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Feedback comments for LD55
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| Timestamp | Since previous | Game | koboldskeep's comment | |
|---|---|---|---|---|
| Apr 17 02:45:52 | Boots Of Summoning | ♥ 3 | Neat take on an endless wave of foes. That's neat! I wish I had more feedback on 1) enemy HP scaling over time, and 2) the locations of nearby power-ups. I generally have to walk backwards towards powerups and that's not the most fun, so some kind of directional hint would be helpful. Doesn't the use of stock SFX disqualify you from the Audio category? | |
| Apr 17 03:02:00 | 16m 08s | bergs | ♥ 2 | Absolutely phenomenal. Love what you did with height and leg length. Amazing work for a jam game. |
| Apr 20 16:30:30 | 85h 28m | First Summon | ♥ 2 | Cute puzzle game. Kinda difficult to figure out what some of the items are. Would be nice to have some kind of hint system. |
| Apr 20 16:40:55 | 10m 25s | MEOWTERSPACE | ♥ 3 | Love the art style. It's very confusing to start up, some kind of in-game tutorial would be helpful. I have no idea what the conditions are to summon another UFO. It's strange that I have to first summon a UFO, then drag and drop a crew member onto it. It feels like the best strategy is to just use a dozen cats as meat shields, only turning on lasers when there's a fish enemy. Nice music track. |
| Apr 20 17:06:36 | 25m 41s | Infernal Conquest | ♥ 0 | Nice job on the coding and setup. I don't see this kind of game very often. Oh man, there was NO indication I had to scroll the map! It's actually very frustrating to not be able to see the foe's spawned enemies while I'm clicking on the spawners and selecting units. It seems imbalanced that I can just make a killball in one lane once I have enough resources, some kind of limit and consideration for more expensive units would be nice. |
| Apr 21 20:20:07 | 27h 13m | Harvest Festival | ♥ 0 | Stuffed full of memes, I see... The "combat" mechanic is interesting. You did a few neat things with it and I'd like to see it developed into a full game. Some kind of tutorial would be helpful, even if it's a text label somewhere. Why does the Restart button require a mouse click? |
| Apr 23 01:54:43 | 29h 34m | TAKE ME HOME | ♥ 4 | I don't know why it's so fun to sort the animals. I just know it is. Pretty great by all accounts. My only complaint is that there's a menu when you could just have a pen or a biohazard section to drag and drop them into. Good job coming up with something on-theme and still very unique. |
| Apr 24 04:40:04 | 26h 45m | Shay’s Goldem Mob | ♥ 2 | Cute graphics! Would be nice if enemies took damage every time they damaged me so they'd eventually go away and I wouldn't get stuck in a mob. How am I supposed to press the arrow keys to boost summons when I'm using WASD to run away and the mouse to shoot? I can see a lot more potential in a fleshed-out version of this where you have different situational summon types to help you out. |
| Apr 25 02:36:15 | 21h 56m | Library Fighter II Turbo | ♥ 1 | That's a fun one! There's a few mechanics I didn't quite feel like I understood, like how to intercept enemies right before they moved, or what special abilities each card was supposed to have. |
| Apr 25 02:53:59 | 17m 44s | Hungry Portals | ♥ 1 | My wrist hurts. Can we hold the button down to auto-fire? Otherwise very impressive coding for a game jam game, nice job! I'd like to see it with power-ups and more enemy variety. |
| Apr 27 08:57:08 | 54h 03m | Chessummon | ♥ 0 | Interesting idea. I was very confused even after playing it a couple of times. Could not figure out how to make the rune puzzle work, it seems like it's 9 pieces and none of them can slide anywhere? It's surprising that enemy pawns can attack backwards and knights can attack in straight lines. |
| Apr 28 01:45:19 | 16h 48m | Wonder Whistle | ♥ 1 | Very clever and quite well-polished! Great puzzle design at the start to ensure the player understands the mechanics. |
| Apr 28 20:29:31 | 18h 44m | Sky Dudes | ♥ 1 | Screenshot 2024-04-28 142755.png Interesting idea! I like how it works and I want to see what could be added to it. Some kind of system where fields eventually run out and you have to keep adding stuff to sustain the population, maybe? |
| May 1 13:40:29 | 65h 10m | Golem Guardians | ♥ 1 | Ranged attacks seem OP, it would be nice if the flamethrower was bigger and melee attacks splashed and stunned or something. I'd love the guys to act on their own without direct control, even at reduced effectiveness. The cutscenes are way too slow. Would love to have some way to speed them up. And I accidentally skipped the ending cutscene because I had been mashing left-click. :( Anyways, I dig the lowpoly art style on the creepy ghosts and it's a decent setup for a game. |
| May 2 03:38:57 | 13h 58m | Stellar Fishing | ♥ 0 | Kinda funny and cute. I like the vibe. Giving the dog eyeballs was not the best choice. I like that there were several different minigames. Doesn't using premade assets disqualify you from Graphics? |
| May 2 16:43:46 | 13h 04m | Shadow Summoner | ♥ 1 | Hey, an awesome roguelike! That's great, I like how you have the risk/reward setup. I'm sure there's some more optimal ways to play this. It would be nice if there was more in-depth roguelike choices and the ability to make a broken build (like "all level 1 runes spawn two critters instead of 1"). I think I was getting hit by invisible projectiles at later levels and I'm not sure what that was about. Audio was a little rough and could use some balancing and duplicate noise reduction. Otherwise it came out great! |
| May 3 23:13:49 | 30h 30m | Grave Wrangler | ♥ 0 | I like the animations. Is there any reason not to spawn enemies south of you at all times? Clicking on the Start button seems unnecessary and it took me a while to figure it out. Would be nice to have some obstacles or explosive barrels to deal with. |