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Feedback comments for LD54
Yoss III's games and stats for all events →
| Timestamp | Since previous | Game | Yoss III's comment | |
|---|---|---|---|---|
| Oct 8 20:30:11 | One Step Further | ♥ 1 | interesting idea and graphics! *SPOILER* might have been cool if there was more interactivity to trick the player into thinking they can win | |
| Oct 8 20:50:21 | 20m 10s | River City Transit | ♥ 1 | nice idea and fun version of the theme! for me, even the download version was running choppy when the bus got full. But otherwise very cool! |
| Oct 8 20:58:19 | 7m 58s | The game because we couldn't manage to find a title | ♥ 1 | cool kind-of Atari style aesthetic! I like the idea of there being no health but they mess you up with their attacks |
| Oct 8 21:05:08 | 6m 49s | CARGOMBULATOR | ♥ 1 | cool concept and looks nice! would be great if the tutorial didn't cover the whole screen and if the timer only started after pressing start |
| Oct 8 21:15:12 | 10m 04s | High Leaf Celestial | ♥ 2 | really impressive scale for a jam game and solid mechanics! I'd maybe speed up enemy turns, particularly since so much of it happens offscreen |
| Oct 8 21:32:57 | 17m 45s | MUSEUM RUSH | ♥ 3 | looks cool and neat interpretation of the theme! seems like a missed opportunity that the scream button doesn't actually make a sound, though |
| Oct 8 21:40:41 | 7m 44s | KosmoPod | ♥ 1 | nice puzzles and interpretation of the theme! |
| Oct 8 21:48:27 | 7m 46s | The Vaculizer | ♥ 2 | Cool concept! Might be cool if the area to grab things was a little wider |
| Oct 8 22:05:23 | 16m 56s | Rodent Rolling Rampage | ♥ 0 | cool game with great aesthetic! didn't entirely understand what the physics were doing |
| Oct 8 22:18:08 | 12m 45s | Kofferpacker | ♥ 1 | cool game and nice style! the floatiness of the controls was a little difficult |
| Oct 15 05:04:41 | 150h 46m | Mecha Walker | ♥ 1 | cool concept and very well put together for a jam game! for me, it felt like the random encounters were weighted a little bit too much toward negative outcomes, although it's possible I just had the wrong stats. |
| Oct 15 05:13:31 | 8m 50s | IBrexout | ♥ 1 | great game with a great aesthetic and exactly the right size for a jam! As @lereveur already mentioned, keeping the score on the final screen might be a good idea |
| Oct 15 06:15:10 | 1h 01m | Dino Dash - Race from extinction! Well... Maybe just your friends... | ♥ 1 | interesting little demo. If the issue is just the size, you could try messing around with a Camera Node (although zooming too far might cause issues on a low-resolution image). Not an expert at Godot by any means, but the general recommended organization is usually to try to keep scenes as self-contained as possible--if you haven't already, look up the concept of "call down, signal up." So, for example, maybe you have one big Scene where the board, the pieces, the dice, etc. are all children of a root parent node with a script attached to it. When a red piece finishes moving, it sends a Signal up to root node of the Scene, which lets that root node know to call down to the green piece and says it can move now. It gets more complicated than that, and you definitely don't have to follow the general recommendations exactly, but that's probably where I'd start. |
| Oct 16 05:15:10 | 23h 00m | Chargez | ♥ 2 | are you supposed to die when you go outside the ring or just lose a heart? In the web version, my game always froze then. Overall, though, a very cool and well made game! |
| Oct 17 03:51:09 | 22h 35m | Space Knight | ♥ 2 | cool concept with interesting movement! |
| Oct 17 03:57:20 | 6m 11s | Farmageddon | ♥ 0 | nice graphics! the carrot projectiles move a little too fast, and limiting the number of projectiles seems unnecessary |
| Oct 17 04:06:30 | 9m 10s | Deckit | ♥ 1 | probably one of the best ones I've played so far and very well balanced for a jam game. I though at first that points were being calculated whenever the arm swept all the cars off, but it looks like it's actually more like king of the hill where the points are constantly calculated. As others have said, might be cool if that was clearer, but everything else was very intuitive |
| Oct 17 04:13:32 | 7m 02s | Too Much Car | ♥ 1 | while the controls are a little unusual, I think they work great! As you already mention on the itch page, a scoring system or even just a timer on each level feels like the logical next step |
| Oct 17 04:20:18 | 6m 46s | Droplet Dungeon | ♥ 0 | some interesting ideas! It might be a good idea if the sound for defeating little fires was different from the sound when little fires collide with the player. |
| Oct 17 04:23:42 | 3m 24s | Ghosts | ♥ 1 | misread the instructions and was avoiding ghosts at first, but it made a lot more sense once I got the hang of it. nice use of sound for atmosphere! |
| Oct 17 04:30:36 | 6m 54s | Shoot'n Trade | ♥ 2 | cool combination of game ideas! It gets kind of dull if your only cannon is destroyed, though -- might be cool if there was some sort of weaker default attack that you always have |
| Oct 17 04:42:16 | 11m 40s | Spellfire | ♥ 0 | very cool spin on the "suitcase filling" concept! might be nice if the defensive spells showed up even when not possible (it took me a while to figure out that Shield cost 3 SP) EDIT: Oh, also I really enjoyed seeing what happened when you choose not to cast anything in a turn |
| Oct 17 04:49:27 | 7m 11s | This Bed Ain't Big Enough For the Both of Us | ♥ 1 | really great implementation of the theme! Even though the dream bubbles are all horizontal, I wonder if arrows/WASD might make a more natural PC control scheme (although it seems like this is better geared for mobile anyway). |
| Oct 17 04:58:55 | 9m 28s | Grandma's Garden | ♥ 1 | really interesting mash-up of tower defense/Pipe Dream. as others have mentioned, the start is a little slow, but it does build to an interesting variety. |