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Feedback comments for LD55
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| Timestamp | Since previous | Game | Matt Ravenhall's comment | |
|---|---|---|---|---|
| Apr 15 12:06:08 | Endless Engagement | ♥ 2 | Nice idea with a cool art style. I wasn't able to find a winning strategy, not sure if it's because the game is super hard or I'm missing something. Nice job! | |
| Apr 15 12:12:51 | 6m 43s | Against the Titan | ♥ 1 | You've create a really nice atmosphere with your entry, but I agree that the speed starts too slow and also went for the speed increases every time. Great work! |
| Apr 15 12:21:12 | 8m 21s | The Wizard Games | ♥ 1 | I thought I wasn't doing too great, but got 1475! Reminds me of those typing games from school, you've implemented the input mechanic really nicely. One thing to try out, perhaps colour-code each input (e.g. W highlighted blue, S red etc.). |
| Apr 15 12:27:42 | 6m 30s | WWWWW: Wily Wazza (the) Wizard's Wacky Wadventure | ♥ 1 | Really fun use of the summon idea, great job! Is falling down holes supposed to kill the player? As I was still able to move around off screen. |
| Apr 15 12:31:12 | 3m 30s | Demon bowel trouble | ♥ 1 | Such a funny concept, really nice twist on the minigame style. Nice work! |
| Apr 15 12:32:27 | 1m 15s | Virus destroyer | ♥ 2 | I think your URL should be "https://gd.games/pythondev/virus-destroyer" not "https://gd.games/pythondev/virus-destroyer!" |
| Apr 15 12:47:29 | 15m 02s | Let Them Cook | ♥ 1 | The look and feel are really great, but I'm confused as to what I'm supposed to do. I can move the blue guys and they seem to take damage from the red guys? Also a lich/wizard appeared at one point? |
| Apr 15 12:55:25 | 7m 56s | Graveyard Shift: Skeleton Dad Simulator | ♥ 2 | Quirky idea, nice job! |
| Apr 15 13:01:35 | 6m 10s | On The Line | ♥ 2 | Neat concept with a nice feeling - great job! |
| Apr 15 13:17:35 | 16m 00s | Life As A Lich | ♥ 1 | Really cool idea and nicely put together. I felt my brain expanding as I learnt the proper combinations. Great job! |
| Apr 15 13:19:38 | 2m 03s | Summon Tycoon | ♥ 1 | Does ticking the "SharedArrayBuffer support" box on the itch backend allow the embedding to work? This is the fix I used for my entry. (nb. this doesn't fix the LD embedding). |
| Apr 15 13:28:41 | 9m 03s | Some Men | ♥ 0 | The rune placing mechanic is interesting, but not super intuitive - you have to hold space, then a letter and then let that letter go before the bar completes. I'm assuming that different runes have different abilities and different amounts of holding change their strength (i.e. hold longer, get stronger, but hold too long, get nothing). A couple tutorials levels, or just a 'how to play' slide would be great for explaining how the summoning works. All in all, a nice compo entry - well done! |
| Apr 15 13:36:34 | 7m 53s | Depths of Hell | ♥ 1 | It's nice to see a wave shooter that has a goal (in this case taking the bones to the portal). Having an arrow point to the portal location would be a nice little addition. Great job! |
| Apr 15 13:40:51 | 4m 17s | Riftward | ♥ 1 | You've got a really interesting idea here, took me a while to work out the mechanics but once I got there it was really good. I'd love to see more abilities with more combos. Great work! |
| Apr 15 14:40:07 | 59m 16s | Super Pal Summoner! | ♥ 2 | Really neat game with a nice art style. Great job! |
| Apr 15 15:43:45 | 1h 03m | Chimera Combat | ♥ 5 | Cool idea, I love the variety of pieces. I get the feeling that you were hoping for the "mutation" theme! |
| Apr 15 16:07:10 | 23m 25s | Age of Research | ♥ 1 | Neat looking game with a really nice movement effect on the main unit. Nice work! |
| Apr 15 16:46:21 | 39m 11s | Claws and Conundrums | ♥ 4 | Very atmosphere and super compelling, I only wish there was more of it! Great job! |
| Apr 16 09:51:38 | 17h 05m | Infernal Refreshments | ♥ 1 | An interesting idea really nicely presented, but a little too difficult for me! |
