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September-XYZX

Feedback comments for LD54

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TimestampSince previousGameSeptember-XYZX's comment
Oct 2 06:08:29 Hexed ♥ 2 This was pretty fun. The visibility of it is pretty good and the controls are surprisingly easy to get used to, which were my first two concerns after stopping. The game has a very classic feel, but it works better as a computer game than any theoretical physical version would work. The connection to the theme is very obvious. My biggest issue with it is just that I couldn't figure out what "premove" meant, and I could never get backspace or esc to do anything. Honestly, this wouldn't have been an issue if it didn't say that on there, since it doesn't seem to be an essential function, but it did bug me a little.
Oct 2 06:17:42 9m 13s Colorspace ♥ 2 Very fun puzzle game, and very smoothly constructed. I only have two real issues which are fairly minor: It would be nice if the scroll selection looped, so you could keep scrolling in the same direction and cycle through repeatedly. The learning curve was a bit steep. It felt like I wasn't even out of the tutorial before the puzzles got very tricky. For a future release, it would be nice to be able to select from more puzzles, so you can get more gradual practice.
Oct 2 06:27:39 9m 57s Riveting ♥ 2 Gives me flashbacks to webgames from the early 2010s, in a good way. One tiny piece of feedback is that you should probably have a labeled delete button, because I kept clicking the X in the corner of the menu thinking it would just close the menu window.
Oct 2 16:43:37 10h 15m Cabbage World ♥ 1 This was surprisingly fun to play, even without any clear goal in mind. However, the space did not seem to be very limited. aside from the theme for the contest, I feel like having some boundaries (maybe looping) would make it more interesting to summon new guys. As it was, I usually just wandered in a different direction and never saw them again.
Oct 2 16:58:09 14m 32s Free The Slime! ♥ 2 This is a fairly fresh take on a very classic genre of puzzle. I thought at first that the specific way to fuse the slime would be annoying, but I got used to it in the first few puzzles, and it quickly became intuitive. The only part of this I would definitely change would be the mechanics of the introductory text, which I rewatched like five times while trying to skip it, because pressing enter just brings you back to the menu without unlocking the first level.
Oct 2 17:02:28 4m 19s Game Where You Kick Enemies Off A Platform ♥ 2 Not the most innovative arcade-style game, but the kind of floaty physics actually give it an interesting new feel, which fits the premise pretty well. The graphics are cute, but there was an issue with stray pixels appearing near sprites, which kept bugging me. My biggest issue with the gameplay was that the hitbox on the fireballs was weird, so sometimes you could avoid being fully knocked offscreen, but sometimes you end up stuck to them.
Oct 2 17:22:07 19m 39s UNLimited Space ♥ 1 To second what Taeghen said about enemies, I feel like it could make this more interesting if the speed limit signs did something, rather than just being boxes to check. Maybe they could slow you down in proximity, or give you a speed boost when you destroy them, or some other way it could influence the "race" time?
Oct 2 18:00:23 38m 16s Postcards ♥ 1 This was very sweet, and I actually went back to replay a second time, which I rarely do for Twine games. The use of the theme was very clever, and made me think a lot more about it than a lot of the more literal games. My one disappointment was that the part about Venice was so much shorter than the other areas. I would have liked to see that expanded a bit, but it does fit the rest of it in a strange way.
Oct 2 18:29:09 28m 46s Caveat Exemplum Optimus ♥ 1 The depiction of the narrator and the father is very good, but the caricatures in the board room honestly came off as a little mean-spirited in some cases. Not that I think any of those people need defending, but the stuff being exaggerated just felt kind of shallow and superficial. The stuff with the heart was good, both thematically and mechanically, but the length of the staircase made the margin of error a bit too small. Not that there's much punishment for dying anyway, of course. I also thought maybe there'd be some alternative way to feed outside (some kind of labour exploitation allegory?) or at home, but I couldn't find anything to do at those spaces.
Oct 3 02:36:04 8h 06m the mouse who could pick stuff up ♥ 2 The visuals of this are very cute, and just walking around and picking stuff up is surprisingly fun. The world, as sparse as it is, feels very cohesive, and the only visual improvement I could suggest at this stage would be some simple tiling grass texture, just so it's easier to tell how you're moving when you're away from landmarks. I did notice a few minor issues. None of them were gamebreaking, but they might be good to catch now if you're going to develop this later: Pressing 'i' seems to make the inventory invisible, but not actually disabled, so clicking above the player character still lets you pick up items even when the inventory isn't showing. When you click an item to lift it, you can only put it in your inventory. Dropping it puts it back at its original position. However, after removing an item from your inventory, you can place it anywhere on the screen.
Oct 3 05:51:36 3h 15m Just another random TD ♥ 1 Not a bad tower defense game at all, and thinking about space actually does make it more tactically-interesting than the average game of the genre. The one huge balancing issue is that the big purple enemies are either excessively tanky or just outright unkillable. Even with the full focus of 6 $1000 towers, I never saw a single one die. Because they're so slow, and your towers seem to always focus on the biggest enemy, this allows for every other enemy to go by, and the game becomes unwinnable by wave 7.
Oct 3 05:53:35 1m 59s Limited Battlefield ♥ 0 I'm afraid your itch.io page is currently not working.
Oct 3 06:03:13 9m 38s underlevel ♥ 1 This game was uploaded on itch months ago, and was clearly made for a different game jam. I seriously doubt that you're this game's creator, but if you are, this game was not made at all in the 48-hour period, and should be disqualified.
Oct 3 18:24:19 12h 21m Fit the Hole ♥ 0 Actually pretty fun, but I'm still not 100% sure how to play. I know the goal, but I don't know how the points work (why they seemed to sometimes reset to zero at random), or what the bp are supposed to be, even after going through a dozen or so "levels". I'd still enjoy playing it more if you maybe added a couple more objects to it. (I think the fish was the most fun one)
Oct 5 04:30:13 34h 05m wordward-draw ♥ 0 I find it extremely hard to believe this is the user's game to begin with.
Oct 5 04:37:30 7m 17s asgards-fall ♥ 0 There are like a dozen games in this jam submitted by keysmash accounts which are obviously just someone else's game from months or years ago. I think the people running this need to prune a lot of these.
Oct 5 04:37:55 25s tailandtrails ♥ 0 There are like a dozen games in this jam submitted by keysmash accounts which are obviously just someone else's game from months or years ago. I think the people running this need to prune a lot of these.
Oct 5 04:38:23 28s rhythm-hell ♥ 0 There are like a dozen games in this jam submitted by keysmash accounts which are obviously just someone else's game from months or years ago. I think the people running this need to prune a lot of these.
Oct 5 04:59:22 20m 59s Fantasy Haven ♥ 1 Pretty fun, and well-designed. I can see how someone could improve their score over a few games. Maybe this was just on my end, though, but the clicking and dragging was a little jittery, and it often took a few tries to get a character from one spot to another.