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Feedback comments for LD55
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| Timestamp | Since previous | Game | OlenIkimid's comment | |
|---|---|---|---|---|
| Apr 16 07:15:43 | Pulse of the Ethereal | ♥ 1 | I agree that crosshairs would've gone a long way, but I still enjoyed playing it and it only took a short while to get used to the aiming setup. Digging the music too! | |
| Apr 16 07:26:51 | 11m 08s | Warlock's Apprentice | ♥ 2 | The mood and art are there, I just wished I could've done something with all of the monsters I was summoning ๐ . It was still nice to tinker around and experiment to see what combos summon what creatures :) |
| Apr 16 07:39:19 | 12m 28s | Parmigiano Rolliano | ♥ 4 | I reeeeally like how well the art + music + sfx all sit so nicely together. For some reason the first that comes to my mind (after SkiFree) is that all of this could work well in a fast-paced bizarro re-imagining of marble madness ๐ Humor++, Mood++ |
| Apr 16 07:52:34 | 13m 15s | TAKE ME HOME | ♥ 6 | I didn't push play in the beginning because I wanted to just keep listening to the music because it sets an interesting tone, and I expected it to loop ๐ . Thankfully the gameplay music also loops ๐ The art and animations are nice too, nice to see what a crocodile/alligator looks like if you could pick them up by the scruff like a kitten ๐ A bug I found is that you can "pause" the animals indefinitely if you spam-click on them when they are first entering the scene (it opens the Load/Decline menu, and you can't select "Decline", only "Load") - in which case the animals will then just stop their walking animations and stay still. BugReport.JPG |
| Apr 16 08:05:44 | 13m 10s | Devil On The Streets | ♥ 2 | I like the concept and really like the art style. It's a bit tricky to figure out how to play, though - like the interactions with the phone and the summoning mechanics are not so clear. But then I watched the video of you playing and it made more sense ๐ |
| Apr 16 08:25:53 | 20m 09s | Summoning Sun | ♥ 3 | Love the sound design and especially how the music continues to evolve and build as the game progresses. The whole atmosphere really sells it, and despite the fact that you are just moving the mouse around a bit, it's surprisingly immersive and engaging! |
| Apr 16 09:42:44 | 1h 16m | Mass Move Minion Magic | ♥ 4 | Fun little game that does a really nice job introducing one mechanic at a time, nicely done! |
| Apr 16 10:00:58 | 18m 14s | TANKZ | ♥ 1 | Neat little game - maybe not exactly fitting of the "summoning" theme ๐ but hey, you are "summoning" towers and oil rigs, so maybe that counts โ๏ธ Could be even more strategic and interesting if you could place turrets/towers anywhere and if the enemy armor had weak and strong points, so you would have to position yourself carefully to do the most amount of damage. Overall, nicely done, but it could have been longer - I didn't want it to end! |
| Apr 16 11:11:43 | 1h 10m | Dark Roast Cafรจ | ♥ 2 | Wonderful art style and vibe, a fun start to a management game. The music also matches the tone nicely. I think I found a bug or the most efficient way to "win" - if you pump the speed/lightning bolt attribute for the manager and put them as cashier, you can eventually get to a point where you can just keep leveling up and are unable to spend your experience points fast enough. At some point the game started to really slow down/chug along (at least when using the WebGL build) - not sure what that's about ๐ bugreport.jpg Anyway, bugs aside, this was very nice! |
| Apr 16 11:19:50 | 8m 07s | That's My Stop | ♥ 2 | I like the planning aspect of finding enough time to put down the heavier robot. One thing that was a little difficult to deal with was how all robots cannot travel between train cars - I guess that keeps it a bit balanced, but it would be fun to have an army of robots that follow you around as you dash up and down the train ๐ |
| Apr 16 11:31:53 | 12m 03s | Plaguebringers | ♥ 5 | I really like the concept (it ran okay on my PC, but I'm running a Ryzen 9 w/64gb of ram + 2080ti), but the upgrades happen far too frequently and don't scale at all. I was hoping to watch my hordes of rats infect the hapless villagers, but I kept getting interrupted by upgrade popups ๐ Still, you could iterate on this idea where you go from village to village, getting to larger and more complicated cities, and it becomes a bit of a puzzle game like in Lemmings, where you have to infect/attack weaker areas first and build up your summoning powers before trying to hit other areas that are better protected by the plague doctors. Nice work, even if it's not potato friendly ๐ - I had fun! |
| Apr 16 11:49:13 | 17m 20s | Ghostly Lens | ♥ 2 | Great work with the art, audio, and theming in general! It'd be interesting to see how the strategic side of it could be improved/expanded upon. For example, being able to move cats around and have multiple cameras, with the idea being that maybe the ghosts are "afraid" of cats and therefore their movements prioritize go wherever cats AREN'T (and cats, naturally, will wander around after you've placed them). Also, instead of just holding E to film, what if it casted a cone of vision so you'd have to keep the ghosts inside of the cone to get any score (while the act of TRYING to film, even if they are outside of the vision cone, still makes the ghosts angry)? Anyway, just some thoughts on how some changes could add a lot more replayable ๐ Nice idea here with potential for more in-depth gameplay! |
| Apr 16 12:13:09 | 23m 56s | Seamonner Survivor | ♥ 4 | The gameplay isn't so obvious, so a tutorial/longer explanation of the mechanics would be very helpful. Nonetheless once I started to figure out how things worked ๐ , it felt pretty fresh and fun to play :) |
| Apr 16 12:34:06 | 20m 57s | Technorogue | ♥ 3 | I appreciate how the music changes to more closely reflect the different dungeons/rooms and the variety there is among the enemies. Like the summon-what-you-kill mechanic - I just wish there was a better visual indicator of how many summons you have left. Sometimes I was able to summon the same monster multiple times, and other times only once, but visually I couldn't really tell if it was my last summon or not. The combat is a little tricky in places - many times I would take damage from an enemy that appeared to be well outside of range to hit me. With a bit more tuning of the combat mechanics (and maybe a visual indicator of the dash cooldown), could easily be extended into dungeon-diver roguelike, with added loot drops that give you different movement abilities and so on. Keep it up! |
| Apr 16 12:48:22 | 14m 16s | Don't Get Summoned! | ♥ 2 | Ditto @vantalogic's comments - this captures mindless tedium/busywork a little too accurately ๐ Sound design was on point and matches the pixel art quite well! |
| Apr 16 13:48:15 | 59m 53s | Before You Summon | ♥ 4 | Reminds me just a tiny bit of Papers, Please - imagining an overworked Amazon employee frantically trying to summon demons to meet order quotas ๐ Nicely executed! |