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Feedback comments for LD54
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| Timestamp | Since previous | Game | kr4ft3r's comment | |
|---|---|---|---|---|
| Oct 2 18:22:17 | Stacked | ♥ 1 | This really had a great feel to it, and despite all the dodging is quite relaxing. I usually get to around ~50k before losing everyone in one go. Interesting take on the theme. | |
| Oct 2 18:51:14 | 28m 57s | Moneypit | ♥ 3 | The graphics are beautiful. Looping levels a marvel of engineering (ok here I'm exaggerating but it show that you know your stuff). Narrowing circle a perfect picture of losing mental space. And all this in a few files of snake_case code xD It is a sad topic that someone who is so dedicated to his work that he can literally see the floorplan projected around him is reduced to an anxious pacman figure by the carelessness of his superior. |
| Oct 2 19:33:25 | 42m 11s | Relics | ♥ 1 | There is nice makeup in the game, and it seems you have spent much time on it. Sadly I had to give up around the part with scoop-like device. The biggest issue is that main game mechanics, which is dropping and positioning stuff, is a chore that involves pressing the right buttons (too many buttons btw) and slowly guiding the objects in place. Paired with weird jump physics that is punishing if object is not perfectly positioned makes this main mechanics tedious. Actually solving the game takes more effort than what you would usually get from LD players. The character, menus, and mood is quite ok. Floating on air flow is fun and adrenaline inducing. |
| Oct 3 23:54:25 | 28h 21m | A small town | ♥ 1 | Well, it's nice, but what ruined it for me is no invert-Y option. You'll find that option in all FPSs because some mutants can't play without it. The fact that cowcapsules jump up and down, giving much cause for vertical aiming didn't help either. Couldn't get more than 13 kills and that's after few tries. The dash-when-yellow mechanics is too unforgiving as well. I guess it would all work out better if I could actually aim. But the atmosphere and graphics, including color choice is quite enjoyable, and it is cool to see town being built around you, especially as you start jumping roofs. Pretty decent take on the theme. |
| Oct 4 00:08:18 | 13m 53s | Sky's the Limit | ♥ 0 | Graphics and mood is real nice, gameplay idea could be decent as well but it's a sort of thing that needs lot more polish to be comprehendible and playable, or at least for me, I can see other people managed to even beat the game but I have no clue how they did it with the speed of clouds disappearing. Imho without the combat mechanics and with just the cloud mechanics (which relate to LD54 theme the most) it would be an enjoyable cloud-walker game as the world is pretty nice to be in, personally I'd rather enjoy the atmosphere than rapidly add numbers. |
| Oct 11 19:57:31 | 187h 49m | Feast Work | ♥ 1 | It does somewhat feel like bringing back that raw creative power of Flash era. But none of these "game engines" can really replicate the feel, you end up spending too much energy making them work like canvas, you can't just pour your mind's content into it. Still pretty decent result, my perception was altered while it lasted. |
| Oct 11 20:58:39 | 1h 01m | Sheep Birder | ♥ 1 | Well I was hooked, despite disliking the premise, I mean flocking sheep using unruly birds is the last thing I would expect to enjoy. However, I did stop at level 17, perhaps due to missing challenge as saving one sheep is enough, and I guess my choice of upgrades was smart enough to not expect any real blocker soon. IIRC the curve was "hmm, cute" (levels 1-3) "deep immersion" (levels 4-14) "getting old" (levels 15 - 17). But the atmosphere, humor, graphics, and programming is all quite good for 48 hours window, great job. |
| Oct 12 17:31:14 | 20h 32m | Keep Inside | ♥ 1 | Great rage game. For me, Level 4 was quite hard, level 5 much easier, level 6 in-between. Level 7 a pure IQ test that I failed. Level 8, I consider reaching the first line at the top a success. Well rounded game, it is clever in particular that the ball has character. It could be a great teaching tool to help kids learn to hate geometry. |
| Oct 12 17:43:33 | 12m 19s | Time Labyrinth | ♥ 1 | Honestly a decent game that manages to hook you up for a while. I'm not a fan of restart on death, but here randomness is done right so it feel fresh on every replay. Second level I died a few times but then got better and managed to solve it twice in a row. I just wasn't ready for the 3rd level though, never beaten the game. |
| Oct 12 22:46:46 | 5h 03m | Doubling ground crew | ♥ 1 | Pretty good, smooth to play and the mechanics require some John Wick level of decisiveness, as trying to go slow will get you defeated, while at the same time you have to both aim and think fast to use correct attacks. I didn't think I'll get to the transponder as challenge gets real at some point, but I did it yay :P |
