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Feedback comments for LD54
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| Timestamp | Since previous | Game | Gawain Doell's comment | |
|---|---|---|---|---|
| Oct 2 21:40:25 | Trapped Alone | ♥ 1 | This was pretty cool! Thank you for not including any jump scares, it was great to have a purely puzzle-logic escape room! I liked the mood + added challenge of having to use the flashlight. The puzzles were very simple but did not overstay their welcome. I liked the change in puzzle entry/interaction controls for each one! If I had to nitpick, there are a few minor bugs: The phone gets an i key input when viewed, and the code entry for the digits is not clear on how many numbers can be entered. But a little fiddling got me past both pretty easily. For an LD Compo entry this is quite fine! You even added sound effects for everything. I also appreciated that the objects stop allowing interacting to "eliminate themselves from the puzzle space" once they are "used". It's a very nice touch that let me focus on what I hadn't used yet. It felt good to click the clues + puzzle entry methods together. Thanks for the little escape room! 😸 | |
| Oct 2 21:46:23 | 5m 58s | BedSpace | ♥ 0 | Lol, this is such a funny take on the theme, left me with a big smile! |
| Oct 2 22:04:47 | 18m 24s | Ascii commando | ♥ 1 | It feels like an older education software that fell into a time portal. You nailed the aesthetic, including the lack of playability without the paper manual. I felt like I had gone back in time, and despite the modern color use the graphics did take me back to staring at old CRT TVs trying to comprehend what was on the screen. Sadly, the gameplay, much like the source "education entertainment" it is emulating, just wasn't very fun for me. It's funny, yes, and definitely a mood! But the controls feel a bit terrible to use, I couldn't just hold down a key when needing to go across the entire screen for example. Or when stacked it was not clear which number would move when I pushed them. (Maybe they are not supposed to be stacking up inside each other in the first place?) There also does not seem to be a way to recover if you push a block into a corner/edge. Not sure what would help here, perhaps if the field wrapped the boxes around and movement looped as well to remove the edges completely. Â I think adding sound might have gone a long way to making it feel better to play. A great improvement would be to make a little "ok" sound when the correct digit was pushed onto a target. The game would be technically able to stand up without the manual as well if that was added. I loved the style of the game, the graphics nailed that retro low memory aesthetic! Nice work making an entry! |
| Oct 2 22:18:05 | 13m 18s | Stowaway | ♥ 1 | I love the concept here! It is fun to see what the delivery man is doing next and react. I like that he telegraphs his moves, so the player has time to scramble around to safety. It's a little too easy, but I think that might be because of the random nature of the layout. The graphics are cute and I liked the little music loops as well. Nice game! |
| Oct 2 22:30:50 | 12m 45s | Cramped - 3D Maze Escape | ♥ 0 | I have to confess I did not find the exit, kept getting lost. 😅 This seems very intended in the case of this game. Everything works, you were not kidding about it being a hard maze though! Nice take on the theme, I really felt "limited" in "space" with this kind of maze game! |
| Oct 2 22:52:03 | 21m 13s | Whiskers in the Dark | ♥ 6 | Beautiful art, gameplay is ok, but sometimes I felt the controls were not built for how fast we need to act/react to some of the screens. I did not make it as I got stuck in one of the later rooms because the controls for double jump don't work off walls. I kept expecting to refresh my double jump off the walls, and instead the cat just falls down. To be honest I never figured out how to climb the walls reliably without rapidly jumping and inching my way up, so this might be a "me" thing. The cat felt really sticky when grabbing the walls. Perhaps if the double jump refreshed when hanging, or "jumping" off a wall gave more kick upwards to help climb, it would feel a lot better. I liked the theme, and the art, music, lighting effects, even the sudden grabbing all were fantastic at setting the mood. I smiled at the bucket once I realized what to do, it felt very cat like and clever to solve those rooms. 😺 |
