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Feedback comments for LD55
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| Timestamp | Since previous | Game | kallico's comment | |
|---|---|---|---|---|
| Apr 16 14:22:59 | Eldritch Invoker | ♥ 2 | I can't edit the summoning circle after the fight :( Also maybe I chose a bad start layout but my minion is exactly par, and I'm loosing 10 souls every battle to spawn them. | |
| Apr 16 15:00:17 | 37m 18s | Dark Roast Cafè | ♥ 1 | Bought one of the coal tables on the eve of the 6th day forgetting to account for salaries... lost the game with 642 monies... IT WAS SO CLOSE ARG XD |
| Apr 16 15:28:08 | 27m 51s | SUMMOGON | ♥ 1 | The voice acting was great, however the voice player had a possibility of overlapping if you tried to move a card. It may have been too hard to solve otherwise but I Kind of wish the cards in the correct place were able to be moved to give you more autonomy in solving the puzzle |
| Apr 16 16:42:02 | 1h 13m | Celestial Summoner | ♥ 1 | Playing on keyboard with movement bound to WASD and select bound to ENTER was really arrgavating, because I'd have to leave the move keys or the mouse to click enter. If rebound to SPACE I think the UX would be much better. Over all fun tho! |
| Apr 16 17:28:56 | 46m 54s | Luna's Ritual | ♥ 1 | The final boss is merciless, I can only get him down to 3/4 health. Nice innovation on risk of rain esp for a game jam |
| Apr 16 17:38:39 | 9m 43s | Soul Food | ♥ 3 | I don't have the finger detexterity RIP. I wish it was more clear when you "Cook" a monster for an order. But the art and animations FA8I6ZpXoAIerTO.png |
| Apr 16 18:01:31 | 22m 52s | The Evil Eye | ♥ 1 | It was really difficult to avoid the AOE attacks while in third person with the limited FOV. Maybe just a skill issue on my side :P The models and room was great, nice low poly effect. |
| Apr 16 19:53:18 | 1h 51m | Euclid's Elementals | ♥ 5 | I'm drawing castles out of chalk and this game is a storm washing them away. I look out the window and its dark now. |
| Apr 16 20:16:20 | 23m 02s | Plaguebringers | ♥ 0 | Feels like more of an interactive demo. Unfortunately I'm not seeing what the fail state/win condition is. |
| Apr 16 20:24:57 | 8m 37s | Geometry Summoner | ♥ 2 | Running into a skills issue, I wish I could play the game long enough to give a solid rating. But combined having to run AT the enemies to fire and needing to select the right bullet type, I can't do it |
| Apr 16 22:24:22 | 1h 59m | Hell's Helper | ♥ 1 | After the first few levels I found it almost impossible to keep my cultists alive so it was alot of FAIL, FAIL, FAIL, success (bc its the one with the moat), FAIL, FAIL, ect. The lightning ability range and damage feel underpowered by the time you get to it |
| Apr 16 22:52:24 | 28m 02s | The Acolyte's Handbook | ♥ 2 | Impressive considering how little time you had, but there's not much game yet. I think the handbook UI works well for the prototype. If you're going to have players memorize summoning commands, it would be nice to see them built up from a logical structure of elements. More complicated for more advanced summons. Either runes or a constructed language maybe? |
| Apr 25 14:20:11 | 207h 27m | Trago Seu Amor De Volta Em 7 Dias | ♥ 2 | The assets/UI feel really nice to use! However, I found it frustrating that after the ritual ALL the elements snapped back to base positions, meaning that I couldn't organize the items based on included or not included, and their correct positions. As a result I was constantly needing to check the previous results and that was taking me out of the gameplay loop. Also it was trivial to memorize the Portuguese names of a few items, but if you plan on adding any more items in the future, it would be nice to have a sprite list on the drop down UI instead of names, so that the game is more accessible to non-Portuguese speakers. Finally it wasn't clear to me that the getting red/green/yellow progressed the heart meter and that that was actually the goal, but I figured that out on the second play through. ALSO ALSO. I loved the garlic and roses splash screen for the love ending, as a garlic lover myself 🌹 |
| Apr 25 15:03:17 | 43m 06s | Wisps of the Forest | ♥ 0 | Even turning brightness and contrast upto max I couldn't make out anything. The mushrooms could have worked, but unfortunately they are obscured by scene geometry 80% of the time, so despite my best efforts I was not able to get anywhere. The wisp rushes to you as opposed to lingering slightly ahead and having you follow it. If you publish a version where the darkness is not so oppressive I will give another try |
