ♥ 1 | This is hilarious! It's very awkward to get everything into the right positions (I gave up on Level 5 as I couldn't quite get everyone into position), but the ensuing physics-based hilarity makes up for it. The graphics and sounds are all very well-polished for a jam game as well (I love the "COZY" when you finally clear a level). Great work! |
| Oct 9 20:13:43 | 4m 33s | Limited Space Under Press | ♥ 1 | This is a neat little rhythm game! It's shorter than I was expecting, but I burned through almost all my lives on the final level so I guess that's a good thing? The music is good, and the background graphics were quite entertaining. Good job! |
| Oct 9 20:27:22 | 13m 39s | Gacha Fever | ♥ 2 | It took me a little while to figure out what I was doing, but once I did I had a real blast playing this. The overall presentation - graphics, gameplay, audio - is absolutely top-notch for a jam entry, and I love the overall anime-esque theme. Lots of variety in terms of equipment and weapons, too, which is great. There's easily scope for this to be fleshed out into a full release, although it's pretty fleshed out as is! Great job! |
| Oct 9 20:54:26 | 27m 04s | Limited (in) Space | ♥ 1 | This is a neat little game. It wasn't that hard to switch between shooting UFOs and dodging asteroids, and there's plenty of wiggle room for you to lose pieces of the station and still continue. I also like how, while you do get the occasional asteroid shower, you also get pauses in the obstacles every now and then to give you a little breathing space. I found that the easiest way to dodge the asteroids is to move partially off-screen, but then you open yourself up to getting hit by things you can't see. As one of the other reviews said, a following camera would be nice. There's plenty of scope here to expand this with extra obstacles and game mechanics. For now, though, good job! |
| Oct 9 21:36:05 | 41m 39s | No Room at the Movies | ♥ 1 | Very fun little choose-your-own-adventure game! Plenty of branching pathways, not too lengthy, and very humorous. I like it! Always good to see something more narrative-focused like this! |
| Oct 10 15:14:46 | 17h 38m | Obelisk | ♥ 1 | Very fun! Most Ludum Dare games are very brief, so it's refreshing to see one that's geared towards a longer playtime. I did feel like it started off a bit slow - I didn't see any enemies until Tier 4 - but the game seems like it's designed to be slow-paced in general, so it works. I like that you could expand the playable area instead of drilling, while also collecting items to help you at the same time. I've played a few games where there space gets *more* limited over time, so again, it's refreshing to see someone do the opposite. Moving around and understanding where/how you need to drill can be a bit tricky, but once you get the hang of it you can set up some very satisfying automation to feed your obelisk while you take care of other matters. One question: I couldn't understand what the red-and-orange boxes were for. Are they just there to provide extra obstacles, or do they do something? Overall, this has astonishing depth, quality, and potential playtime for a Compo entry, and I think you should be really proud of what you've managed to achieve here. Good job! |
| Oct 10 15:38:54 | 24m 08s | Greasy Justice | ♥ 1 | This is a very interesting gameplay concept, but I'm not sure how well it works in practice. The fact that you need to roll two Shoot actions to actually shoot, the limited amount of ammo you have, and the fact that you actually have to aim and time your shot (which I didn't realise) all mean that you're killing enemies at a snail's pace. I spent most of the game just pointlessly moving back and forth, watching helplessly as the enemies just piled up and up and up while I couldn't do anything about it. The amount of micro-management you have to do - manually spawning and moving enemies, manually rolling after performing an action - just adds to the tedium. The graphics and music are brilliant, and overall this is very complex and polished for a Compo entry. I can see what you're trying to do here, but I'm afraid it's just not working for me. |
| Oct 10 16:27:40 | 48m 46s | Textris | ♥ 2 | Very nice twist on a classic! I love how the game makes a conscious effort to pick letters and punctuation symbols that will fill in the inevitable gaps - I can't imagine how much work was required to get that right! The graphics and music really tie the whole experience together. And the difficulty really ramps up over time: you have to pay super close attention to what letters can go where! textris.png |
| Oct 11 09:50:00 | 17h 22m | Postcards | ♥ 1 | Very nice narrative adventure! Don't see many of these and they always make a refreshing change of pace. It's lengthy enough, and very engaging. I love the descriptions. Couple of minor things: there's a test note left in somewhere around Luxembourg, and when you compose the first postcard you get a message reading `(click-append: ?17,` at the bottom of the page. I understand perfectly if you didn't have time to fix those, and I hear you're going to be working on it some more, so I'm looking forward to seeing the improved version. |
