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Feedback comments for LD55
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| Timestamp | Since previous | Game | Constance's comment | |
|---|---|---|---|---|
| Apr 17 14:04:20 | The Summoner Stone -- LD 55 | ♥ 1 | Simple idea and simple mechanics, but it's fun and enjoyable though don't get me wrong. But the difficulty is a little bit hard though, the orcs spawn way too fast and easily overwhelm the player, not too mention they shoot simultaneously, which makes it kinda hard to dodge all the fireball and once they hit you just die like immediately. Another suggestion I'd like to give is to make the hold to shoot feature for the player, because my finger was a little tired because of spamming the mouse in a long period of time. Anyway, congrats on the submission, sir! | |
| Apr 18 06:51:21 | 16h 47m | Ghostslayer | ♥ 3 | What a cute game with great graphics and diverse variety of sounds! It does give me a retro kinda vibe of some shooter games from the early 2000s. I had a really enjoyable and fun experience playing it! But there're some issues I'd like to point out. First, it took me a while to get used to the controls and upgrade mechanics. They're a bit confusing because I didn't know how to select an upgrade at first, until I figured out that I needed to press the buttons in a correct order, and then had to click on the upgrade to finally select it, but it took me a couple retry attempts though. I think some sort of tutorial would've helped a lot on teaching the player how the mechanics work. And it would be nice if the game was paused whenever the book is opened, I couldn't have count how many times I died just because I was busy on figuring out what buttons to press and the enemies just did and onslaught with their hell out bullets and projectiles. Second, the pause feature was off, I couldn't un-pause the game after I paused it, no matter what buttons I tried to press, so to get around that I had to manually reload the page and start over. I'd suggest making the feature toggleable, by pressing the ESC key to switch between Pause and Un-pause states. Third, the game window was cut off a little bit at the bottom so I couldn't see the health bar and upgrade. To get around this I had to go to full-screen mode by pressing F11 on the browser. But overall, solid entry you guys got here and I appreciate the effort put into this, well done y'all! |
| Apr 20 17:30:08 | 58h 38m | -Phonebook of Dragon-ヤクザ電話帳 | ♥ 1 | The art says it all here, I'm absolutely in awe that you guys made such complicated and high quality arts in such a short amount of time. The music is also very fitting for the retro aesthetic of Japanese in the late 90s to early 2000s. Very well done! The only issue I found, as some people might have pointed out, is that the game window isn't fitting onto the page on some browsers. And when I went to full-screen mode, there's still a part of the WebGL's bottom bar shown within the screen, as if the aspect ratio doesn't really match the common 16:9 monitors. But other than that, this is indeed a banger of a jam submission, great job y'all! |
| Apr 22 18:02:37 | 48h 32m | Hell's Kitchen | ♥ 1 | Interesting idea you guys got there, I really like the outline art style, it's simple but doesn't look too bland, and the main character has sprites in all 4 directions is very nice too. And the sound he made while dancing is absolutely hilarious, love that! But there're some issues and bugs I encountered though and I have too point them out here. The first being the controls at the main menu were wrong, the Q and E buttons was swapped with the A and D, which really bothers me cause I keep pressing the wrong ones during invocations. Second, I think the difficulty of the game is a little bit too hard, the customers gave no hints of which type of demons they might want for their situations, and the time required to deliver is too short, by the time I finished memorizing the dance sequence the customer was already gone. I think you should make something like a thinking bubble shows which demon the customer wants, and lengthen the wait time a little bit, it'd give the player a moment to "breathe" and make the gameplay more enjoyable. Third, sometimes I pressed Q to begin the invocation process before accepting the customer's request and then the player just stuck at the sigil for a brief moment. And after the game over screen showed up, I hit "Retry" and interacted with the book, suddenly the game backed to the main menu as soon as I quitted reading, which was kinda annoying because I needed to manually start a new game for the problem to go away. But beside all those issues the game itself is actually pretty fun to play, it just need a little polishing and bugfixes. After all, consider the short time frame of a game jam, you guys did a great job on this one, congrats! |
| Apr 23 10:14:50 | 16h 12m | Sophia's Spirit Journey | ♥ 1 | Loved the idea of switching between characters and taking advantages of their abilities on certain part of the level. And the 3D graphics was really well made, I'm impressed that you were being able to model all these characters and objects in such a such time frame. The level design and overall gameplay was pretty good, but just like you mentioned, the collapsing platforms was a bit off since the character can still stand on them after they fell off. And I think the enemies were moving a little too fast which makes some areas difficult to get pass. And some transition gates were too close to a dead source like lava or spikes, I think lengthen the safe area around those gates a bit would be a thing to consider, because I died quite a number of times just because I didn't have time to react after a "sudden danger" after a zone transition. But there're some other things I want to point out. First being the lack of some kinds of tutorial to guide the player through the controls and core mechanics of the game, as I find myself struggled on some parts of the level because I couldn't figure out the controls needed, like falling through those blue platforms at the beginning of the game. As for the second, I think the dead animation was taking a bit too much time, like 3-4 seconds or so. At first, it was no big deal, but it might become annoying on some hard parts of the level because the player might die a lot, which costs their patience and reduces replay-ability. Anyway, this is a very neat submission nonetheless, I genuinely appreciate the effort you put into this, great job! |
