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Feedback comments for LD56
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| Timestamp | Since previous | Game | ditam's comment | |
|---|---|---|---|---|
| Oct 13 18:29:06 | Xeno Nano Pond | ♥ 2 | That's pretty cozy! Very nice visuals and sounds. I'm not sure what's the end goal if there's one, but I had a bit of fun just clicking around and watching life just happen. The credits sneaking in slowly was a nice touch - it fit the relaxed "sit back and watch" atmosphere. BTW it looks like the descriptions for left clicks and right clicks here are swapped, aren't they? Whatever it was I dropped with the left click made the bacteria divide (seemingly regardless of the random type that was dropped - is there a difference?), and the other stuff seemed to have turned them into food. | |
| Oct 13 18:55:55 | 26m 49s | Happy Birthday Logan | ♥ 1 | A very nice entry! Being stuck in a room while things are happening outside is a really nice storytelling device for a game with jam constraints. First I thought the goal was getting out of the room, and I was a bit confused by the dialog on the stairs saying we should wait a bit, but I quickly figured out how to progress. It can be very hard to bring humor into a serious story like this, but you still kind of managed it with the cake dialog options in the beginning. I almost wish that there was an entirely cake-based playthrough that allows you to skip the main storyline (a la Far Cry), but I guess that would be disrespectful to the serious theme. So all in all a very complete entry, high scores across the board, well done! |
| Oct 13 19:15:52 | 19m 57s | Anthill | ♥ 1 | Wow, the hints and the strategy recommendations in the comments made me realize I didn't even scratch the surface of this game yet. [This is me reading them.](https://i.imgflip.com/96kiyn.jpg) I'd love to see some screenshots (or playthrough videos) of how other people build their anthills, I couldn't get very far without drowning my ants :( I kinda love the minimalistic UI in contrast with the complex systems, makes you think of Dwarf Fortress. It'd be cool if a post-jam update added a version with a less steep learning curve. Maybe the mechanics could be introduced one by one, or there could be levels with simple progressive goals like "generate 3 grub" or "make your workers survive the next rainfall". But I guess having the different difficulties and modes available is pretty good for a jam submission already! |
| Oct 13 20:10:17 | 54m 25s | Shrimpy | ♥ 4 | Bravo! The graphics are crisp, Shrimpy is a star, and it just plays very smoothly. And just when it's about to get a bit boring - you find out there's a proper ending too! Excellent jam game. I finished with 17. |
| Oct 13 20:31:01 | 20m 44s | A Bug's Maze | ♥ 1 | Ah, what a lovely little game! I have to say I was rather frustrated with the timer. This would be such a relaxing puzzler without it! The game is rather slow paced, and the maze is large, so losing 3-4+ minutes of progress deep into the maze is not a very fun experience. Nonetheless, the puzzles are very well designed (I especially like that backtracking is necessary), and the characters fit both the puzzle mechanics and the jam theme very well. Congrats! |
| Oct 13 20:42:06 | 11m 05s | The Friendly Friend Saver Hero and 100% Good Person Exprience | ♥ 0 | My wife loved this one! :) We had quite some fun - it plays rather smoothly actually once you figure out what's going on. Rather unforgiving though - I never managed to save more than 4 friends. Man those slaughter scenes are brutal... It does almost feel like as if it was made with some other theme in mind though :) |
| Oct 14 06:36:44 | 9h 54m | Twilight of the Forest | ♥ 0 | I really loved the visuals and atmosphere of this one. Kudos for the phones-first aspect ratio too, it's a breath of fresh air amongst the submissions. |
| Oct 14 06:51:35 | 14m 51s | Fish Fighter | ♥ 2 | Hehe, these stupid fish never see that bait-swap coming! |
| Oct 14 06:58:29 | 6m 54s | Tiny Car | ♥ 1 | Very smooth driving, albeit a bit hard to control. The fractal space is very interesting and makes for a cool atmosphere. I think when you're backing up, left and right should be reversed so that your car behaves more like a real car. This was my only frustration with the controls. |
| Oct 14 07:09:41 | 11m 12s | Charge Carriers | ♥ 2 | I especially liked the music on this one, it worked great with the rhythm of the levels and the sound effects. Great vibes! The gameplay was a bit finnicky. Once things started moving, it was very hard to interact with the blocks or move them. And I agree with some comments here, the infinite creatures really lend themselves to cheesy "let's wait for them to fill up the space and it will work eventually" strategies :) |
| Oct 15 17:16:45 | 34h 07m | Microdominion | ♥ 1 | I really liked the atmosphere of this one. It feels like every jam there's a few random entries that are "just" little circle simulations or auto-battlers, but this one actually fits the theme well, and the microscope / petri dish view is a very atmospheric setting. (Nice bloom effect too.) I was a bit confused by the upgrade process at large. I get it that you only get to upgrade when your creatures lose, but what determines which updates are upgrade-able? |
| Oct 15 17:21:30 | 4m 45s | B.E.E - Brave Explorer Evangeline | ♥ 2 | Ouch, the semi-inverted flight controls were a mind-bender for sure! (up-down reversed but left-right maintained) Beautiful graphics though and a cute concept. |
