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Feedback comments for LD54
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| Timestamp | Since previous | Game | stevenjmiller's comment | |
|---|---|---|---|---|
| Oct 3 07:28:47 | ASAP | ♥ 2 | Really fun game, though it seems like level 7 doesn't work in the post-jam version (it just oscillates between the two production goals being met). I instead played the original version up to level 15 and quite enjoyed it. My main suggestion would be adding the ability to change the quality level of a part by pressing 1, 2, or 3 while it is selected (or when you are hovering over it), just to make the editing process a bit smoother. I would also love a button to skip a level, as in addition to needing to replay the early levels when switching versions, I also had to restart at one point when the keyboard controls stopped working after switching tabs. Let me know if the game gets updated, I'd love to play more! | |
| Oct 3 07:31:41 | 2m 54s | Clutterophobia | ♥ 1 | Fun game, I feel like I'm echoing what's already been said, but having damage only shrink the screen definitely encouraged me to play riskier and made the game really engaging. My best score was 1277. |
| Oct 3 07:40:42 | 9m 01s | Clearing space | ♥ 1 | Fun game, I played through to the end (and also played the alternate versions of the last level). Just a side note, I've definitely seen people use puzzlescript sounds before in compo entries, so I think it would be fine to include them. |
| Oct 3 07:46:04 | 5m 22s | Hexle | ♥ 1 | Great game, it was a lot of fun figuring out strategies to solve the puzzles faster (the main breakthrough for me was realizing that numbers comprised of two bits need to be in line with the corresponding numbers in their 4x4 grid). |
| Oct 3 07:48:01 | 1m 57s | Walled In! | ♥ 1 | Fun game, my best score was 4135. |
| Oct 3 07:54:54 | 6m 53s | Blob Island | ♥ 1 | Neat game! I loved the visuals and the slime size indicator is really cool. |
| Oct 3 07:57:49 | 2m 55s | Soffie's Tiny Garden | ♥ 2 | Great game, the last few puzzles where you had to place some flowers in advance were especially fun. I also really liked the sound effects (the gate sound in particular is quite satisfying). |
| Oct 3 19:21:39 | 11h 23m | Terminal Noise | ♥ 1 | This game is pretty incredible, I think the highest level I got to was 25 before getting myself stuck. If you make a post-jam version with the option to reset individual levels (or with an undo of some kind), let me know, I would love to play more. |
| Oct 3 22:16:58 | 2h 55m | Tiny Tour | ♥ 3 | Great game, I played through to the end. I loved the presentation and the puzzles were engaging. One minor issue I noticed is that you only need to get two of the three vehicles to the flag in level 7 (though thanks to the convenient forward and back buttons, I was able to quickly replay it the intended way). It also seems that if you quickly click stop and play after crashing, the simulation will end shortly after starting (presumably due to a countdown for automatically resetting after a crash). |
| Oct 4 10:07:32 | 11h 50m | Prickle | ♥ 3 | Great game, played it to the end. The puzzles were fun and the mechanics were well explored. I also loved the feedback for invalid moves, showing how far the moves got before failing helped a lot as the shapes became more complex. |
| Oct 4 10:16:42 | 9m 10s | Floodwater | ♥ 1 | Fun game! I played through it a few times, this was my best attempt: time.png |
| Oct 4 10:33:40 | 16m 58s | World Weaver | ♥ 2 | Lovely game, this is a really incredible mechanic and the atmosphere and art elevate it even further. I made it to the end with one thread remaining. I would be really interested in seeing this expanded with either a bigger emphasis on the puzzles or with the main mechanics woven into combat a bit more (maybe being able to isolate enemies or erase bullets). Great work! |
| Oct 4 11:31:27 | 57m 47s | Troubled Turtles | ♥ 4 | Fantastic game, I played through to the end. I think my favorite levels were 9 (though now that I'm seeing the gif, I think I got an unintended solution, I'll post it below), 14, and 16. I loved the game so much that I'd like to nitpick a few things. I think level 2 should have the shell be pushed in a different direction than its arrow to make the tutorialization a bit clearer. Inputs being dropped during animations meant I somewhat frequently found myself accidentally making wrong moves, which was especially punishing for this set of mechanics. The puzzles were also elaborate enough that I really wanted an undo button. Again, loved the game, incredible job! 9.gif |
| Oct 4 11:41:24 | 9m 57s | Idol Hands | ♥ 2 | Fun game, I loved the sense of humor and the little mechanical twist at the end. |