| Apr 24 13:55:14 | 27h 40m | Deep | ♥ 1 | Man, this game is just so addicting in its own way! I really loved the simple graphics and geometry, and the animations combined with the sound effects that the main character made are absolutely adorable, he's just so tiny and squishable lol. Many things was done right in this game, from the engaging experience from exploring and gathering resources, to the suitable choice of music and sound effects. All that combined created a very pleasing and enjoyable gameplay for players, and super replay-able too! The only thing I'd like to suggest is a better inventory management system, instead of throwing all the stuff on the ground it'd nice to have some kind of storage or item container at the base. That'd also prevent circle-shape items from rolling down the slopes and into the water. And improve the interaction mechanics to pick up multiple items at once, instead of having to spam E at the pile of clustered items until you get the one you want. But regard to the limited time for Compo entries, I understand that those aforementioned mechanics can take a lot of effort and time to be done right. But I'd like to see how they'll turn out in a post-jam version of this little gem, if you decided to take it further of course. Anyway, this is one hell of a Compo submission I have to say, I had such a fun and relaxing experience playing it! Excellent job! |
| Apr 25 08:56:28 | 19h 01m | Tao | ♥ 2 | One of the few PICO-8 entries out there, but definitely one of the best! This game reminded me of _sinclairstrange's_ __Tiny Temple__ from the previous Ludum Dare, both simple and engaging entries. I loved the your art style and the choices of sound effects, they do give me the vibe of video games from the late 90s, very retro-esque and nostalgic. But the thing that really stands out here is the level design, you really thought of the use of different summoning powers at different parts of the level. Like when the player hadn't acquired a specific power they could only take a certain way to a specific exit, but when the power was acquired, the player could use that said power to open up other ways that leaded to other exits, which were previously unreachable. That alone really nailed the gameplay and replay-ability for me, because it encouraged the player to return to previous areas and explore new ways. Some levels actually required me to spend some time thinking of the solution in order to get pass, but when I did it was very rewarding and satisfying! I think the only thing I'd like to point out is the player kept playing the walking animation while both movement buttons were being pressed, but that's just a minor issue and didn't affect the overall gameplay. Overall, this is a very great entry, a lot of things were done perfectly, I do wish you good scores when the day comes, because you and your effort deserve to be recognized. Well done! |
| Apr 25 16:11:47 | 7h 15m | Luna's Ritual | ♥ 1 | This is such a lovely platformer! I really adored the pixel art style and color palette you chose there, looked very forest-ish with a little bit of mystic and magical touches. And the calm music was icing on the cake, together they added up to the overall mood and atmosphere, encouraged the player to keep playing and be immersed in the beauty of the environment. The gameplay was enjoyable and the controls was forgiving, though a little bit of coyote time before jumping off platforms would be nice, because it gives the player a bit "extra" steps and reaction time while they're being chased by enemies. But I think the balancing was a little bit off at the beginning, as enemies spawned way too fast that they easily overwhelmed the player in number. And the fact that enemies' projectiles flew through terrain made it difficult to avoid when the player hadn't got many upgrades yet. However, the final boss was really well thought out, he had many attack patterns and movement behaviors, which made the fight more intense and really set off the feeling of a mighty final boss. The only thing I'd like to suggest is some anticipation frames for his laser attack, something like he was charging up for a second before firing, it would give the player some time to react and dodge, as it was his strongest attack anyway. To be honest, I was hit by that twice and it nearly wiped out my health bar, but luckily he managed to beat him eventually, and having about 1/10 of health left lol. But regardless, this is a very solid and well executed entry, I'd like to see a post-jam version of this at some time if you guys decided to take it further, because I think it has a lot of potentials and possibilities for a full-scaled game. Astonishing job, y'all! |
| Apr 30 13:16:36 | 117h 04m | Fiend-Zone | ♥ 1 | Nice little entry you got there! The graphics is simple but doesn't look out of place and the animations really made everything look more lively, the sound effects are good too, but I think some creepy or moody music would have boosted the overall atmosphere and experience a bit more. I played both versions of the game, it was nice to see that some of the crucial issues had been fixed, definitely enhanced the gameplay a lot. But there're some minor issues I'd like to point out in the post-jam version, such as some black lines or gaps can be seen sometimes between the tiles, especially when the player was being attacked, of course they affected nothing to the gameplay, but very noticeable regardless. And the player was drawn behind the walls, which looked kinda weird standing close to the upper walls as your head was clipped behind them. Anyway, this is a very interesting entry to play, I liked that some of your summons can be hostile to yourself too. Amazing job, man! |