| Oct 12 19:05:30 | 33h 15m | Heron's Subway | ♥ 0 | I can see what you're aiming for here - an atmospheric narrative puzzle game - but I feel like you've missed the mark somewhat. First off, there are two choices on how to play the game at the moment. You can either try and figure out the order yourself, which (judging from the comments) requires an infuriating amount of trial-and-error as the game gives you zero feedback on how correct you were, or you can simply hunt down the correct order from your comments here and on itch.io, and have the entire game spelled out for you with zero effort required. I think this is your way of incorporating the theme, but to be brutally honest, the whole "game is too cramped to fit in the .exe file" meta-premise falls flat for me, since the game is already hundreds of MB bigger than every other game I've played this LD. I feel like there has to be a middle ground somewhere. My biggest problem with the game, though, is that it desperately lacks any sort of context to get you invested in the main goal. We need to figure out this soldier's name, but... why? Why do I *care* what his name is? What's my motive? What's the payoff? Personally, I'm much more interested in finding out why nobody on the train seems to remember anything, or why the medic seems to be unconscious, or why the guy in the light blue shirt is cackling like a madman. Those feel like much more engaging mysteries, with much more story potential behind them, than "what's this guy's name". Maybe you're trying to make a point about getting to know strangers, but if you are, it needs to be communicated more clearly. (**EDIT:** Having now finished the game, I feel like I was right: the answers to those other questions were much more interesting. The whole thing feels very arbitrary, to be honest. Why do you need to speak to the people in *that specific order* to trigger the thing that happens when you do so?) One other thing: it's possible to be in talking range of both the lady leaning against the door *and* the lady in the suit at the same time, and the first-person viewpoint means you can't tell. I tried to talk to one and ended up talking to the other, and didn't realise until I got the same dialogue twice and realised I'd messed up the order. For a game that relies entirely on sequencing, that feels like a fairly major error. |
| Oct 12 19:30:03 | 24m 33s | Tableflip | ♥ 2 | Very fun take on the old "fit stuff into a limited space" gimmick! Not only do you have to think about what needs to go where, and what other items you might need to leave space for, but you also have to think about *how* to get each item in the right position with the right rotation. It's not always obvious! I love that you included an "endless mode" as well, which I'll definitely be trying out. Great job! |
| Oct 12 19:48:11 | 18m 08s | Space Promenade | ♥ 0 | There's one base in the second (and final?) level located in a narrow cul-de-sac that's swarming with enemies, far more than you can possibly handle even with a full-size fleet. Every time I try flying in there I just get annihilated. You really need to tone that down a bit. That's my only real complaint - otherwise, this is a tight, well-polished game that's refreshingly simple to play. |
| Oct 12 19:58:45 | 10m 34s | Super Low Memory Bot | ♥ 1 | Very enjoyable entry! The gameplay is simple to understand, but gets very challenging after a while, and I love the Game Boy-style presentation. There seems to be a fair number of levels, and the ability to rewind on a move-by-move basis, rather than just restarting the whole level, is a very handy feature. Sadly my ability at these sorts of games only goes so far, I got to this level and just completely blue-screened: mem.png I'll be back to figure it out later! In the meantime, great job! |
| Oct 13 12:42:35 | 16h 43m | CaveBots | ♥ 0 | I can't get the hang of how to play this game. I need more Generators to be able to power more bots, but I can't find any beyond the one you get at the start of the game, which completely gimps my progress. The game tells me I can build on the harder stone tiles, but doesn't tell me *what* I can build on them or *how* to build on them. Most of the game seems to be spent either standing still or getting out of the way of your bots, while you wait for your energy to recharge at a painfully slow rate so you can keep hunting for more Generators. And to clarify, I'm playing on Easy difficulty. From a technical perspective, this is clearly a very impressive effort for 48 hours, and it's great to see a more long-form game as opposed to the short-form blasts you usually get. From an actual gameplay perspective, however, as much as I want to enjoy this, I'm afraid it's just not clicking for me. I dunno if it's a you problem or a me problem, but I've tried this three times now and it ended the same way every time. |
