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Feedback comments for LD55
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| Timestamp | Since previous | Game | atmospherium's comment | |
|---|---|---|---|---|
| Apr 17 23:31:19 | Split-Decision | ♥ 4 | I hate that people keep knocking me off the leaderboards. That's really rude. But other than that, thoroughly enjoyed this game. Interesting mechanics with a lot of flexibility for trial and error. Those graphics are SUPER slick. It feels like a very big change of pace from what I expect from you guys, but each of you executed perfectly. Only complaint is that I wish there was audio. But I'll forgive you this time. | |
| Apr 22 17:52:12 | 114h 20m | Throes of the Javelin | ♥ 3 | EXCELLENT work! Interesting mechanics - easy to understand but HARD to effectively use. I wasn't able to make it to the end (yet) but I found myself constantly feeling like I was getting better the longer I played, which is a hard thing to nail in a game in general, but near impossible for a jam game. Really impressive game design. Audio and visuals are excellent as well. Everything is very immersive without feeling distracting. One of the best games I've played this time around. |
| Apr 25 16:49:08 | 70h 56m | Summoner Tycoon | ♥ 0 | As others have mentioned, it's impressive you got a multiplayer game working over the course of the jam. I didn't have any friends available, so I just did a single-player playthrough and successfully built my house of slime. The art was simple but engaging (which is exactly what you need for a game of this type) and the mechanics made sense without too much trial and error. It seems like the multiplayer aspect of the game is set up for parallel gameplay and passive competition, more a race to completion than building up a slime army to invade your neighbors. Is that the vision you have for this project moving forward? I could see some possibilities for things like collecting wild slimes or some version of zone control that could work well with the foundation you've built here. It'll be interesting to see if you develop this further. |
| Apr 27 03:46:51 | 34h 57m | Braid 3 | ♥ 1 | I don't know what I just played, but I'm so glad I played it. I'm listening to the end screen song on repeat (bonus points for letting it play indefinitely). I showed up for the Braid sequel and stuck around for the THPS sequel. Thank you for breathing new life into both franchises. |
| May 3 13:57:16 | 154h 10m | ⌰⟒⏁⍜ (leto) | ♥ 2 | Man, this is a checklist of everything I enjoy about game design. Procedural audio. Simplistic graphics with particles and post-processing to spice it up. Simple gameplay that builds on challenges, but also is extremely forgiving. Esoteric, cryptic hints at... something... to intrigue the player. Polyrhythms. I loved when things shifted to 3, but when the 5 came in at the end it legit felt like a plot twist (that in hindsight seems obvious and inevitable). Great way to play with expectations. I've been doing LD for ~10 years, and this game is quite possibly my favorite out of all of the games I've played. It feels like the game I have tried and failed to make SO many times, but you guys have absolutely nailed it. |
| May 3 16:44:38 | 2h 47m | Etsa Djavul | ♥ 1 | This was a nice change of pace. It felt like a puzzle-ish kinda game without being about the solve so much as about the execution. That being said, I struggled with the execution, particularly on the compound runes. I found myself brute forcing lines to eke out another percentage or two. That being said, it's impressive how much latitude the shape/pattern recognition process gives for the variety of shapes and lines. And thanks a bunch for having autosave, I gave it a shot and gave up but wanted to try to get further and was able to pick back up where I left off. |
| May 3 16:54:49 | 10m 11s | Peso | ♥ 4 | I found Peso. I liked the approach of taking more abstract-feeling art and turning it into something clearer. This definitely had a great vibe and, even when I was struggling to find the right pieces, I found myself appreciating the nuances of the art along the way. I wish it was easier to determine which pieces were interactable, but that's a fairly minor complaint. Good job! |