| Oct 5 03:35:35 | 52h 43m | Turbo Tumble | ♥ 1 | I love the concept here, it's a brilliant way to turn a racing game into a puzzle game. I didn't make much progress because the learning curve is pretty steep, but for a racing game that is quite fine! My favorite aha moment tracks was the figure 8 track, and the free roam track was pretty cool as well. I feel you really explored a lot of uses of different mechanics despite the simplicity of the concept. Thanks for a rolling good time, it was really fun! |
| Oct 5 04:05:07 | 29m 32s | Loop Bots | ♥ 1 | This is pretty cool. I had a bit of trouble understanding what to do for puzzle 4, not sure what it is trying to teach. The exit seems out of reach even with the techniques taught in 2 and 3, so I assume there is some new trick I am just not understanding. Thankfully you let us skip and do other ones too. I liked how different the puzzles become once two robots are on the field. I'm usually really bad at these "minimal programming" games, but you kept me around with the sound effects, cute robots, and the speed of trying out a new solve. Nice one! One minor critique I had was that I often forgot which robot was which name. Having the robot displayed by it's programming track would help if you wanted to improve things. It was also a little weird how we can drag and drop the arrows but cannot drag and drop to rearrange them in the program line itself. Both of these were really minor and I still had fun! Thanks for making this! |
| Oct 20 05:35:34 | 361h 30m | appendage bedlam | ♥ 2 | This needs some work. I think most of the others covered the bugs, and it's hard to play with sound bugs and such going on. The graphics are cool, and when it's not stacking the sounds the audio work does match very well with the visuals. I wish there was a bit more help or feedback for hits/damage (was there any player damage?) or goal completion. A guiding arrow or better enemy logic would help greatly if you expand it. I'd love to see the enemies placed to lead the player down intended paths instead of just scattered about and collecting into a mob. I still don't know if my goal was to clear all the enemies or just wander through the portals. I do hope your team updates this post jam, I liked what little of the idea made the jam cut. |
| Oct 20 05:42:57 | 7m 23s | One flew over the Poopoo's nest | ♥ 2 | Well, this was something. It's not my kind of humor, but the gameplay is solid. It takes strategy and a bit of luck, which is a great mix. I like the risk/reward of saving up ammo for bigger attacks, but also potentially shooting yourself. I can appreciate the gameplay design here, even if I am left questioning your sanity and sense of humor, lol! |
| Oct 20 06:06:15 | 23m 18s | Urinal Simulator | ♥ 0 | Was not expecting zombies, nice surprise. I enjoyed the game, it was frustrating the first run because I saw how bathrooms became more expensive and so tried to manage with robots alone. I figured out the balance of new bathrooms and robots the second time around and the game turned much more enjoyable! Minor gripes, the web version is a little too tall for the screen, I had to zoom the browser out a bit to see the civil unrest bar. Probably looks great on a phone though! I also kept aiming by clicking on the zombies path directly, but doing so often resulted in leaving gun mode and grabbing a robot instead. This second one might be more of a "me" thing. An improvement might be to make the aiming visual, with a barrel from the gun, and auto select gun mode if the mouse is around the bottom area. As even with full bathrooms to manage the bottom area is otherwise unused. Then the gun could just "not work" if we move upwards. Or you could even make gun mode toggled, so we click the gun a second time to "go back to bathroom mode". I loved this one though, it's very fun! |
| Oct 20 06:33:47 | 27m 32s | Grocery Rush | ♥ 1 | This is pretty cool, I like the idea. I would have loved to hear sounds for each item as they go in the bag, and sounds for them falling out. I think that would add a lot to the fun factor of the game. I'm also not sure the timer does anything, as it seems like it would always be a better score just to sit there forever picking select items. Which feels weird given the presentation of this being like a shopping minigame thing. |
| Oct 20 07:07:07 | 33m 20s | [in frame] | ♥ 1 | I love this one! It was really fun trying to figure out some of the puzzles. I got stuck on one and wandered around a bit but eventually it clicked. Nice touch with saving the photos after the game ends, that was cool. I also appreciate that the game does not jump scare or do anything creepy, just great atmosphere of exploring an abandoned place and getting some nice photos. Thank you for this, it was a great time! |