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Feedback comments for LD55
Doc ill's games and stats for all events →
| Timestamp | Since previous | Game | Doc ill's comment | |
|---|---|---|---|---|
| Apr 16 01:10:55 | Magic Falls | ♥ 1 | Great job! All 3 abilities felt important for surviving, especially the blink. Only suggestion I would make is to lower the volume of the sound effects to make them less overwhelming. Other than that, I enjoyed this quite a lot! | |
| Apr 16 01:49:01 | 38m 06s | Unpaid Intern | ♥ 4 | I'm about to go goblin mode |
| Apr 17 05:56:42 | 28h 07m | Night 333 | ♥ 1 | The car movement feels great, but I'm even more impressed by how well the AI's are able to navigate the track! I'd love to see a win state for the player, but since the game isn't really about that, the only feedback I can think of is making it easier to vanquish enemies. Even when I was touching them, it took a very long time to drain their health. Maybe increasing the charm's radius would be enough. That said, this is probably the best looking submission I've seen so far. Well done! |
| Apr 19 19:23:05 | 61h 26m | Helloons | ♥ 1 | Great work! I'm not sure if the game was grading me on accuracy, but I hope it wasn't because butchering the balloon forms was more fun anyway xD |
| Apr 19 20:43:42 | 1h 20m | Crystal Defence | ♥ 2 | Ok ya got me, I love these types of games. This game is easily the most fun that I've played so far, and definitely the one I spent the most time playing! The only real notes I can think of are adding some music and a visual for the current wave number + how many waves you survived after you lose. Other than that, I'd love to see more variation (enemies, towers, weapon upgrades, etc). Great work! |
| Apr 20 02:25:31 | 5h 41m | The Rise of Copil | ♥ 2 | This was awesome! I impressed that you folks were able to get a tutorial and full voice acting for characters! The main feedback I can think of is that there were a lot of moments where I died before I even knew what was happening. This happened a lot in the later levels where I would spawn in and immediately get charged by giant beetles. It felt impossible to react to those rooms the first time encountering them, and having to restart the entire run is pretty punishing. I would suggest redesigning those rooms or giving the player multiple lives so it's less punishing. Good job! This was the most polished game I've played so far! |
| Apr 20 02:43:16 | 17m 45s | Fantasy Lawyer: Thou Hast Been Served! | ♥ 0 | Very cool! I love the idea of having to hunt down a target with the only info being their appearance. The main issue I noticed was the AI pathfinding when they try to run away from me. Most of the time, they ended up running straight into me. I would suggest having them only choose a move location if that location is closer to the AI than it is to the player. That way the AI is always running away from the player. Well done! This was a very unique take on the theme! |
| Apr 20 21:34:13 | 18h 50m | Technorogue | ♥ 2 | Wow, what a good looking game! The first one I'm giving 5 stars for visuals! I also like that there's a lot to sink your teeth into, gameplay-wise. The main issue that I have is how the enemy attacks work. It's incredibly difficult to dodge the attacks when there's almost no telegraph for them. I'd suggest slowing down the anticipation on their attack animations and making sure that the hit detection only gets enabled once the attack actually comes out. Locking enemies into place during the attack will also help make their attacks feel less janky. That said, I'm super impressed by the amount you all got done during the jam. So many 3d models, animations, audio, and game mechanics. Well done! |