| Oct 4 11:54:13 | 12m 49s | Slideworld | ♥ 1 | Fun game, I played to the end. I especially enjoyed the last few levels, they were very creative and the I thought you did a great job of presenting the levels with mechanical twists in a way that telegraphs that you need to think outside the box. |
| Oct 4 12:08:26 | 14m 13s | Just Another Sokoban | ♥ 1 | Fun game, I especially liked the tiles that disappear after you get a crate on the target. |
| Oct 4 12:39:38 | 31m 12s | SokoSnake | ♥ 1 | Cool game, solving level 3 didn't do anything so I am assuming that is the end. The levels were fun, though I do think having an undo button would be a huge help due to the combo of long levels and plentiful fail states. I also would be interested in seeing an additional mechanic to make better use of the fact that you're a snake, or even puzzles allowing the player to count as a block and be part of the finished grid. Great work! |
| Oct 4 19:04:36 | 6h 24m | Squeeze & Wiggle | ♥ 2 | Fun game, I absolutely love the art and overall presentation. I got to the end in just under 12 minutes. I also got stuck on the tree like vafer did, though I managed to break out of it by moving further into the tree and building some momentum on the way back. |
| Oct 4 19:54:51 | 50m 15s | Blocked | ♥ 2 | Great game, I finished all of the levels. I missed the description but found the mechanics pretty easy to understand even without them thanks to the great introductory levels. I had extra pieces in level 5 and B2 (A2 as well, but that one felt like it was very intentionally giving more pieces to work with); I wasn't sure if these were unintended solutions or just there to give some wiggle room. Regarding difficulty, I thought 6 was easier than 4 or 5 due to only having rotations and the intended path feeling a bit more telegraphed. A2 was probably the trickiest since it involved using parity to pick which piece goes to which target so they can all be active at the same time, which I think would be hard to notice if you aren't already familiar with the concept. Actually, after writing that, I realized that I was probably supposed to just count path length and went back and solved it that way, so the parity stuff was probably unintentional. I didn't think to screenshot 5, but I did post my original A2 and B2 solutions below: a2.png b2.png |
| Oct 4 20:27:43 | 32m 52s | Quetzals & Ladders | ♥ 3 | Fun and interesting concept, I played to the end. I really liked the movement animations, getting a snake to look good moving on a grid is pretty difficult and it looks great here. I had a hard time telling if I was solving the puzzles the intended way. Because the amount of steps it takes the Aztec to move back and forth and the amount of steps it takes the Quetzalcoatl to loop back to its tail are usually different, I found myself circling back around to my tail to get the Aztec to be on the right timing somewhat often (especially in the last level). I also got the Aztec and Quetzalcoatl to overlap in the last level on what I'm fairly certain is the newest version, though it seems to require pressing up multiple times in rapid succession: overlap.png |
| Oct 4 21:27:48 | 1h 00m | Tiny Island | ♥ 1 | Fun game, it feels extremely polished! I think my only point of feedback is that I'd prefer if the chance to get a house card was slightly higher or if there was another card that gave workers, as I found those to be the limiting resource and once I hit 99 gold and food I would just end turn until drawing another house. |
| Oct 4 21:48:53 | 21m 05s | Kaiju Road Rage | ♥ 1 | Fun game, really great presentation! My best score was 9301, though I couldn't seem to hit anything with the tail or forward laser attacks, so I might have been misunderstanding something. |
| Oct 5 00:34:55 | 2h 46m | Extinction Extraction | ♥ 1 | Fun game, I saved all of the dinos. I loved the presentation and I actually thought the game felt quite polished. |
| Oct 5 01:43:24 | 1h 08m | Safe Space Passage | ♥ 1 | Really fun and engaging, I beat all of the levels (but skipped some of the hearts). Controller support and modifiable key bindings were an extremely cool addition that I did not expect to see, and the game just felt very polished in general. I noticed a bug where a platform can get trapped in the frame with the player (it seems to only happen when the entirety of the object can be fit in the space) and one time I got moved out of the frame by a moving platform, but these were rare enough to not hinder my experience in any meaningful way. Incredible job! |
| Oct 5 02:08:46 | 25m 22s | Plungebot's Playroom | ♥ 2 | Fun game, I beat all of the levels. The puzzles were engaging and I quite liked the choice of mechanics. Just a couple points of feedback, I do wish that the perspective change was a toggle rather than a hold, as I found it made the puzzles much easier to see and ended up playing the vast majority of the game holding down space. I also think I found an unintended solution in level 16, if you start by going to the left you can ignore the trains entirely. Great work! |
