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Feedback comments for LD55
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| Timestamp | Since previous | Game | Mathstr0fficial's comment | |
|---|---|---|---|---|
| Apr 16 22:32:04 | Demon Well | ♥ 1 | This is gonna be another long one so here we go! The negatives: - I wish the art had been a little more polished. I realize that obviously this is a pretty big game and a lot needed to get done, but even just some flat color would have really added to it for me. Especially considering how good most of your art looks! - The dynamite level wasn't super engaging to me, since it just boiled down to running around the whole map quickly enough. The boosts from the enemies were nice, but it still dragged a bit, imo. Also would have helped if the dynamite was a different color to be able to more easily see it amid the large map. - Honestly I just felt the area was a little too large in general. I don't think any level really utilized the space, and it made a few levels go on a little longer than they needed to. - In the final level, now that it was actually about platforming, a shadow on the player character would have been nice. Those first steps in the back section are pretty narrow and I spent a bit just not lining myself up properly, especially given the 2D nature of the characters. The positives: - This game is overwhelmingly funny, even for one of your projects. You really outdid yourself, and the voice acting really just added to it. Great stuff. - The background and environment was really nice, and really sold the magical world you were going for. - Music was great as usual, and the acapella track I think is one of your best. I would have no idea you rushed it in so late if you hadn't said so. - The final level is really intuitive, even with the limited instructions you gave. The writing in the overworld was both a great guide for the player as well as a way to sell the inherent goofiness of the boss, and it worked really well. Despite it being relatively short, it did a great job at combining all of the prior mechanics in an interesting way. All in all this was another great entry! The jump to 3D in your last few entries has been very cool, and you just keep upping the bar. | |
| May 1 18:57:29 | 356h 25m | Molag Brawl | ♥ 1 | This took some getting used to, but you've already said you wanted to add a tutorial, etc, so I won't dwell on it too much. This is a really interesting idea, being forced to summon enemies to make yourself stronger. I would have liked to have seen some sort of run stats when I died, so I had some idea of how my run went. As it is I just die and restart and don't really know how I did. The overall atmosphere is wonderful, including the visuals and music, which is truly impressive for 48 hours. I think if you didn't have quite as much of a time crunch this could have been really wonderful, and if you decide to keep working on it you have a great base to go off. |
| May 1 19:07:29 | 10m 00s | Circle Tracer Cookie Defense | ♥ 1 | This was really fun! It is (as you yourself admitted) quite simple, but I don't think that's a bad thing in this case. It's a satisfying gameplay loop (pun not intended), and your art and sound design complement the idea you were going for very well. It reminds me a lot of Pokemon Ranger, which is a great game with a similar enemy circling mechanic. The circling trail was very nice and stayed with my mouse more consistently than I would have expected. I had a few issues with the game registering a complete circle, but once I started using smaller circles more often it mostly solved itself. There's a lot of fun stuff you could do with this mechanic, and I truly appreciate you knew when something needed to be cut for fun rather than just having more features. It's a hard thing to do, but I think this game is much better off for it. |
| May 1 19:31:51 | 24m 22s | the eye | ♥ 1 | There are some good ideas here that I think fumbled on the execution. Focusing is near impossible for me, both due to the difficult patterns of the circle, and the length of the timer you need to fill. I think it's an interesting concept, but I never managed to get more than an object or 2 summoned in the time limit. I think the object summoning is well-implemented, magic words corresponding to each object is a good idea and I didn't mind the alphabetical system. I do think the instructions for where to place the objects on the pentagram would have helped but I mostly figured it out. The graphics, audio, and general atmosphere are wonderful, however, and *really* sell the vibe you were going for. I think with a few tweaks this could be really interesting! |
| May 1 19:37:17 | 5m 26s | Divine Harvest | ♥ 0 | Adding to everyone else saying I didn't fully understand what was happening. I'm actually okay with not including a tutorial, I like figuring things out myself, but nothing gave enough feedback for me to actually know what was happening. I was never fully sure if my crops were actually fully grown, or what a lot of my invocations actually did since there were a lot of stat names that were not explained. I think there's an interesting core here, and a farming game with some level of "combat" is a neat idea, it just needed some more time. |
| May 1 21:14:32 | 1h 37m | Glorble Brawl | ♥ 2 | This was a lot of fun! I have a lot of thoughts about it so I'm going to break it down into bullets: The Negatives - Falling off the map feels bad. Instant death of something you've put a fair bit of resources into isn't great, *especially* when it happens after you've already won the battle. At one point I won with all 4 still alive, and then by the time I made it to the teambuilding screen I had nothing. - It's a little easy overall. Not strictly a negative cause crushing waves can be pretty fun, but given the nature of the stats and battling I never felt like I needed to be that picky about who I kept or levelled. - There only being 3 stats consistent across all creatures was a little disappointing, and made it hard to want to continue for more than a run or two. Understandable given the time constraints but woulda been nice. - Fullscreen was definitely not fullscreen, I never got to fully see the battle messages or my gold count. The Positives - I really like the general autobattler system and simplifying it somewhat is nice since so many of them feel immensely complicated. Also a great take on the theme. - The art and audio are wonderful and really sell the vibe I think you were going for. - Definitely replayable (if not infinitely so) in part due to the extensive variation in the creature designs and names. It was always fun to see what would pop up next. Overall a really fun time, and very cool for a compo entry. Keep up the great work! |
| May 1 22:09:41 | 55m 09s | LD 55 - The Great "Sum"-moner! | ♥ 1 | A fun concept, and a good execution on that concept. Requires some quick thinking to get everything, but it's not unreasonably difficult which is nice. I would have appreciated a few more enemies with a gimmick like the double number, but time constraints being what they are I think this worked fine. The animations of all the characters were also excellent, and really added a nice energy to the whole thing. All around great work! |