| Oct 12 23:25:41 | 38m 55s | The Garden | ♥ 1 | *Spoiler warnings* What an epic, I did not expect it will actually take me to war. Aiming with A/D and shooting with E was hard, but that's just the same man still being a gardener. The story's depth and subtle take on the theme is appreciated. Like someone else said, default UI element is a bit raw, but I get most of the compo time window was spent polishing visuals and making that smooth movement work. It was a pleasure to play this. |
| Oct 12 23:34:17 | 8m 36s | Cube of a Gelatinous Sort | ♥ 1 | Well, I did not enjoy the click-to-move-a-bit movement, the strategy was limited to going in circles around the main mass, and the game started lagging badly around capacity 30, but it is a superb take on the theme, the graphics and in particular the colors are lovely, I especially like the floor shading and how it matches with green cube. |
| Oct 13 21:21:12 | 21h 46m | Squeeze and Steal | ♥ 1 | It's a great take on the theme. The biggest (and practically the only) flaw is this cruel restart to level 1. In general, LD people who will make effort to replay the game from level 1 are rare. But it was enjoyable while it lasted, it's time limit on level 2 and full restart that got to me. |
| Oct 13 22:02:11 | 40m 59s | The Spellswapper of the Dark Forest | ♥ 1 | 11? You call that a high score? :D Screenshot 2023-10-13 235157.png But ye, you have clearly reached mastery of game design (and jamming, considering how well rounded the game is). Guitar is lovely touch as well. While reading the game's description and some spell descriptions there were moments where I though it will be a pain in the ass where I have to put in some effort to understand, but on contrary everything went smoothly and I really felt like the spell set was my own personal thing. The spell replacement part felt like an interesting decision, as is the way it should be. There is really nothing to criticize here considering it's a 48h game, apart from that I don't understand why a dark forest would have this checker pattern floor, but somehow it doesn't feel completely out of place, really good job. |
| Oct 14 01:25:22 | 3h 23m | Skypiercer | ♥ 2 | I'd say the odd scale that someone complained about gives that too-much-cheese-before-sleep dreamlike quality to the game, and is perfectly in place. Crossfading music between the floors is such a shift in consciousness, masterfully done. And the theme is covered in the most original way I've seen so far. Someone said having waypoints is too AAA, I agree that maybe just their design is a bit too clean and out of place, but it's good to have waypoint for LD crowd who don't have much time to drift even when willing to give 10-20 minutes to a game. Second floor puzzle is too hard though; guardians' hints for the sequence are too easy to miss, and one could argue that the keys pointing "up" are really pointing down, and the ones pointing "down" are actually sideways, or maybe I'm missing some reference. Btw, I may be asking too much, but is there any particular symbolism for sword/scroll/key ? In any case, there is no point in looking for flaws in a game like this, it would be like looking for flaws in a dream, it is just something that happens and it is whatever the hell it was. Good work. |
| Oct 14 01:45:48 | 20m 26s | Six Seats Left | ♥ 2 | I picked 5 nice people and one complete a**hole. Because everyone has a purpose. But really great work, I especially like the after-report. And graphics. It takes skill to create so much out of so little. |
| Oct 16 22:29:38 | 68h 43m | On the bottom side | ♥ 3 | Ah man, it's frustrating because you were just few hours of polishing away from a hit. With the game in its current state the graphics, character and premise are great. Dying is always funny, but it could have been more than a meme dying thing. I'd find it very enjoyable if it had: Ability to double jump, as getting stuck in a small pit for a long time isn't very fun; Ability to push with jump, for more interactivity (atm the only thing to do when stuck is wait until a bomb causes some change that will almost certainly crush you); And, maybe make it harder to get squashed by the very shape that you're pushing, but that's a matter of taste I guess. Basically, it just needs some more responsiveness, that's the only thing keeping the game from being great fun. |
| Oct 16 22:45:59 | 16m 21s | Bubble Space | ♥ 1 | This was good, enjoyable shooter, apart from all the f**king bubbles. Random is a bit cruel, there can be no powerups for a long time and once the bug guy spawned right on top of me. Couldn't go past 7,500 points with 6 or so playthroughs. But like I said it is really enjoyable, and there is some depth and tactics to figure out. The sound of bubbles was enjoyable in particular. |