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Feedback comments for LD54
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| Timestamp | Since previous | Game | kaliuresis's comment | |
|---|---|---|---|---|
| Oct 3 22:37:12 | windowkill | ♥ 2 | Very cool concept! I didn't see any healing mechanics, which I would have expected since max hp is an upgrade? It's possible I just didn't get far enough. It would also have been nice to have descriptions of what the boss upgrades did. | |
| Oct 3 23:03:40 | 26m 28s | Subletting With Drac | ♥ 5 | Cool art and music! It was a bit hard to tell the hitboxes of the objects until you click on them, especially when they were overlapping. It would help a lot to have a faint outline that's always visible, or maybe a button to toggle outlines. |
| Oct 3 23:37:31 | 33m 51s | Fist of Decay | ♥ 0 | Cute game. The map seemed a bit too big for how much was in it, especially when you need to backtrack a long way to heal. Was there any purpose to the key room? I think I defeated the boss but never needed the keys. |
| Oct 4 00:23:40 | 46m 09s | Dwarf Monastery | ♥ 0 | Interesting puzzle concept and neat art style. I enjoyed the middle levels a lot but the last two felt a bit too tedious with so many dwarves. As others have mentioned the animations are a bit slow. Maybe having a ghost preview image of all the dwarves when you hover over a time slot could help. |
| Oct 14 03:42:15 | 243h 18m | The Last Sanctuary | ♥ 1 | I like the graphics and music! Unfortunately I ran into a lot bugs that got in the way of playing the game, such as modules not going in places they should fit after deleting, or multiple modules being selected at the same time. |
| Oct 14 04:02:51 | 20m 36s | Captured in Space | ♥ 1 | Nice puzzle game! The camera made it pretty hard to tell how everything on the level was connected, and all the transparent platforms were a bit hard to visually parse. |
| Oct 14 09:27:17 | 5h 24m | QPCA-77B | ♥ 2 | This is a very well done Zachlike! I had a lot of fun with this one. It seems I have beaten or tied all of the LOC records :). I might come back to try to crack some of the cycles records. I would have liked to be able to use acc in the conditional jump instructions, but I suppose having an extremely constrained instruction set is the whole point. |
| Oct 15 01:28:53 | 16h 01m | Legs | ♥ 3 | This was an interesting game. It was fun to find all the items. The limited space meant the boots and alcohol were not very useful, since you always need to carry at least 1 item to do anything and you need the jetpack or hood to reach certain areas. |
| Oct 15 01:41:50 | 12m 57s | Prairie Dog Panic! | ♥ 2 | This was a fun game, I made it to round 13. The enemy coloring made them difficult to see at times, especially when they're only in your peripheral vision since you need to focus on dodging bullets. |
| Oct 15 02:04:34 | 22m 44s | IBrexout | ♥ 1 | That was a fun game, I made it to 250ish seconds. As others have said the controls feel way too slippery. I ended up just walking off when I was down to two blocks left since there's no way to stop the ibex. |
| Oct 15 02:31:54 | 27m 20s | Mecha Walker | ♥ 1 | The concept of building a mech and exploring is really cool. Just having damage and and armor stats without much feedback on what they do makes it hard for the player to make reasoned decisions. It would also be nice if it showed how much food and fuel you need to travel somewhere, baring any events that add/remove them. I couldn't figure out how to make it to the first town. |
| Oct 18 03:53:36 | 73h 21m | Spellfire | ♥ 0 | The concept is very interesting! The fact that unusable cards are not shown made it confusing to learn, since if you make a mistake you have no idea what you missed. If they were greyed out instead you can learn that you need to save space or SP to do something. The last fight seems like it's impossible if you're unlucky on the enemies first flame lance placement. |
| Oct 18 05:57:04 | 2h 03m | Oh no my spacebar has been cursed by an evil wizard if I press it too much I ded | ♥ 1 | The concept is cool and for the most part the levels make good use of it. The part where you have to jump across the red and yellow key blocks felt inconsistent, where sometimes you hit the platforms while holding space without getting a jump. The last level didn't really feel like it interacted with the mechanic, since you only need one space press and it's not made much more interesting or difficult to do in minimum presses. A game like this with a leaderboard for completing levels with minimum presses could be really fun. |
| Oct 18 06:27:46 | 30m 42s | Pack Your Ship | ♥ 1 | The graphics are very polished. I wish there was more complicated gameplay with planning out your ship or micromanaging turrets. If there was more part variety and interactions between different parts it could be pretty interesting. |
| Oct 18 10:32:51 | 4h 05m | RedHood | ♥ 2 | The atmosphere and art are great! There were a lot of blind jumps where it would have been nice to have some indication of where you're supposed to go without trial and error jumps to your death. I'm also not sure if wall jumping is intended or if that's just buggy platforming. |
| Oct 20 14:01:14 | 51h 28m | Conveyor Chaos | ♥ 1 | Neat puzzle game! It was pretty challenging but I managed to finish it. It felt like there were two distinct parts of the puzzle to solve, figuring out the correct layout and actually moving pieces where you want them. The first part was interesting and satisfying to solve. For second part it was easy to figure out what to do, but it took a lot of clicks to actually make happen. As a result moving pieces ended up feeling more like ui clunk than a puzzle. The fact that pieces rotate about their start square instead of where you click was also a bit counterintuitive. |