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Feedback comments for LD55
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| Timestamp | Since previous | Game | tcstyle's comment | |
|---|---|---|---|---|
| Apr 17 05:47:36 | Honorius | ♥ 1 | took me a while but I beat it! I think there was a dip where I got really bad at memory games but i redoubled my efforts and made it through. 😅 I liked the art, could have been cool to see how the memory game itself work it's way into defeating the enemy (i guess while it is also summoning it?) - perhaps the extra moves you have at the end gives you the "final attack" as a final result of your memory prowess. nice work! | |
| Apr 17 05:58:56 | 11m 20s | Fruit Punch | ♥ 5 | Liked the concept of creating a recipe for juice guys - the timing of it got really fast for me after round 8. At first i didn't realize it was on a timer. I would have liked to see how different juices could combine differently without the constraint on the timing - but I think that would be a more complicated game as the player would have to experiment with different combinations and it'll be hard to determine whether what you make will be strong or not. Maybe certain juices could be strong or weak against specific enemies? Anyway nice work! |
| Apr 17 06:16:41 | 17m 45s | Demon Well | ♥ 1 | Very funny! The setups for each situation tied into the story well and I liked that the final scene tied some of those mechanics together. I also really liked the freeze frame right after something exploded. I did have a hard time with the collection part, but that was before i realized the monsters would give me a boost. For the platforming, there was an interesting issue of characters and flat and billboarding which made it a bit hard for timing, but there was some coyote time that helped a bit I think. I was getting a lot of West Of Loathing vibes, but with voice acting. Great job! |
| Apr 17 07:12:21 | 55m 40s | Hell's Empty | ♥ 1 | I liked the mechanic, but the platforming was quite difficult for me, and I couldn't get past the level with the angels shooting. I thought placing the blocks could block the bullets so I could focus on platforming, but it did not. Specifically with platforming, I think the acceleration was too fast which makes it hard to be precise, especially if since the block you have is not wide (evening if you can place multiple of them). Perhaps lowering the max speed could help with that. Another suggestion is to also allow the arrow keys (not just wasd) to control the player, my right hand might have been able to do the platforming better. On the level where I died, input also seemed to be delayed (perhaps html5 too many updates or something is not performant?), which also made it hard to do the platforming. keep up the good work! |
| Apr 17 07:48:33 | 36m 12s | Rex | ♥ 2 | a lot of the rules in the description took a while for me to get, but eventually I was able to get into a good loop of getting people and also getting good results from wars. I think it either needs to be more simple so it's easier to get into and play, or alternatively even more complex so it feels like there's a lot to manage and take care of which might give it more feedback when you are "doing well." Perhaps a middle ground of easier to start playing, and more and more complexities are introduced, but that might be harder to design. The art is nice, I like how when when they become vassals they wear common town folk switch to the fancy clothes, haha. nice job! |
| Apr 24 02:59:04 | 163h 10m | Summoning Ritual | ♥ 0 | liked the cutscenes, and while the platforming was pretty easy the controls were pretty polished! nice job! |
| Apr 24 03:06:34 | 7m 30s | Cultists Feast | ♥ 1 | Got a score I think 93733. Once there were enough cultists it was more fun, and I liked that they weren't always running in the same direction. Could think of couple things like different ways to attack or herding cultists that would add some more complexity. Nice job! |
| Apr 24 03:25:49 | 19m 15s | Thalatta's Grand Heist | ♥ 2 | impressed with the amount of VO you got in. Top down perspective feels unfortunate for the character, would of liked perhaps more of an angled view. I think the room tech was pretty nice with the rooms outside darkening, and a game where I actually used light as a mechanic. I don't prefer ai art, so it would have been nice if you found some other solution, though the style was mostly consistent-ish - its kind of always a toss up with ai art for consistency. |
| Apr 24 03:50:54 | 25m 05s | BIRD SOUP | ♥ 1 | I did it after a while!birdsoup.png I really liked the two parter, and being able to figure out what to do, as well as the glide you can do if you hold down jump instead. I would've like perhaps some more bg elements so I get a better sense of distance flew, or maybe not as long of a room for more zigzagging? really enjoyed the game though, nice job! |
| Apr 24 04:23:21 | 32m 27s | Summoning of Qasimar | ♥ 1 | I beat it! I would've liked a back button on the grimoire, and perhaps have the pages fill with different symbols and replace the previous page to perhaps have more references. I liked the summoning sequence, though after I was trying to figure out which circle was what and which symbol was what, I kind of wanted it to speed up. But it did build some anticipation as the end to see if I got it correct. I could see some more clues, perhaps on the circle themselves or knowing what circle went with what the demon said on the page. Overall I liked the game, nice job! |
