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Feedback comments for LD55
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| Timestamp | Since previous | Game | jkyd's comment | |
|---|---|---|---|---|
| Apr 18 02:31:42 | Leprechaun's Gold | ♥ 3 | Very cool idea! I kept wanting to use a "cancel spell" button as I kept messing up the order of the spell components :'D love the background 'shrooms | |
| Apr 18 03:38:49 | 1h 07m | Summon Get It! | ♥ 1 | The different background visuals for each stage are fantastic -- I feel like that sorta visual variety tends to end up getting cut out due to time constraints during these jams, so it's nice to see :) I found the enemy spawning rates on the second stage a little slow at the beginning compared to the first stage, and like the commenter above pointed out, the hitboxes weren't super clear so I found myself hitting the air instead of the enemies quite a bit. Great job on the submission! |
| Apr 18 04:30:44 | 51m 55s | The Summoners | ♥ 1 | This is really impressive for a solo jam! I actually really love the style. I think the art really works, it's got almost pico-8 vibes, and it's super consistent which can be an endeavor. Having any indicator for when you're taking damage/attacking/who's attacking (like even a sprite nudge, tween or a colour flash) would go a long way, combined with maybe stretching the individual attacks of the auto-battling portion out a bit longer to increase the suspense? I'd love to see more opportunities to deck-build (shops/card synergies) and more choices with going left/right on the map, but that's definitely outside of a jam-scope 😂 The final boss I think was the only combat that lasted more than a round for me, so I'd definitely up the difficulty scaling, but overall, this was pretty fun :) Too many hours in Slay the Spire, I'm a sucker for these types of games -- Great job! |
| Apr 18 05:10:51 | 40m 07s | Capture the King | ♥ 2 | That key art is beautiful 🥲 |
| Apr 21 00:14:35 | 67h 03m | Containment55.bin | ♥ 1 | Very cool! My game dev partner and I were working on something similar for a previous jam, but ran out of time to submit -- so congrats on the submission especially as a solo dev :D As others have mentioned, it'd be great to have more expected terminal behaviour work in game -- for me, specifically tab to auto-complete and honestly just the root directory listed so it's clearer to see where you are and where your last command occurred. I'm not an audio person, but I believe there's a way to splice an audio clip, swap 'em, then cross-fade so the transition is at least less jarring if not pretty difficult to notice that it isn't just a continuous audio clip. But I really like the sounds you chose, they fit really well into the mood of the whole experience. The image in the location files also looked super cool in the terminal aesthetic, would love to see more images in the different files. Also had the same issue as the other commenters: I couldn't figure out anything past pushing the three files, but I would love to play any future updates. Great job! |
| Apr 21 19:51:53 | 19h 37m | Mushroomaissance | ♥ 2 | I really enjoyed this! It has similar vibes to Flower/Journey, but with 'shrooms :) The tutorial level is done really well, and the sounds effects/audio are a great fit for the gameplay. There were a couple instances where I felt I should have been able to pick up the yellow spheres, but didn't. Maybe I missed an alternative path to collect them, however I couldn't figure it out. Love the graphics as well, great job overall! |
| Apr 22 00:31:14 | 4h 39m | The Birth*Day of Cthulhu | ♥ 4 | The graphics are fantastic, you definitely inspired me to try that art style in a future game! I can a puzzle version of this concept where there's maybe some more actions available for separating a person from a larger group to avoid having to yell (which could have immediate negative consequences, like alerting authorities and increasing the player's notoriety for instance). Regardless, I'm glad I could do something special for the cutest Cthulhu I've ever seen on his birthday :3 |
| Apr 22 06:30:37 | 5h 59m | The Kings Summoning Man | ♥ 1 | It's super nice to see cut-scenes in a LD submission, the dialogue adds a lot to the immersion. I'm not exactly sure how the cards affect the gameplay -- I was almost expecting a Pokemon encounter but with deck-building cards at some point. I did run into a bug where the person I was supposed to summon got stuck in a crowd of people and wouldn't/couldn't follow me back to the gate. I can see a future version of this game as perhaps a puzzle variety? Where the trip to the person summoned, as well as the return with them, has more obstacles to consider (like guards, angry villagers, or an unexpected fruit-stand-spill). I used to play a lot of Zelda growing up, and the levels where you as Link had to escort Zelda through a dungeon (where she would stop moving upon seeing any rats), are a great example of an interesting way of puzzling through an escort duty of sorts. Great job on the submission! |
| Apr 23 01:19:54 | 18h 49m | No Tea Time for Slimes | ♥ 0 | Those intro stills are adorable :3 Love the animations and sound effects of the slime, as well as the background music choice -- it feels wizardly somehow. The puzzle design is fantastic, I especially like how the stones can be used to both weigh your jump down (which can help just as much as harm) and fill in spiky holes. I am notoriously bad at precision platformers, that being said, the difficulty was good but there were times I wished for checkpoints. It was very satisfying to finally figure out all the tricks to completing a level and executing them perfectly from start to finish. I did get stabbed through a rock I was standing on though, which honestly made me quite upset at the time as that was the furthest I'd gotten in the level after like 10 mins and the falling spiky rock things set the precedent that you couldn't get stabbed through them. But then again, this is not my forte and I still played through till the end :) Great job, what a polished submission, both in game design/balance and overall experience! |
| Apr 23 02:03:40 | 43m 46s | ⸸ INVERSIO NEGOTIUM ⸸ | ♥ 3 | Very cool! I really like the art style, music choice, and the techno-juice of it all! Especially in the early levels, I found it rather easy to dodge the bullets, perhaps because the player movement speed is so quick in relation to mouse movement (though I had a lot of dodging practice recently with testing our LD game). In later levels, having the lasers completely block off parts of the map really helps mitigate that, adding more complexity in actively blocking the sigils you can cast at that moment. While the sigils themselves aren't necessarily complex, I did find it a little overwhelming to get them all at once and not really have any time to look them over because the game is going on in the background (albeit slowed down). I did fall into a rut of using just one or two sigils back-to-back -- it would be interesting to potentially limit available candles at times to force players to use new sigils, or introduce them in a deck-building way such that you're constantly swapping out which few you're able to cast at any given moment. This being said, what a fantastic submission! Such a unique take on the theme mixed with a bullet hell game, wrapped in a very polished manner :) Great job! |
| Apr 23 05:56:52 | 3h 53m | Undead Survivor | ♥ 2 | The art style is really cool and I love how everything moves when you walk over it. However, I did find it a little difficult to tell who's an enemy or a summoned creature, especially with so many set pieces across the arena -- I'm torn though, because I genuinely really like how it all looks and would prefer a more interesting arena to the typical boring vampire-survivors-like background art. The music was also fantastic, loved the jazzy vibes. I really like the concept of having to craft a summons in this style of game, and would love to see more options/recipes as the player "levels up". Great job on the submission! |