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Feedback comments for LD56
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| Timestamp | Since previous | Game | bearcage's comment | |
|---|---|---|---|---|
| Oct 8 02:59:57 | Wink and the Fae | ♥ 3 | Adorable characters! | |
| Oct 8 03:17:58 | 18m 01s | Creature Crusher | ♥ 2 | This is a great entry, super engaging and simple to get your head around. Nice work and well done finishing the jam! A little bit of feedback: I was *not* prepared for the level of focus it takes to keep up with the sped-up 3 track challenge! It's a pretty quick ramp-up, it might be nice to have shorter runs with less of a change in between each (or dynamically speed up as the run goes on). I didn't realize I could get back to the explanation intertitle from the game at first, but once I did and got the hang of it, I got sucked right in. If you have the time to next time, maybe see if you can tutorialize it a little in-game (e.g. drop right in instead of doing the explanation card, but have little pauses with explanation text in the right moments)? |
| Oct 8 03:29:30 | 11m 32s | Lumibot, Please Don't Trash the City | ♥ 0 | Great entry — congrats on completing the jam and thanks for sharing! I love the premise, and lumibot and the city are adorable. The music is a fun earworm too! I struggled a little bit with the mouse controls, since (at least on my computer, a mac in safari on the web build) the cursor doesn't grab in fullscreen mode, so the area I could aim in was a little bit limited. Also, it turns out _my aim_ is more than a little bit limited too... |
| Oct 8 03:43:36 | 14m 06s | Ratsaurant Rush | ♥ 1 | This is an impressive amount of game to ship in the compo, great job. I second the "Remy plays Overcooked" vibe, it's great! A couple little bits of feedback: I had some trouble with the physics collision bits — at one point I had accidentally backed up a line out my door and was hopelessly in the weeds — my culinary rodentia were cooking and plating up a storm, but my legs could only carry me fast enough to keep one table fed at a time (the one nearest the door). I know a big part of the challenge in the game is that the chef's not exactly a speed demon, but I think he might benefit from being a little faster or having a little "dash" he can do to scoot around quicker (Overcooked is a great precedent to draw some inspiration from there!). My first playthrough I didn't realize I needed to staff each station with a rat, so I wasted a bunch of time trying ot figure out how to do the cooking tasks myself. A little more aggressive tutorializing, or starting with a rat-in-hand or right on the sewer might help! There's a couple spots where the colliders interact a little strangely with the player — when carrying a rat inside, you have to aim yourself juuuuuuust right to squeeze between the bottom left table and the wall. All super minor things though, this is an excellent game and an impressive result for compo! |
| Oct 8 04:04:09 | 20m 33s | Control Room Critters | ♥ 1 | I got an error trying to fire this one up, unfortunately :-(. It looks like the godot export problem covered in the [embedding guide](https://ludumdare.com/resources/guides/embedding/) (requires some js file search-and-replace surgery inside your export zip). The error was "Service Worker is disabled because the context is sandboxed and lacks the 'allow-same-origin' flag" |
| Oct 8 04:33:44 | 29m 35s | Goober City | ♥ 0 | Congrats on completing the jam and thanks for sharing your game! The little goober is right in between creepy and adorable, well done with him! Also props for doing your own music! I struggled a little bit with the controls — it seemed like my camera was getting stuck on something or jittering a bit. I did get a decent sized goobermari going though! |
| Oct 8 04:59:45 | 26m 01s | Monster Maze | ♥ 2 | Congrats on completing the jam, and thanks for sharing your game! You got the spacing between torch refills juuuuuuust right, really started to feel the creepy crawly walls closing in, especially by the last couple turns of the maze. It might've been cool if the baddies had a little bit more complexity to their behavior — some sort of midway between what they're doing and full-on pathfinding, like maybe a random jitter in their movement or a back-off-and-charge loop. Also, fun to see a jam game in Crystal — you don't see that every day — I'm on a mac so I needed to compile it, but that was pretty straightforward since you included an easy makefile. |
| Oct 8 05:22:28 | 22m 43s | Tinysaurs | ♥ 5 | Congrats on finishing the jam and thanks for sharing your game! I'll admit I spent most of my playtime making my little almost-formed dinos dance around before linking up, just vibing out with the music and environment. Great work making something that came together cohesively! I had a little bit of a hard time with the mouse sensitivity in the web build — it doesn't capture the cursor, so you've gotta work within the little embed box, so turning the camera around can be a kinda slow process. Super minor accessibility bit of feedback, but holding a button to dig (or fewer clicks) would be a little easier to use! |
| Oct 8 05:30:07 | 7m 39s | Shnorps: Invasion of Blorps | ♥ 3 | Congrats on finishing the jam and thanks for sharing your game! I had fun with this one, though it took me a hot minute to realize that the web build wasn't rendering text on my computer (macos in safari, if it helps). I was dragging upgrades around, but not seeing the stats or costs at first, and (surprisingly) did okay even so. Tower defense is a clever genre idea for a jam, and y'all did a great job with it! I wish I had a little bit better of a sense of how much damage I'm doing to the little swarm (maybe some kind of indicator of overall kill rate, or some kind of indicator per little guy on how far done they are). You might've had this and I just couldn't see it, too, because of the web/mac combo issue above — if so, awesome! |
| Oct 8 05:39:22 | 9m 15s | Rat Game | ♥ 3 | Congrats on finishing the jam and thanks for sharing your game! Cute game — my favorite bit is the cat sprite though, which sorta makes the first level hard-mode — it's tricky to keep him on-screen without dying :-P. I noticed an oddity around mid-air collision: it seems like when you come into contact with a wall it zeroes out both components of your motion vector as long as you're holding the x-axis movement key into the obstacle, even if you're midair. It seems like maybe it's setting velocity to zero instead of just velocity.x? Some of those jumps were pretty tricky to get just right — I also enjoyed the bits of dynamic puzzle with the other rat and the falling trap — with the quick levels and fast retry times it's satisfying to run repeatedly and learn the timing. |
| Oct 8 05:49:01 | 9m 39s | CYBERGERM 9001 | ♥ 1 | Nice job getting to the finish line without a prefab engine, that's always a challenge! I had a fun time with this one, and it's a pretty unique take on both the genre and the theme. This is an interesting take on the survivor genre, with the world background having HP too — clever idea! I didn't feel like I had a _ton_ of control over how much damage the body took, though, in part because it seemed like the germs were allllll over, pretty uniformly, and I didn't have much in the way of tools to do clear them via anything but kiting. Maybe it would help to do some more active upgrades (change attack mode / different projectiles?) to make the player role a little more active. |
| Oct 8 05:58:03 | 9m 02s | tiny adventure | ♥ 2 | Congrats on finishing the jam and thanks for sharing your game! This was a tough one — I only managed to make it a couple levels in. I think I might've done better if I understood which cannon would fire when I pressed x (also, didn't realize you could wrap edges until pretty far in!). I think a little bit more tutorializing, or maybe some more obvious indicators of which direction an attack would come from, would help! |