| Oct 15 17:23:34 | 2m 04s | Ant of the Road | ♥ 0 | I also couldn't start the embedded version. The last few lines of the console logs say this: ``` [libil2cpp] ERROR: Could not open Il2CppData/Metadata/global-metadata.dat AntOfTheRoadWebVersion.framework.js.br:9 RuntimeInitializeOnLoadManagerInitializer: Failed reading 'RuntimeInitializeOnLoads.json' AntOfTheRoadWebVersion.framework.js.br:9 RuntimeInitializeOnLoadManagerInitializer: Failed reading 'ScriptingAssemblies.json' AntOfTheRoadWebVersion.framework.js.br:9 [Physics::Module] Initialized SinglethreadedJobDispatcher. AntOfTheRoadWebVersion.framework.js.br:9 No GlobalGameManagers file was found at , quitting player! AntOfTheRoadWebVersion.framework.js.br:9 Failed to initialize player ``` |
| Oct 15 20:04:18 | 2h 40m | The Governor's Will | ♥ 2 | Wow, this is one of my favourite entries so far this jam. I've played for probably half an hour at least, I beat it on the 4th try. Sure, it could have more levels, better end-game balance, but I think for a jam game it does everything great: plays super smoothly, has a story with a freaking intro sequence, cool art, custom music, and it even fits the theme well. Well done! |
| Oct 15 20:15:03 | 10m 45s | Fishfestation | ♥ 1 | Call me old fashioned but there's just something menacing about a school of fish breaking down your front door... Fun entry, plays smoothly too! |
| Oct 15 20:24:18 | 9m 15s | Tiny Hawk Pro-Skater | ♥ 4 | A Line Rider-style 2d skateboarding game? Sign me up! The quicktime system was cool, but I wish there was more freedom in what tricks to do. Plays very smoothly though, and it's a very unique entry, well done! |
| Oct 15 20:42:30 | 18m 12s | Bug Squad | ♥ 2 | This is a very cozy little strategy game, I had a lot of fun with it. Plays very well and looks great too. I gave up on the level where you start off with 3 enemies and 4 more join in the second round. I think I needed to rethink my brute-force strategy. It would be nice if you could re-spec at the beginning of levels, or at least on the death/retry screens. Otherwise a level selection view would be cool, so that one could at least see their progress, or return to specific levels. |
| Oct 18 20:29:38 | 71h 47m | The Big Battle for Tiny Mouse City | ♥ 1 | Can't you see I'm shaking this man down for his personal property?! Heh. Fun dialogs, and a cute game overall. Clearly a lot of work went into the systems, but I'm a bit confused about how much of it is "RPG maker MV game" stuff, and how much was made specifically for the jam. Either way, it plays smoothly, and it has quite some content, well done! The inventory and party management systems felt a bit overwhelming, and I would have never tried the Esc key to begin with if it wasn't for the comments here. Some minimal in-game hints could go a long way with helping the player. |
| Oct 18 20:40:44 | 11m 06s | Fluffy Flock | ♥ 4 | A very unique mechanic, but it works very well, and the flock is surprisingly intuitive to control. Very cool entry! BTW the jam version froze up my browser for around a full minute - it looked like it was waiting for some resources to load, but once it got started, it played smoothly. (Played it on Chrome latest with an Intel Iris XE integrated GPU) |
| Oct 18 20:54:24 | 13m 40s | Goo Patrol | ♥ 1 | I caught 65 out of 32 ;) Well done, such a complete entry - intro, menu, scoring system, physics sim, multiple levels, endless play mode as reward for completion, just great all around! I had a lot of fun with it. My stupid standard issue goo gun attracted furniture more than goos, but what can you do. |
| Oct 19 19:21:01 | 22h 26m | Morsel | ♥ 0 | Very cool atmosphere. The pixel art looks great and ominous - but so much so that I was a bit let down by the eventual gameplay. That said, I still enjoyed clicking my way to the Dusty Nothing. But what you write about originally having a different scope in mind makes sense - so if that was the way to wrap it up for the jam, so be it! I had multiple minor issues with the UI, such as: - the scrollbars in the Upgrades menu were moving all over the place when I tried to scroll. (As if there was an order to them, and scrolling to the end of one panel scrolled the next panel one instead?) - the button hitboxes/active areas are very small, and it is not obvious where the cursor is pointing - it was easy to accidentally start the next level, due to all the clicking, and the Engorge button appearing in the middle of the fight area But these are all minor things, it played very smoothly otherwise! I have no idea how would one get enough "Essence" for some of the upgrades. |
| Oct 19 19:35:55 | 14m 54s | Tiny creatures – Hidden hierarchy | ♥ 1 | Nice one! Print-and-play entries are always a breath of fresh air. The core revealed-then-hidden hierarchy concept is interesting. I liked the explicit challenge / contesting mechanic - it gives some interesting room for bluffing. I wish there were more ways to change the hierarchy, it would make it a bit more challenging to keep track of, and it would make cards like Peek more valuable. To add yet more of a challenge (at the cost of introducing some hidden variables), maybe some cards could even change the hierarchy without revealing the information to everyone. One suggestion for the manual: having the hierarchy laid out as suggested, in a line between the players, can be rather confusing (as from one player's perspective it's ascending, from the other's it's descending), maybe laying them partially overlapping (ie. "stacked") is the simplest intuitive fix for this. |