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Feedback comments for LD54
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| Timestamp | Since previous | Game | Honest Dan's comment | |
|---|---|---|---|---|
| Oct 4 09:28:24 | Super Cube | ♥ 1 | Has a good amount of juice going for it. Nods to super hot with the audio bytes? Found the drag indicator a bit counter intuitive to begin, but got used to it pretty fast! | |
| Oct 4 09:33:53 | 5m 29s | Wrecking Jail | ♥ 2 | This has an original mechanic. The title screen I didn't realise it was a top down perspective, but once I started it made sense and the original way to move around felt fun to explore. The distance it travels is just slightly misaligned with the indicator which was a little annoying, but just a minor gripe! Good juice! |
| Oct 4 09:49:38 | 15m 45s | Tableflip | ♥ 4 | simple yet smartly presented. Good amount of polish :) the fact you can rotate pieces continually against a wall to shift their orientation makes it less punishing and more fun. appreciated the tutorialisation too - a good-packaged game! |
| Oct 4 10:13:57 | 24m 19s | Headbanger's Beer Run | ♥ 2 | I desired windmillers.. and I wasn't disappointed. The font is on point, general feel suited the game's setting. I think you did great at wrapping typical platforming / dodging skills with the rock concert vibe. The crowd pushing each other is great, some of the sections were a bit tough to dodge or at least I feel I had to die to learn a few times! and ofc - the classic Bauk art style |
| Oct 4 13:31:56 | 3h 17m | PIO | ♥ 2 | The bird noise - SQUAAARK. I think this was cute, the yoshi style "eat and spit" mechanic was cute, and I loved how the bird size changed with it - which fed in well with the theme. Like you've mentioned above, delaying death screen a little would be good for the player's sake. Fun experience! |
| Oct 4 18:32:10 | 5h 00m | Mr.AdBar | ♥ 1 | Fun concept. I was using firefox and sadly the address bar would occassionally lag and not update. I could still move and hear the sounds so could play blind, and it'd eventually kick back into life. But it kept happening on 4th level so I ended up stopping as it was frustrating when I can't see my character! The concept as I said was good, but the "your character doesn't fit" when you are writing giant green text felt like not the best reason to be in the address bar! |
| Oct 7 10:37:15 | 64h 05m | Rover Under | ♥ 3 | Hey @coleslaughter - tried to play but like a post above, I got a crash shortly after selecting a team :( |
| Oct 7 10:45:19 | 8m 04s | Whack-a-Soul | ♥ 1 | took an while to understand the way you can interact with the game after collecting chests and "quests". I think hitting yellow tiles makes the tiles grow up instead of smashing them? not sure if red did that. a bit more of an explanation of that would help players, as all of a sudden all the tiles change colour and your first thought it "danger". looks cool though, pixel shader used works well with the skelly aesthetic. Things piece together nicely setting a good mood. Was engaging to play |
| Oct 7 11:04:46 | 19m 27s | Tiny Farm Island | ♥ 1 | This actually got more fun than I expect. Seemed a little basic to begin, but when things speed up then you feel you've always got something to do which feels good. some feedback: - took a while to understand it took 3 stones to expand the land, I knew I could expand it but after picking up my first stone I tried using hands to put in water but didnt do anything. - I liked the hold-to-use upgrades, as I tried doing that before even seeing the upgrades existed, so changed the way of playing. It did have a negative that I kept accidentally expanding my island when trying to harvest crops, but thats something that could be seen as strategy - dont have crops next to coast line. - I did not notice the shop until about half my time was gone :D - I wonder if having crops expire / grow bigger coulda been interesting - be interesting if there was some more benefit to expending land, some bonus based on distance between things for example |
| Oct 7 11:19:43 | 14m 57s | Arcane Echoes | ♥ 1 | Main control issue I had was aiming projectiles was based on last moved direction - maybe this was better on controller if it was twin stick? I didn't have a controller on me to try! The idea of space getting reduced as you chose your upgrades was interesting - a bit of a doubled edge blade. Just felt like you were forced to do it else you'd not upgrade. Did some of the powerups reduce the size by different amounts? maybe that woulda made player choices feel even more interesting. Nice concept, feels like you got a core for something like vampire survivors too if you ever wanted to explore that. |
| Oct 7 11:30:02 | 10m 19s | Wizard n' Slims | ♥ 2 | Felt and looked good! very juicy, very intriguing. I played the jam version and felt it was a little less strategic than expected. It felt too rewarding to stand still and attack repeatedly vs choose sensible movements. I found the teleport ability I wasn't expecting to click to use it - maybe E again woulda made more sense - but that could just be me. I did not realise I was getting upgrades for 10 levels. I love that you added an auto buy option for them though - and I was glad it wasn't the classic, intrusive popup after each round to choose 1 of 3 upgrades. It felt nicer, just maybe needed more attention to help new players know there were upgrades. Lovely clean UI. |
