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cpaz

Feedback comments for LD56

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TimestampSince previousGamecpaz's comment
Oct 9 01:17:15 PODVAL The Game ♥ 3 Nice atmosphere and sound design! I would suggest faster acceleration for the player movement, and a UI element to indicate which objects can be picked up would also be a nice addition. I got goosebumps when the mice came out!
Oct 9 01:31:16 14m 01s Macro & Micro ♥ 1 Wonderfully charming aesthetics and soothing music! Very interesting mechanic that was leveraged well too! Doing two games in one is ambitious haha
Oct 9 16:26:57 14h 55m Billions must bite ♥ 1 Lovely art and music! I would have liked a bit more feedback on the slap mechanic, to let me know if my timing was correct or off on the UI element, but it was overall an enjoyable experience and easy to understand. The scoring system made a lot of sense too!
Oct 9 16:34:54 7m 57s Dust in a ray of sunshine ♥ 1 Some nice ideas in here, but more attention to detail is needed to make the mechanics understandable! The win condition is not clear - I would make sure that it's clearly stated in the intro how you win the game. The yellowing of the background is a bit too subtle :) Make sure that you have time to playtest before you release! Good job overall!
Oct 9 16:59:31 24m 37s Tiny Balance ♥ 2 Very funny game and theme! I would have spent more time refining your core mechanic, which is the balancing, so you have time to tune and create challenges specifically around that! The hot dog serving was funny but felt like an unnecessary distraction; I wasn't really engaging with the leaning mechanic as much as I would have liked! All that being said, the visuals and music were very charming and I especially loved the contrast between the music!
Oct 9 17:18:14 18m 43s Code Bunny ♥ 2 Super impressive game! Presentation was extremely cohesive and the feedback between vfx, sfx, cam shake etc was super well done. From a UX perspective, I maybe would have put the health and energy at the top or bottom of the screen or on the character, to make it easier to glance at. Fantastic work, this is one of the best games I've played at the jam so far!
Oct 9 22:20:28 5h 02m Blood Crux ♥ 2 Wow this game is majorly impressive. Top notch art style, anims, vfx, and great sounds & music! Gameplay loop was basic, but addictive. The leaderboard with tombstones is super clever! Healing by turning into bats was a clever mechanic but not really intuitive or tutorialized, but that's about the only criticism I can give! Awesome experience; one of the best games of the jam so far for me!
Oct 10 16:37:42 18h 17m Mouse Mouse ♥ 0 As other comments have said, I really enjoyed the movement system!
Oct 19 11:51:06 211h 13m Hexoban ♥ 1 Clean little mechanic and very nice overall polish. The honeycomb fade in/out between levels was a slick touch. Smart onboarding through level design too. The music was really nice as well!
Oct 24 14:29:22 122h 38m Chanterune ♥ 6 Hello! I saw that you guys are looking for feedback on whether this game has commercial potential or not, so I'll give my thoughts based upon that premise! For context, I've been a AAA dev for 7 years now, but before I was indie for a few years. It's been a while since I've been in the indie space though so consider that while reading my opinion. The two factors that I consider when gauging the commercial viability of a product are the potential for marketability (acquisition) and retention. I feel like your game concept has strong potential for retention. The core mechanic is interesting and immediately intuitive, but obviously packs a lot of depth and potential for future variations and combinations of songs. The tricky thing is how you would scale the numbers of songs, since already learning 2 or 3 was a bit of a challenge to remember and establish muscle memory for the inputs. You will need to think very systemically! The general style of the experience where knowledge is the only progression mechanic is super cool and I think there's a niche that you're hitting. Your biggest challenge for this game is marketability. As you probably know already, 2D platformers are by far the most common game released, so the market for these games is extremely saturated. This makes acquisition of users difficult since your game needs to REALLY stand out, and stand out within the first few seconds of a user seeing gameplay. Luckily, your mechanics are easily explained in a gif, so the mechanical hook for your game shouldn't be that hard to convey! However, I do feel like the overall visual presentation is lacking that same level of hook to match the mechanic. As I said, I think the visual bar is just set incredibly high these days in the 2D platformer genre to break through all of the noise. You'll need to be in the upper 1/2% of games visually to attract attention. Look at games like Spiritfarer or The Last Night to get an idea of the quality bar you'll need to hit. Outliers like Animal Well are not good reference unless you also have a youtube partner with millions of subscribers to market your game for you. Before you commit to a commercial future for this project I would try to do a visual "keyhole", which is just a polished proof-of-concept for shippable quality visuals and see if you can do some marketing tests to see if your games visual style is enough to gain traction on social media or other marketing channels. It's a great concept and you guys seem very talented as a team! I believe you can do it but make sure you're testing the marketability first! Good luck :)