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Feedback comments for LD54
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| Timestamp | Since previous | Game | Jeremy Ryan's comment | |
|---|---|---|---|---|
| Oct 2 00:55:31 | Riveting | ♥ 3 | Riveting gameplay! | |
| Oct 2 17:18:36 | 16h 23m | Ribbon 2 | ♥ 1 | Wow, this was awesome! The title mechanic is obviously very neat (I unfortunately haven't played Ribbon 1, but I might have to go back and try it). I particularly liked the use of grates and elevation in the puzzles, and the fact you could customize your ribbon as you go to unlock new abilities. One minor quibble is that you don't really *need* to use the ribbon for a lot of the puzzles, or at least the interesting parts. The bounce pad is effectively a double jump, and the key is effectively the same as it is in other games.. In fact, I was able to complete this "100% minimum enters" speedrun where I only entered the ribbon once: ribbon2.png As usual, polish and audio are great for a Compo game. I loved the little Easter eggs like the bonus ribbon, trophy case, and "we got a sequel" banner. Great work on this, and good luck during the rest of play and rate! |
| Oct 2 21:00:21 | 3h 41m | Pactory | ♥ 2 | Nice entry! The premise, art, and "flavor" all contribute to a really fun and goofy game. I got a kick out of a number of the jokes (like the skeleton on the difficulty screen, packing "the cow and all of its belongings", and the Far Side reference). This fit well with the gameplay of frantically throwing animals and objects into a box under time pressure. I will say that I found myself fighting with the physics a bit, which could be a little frustrating in a game with pretty tight timing. On the other hand, you did have an untimed difficulty, where I could practice and satisfy my desire to actually pack things optimally. It might have been nice if this was an option you could use for all the difficulties, so you can try the difficult levels without the time pressure. Would have been nice to have some sound effects and/or music, but of course it's very difficult to scope everything into a Compo game and you had a lot of other content in the form of levels and objects. Good luck during the rest of play and rate! |
| Oct 2 22:26:23 | 1h 26m | Micromachines | ♥ 1 | Awesome concept, and very clean execution. It was really satisfying to build a tiny machine and walk it around the map. The antigravity mechanic was a little unintuitive at first, but made for some interesting puzzles once I got a good sense of how it worked. The pixel art is very cute and clean (the threaded rods reminded me a little bit of the airships in Super Mario Bros 3!). All the important bits in the level were distinct colors and were communicated very well. The building menu was also very intuitive. Audio was simple, but got the job done. Music would have been a nice addition, but obviously time is very limited for the Compo. Nice work, and good luck during play and rate! |
| Oct 2 23:06:38 | 40m 15s | Raft Blaster! | ♥ 5 | Nice entry! raftblaster.png This was a really interesting halfway point between Match-3 and a frantic putting-out-fires game. I really liked how you built the raft up as you went, and that it slowly filled up with junk faster than you can combine things leading to very hectic gameplay. I do wish that time stopped or slowed while you were placing new raft segments. Near the end, with a large board, I would frequently get random builds at inopportune times, and be forced to navigate the UI for a couple seconds while the raft explodes around me. Art is charming and the tiles are well-designed so that the different objects look very distinct. Music also fits the mood of the game very well. I'm always impressed with games that feel very cohesive made by large teams; you must have had some very effective communication/project management to keep eight people on the same page. Great work for 72 hours! |
| Oct 2 23:29:49 | 23m 11s | Magus of the Leylines | ♥ 1 | Make way for the mall. It's nothing personal, foliage. mall.png This was a fun sandbox and set of levels! Remminds me a lot of Powder Toy, Noita, and other pixel-based simulation games. I appreciate how everything you have to do is extremely mundane for the most part. Unfortunately it did feel like most of the levels were very narrow, and the tiny leyline area meant there were not *that* many options for what to do. Most of the time you didn't have much control beyond picking the right combination and ratio of ingredients and hoping it works. Of course, you also added a sandbox mode to mess around in if you want more freedom. I got levels 1-5 relatively easily, but couldn't figure out level 6. Nice work for 48 hours! |