| Oct 7 11:45:48 | 15m 46s | Lucky Lefty Lugs Luggage | ♥ 1 | I liked the simplicity yet original experience. I like that when spinning, you have to manage slowing down else you launch out all of your loot! Would have benefited having a progress tracker on what you have collected so far, I found it hard to track my actual progress. Satisfying and hypnotising spinny aesthetic! Thanks snailsnail games! |
| Oct 7 12:05:22 | 19m 34s | MIROH | ♥ 1 | I really enjoyed this! Having to balance the two games was interesting, though it felt a bit turn based switching from one to another. I feel it'd be interesting if the tetrino pieces could have interacted with the minotaur while falling. I wonder too if the amount you move could have impacted how fast the hunger rises? really liked that you chose the minotaur theming, it suited great and I liked the character :) I score 78!Screenshot 2023-10-07 130435.png |
| Oct 8 10:27:20 | 22h 21m | Rafty Crab | ♥ 1 | a classic and silly kuvi special :D The visuals are really good, paid off making the tool you did imo! You often think of fun multiplayer experiences that really respect the theme, kudos! |
| Oct 8 10:57:24 | 30m 04s | Bit Golf | ♥ 1 | Really liked the audio on this one, really matched the aesthetic. For me, I didn't have too much fun as I don't think I'm very good at it. The most fun I had was with the wood chuck example, as it was a lot easier for me to try find optimisations and include trailing or leading spaces etc. I wasn't fully understanding what the max length of characters we could encode into a colour was either. Was helpful it showed a line under the top to show what the colour represented though. Cool idea, just the pattern recognition wasn't something that hooked me - I wouldnt survive in the future clearly :D |
| Oct 8 15:13:58 | 4h 16m | Hope Falters | ♥ 1 | Really wonderful entry! A nice change up from the usual style, yet shows a clever design as always. I think the tutorialisation was great, wonderful choice of words and the breaking up / combination of them adds extra depth. I found it got tough maybe a bit too sudden, noticed when I played I got stuck on Nothing Is Impossible. The use of a hint button was great too. Think I just needed more time and is a game that keep your noggin ticking for plenty of time. Had you come across a word puzzle like this before> or you make it up? it was pretty sweet. Nice aesthetic too. |
| Oct 8 15:42:20 | 28m 22s | Introvertigo | ♥ 4 | This was a creative idea, and an original experience. I think it suffered a little from a word being tied to meaning, as sometimes I felt I wrote something that was misinterpreted and lead to them getting closer. But it does represent sometimes how people don't get hints by the line of conversation you give! I really enjoyed the driving level with its music from your last LD game :D really nice feel, mood, visuals <3 |
| Oct 8 15:52:05 | 9m 45s | World Weaver | ♥ 1 | I feel dumb but I couldn't figure out how to get past the room with the first. I tried unwinding the threads in different directions to try have a thread land where the threadless one was, but then the threadless one removed. Tried hitting red one, or leading bullets from red one to empty one. Prob something simple, but it means I've not got to explore rest of your game sadly :( |
| Oct 8 16:13:48 | 21m 43s | If it fits | ♥ 1 | hahaha what a fun silly game :D even though it essentially boiled down to running around finding cats and seeing what items had blue outlines to hid stuff, the hiding places were good and made sense, and the whole setting and aesthetic made it fun to play through once. Really liked the kitty models :D and intro to the game via the phone call was cool too. |
| Oct 8 16:23:38 | 9m 50s | Plungebot's Playroom | ♥ 2 | You introduced the mechanics well, good tutorialisation via the level difficulty. The mechanics were interesting and felt natural, good selection of props for the mechanics. Visuals were good! a fun puzzle game with a cute character. The grappling hook presentation was a nice way to package the movement rules and added character. I guessed things right without thinking too hard about it sometimes, which felt good. Coulda done with R to restart (or Undo perhaps). Woulda been nice to have a bit more audio or music, the "victory sound" ended up getting a bit repetitive in isolation. |
| Oct 14 07:37:31 | 135h 13m | A Pawfect Date: Pomo's Cozy Romance | ♥ 1 | a CLASSIC Pomo, in the sense that its a very difficult game to master :D It is a little bit of a shame as people may miss out on the content that you've made, but I did check out the video to see the stuff I didn't get to. The setting was funny, the visual novel turn undertale - guessing it was AI art for the visual novel stuff, but the in game art was actually done really well. It def felt like "oh this is undertale", which I think was the intent - but can be both a good and a bad thing. I think yours felt like a tribute rather than a copied idea, if that makes sense. |