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Feedback comments for LD54
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| Timestamp | Since previous | Game | Peredom's comment | |
|---|---|---|---|---|
| Oct 20 12:23:05 | Sushi Puzzle Party | ♥ 1 | Not challenging at all when you have much space. Make boxes smaller and add obstacles to the boxes, or add more food shapes so there is an actual challenge. UI needs to be more convenient to use. I'd make the selected item automatically switch to the next item in the list of what you have to fit. Rotation could be Q and E, I think it'd be more intuitive. Selecting specific item could be allowed still, but since it'd be rare, use less accessible keys like arrow keys or whatever. GUI could be simplified and made more readable. | |
| Oct 20 12:31:14 | 8m 09s | S. P. Ace Ltd | ♥ 0 | Nice concept. Levels are too easy. In penultimate level there are like 2 free spaces. Could be developed further. Improve UI. Having to click back and forth the same item when you wana place multiple is stupid. |
| Oct 20 12:34:42 | 3m 28s | Revenant | ♥ 0 | Next time put tutorial in-game. Thanks. |
| Oct 20 13:02:19 | 27m 37s | Detachment Undone | ♥ 2 | - Controls are akward: when you drag a thing and it merges or something, then it stops being dragged, but there's no feedback, so the amount of time it'll take you to figure out when it has been detached from your mouse cursor is unpredictable. So, if you had a sound, for example, the exact moment the two balls merge and your ball detaches from the mouse, then I could know I have to click again and just click to grab it again (because that's usually what I wana do, just carry the same ball around merging it with everything, which is a shame that that is how you beat the game). Also make the balls merge from farther, so it's easier. Better yet, don't detach my grabbed ball from my mouse cursor when they merge, if the most common thing I'll wana do is grab it again! Help the player out with the UI. - Game is not challenging at all. - Game design is unfocused; is it about click reflexes? is it about strategy and thought? Is it about discovering the rules? Is it aobut conveying a narrative? Pick one and do it well, and smooth out everything else. Seems like you're just forcing some narrative/story/abstract conclusion into the game mechanics, and that's why they are not fun. |
| Oct 20 13:14:01 | 11m 42s | Droplet Dungeon | ♥ 1 | Interesting concept. Move speed is too low. Continuous spawns of enemies doesn't work well with the continuous attack (i.e. tons of small particles instead of more typical, more infrequent, more damaging projectiles); instead, enemy spawns should be more infrequent, maybe in batches, so there's an assymetry in the timing, and you can use the "down times" to attack more safely. Or the enemy spawns could depend on player proximity, or some other indirectly controllable thing. |
| Oct 20 13:25:09 | 11m 08s | Maxwell's Demon | ♥ 0 | Too hard to understand. Make tutorial more understandable and UI as well. 3D confusion also unnecessary. A tutorial stage without a timer would also help. |
| Oct 20 13:32:12 | 7m 03s | Implant | ♥ 1 | - Nice graphics. - Controls suck. 99% of my mental effort is spent on coordinating the right keyboard presses with the mouse click. If it's supposed to be a puzzle game, controls should be intuitive so I can just think and act about the puzzle. - Got stuck, had to restart game and eat all the intro again. Escape didn't work and I didn't find a way to restart. |
| Oct 20 13:38:34 | 6m 22s | Pickle Packer | ♥ 0 | You could've tried to make this work instead of making a joke. Just have an area where the pickles don't fall, so you can use it to tidy your jars. Or a way to delete pickles to avoid overload. Ideally have a key or two keys to rotate the object you're grabbing. And just make it possible to make money and progress. Just try man, it's funny anyway with the physics and the pickles. |
| Oct 20 14:01:42 | 23m 08s | Cell Caster | ♥ 0 | Good game! - I think all the mechancis are well thought out and work well together, but I think the game design is a little cluttered. You're asking the player to put their attention in too many different things. - You could get rid of the counter that kills you. You already have 2 things that kill you: enemies and your shots, so focus on that, and make more dangerous enemies (maybe they shoot at you?) if it's not hard enough. Or make enemies persistent instead of going away, and keep them building up if you don't shoot. Maybe another option just to avoid idleness would be to have a counter that makes you shoot automatically if you don't shoot for more than 5 or 10 seconds. - And the blue bar automatically depleting is a little confusing and annoying. Just keep it full, and let me use it whenever I want. It's still not ideal to keep it full for too long, because you're losing potential blue points by not emptying it and letting it fill again. Maybe you could also even purge that mechanic by making enemies shoot "orb purging" bullets at you, that you can use to clear the room if they miss. - So yeah, I'd say you need to focus more on the core of the game. The fun is in movement, dodging and shooting carefully. So strengthen that. - There's not enough time to react to the automatic weapon change. And I think it might be more fun if the weapon didn't change as quickly. So I'd say, either (1) show the next weapon, like in tetris where you see the next pieces, or (2) make the weapon changes come from pickups that appear in the world, maybe static or maybe passing by like the enemies. - I'd change the insta-death for 3 lives. It's annoying as a player when my focus and flow are broken just by a small mistake. Let me feel the pain of the mistake, so I can learn, but let me keep going so I can continue the fun. At least use the lives for when an enemy hits you; but maybe you could keep the insta death for when you move into the balls. |
| Oct 20 14:05:24 | 3m 42s | Kung Fu Alien | ♥ 0 | Nice concept for a simple game. Reactions are too slow, it's annoying. Make the movements much faster. Controls should work with keyboard. |
| Oct 20 14:15:51 | 10m 27s | Farmer Bob | ♥ 0 | Nice little game. I could imagine a 3 hour game based on these kind of simple mechanics and a lot of possible combinations and actions, and having to figure out how to get things you want... |
| Oct 20 14:25:15 | 9m 24s | uniVersus | ♥ 1 | Fun concept. Wait times between games are a bit too long. Just allow skiping everything. |
| Oct 20 14:36:00 | 10m 45s | Pixel Piles | ♥ 3 | Nice little game. Would be better if you could rotate the incomming piece yourself, with Q and E for example. The thing about going into the walls to rotate doesn't seem to work very well: I trigger it when I dont want to and when I do want it, I'm sometimes too far to make it on time and back to the right position. Especially when you've filled half the screen already so things fall faster. |