| Apr 16 09:59:03 | 7m 25s | The Summoning Circle | ♥ 1 | Neat take on the combo summoning idea, nice work! Maybe I'm missing something but I could only seem to summon things in Endless mode, the same combinations did nothing in Story mode. |
| Apr 16 10:22:46 | 23m 43s | From Below | ♥ 1 | Cool idea, nice use of the theme - nice work! |
| Apr 16 11:04:21 | 41m 35s | Mana Tactics | ♥ 2 | Really solid concept and nicely put together - great work! |
| Apr 16 11:22:48 | 18m 27s | Parsley | ♥ 4 | You've built a really cute little world here, and the movement feels really good. I'm not sure whether there's a bonus for catching all four types of creatures or not, as the leaderboard seems to just record the time you take to get back to the food? Also managed to top the leaderboard, so obviously that increases my fun rating! haha |
| Apr 17 12:15:56 | 24h 53m | Dreamcat | ♥ 4 | Really nice platformer, nice job! It would be nice to occasionally move both characters are once to reduce the amount of repetition - or perhaps there could be slightly different paths for the human and cat character? You also did a great job at gradually introducing the mechanics. |
| Apr 17 12:33:20 | 17m 24s | Path Of The Nature | ♥ 2 | This game looks great, but I wish there was more to it! |
| Apr 17 12:41:26 | 8m 06s | Cat Wizard | ♥ 1 | You've got an interesting idea here, but the overlap of movement and summoning is a bit too tricky for me. |
| Apr 17 15:33:53 | 2h 52m | Get Away Your Pitchforks from My Oak! | ♥ 5 | Great game, looks and plays really well. My only issue was that I found myself staring mostly just at the summon panel and repeating the most complicated pattern. It wasn't clear to me what the benefits were to each symbol (I assumed harder = better). |
| Apr 18 09:52:56 | 18h 19m | archmage | ♥ 0 | Really well put together game, nice job! |
| Apr 18 10:03:44 | 10m 48s | Demon Burger | ♥ 1 | Really cool concept and visually awesome. More levels would've been great, especially a couple simple ones as mini-tutorials. Extending the concept into other foods would also be pretty cool. Nice job! |
| Apr 18 10:27:02 | 23m 18s | Banisher | ♥ 1 | Looks great and it's a really great idea, but the good and bad colours are probably too similar. Perhaps there should also be good and bad symbols? |
| Apr 18 10:34:24 | 7m 22s | Chibble Nibbles | ♥ 1 | Gah almost did it, but got stuck on a tricky pattern! Perhaps three failures should cause a new pattern to be required? Really nice use of 2.5D and really well put together - nice work! |
| Apr 18 11:05:31 | 31m 07s | Circle of Life | ♥ 4 | Really nice work - it looks and plays really well. My only issue was not realising the each gem can connect to others. I also made the mistake of spamming out basic rats for ages and not knowing why they weren't stronger. |
| Apr 18 14:54:22 | 3h 48m | Summondiver | ♥ 1 | Nicely put together and looks great. The fireballs are a bit unsatisfying as enemies often jump out of an attack that's pretty hard to time effectively. Faster fireballs might be the solution. I also like that the fireball directions are upgrades, but perhaps the player should be able to pick their starting direction? Great work! |
| Apr 18 15:33:53 | 39m 31s | Wiz Biz: A Summon's Sacrifice | ♥ 1 | Really interesting puzzle platformer, great job! |
| Apr 18 15:38:27 | 4m 34s | Merlin Agency : The Enchanted Feather | ♥ 2 | Solid little pattern game, nice work! Only issue was that I eventually hit a bug in which my arrow inputs were ignored. |
| Apr 19 07:54:01 | 16h 15m | Tiny Summons | ♥ 1 | Really cool idea to have the game be Twitch-based, and the art style and animations fit perfectly. The game also works pretty well as a solo experience, I wonder if it would be a bit of a mess with multiple people making multiple summons? tiny_summons_screenshot.png |
| Apr 19 09:22:21 | 1h 28m | Waves of Chess | ♥ 2 | Really cool to see another chess-inspired game. I love your art style and the use of cards to summon the new pieces. |
| Apr 19 09:28:59 | 6m 38s | Butler! Summon the Imps! | ♥ 4 | Really nice take on a peggle-like game! |
