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Feedback comments for LD55
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| Timestamp | Since previous | Game | Le Slo's comment | |
|---|---|---|---|---|
| Apr 16 10:35:02 | Three Sigils | ♥ 0 | Nice game! I got the rules pretty quickly, which was the most fun part (I like the extensions of the rules you need to make in the last two levels, I think). Also, very nice that you took the time to show generated levels after your talk! The levels I got were super easy, but having them is a good example of how this type of level could be framed and what feelings might create in the players. Some of the levels were a bit claustrophobic and were a bit tedious to execute, but apart from that I had a good time! | |
| Apr 16 18:41:54 | 8h 06m | Hot Wax 🕯️ | ♥ 1 | Very cool idea and execution, as always. It's hard to keep track mentally of multiple fires without them turning out, but I've already seen some improvement in my strategy, so it's probably more a point of the depth of the system than a bad thing. It's a same the lack of audio, is what could have helped me to play this for too long! |
| Apr 16 22:36:20 | 3h 54m | The Stone Summoners | ♥ 2 | I played for a bit (got 63 coins and my best animal is possibly the bear with 5 elements), but never got an understanding of the rules. I thought that order that you place the elements in the board was relevant at first, or their position, but I did several test with the "bear" elements and always got bear, so I was a bit lost at that point. The music is indeed super relaxing and made enjoyable exploring a bit the space. |
| Apr 16 23:01:23 | 25m 03s | Trial by Combat | ♥ 4 | Evil defeated! Very funny, my highlight would be for the narrative, genuinely funny, fantastic work. Combat felt really easy in the first two combats and a bit random in the third one, was oblitarated on the first run but won easily the second one. Very nice work! |
| Apr 16 23:09:01 | 7m 38s | A Short Summoning | ♥ 2 | I would have liked either the rooms to be smaller, or the speed in general to be faster, to have a bigger sensation of speed and tension. Whenever you have two ghosts to summon, it is quite easy to reach the second ghost because you can use the first one to kill all enemies. I enjoyed the calm music and that you made a 3D game for the jam, that's impressive. |
| Apr 16 23:25:24 | 16m 23s | Demon Business | ♥ 1 | Very impressive for a first jam! I would have liked to have a tutorial more implicit (less the mails explicitely telling me what to do for each demon, specially since I'm supposed to be the expert), something like the notes is nice (the possibility to write in one, while not super usable, is a very nice touch) but something that felt more like investigating and figuring out in combination (more escape-room-like). Apart from that I was very surprised to see that the real game was less hand holdy, very nice job! |
| Apr 17 00:29:43 | 1h 04m | Stars Align | ♥ 1 | Very nice overall! Art and music/sound are the highs for me. The movement felt a bit slow specially the pulling block, I felt a bit frustrated in levels where there was a lot of gray cubes that I needed to pull precisely. The level design shined the most when the levels where about revealing some new configuration for the path, more than those with having to "clean" the space for the lasers. I'm very impressed by the amount of polish there is in general, very nice job. |
| Apr 17 09:12:59 | 8h 43m | Circle of Life | ♥ 3 | Nice little auto battler. The idea of summoning using stones is pretty cool, although the connect lines part is not too interesting and hard to visualize (it is not obvious if a double or triple angle will match in the summoning circle to where other circles are), I felt like just going fast connecting whatever I could was the best strategy, where maybe having synergies between the stones could be an interesting path to take. It is also true that currently the lines are barely visible and that made difficult to understand the game intuitively, but a quick read of instruction was all I needed. Really cool to have different creatures be summoned, felt like unlocking a bestiary. Very nice work! |
| Apr 17 14:21:53 | 5h 08m | Elemental Path | ♥ 0 | Nice concept, reminds me of games like golf peaks. I missed on the highlights the square of the player to be purple, to more easily recognize the shapes. The wasting turns mechanic seemed interesting and with some potential, unfortunately it is not used much. Making a game in 72 hours is very hard, so congratulations on finishing something! |
| Apr 17 14:31:42 | 9m 49s | Butler! Summon the Imps! | ♥ 3 | Very complete game, not particularly unique, but very well done. I think the board could be bigger to get a better view of all the sprites, the art was super cool, and was a bit frustrated at the second world whenever I needed to "destroy" all imps, ended up with one or two, but the next pieces featured a lot of different colors. Again, great work! |
| Apr 17 15:28:47 | 57m 05s | Summoning Stones | ♥ 2 | Nice 3D graphics, amazing for a compo to be honest. Some things that I would love to see more speed, better camera placement depending on the direction the car is facing, a different control scheme (tank controls for driving), more feedback when crashing with zombies (I thought it was the point of the game! haha), make more clear that alleways aren't traversable (they make you lose life as well!). Nice work, keep it up! |
| Apr 17 15:35:11 | 6m 24s | Summoner | ♥ 3 | I agree with others how the game is unbalanced between vertical and horizontal attacks, having a camera that is centered between the player position and the mouse position could help to balance those out. Also, it felt a bit unncessary to prevent the player exiting the circle, I like the idea of having to be in the inner pentagon for filling the bar, maybe you could exit the full circle but the bar goes down? To just do it whenever is strictly necessary, with some enemies that are very well hidden behind the artifacts. Beyond that, great work on finishing a game for the jam! |
| Apr 17 21:21:02 | 5h 45m | Virtual Church of the Digital Goddess | ♥ 3 | Excellent visuals and weird setting! The game is super polished, congratulations! The mechanics weren't super interesting to me, the classical puzzles of rotating a cube to face a specific direction can be very fiddly, although you do manage to keep the fiddlyness minimal in this prototype. The fact that you have a very quick pace of introducing mechanics makes the game feel like there is no much depth to the mechanics presented, and that the game holds your hand too much. I would love to understand what something does just by experimentation, and it suits more, imo, the weird cryptic environments you make. I noticed you use backspace as the undo key, just saying that is quite usual to have it link to "Z" as well, although that is definitely difficult for azerty keyboard I guess. Again, congratulations on a very solid entry! |
| Apr 17 21:27:45 | 6m 43s | A Grave Mistake | ♥ 1 | As always, focusing on some neat idea and polishing the concept of game from a jam to the limit. This one is no exeption, I love your style. I did find a bit cumbersome the "memory" mechanic without any hint towards what color and height will each spirit have, so you basically end up digging everywhere. I did enjoy how the second level forces you to learn more about the system and even take out some blocks in order to build what you are looking for, so I ended the game with a very good flavor. Congratulations! |
| Apr 17 22:23:09 | 55m 24s | Seance | ♥ 2 | Wow! Excellent entry! The mood, the story, the music, the ending (I expected something similar, but you pulled it off quite well), wow. The only point where I got some frustation was when looking for "kidnapping" having to use a hint another time in a not so obvious place, was a little mean. Apart from that I really enjoyed where quickly I got the word I knew I had to use somewhere else, the feeling of really understanding the case and the witnesses. Congratulations on one of the best games I've played so far! |
| Apr 19 10:16:13 | 35h 53m | IWANT | ♥ 1 | I love the mood of the game, creating thoughts with simple shapes, the two boards, the simple art style. At the moment it falls more in the toy like type of game since it's quite random what thoughts atoms you get (I actually always lose because I don't have more space for spawning new tiles, and I'm lacking on specific type). The originality is off the chart, and the intention is there, I just need it need a bit more control over what you can get or not, and more clarity when actions have been worse or better than their average (it is better to attack with rock than with hug, I hope so, but since it's pretty rare to get specific combinations it's very hard to test one's questions). Great work, would love to see more of this game. |