| Apr 25 15:43:56 | 40m 39s | Zoo Fantastica | ♥ 1 | Could really use a clear screen button. I love the illustrations and the perspective room texture + sprite shrinking is simple but effective! |
| Apr 25 16:11:16 | 27m 20s | Virtual Church of the Digital Goddess | ♥ 2 | No points theme from me, but IMO everything else is spectacular, the puzzles are pretty clever, nice take on geometric thinking. The first few levels feel a bit handholdy but imo necessary for a concept like this. Game play/UX is very polished, visuals look great, audio is nice for the puzzler flow state. Cool shader effects. Вобше игра каиф, интерсно што вы згатовети в будешее! 💙💛 |
| Apr 25 16:55:08 | 43m 52s | Phone Homies | ♥ 1 | I was able to get 3 of the aliens to come but I struggled figuring out what I could send to get the rest of them to talk to me alone so that it would be easier to decipher |
| Apr 25 17:03:53 | 8m 45s | Summoning Arena | ♥ 1 | It's not very clear who the enemies are and who the freindlies are, I think it could have been a bit clearer with only using goblins and demons against enemy humans for example. Sorry to hear about your fever! |
| Apr 25 17:45:36 | 41m 43s | Bring on the Blocks | ♥ 2 | This shows importance of having a COMPLETE game as opposed to a big unfinished game! |
| Apr 25 20:26:14 | 2h 40m | The Cultivator’s Conjuring Compendium | ♥ 2 | Overall very fun! Notes: The dialogue text feels too slow being printed out. I would have liked to see an auto end turn feature when you spend all your mana. Not a great match for the theme, but hey its different than all the draw a summon circle/guess our runic language games lol! |
| Apr 25 20:47:03 | 20m 49s | Tug Of Slime | ♥ 1 | Allowed myself to take heavy damage early on so I could dominate the battlefield after. (4!!! HEALTH LEFT)(Impossible mode) It was extremely touch and go, every inch of territory was won with a bucket of slime blood. I had especially many devastating loses where the enemy wizard nuked the army I just amassed leaving me defenseless... yet I persevered. Unfortunately after once it was basically impossible for me to lose, it just became a slog trying to knock down the enemy wizards' tower, because he kept spawning a few slimes to defend himself. Easy, Normal, Hard mode are very nicely balanced. Impossible is overwhelmingly difficult, but surmountable with strategy. I like that on easy mode you can win by just spawning the spells and spawn, but on hard modes you have to use timing, take strategic retreats, and use Heavy and Ranged classes tactically. Notes: The lightning strike does not actually strike enemies behind the first line of defense, aka the rangers I'd really like dead. Considering the investment to learn this spell, that's a disappointment for me. Also, ranger slimes not retreating behind the last next tank when the one in front dies also means you can't use them as effectively, since instead they just stand on the front lines and take the punishment. Slimes only targeting the base if no enemies have spawned also means that as long at least one enemy is spawned (Which is most of the time) you can't make any progress. Turning a 8-min game into a 40 min one :( Screenshot 2024-04-25 162730.png Screenshot 2024-04-25 164826.png |
| Apr 25 22:49:23 | 2h 02m | Summoner's Circle: A Murder Mystery | ♥ 1 | Had to write down notes to keep track of everything, but I solved it (second try) first time I didn't understand I was making an accusation and accused the green ghost IMMIDIATELY XD Fun little mystery lots of redherrings and misdirection!!! What a twister! I wish I knew the murder's motive |
| Apr 25 23:06:16 | 16m 53s | Draw to Summoning | ♥ 3 | Very frustrating recognition as others have mentioned, but I think also having to draw spells while you are actively running and dodging leads to a frustrating experience. The spells are underpowered for how many enemies are coming at you, so even when you do get a spell cast it doesn't do enough to keep you alive. I love the concept of drawing spells/storing a bank of them, however I don't think the "Survivors" format is serving that core concept very well. I would love to see a different version of this. |
| Apr 26 12:28:36 | 13h 22m | Burn with me | ♥ 1 | Why did I have to choose Satan's challenge score 😫 I played with fire and got *BURNED*!!! |
| Apr 26 15:27:50 | 2h 59m | Consume the Countryside | ♥ 2 | I wish it was bit more clear which plants each species of bug finds tasty |
| Apr 26 19:51:33 | 4h 23m | Chuck It Up The Mountain | ♥ 1 | I've never experienced loss like this in a video game. Jesus. WHAT THE ACTUAL. ARHHHH!!! 5/5 |