| Oct 3 00:20:13 | 50m 24s | Hazel & Hector | ♥ 1 | As usual, you've made an extremely clean and satisfying puzzle game! This was a really nice relaxing experience. I appreciate the real-world inspiration behind the mechanic and the cute character art. And I can't stress enough how nice the undo button was from a quality of life standpoint --- there were a few times I made one wrong move very deep into a level, and it would have been painful to start over completely. I will say I feel like I "got" the mechanic fairly early on, after which the puzzles weren't very difficult. While the one mechanic is really interesting and clean, I feel like it may have needed *just a little something extra* to get a satisfying ten levels out of it. But obviously time is a very scarce resource for Compo and the game is very complete and impressive as-is. Thanks for making this! |
| Oct 3 00:59:42 | 39m 29s | The Fregstival | ♥ 1 | Freg party freg party freg party! freg.png This was a really neat take on the tower defense genre. At first, I thought it was unsatisfying that you can't always place towers when you want, but I quickly realized that you are supposed to use your food and fregs as shields to protect the temple. The weapons all felt fair; the one that took up nine tiles was very strong, but also took up nine tiles. There were some fun gameplay decisions like how to place your units to maximize fregs in a row, while not leaving your fregs completely unprotected. I will say that "limited space" felt like it wasn't a huge concern until very suddenly I couldn't place a unit and lost. It's difficult to plan around since you don't know what towers are coming up. As usual, the game is very polished and charming. The art is very cute, particularly the fregs and the big statue. There were little bits of juice like bouncy hover text, and satisfying sound effects and music. The one potential flavor miss is having tongue-based weaponry like traditional frog-vs-insect combat (then again, these are fregs, not frogs). Great work all around! |
| Oct 3 01:59:53 | 1h 00m | Spellbook | ♥ 1 | Had a lot of fun with this one! The main mechanic is really interesting, and it makes for some interesting choices of when to use your limited spells to get the most out of them and not mess up your spellbook too much. Right now it does feel like it's rarely worth it to intersect words or play them diagonally; the safest strategy is just to stack them to conserve space. It would be neat if intersecting previous spells gave some kind of bonus to incentivize it and make a more interesting crossword (maybe you get a copy of that spell, or it makes that spell fade faster, or you just get bonus points). Graphics and audio are fairly simple but are cohesive and readable. I like the bouncy characters and the variety of animations for the different damage types. It's a nice touch that the player and enemies actually respect the perspective. Nice work for 48 hours! |
| Oct 4 00:10:41 | 22h 10m | Ghost peppers from someplace | ♥ 1 | Nice job finishing something in Godot if you just started using it! This was actually quite fun! Games where you control one thing with the keyboard and another thing with the mouse are actually a really underappreciated category. And the walls closing in helped spice up the gameplay until the player inevitably gets hit. Graphics and audio were simple but got the job done. Obviously this is "programmer art" but everything is communicated very clearly and the giant score in the middle of the screen was a cool approach to the UI (it might be nice if it was behind the player, as if it were printed on the floor, so it's less likely to confuse your movement though). It would be nice if there were an indication of enemy health; I noticed some enemies seemed to take more hits with the fireball than others, but there was no way to tell visually. My best score was 71... no idea how good that is. Thanks for making this! |
| Oct 4 00:45:05 | 34m 24s | Arcane Echoes | ♥ 1 | Nice entry! The core game loop was really nice: kill ghosts, buy upgrades, slowly get the arena smaller and smaller until you eventually die. Tying the size of the arena to character improvements was really interesting, especially since they also went the other way --- you can grow the arena, at a cost. A little bit of feedback on some particular mechanics: - I think it's rarely fun to have "bullet speed" as an upgrade. It usually makes very little gameplay difference (the enemies are walking toward you, they're going to hit the bullets anyway), but it makes the projectile *feel* a lot worse when it's slow. I usually like to start the bullet speed fast and leave room for more interesting upgrades like the ricochet, firing speed, etc. - This one isn't a hard-and-fast rule, but making it so you can only fire in the direction you're moving can make combat unsatisfying. You generally want to shoot toward enemies, but move away from them. Of course, this is all very subjective. You know your game better than anyone. The audio work is great! The sound effects are punchy and the music was really pleasant. The character designs are nice and I liked a lot of the little graphics details like the on-hit effects and "turn around" animations. Nice work for 72 hours! |
| Oct 4 01:37:28 | 52m 23s | Rafty Crab | ♥ 1 | Played on Pomo's stream, had a blast! Loved that there was something to do while dead, which is often a failure case of battle royale games. |