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Feedback comments for LD54
Paul Nadan's games and stats for all events →
| Timestamp | Since previous | Game | Paul Nadan's comment | |
|---|---|---|---|---|
| Oct 14 19:38:39 | Pathfinder | ♥ 2 | I like the idea of this game a lot, but the input could use some improvement. If you tap too slowly or quickly you can't go fast enough, and as a result I spent most of my time trying to get through puzzles after I had already figured out the solution. Other commenters have suggested switching to a continuous input, but another option would be to make it rhythm-based and have some kind of visual indicator for when you should tap (see Crypt of the Necrodancer for a good example). This way the player still feels time pressure and can't afford to make any wrong moves, but also has an indication of the correct timing so they don't just have to guess. Otherwise I really liked it, the graphics were simple but clean, and the puzzles were creative and varied. Nice work! | |
| Oct 14 19:41:04 | 2m 25s | Stellar Fracture | ♥ 0 | This was a neat concept! I really liked the way the meteors looked, and all of the screen-shake and strobing effects were nicely done. The music was really pleasant to listen to, although some of the sound effects felt a bit jarring in comparison (I liked the meteor impact sound though). I think the way the shield became a smaller target as your health decreased was a really nice self-balancing mechanic. One thing that could've been added is more of a difficulty curve - it seemed pretty constant up until the impossible shower at the end. Also not sure if it's a bug, but there was no game over - the meteor shower just continues forever after I die (my score reached 40,000+ before I closed the window). Overall I really enjoyed the game, great work! |
| Oct 14 19:50:55 | 9m 51s | Riveting | ♥ 1 | This was a very cool experience! I like how there's such a wide variety of possible solutions for each problem, and it was a lot of fun getting to exercise some creativity. I think the main thing missing were some ease-of-use features, e.g. copy-pasting parts, an undo button, resizing parts, etc., otherwise a lot of time is spent maxing out the stiffness and max-length sliders on all 10 of your springs, and it's hard to make minor adjustments in between runs without rebuilding the whole machine. This was still definitely a unique experience, and I had a ton of fun playing. Great work! |
| Oct 16 00:38:12 | 28h 47m | Bit Golf | ♥ 1 | This was a very neat idea, I feel like I actually learned a bit about how compression works from playing! The execution is really polished between the level select screen, high scores, and ability to share custom levels. Definitely a bit more of a tutorial would be helpful, and I was really hoping there would be some kind of overarching storyline or twist revealed by the text snippets (especially since the first couple levels seemed to be hinting in that direction), but given the time constraints this was still really impressive. Awesome work! |
| Oct 16 01:10:09 | 31m 57s | Hope Falters | ♥ 1 | This was super creative and a lot of fun! I really appreciated how you used words with thematic significance; combined with the hopeful music it really made the game feel immersive and uplifting, like each level was its own little story. The artwork was simple but fit the vibe well, and the particle/glow effects and screen-shake were nice touches. The puzzles were fun and a good difficulty level - not too obvious (unless meant as a tutorial) but still solvable in a few attempts. The one improvement I could think of is having more of an overarching storyline as you progress through the puzzles, rather than just a constant theme throughout, but that would be pretty difficult on a 48-hour timeline. Overall this was excellent and I really enjoyed playing. Amazing work! |
| Oct 19 01:33:40 | 72h 23m | Pixel Piles | ♥ 3 | This was a really neat take on Tetris! The graphics were simple but clean, and I especially liked the twirling animation when jumping. The platforming also felt really smooth, making it easy to focus on block placement. I think the one issue is that after getting used to the platforming it basically just becomes Tetris with slightly harder controls, so it would be nice if the platforming was more central to the gameplay - maybe there could be power-ups to collect to slow down/destroy blocks? Overall this was a creative idea that was really well executed. Great work! |
| Oct 19 01:47:02 | 13m 22s | Super Cube | ♥ 2 | This was amazing! The combo mechanics are really addicting, and the game makes great use of time slow-downs and particle effects. The variety of cube types adds variety and a bit of strategy as well. The voice lines were also great and the sound effects felt really satisfying. Awesome entry! |
| Oct 19 02:06:37 | 19m 35s | Tiny Island | ♥ 1 | A really fun city-building game! I liked how the island placement synergized with the different building types (e.g. using long skinny pieces for the piers), although by the end it felt like there was kind of an optimal strategy (criss-crossing houses/fields, diagonally spaced mines, and piers extending from the edges). The pixel art was really well-drawn, and the ambient ocean sounds made the experience feel very tranquil. Great work! |
| Oct 19 02:28:33 | 21m 56s | Rectangular rhythm selection game | ♥ 1 | This was quite an experience! I appreciated how the early levels acted like a tutorial, so that I understood what was happening by the time things really went off the rails. My main complaint is the text on the power-ups was hard to read once they started moving, some combination of higher contrast, larger font, or different colors for good vs bad ones would be helpful - by the end I was just highlighting the whole screen and looking to see if the score change would be positive or negative before releasing. Overall I thought this was a really creative and humorous entry, nice work! |
| Oct 19 05:51:59 | 3h 23m | Starfold | ♥ 2 | Between the graphics and music, this game has a really nice vibe! I think the flight controls were pretty intuitive, although it would be cool for the camera to rotate with the ship so the control directions stay lined up. The cutscene in the beginning was also really neat and made asteroid mining feel like it was of great importance. Great work! |
| Oct 19 06:01:54 | 9m 55s | A.I. Move | ♥ 2 | This was a cool game! I definitely enjoyed trying to cram as much stuff as possible into the truck. Is there any way to close the truck door though? Almost everything I loaded just fell out while the truck was driving away... |
| Oct 19 06:17:15 | 15m 21s | Blind Caver | ♥ 1 | I really enjoyed this! The puzzle mechanics are pretty standard, but having to feel out the shape of the level made it very engaging. I think the sound effects (and the graphic effects) when moving into things were nicely implemented. The instructions were also very clear and the levels gradually added new mechanics in a really easy-to-learn way. Great work! |
| Oct 19 06:35:52 | 18m 37s | Space Ltd. | ♥ 1 | Really creative concept! The board speech was hilarious, and the mechanic of drawing bounding boxes made for interesting gameplay. I think later in the game it got to a point where I was moon + planet-limited and just waiting for contracts to expire regardless of how I drew the boxes, so it might be worth adding some logic to ensure the contracts are theoretically possible, but overall the balance seemed pretty good. One other feature to add would be a button to speed up the text rate during the dialogue. The art was also very well-drawn, I really liked how you did the moon and planets. Great work! |
| Oct 19 06:58:03 | 22m 11s | Extinction Extraction | ♥ 1 | Great premise, upbeat music, and simple but clean graphics! The puzzles were enjoyable, although it would definitely be cool to see more if you had more time, especially at higher difficulties. Overall great work for a game jam entry! |