| Oct 5 03:56:01 | 1h 47m | Stretchmancer | ♥ 1 | Simply incredible, super innovative and fun. Would love to see more with this mechanic. |
| Oct 5 04:43:59 | 47m 58s | Skybacon inc. | ♥ 1 | Great game, I enjoyed the puzzles and really liked the ending. I do think I would've preferred the play speed to be slightly faster (or there to be a button to fast forward), but it was also fine as is. |
| Oct 5 05:49:56 | 1h 05m | Six Floors Under | ♥ 3 | Fun game, I played to the end. I really liked this take on the theme, and I thought the presentation was very well done. I would've liked to see an undo button or quick restart key just to speed things up when you realize you've made a suboptimal move. |
| Oct 5 05:55:18 | 5m 22s | You Must Mop | ♥ 4 | Cute game, I played to the end. The story tied things together well and I quite liked how the music built over the course of the game. I did feel that the furniture hitboxes were slightly inconsistent (and it was odd that you could mop under the desk with the computer but not the dining table), though luckily having three lives per level made this only a minor concern. |
| Oct 5 06:18:59 | 23m 41s | Vacuum Voyager | ♥ 3 | Fun game, I played to the end. I think this style of setup-and-play puzzle game is pretty is hard to get right, and I think this game does a good job. The levels never get super complex and the execution speed makes it very easy to try something quickly, so there is never any frustration. I did notice a couple of bugs (the bot doesn't always start in level 6 and I'm pretty sure I had the filth not update properly when placing furniture a couple times), though nothing that detracted from the experience. |
| Oct 5 08:00:43 | 1h 41m | Force Field Sokoban | ♥ 1 | Cool game, I took 166 steps total. My main suggestions have already been said (invalid moves not counting towards the timer and having undo bound to a button). I liked the interpretation of the theme and the forcefields added an interesting sense of urgency, though I would've liked to see it play into the puzzles slightly more, as currently it seemed that every puzzle was solved simply by optimizing move count. Granted, I don't imagine this being particularly easy to pull off, but something like a puzzle where there are two crates near the top of the screen and both goals are in the middle could force the player into pushing both crates down before filling either goal to avoid one crate becoming inaccessible, even though it takes extra moves to do so. Tangents aside, I thought the current puzzles were very enjoyable, great entry! |
| Oct 5 17:09:05 | 9h 08m | Lab Job! (Play In-Browser) | ♥ 1 | Fun game, and a great presentation! I loved the mechanics and the way they were introduced. My only minor nitpicks are that I'd like to see an undo button (though I found the level geometry to not be too punishing as far as irreversible moves are concerned, so it wasn't a huge deal) and I wish the truck drove a little faster between levels (or there was a button to skip the animation). I also would've been interesting in seeing puzzles where the truck plays a bigger role, like a level where you have to push one of the acid containers partway into the truck to make room to push a pallet into position and then bring the acid back out to combine them. This was my score, though it was far from optimal: score.png |
| Oct 5 20:32:42 | 3h 23m | Loopopera | ♥ 1 | Great game, I loved the atmosphere and music. The moment when you have to turn around is really well done. |
| Oct 9 18:12:07 | 93h 39m | Animal Teleporting | ♥ 2 | Great game, I finished all 13 levels. I enjoyed all the little deductions you could make about which animals had to end on which teleporters. My favorite animal was the crab because of its unique ruleset and occasional irreversible moves, which made the steps getting to the teleporter a bit more engaging. I also quite liked the deer because of the peculiar shape. As a side note, I saw a comment mentioning Stephen's Sausage Roll and also highly recommend it. |
| Oct 12 20:48:40 | 74h 36m | Misplaced Tie | ♥ 0 | Nice game, I quite liked the aesthetic. |
| Oct 18 00:05:58 | 123h 17m | Depthe | ♥ 1 | Fun game, I loved the art. Here was my score: depthe.png My only minor nitpick is that I would've preferred the option to use arrow keys or WASD, but I got used to the controls quickly regardless. |
| Oct 18 20:31:54 | 20h 25m | Push Away | ♥ 2 | Cool game, I liked the mechanics. I think there might be a bug with the win condition, sometimes simply getting a block next to the goal and then pressing in the right direction works (even if the move shouldn't be valid) and other times it doesn't. For example, in level 10 you can't use the green blocks to reach the goal, but in level 11 you can use the red blocks even though a wall should be stopping them from touching the goal. |