| Oct 13 12:56:31 | 13m 56s | Past | ♥ 1 | A very somber, bittersweet game. I've seen two of my grandparents suffer from dementia in the months before they died, and that made this game feel even more impactful. There's not much to it in terms of gameplay or graphics, but there doesn't need to be. |
| Oct 15 20:01:35 | 55h 05m | Locked Together | ♥ 1 | All but one of my cellmates liked sport, so I just spammed "talk sport". One of them eventually shared his drugs with me, to which my other cellmates reacted by stabbing and raping him. This is all kinds of messed up and I love it. Would love to see an expanded version with more in-depth gameplay, such as more conversation topics or greater cellmate variety - there's a lot of potential for hilarious chain reactions here. As allov said, getting every cellmate to max happiness crashes the game. You might want to take a look at that. |
| Oct 15 20:33:53 | 32m 18s | Spaceout | ♥ 1 | I'm surprised this has so few ratings! I'd hate for it to miss out on getting ranked :( This is a really clever take on *Breakout*, with an impressive variety of power-ups and effects. I really appreciate how some of the power-ups make things harder for you, particularly the one that spawns more asteroids; in most *Breakout* clones you'd kill for a power-up like that, but here it turns the game into an impossible juggling act that invariably costs you a life. I also really love how your name constantly gets spelled and pronounced wrong, that's a really clever little running gag. I'm not a big fan of AI-generated graphics, but they're allowed by the rules and I imagine they saved you a lot of time, so the only graphical element I'll complain about is that it's *really* hard to tell that that's Earth I'm meant to be saving. Overall, great job! There's definitely scope here to expand this into a full game with additional levels and such. |
| Oct 15 20:44:41 | 10m 48s | On the bottom side | ♥ 1 | I recall playing a game like this before, but I don't remember it being this hard. It's easy to get trapped by the falling blocks and left unable to move, and they fall at a fast enough speed that even if you *can* get out of the way, you often don't have time to. Most of my deaths came within about five blocks, before any power-ups appeared. Some kind of advance warning of where the next block is going to land would be enough to make this a much less frustrating experience IMO. |
| Oct 20 20:17:29 | 119h 32m | No Room in Hell | ♥ 2 | Horror games aren't really my thing, but I found this quite effective. The limited weaponry and lighter fluid, as well as the claustrophobic environment, made for a very tense experience as you tried to sneak your way around and find the keys without getting attacked. The old-school vibe isn't to everyone's taste, as I can see from the number of people complaining about the controls, but I can see what you were aiming for and I think you've nailed it. Nice job! |
| Oct 20 20:25:19 | 7m 50s | Jambulance | ♥ 1 | Short, but fun! You could have penalized the player for hitting cars, but instead you went in the complete other direction, letting you freely shove them out of the way and even having them blow up if they take too much damage, and the result is much more entertaining. It's a creative interpretation of the theme, too. I'd love to see an expanded version of this with multiple levels, there's definitely scope here to make something larger. |
| Oct 20 20:31:21 | 6m 02s | Shadow's Edge | ♥ 0 | A tricky little platformer, with a clever interpretation of the theme. I found myself disappointed that there were only two levels, there's definitely a lot more that can be done with this. The sounds feels a little lacking but the graphics are extremely impressive. I hope you'll revisit this in the future! |
| Oct 20 20:44:24 | 13m 03s | Mechanizyn | ♥ 0 | Gameplay-wise, this is an interesting fusion between a platformer and that old Helicopter game. I think it really works, and there's definitely scope to expand this out with more levels and mechanics. The hand-drawn graphical style is very impressive, it reminds me of a grungy old Mega Drive game and I mean that in the nicest possible way. The lack of sound effects is a shame but I think the real problem is that it's just so short. This is just crying out to be expanded into a full game and I'd love to see that happen. I love that you've posted insights into the game's creation as well, that's really nice to see! |
| Oct 20 20:57:11 | 12m 47s | Raft Blaster! | ♥ 1 | I don't know whether I'm playing this wrong, but even on Easy difficulty I quickly found myself completely overwhelmed and unable to do anything as I was completely penned. It seems like you can only move each symbol one tile at a time, as opposed to being able to carry them, which makes it really hard to actually make any matches, especially with how quickly the items are coming at you. There definitely needs to be a smoother difficulty curve, with items coming at you more slowly at first until you've gotten used to things. There's a good idea here, and it's very well-presented with the polished artwork, but it's all rather undone by the non-existent difficulty curve, which makes it almost impossible to enjoy. |