| Apr 24 04:47:22 | 24m 01s | Etsa Djavul | ♥ 1 | pretty cool! I had a hard time getting the symbols to read and it was getting tiring with the mouse (the screen shake maybe made it harder to write straight?) so I switched to tablet pen, but I think that made me write too fast and it was hard getting it accurate. Sometimes it like stroke order mattered but may have been just how i was writing things. nice job! |
| Apr 24 05:12:04 | 24m 42s | wiz | ♥ 1 | Like the tradeoff with attack vs vulnerability, gives the player a lot of decision to figure out best strats. It ramps up in difficulty pretty quickly, I think for feedback I'll want some kind of FX right before the laser fires as a final final confirmation that maybe you can dodge or so, but that's mostly because I don't have a good sense of the timings. The y axis in the game does some interesting things given the 1d nature. My first thought would be to do something (like powerups or horizontal lasers) for the player in the y axis though that immediately breaks the constraint. |
| Apr 24 05:23:11 | 11m 07s | From Hell's Heart | ♥ 1 | I was able to beat it! I felt a bit bad when accidentally shooting my own guys, but I could also keep summoning them. I could see multiple guys being used for puzzle solving purposes but that is different from the action game play. I liked how there were silhouettes behind walls, but a lot of times people were behind the wall which made it a bit hard to track where people went. |
| Apr 28 04:56:56 | 95h 33m | Summoner | ♥ 1 | I beat it after dying once! I didn't know I had to stand is the center of the summoning circle (since I was already on the circle) the first play through and was thinking the timer was going really slow, but then realized it when one of the totems was low health. I like that you do have to move around a bit to avoid hitting your totems, but that does mean that the enemies coming from the top and bottom are harder to hit since you have much less time to react since they are much closer to the totems already. nice job! |
| Apr 28 05:01:03 | 4m 07s | Bring on the Blocks | ♥ 1 | I really liked the last (win) level! I also liked how the movement restrictions were part of the puzzle. nice job! |
| Apr 28 05:12:28 | 11m 25s | Soul Dungeon | ♥ 1 | I liked the art and the summons! I think there was also some elemental strengths and weaknesses going on which was cool. I didn't like the bouncing on the enemies, mostly it would happen when i didn't want to, usually launching me into an enemy and then dying, which would then mean i would have to start from the very beginning again. |
| Apr 28 05:41:24 | 28m 56s | The Weaver from the remote hamlet | ♥ 5 | Really enjoyed the game! Like the narrative with the puzzle solving, and the different combinations to draw the pattern as well as making a dream catcher. The spirits were also very nicely illustrated. nice job! |
| Apr 28 05:48:25 | 7m 01s | Arcane Anagrams | ♥ 1 | Like the word game, but the runes end up being hard to hard as letters when there's a lot of them and they are spinning around. The music made me pretty nervous until i eventually ran out of time. I kind of wanted see the words I made perhaps in the end or so? nice job! |
| Apr 28 06:03:35 | 15m 10s | Ars Vocandi | ♥ 0 | Took me a while to figure out even with the rules (though stretched text doesn't help with readability) - mostly because there's no highlight state on any buttons or cards, so it's unclear what to do. I was taking direct damage for a while before realizing i could click on the card, and also that I had to click on the little gems on the card to attack during battle phase. Not happy about the AI art - in terms of scope, you could make it an art style that could fit within the time limit, even if its stick figures, but that is just my opinion. |
| Apr 28 06:31:42 | 28m 07s | Welcome to the Summoner's Shop | ♥ 1 | I liked the game and its visuals! The only thing for me is it takes a very long time to get the right ingredients, whether is picking up things in the forest or waiting for the shopkeeper to have it. I like the mixing (with some the ingredients leaking out as you shake), and the different steps for the rituals, though I think on web a second is a bit slower. Nice job! |
| May 4 05:58:07 | 143h 26m | Hellevator | ♥ 1 | I liked the levels where it was just one elevator and it was fun to manage, since walking or flying was really slow, and it was easy to hit the edge and respawn which could be a big loss in time. I think the mechanic is good, but since the quota is exact it feels like you fail when even one worker is obliterated (though I guess that is a failure, at least a moral one perhaps?), but sometimes it feels like there just isn't enough time to go between each elevator. If the player went much faster than the elevator I feel like that might better justify having multiple ones and flitting about them could be more fun. |
| May 4 06:31:24 | 33m 17s | Consume the Countryside | ♥ 1 | had fun! it was nice to watch the bugs eat everything up. I like how there was some logic with how they would turn back to eggs depending where they were eating. The panel on the bottom make me think there could be move bugs. I think there could be cool things to figure out per bug (for example if bugs perform better individually versus in a group, or if they eat your other bugs, etc). nice job! |
| May 4 06:44:43 | 13m 19s | Evocation | ♥ 1 | nice art and voice acting! Liked how it was more interactive then what I've seen in renpy, made it more of an adventure game. I got the human ending. I did hear the breaking out of coffin sound repeat, but I wasn't sure if that was also the person struggling under the rock. Nice job! |