| Apr 26 21:38:42 | 1h 47m | DURO | ♥ 4 | image.png I found a bug lmao. When standing on a dirt block next to the wall, you can shunt yourself outside of the allowed map then just walk up to the level door from the other side XD |
| Apr 26 22:44:05 | 1h 05m | The Sorcerat | ♥ 1 | Would love to see some more puzzle levels with this concept! The walking speed feels a bit languid for my tastes. I think turning gears, operating a pulley system, elevators, scales, see saws, would be such a fun level design playground! I think you should be able to unlock a second flag to split up your group of rats for example. |
| Apr 28 07:40:39 | 32h 56m | STUPID LEGS | ♥ 1 | Thank god you added the googley eyes. Otherwise I might have had to wrestle with the fact that I'm gluing together flesh chunks! :) |
| Apr 28 08:55:56 | 1h 15m | Aphantasia | ♥ 2 | I really love how the mechanics and level design really captures how it feels to draw without a strong visual image in your mind. Lily is literally having to leap before knowing where her feet will land. Placing that stroke on the paper before you know if it's going to capture your idea. I'm so touched, I might cry |
| Apr 28 09:19:57 | 24m 01s | Stars Align | ♥ 1 | Whooo boy aren't you a sneaky little game dev... With your deceptively simple puzzles that have me thinking I almost got it.. IF ONLY I COULD *JUST* MOVE THAT LITTLE CUBE!!! |
| Apr 29 17:07:35 | 31h 47m | Unpacking Armageddon | ♥ 2 | I found a good meta to be to push boxes to the perimeter and if a pentagram spawns on the very edge just let it fail. Very tense gameplay! |
| Apr 29 17:12:01 | 4m 26s | The Weaver from the remote hamlet | ♥ 5 | I love the asthetic very much. I like being able to tell my own story so to speak. I wish however if there are multiple lines of dialogue it would do a short fade for each one. Also if a dialogue option will not provide any new text I would like it to disappear. THE WEAVING MECHANIC IS SO AWESOMEE!!! |
| Apr 30 21:05:00 | 27h 52m | FRIEND FRIEND | ♥ 1 | @sweetwizzle I agree with the space bar! on lvl 3 I just couldn't get it so I tried using the mouse to mark my last jump position but with the restart click I was loosing that... oh well rip XD |
| May 1 19:28:08 | 22h 23m | Aphrodite's Day Off | ♥ 2 | Very compelling stories, I wish it was easier to see both endings quicker! And the art omygosh |
| May 1 20:43:42 | 1h 15m | STACKED | ♥ 0 | I love the concept but I find the UI implementation completely unacceptable to play with past the first 10 waves or so. You control the fighter ants with the mouse but you also spawn ants with the mouse in the top right.. So you are constantly fighting between defending your queen and needing to summon more ants. IMO I would suggest one of these options, in order of impl difficulty 1) You have HOTkeys 1,2,3 for the summon ant and convert to worker and fighter ants, so you don't have to redirect the ants away from the battle just to summon more of them. 2) The fighter ants are autonomous just like the worker ants and will track down and kill enemies, themselves. Maybe you are able to set a priority for the enemy types/vs distance? 3) Ants are spawned automatically as soon as you have enough resources, or upto a maximum. Again. The concept is great, but is greatly hampered by the over reliance on mouse UI |
| May 3 13:11:16 | 40h 27m | Call to Summon | ♥ 1 | fROG. |
| May 3 16:56:21 | 3h 45m | 🐛Centibleed & The Necropods🩸 | ♥ 1 | It wasn't very clear to me which upgrades let to what changes in the isopods. But overall pretty satisfying and unique entry! |
| May 3 17:06:29 | 10m 08s | Deadly Roots | ♥ 0 | I think some good game design tweaks could be related to how you get new gems (Honestly what I was expecting to be the case): Start with a limited number of gems As you progress through the level your enemies can "capture" more gems for you to use. At the moment you can take as long as you like and enough gems will eventually spawn for you to win so you don't have to be strategic about which enemies you spawn. Then leaning into the levels being a sort of puzzle for what waves to send in which order to best utilize the gems available, and if you run out you lose. |
| May 3 18:06:35 | 1h 00m | I💰I💎I⚔️I | ♥ 1 | Not sure why my monsters aren't dying, and the gold they are taking per turn keeps raking up. Would like to see the concept but with a bit more qol |
| May 3 20:20:38 | 2h 14m | Djinn's Call | ♥ 0 | I couldn't get past the level with the 3 Djin in the rectangular moat but I enjoyed the puzzle mechanics! Very simple and consice scope for a jam |
| May 7 13:10:52 | 88h 50m | Devil's Advocate | ♥ 0 | What did you use for the dialogue? Self built or a dialogue plugin? |