| Apr 19 09:36:21 | 7m 22s | bergs | ♥ 2 | Looks great, sounds great, great idea, great job! |
| Apr 20 00:02:24 | 14h 26m | A Grave Mistake | ♥ 1 | You're built a really cool experience here, especially the introduction and the gradual unravel of the mechanics. Awesome stuff! |
| Apr 22 13:38:23 | 61h 35m | SummonInn | ♥ 1 | Really cool art style, it grabbed my attention immediately. Mechanics work really well, though it would be nice to know whether an effect will be impacted by the "+2 to the next die" effects, as it doesn't seem to increase the number of skipped turns for example. Perhaps a warning should be added when a dice will have no effect? I also encountered a bug where the combat froze. I killed an enemy whilst the remaining enemy had a skipped turn. |
| Apr 29 14:45:38 | 169h 07m | The Summoners | ♥ 1 | Really neat idea and nicely presented! Using cards to summon minions is a nice twist on the format. It's a shame about the shared enemy health bug, but it wouldn't be a jam if we didn't have a few bugs. :) |
| May 1 13:52:29 | 47h 06m | The King's Summoning | ♥ 1 | There's an interesting idea here, but I'm not sure how much of the full game I experienced as some stuff was fairly unclear. This game feels like a push-your-luck idle game, but the risk isn't clear and the timer suggests I need to be actively keeping an eye on when the 'Next' button is clickable. Re. risks: It feels like the choice or how and whether to train is a risk I need to decide on, but I've no idea how much of a risk I'm taking because it's not clear what impact training has. It's also not clear why I would take longer and less likely training option - as it only adds 0.02 more onto the multiplier but fails fairly frequently? Re. idle game or not. The combat itself feels like an idle game, but there's a timer so I can't idle. There's also no indication, so far as I can tell, of enemy health. That means combat mostly just involves waiting for the 'Next' button to no longer be greyed out. On the combat specifically, the feedback during fights wasn't totally clear to me, am I receiving damage or not? I don't seem to be receiving damage, but am able to recruit a healer mid-journey. The damage pop-ups also overlap, making them super hard to read. Adding recruits is a nice idea, it would be great to be able to rename them. It also wasn't immediately obvious that I needed to equip them. The failure state is also unclear, as when the "Reach the capital" timer hit zero, nothing happened. Had I not lost at that point? All in all, a really nice idea with an ambitious goal. Nice work! |
| May 1 14:05:15 | 12m 46s | HTON | ♥ 1 | Really really cool idea, but I felt like the storyline was far more on railroads than I was expecting. I'd assumed that good/bad decisions would lead to good/bad endings, but eventually realised that not taking the 'kill everything' route just looped me back to the start. If the intention is to force people into bad decisions, there's probably a more subtle way to do that. For example, there could be a health meter that only refills when you destroy or sacrifice things. Alternatively, it would be nice to have paths that rewarded the non-destructive decisions to avoid the game feeling like a story where the narrator tells is telling me off for not picking their choice. Great job in all, nice job! |
| May 1 14:08:03 | 2m 48s | SoundSummoner | ♥ 1 | Sick piano dude |
| May 1 14:13:39 | 5m 36s | Battle Builder | ♥ 1 | Really love this, it's a nice solid choose-your-battle game. Left me wanting more enemies, items, etc. This would also make a really great side event or debug mode for a larger game. Nice job! |
| May 1 14:21:12 | 7m 33s | Skelly-Tons | ♥ 0 | Nice little wave shooter with an odd twist on enemy vulnerability. As I understood it, enemies could only be damaged when vulnerable (flashing green) and maybe when aggressive (flashing red). This occasionally meant some dead air when waiting for the last enemy to become vulnerable. Perhaps there's a way to make them vulnerable, if so I didn't work out what it was. Good start to a nice game, well done! |