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Feedback comments for LD56
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| Timestamp | Since previous | Game | EX3D0's comment | |
|---|---|---|---|---|
| Oct 15 23:40:01 | Koi | ♥ 1 | Simple but addictive! The music is really well done, and I love the ambient ocean track and I can very clearly tell that's what you were going for. The movement of the school of fish feels incredibly intuitive and natural and the difficulty curves up nicely. It took a bit of getting used to how the fish pushing worked but once I did it was extremely satisfying to use it to nab a bit of food or narrowly escape the predators. The only real complaint I have is it can be kind of hard to keep track of things if the fish go off screen but that's an extremely minor point. All around a very solid entry, and a massive accomplishment that its your first! Obligatory score pic: Screenshot_20241015_193159.png | |
| Oct 16 00:08:00 | 27m 59s | SlimeBall | ♥ 1 | The aesthetics and atmosphere here are very nice. I'm always a sucker for cute low-poly games and it excels at that. The slimes also all have a really cute look to them! The room with all of the furniture is really well done, it forces the player to explore and use the games mechanics to discover the slimes, and I like the variety of the rooms in general. Unfortunately, the gameplay was lacking a bit. Throwing the slimes is fun, and the weight mechanic is a unique idea, but there's no way to determine how heavy a slime is before you throw it. This is okay and adds a bit of challenge but missing a slime through is far too punishing, requiring the player to restart the entire level. In my opinion it'd be a lot better if the slime respawned so while the player is punished for missing a throw by needing to go and grab that slime again, it avoids the player feeling punished and having to restart the level for something that was entirely out of their own control. Similarly I felt that the mouse sensitivity was fairly high, and with a game where aiming is a fairly core mechanic it would've really been nice to have a sensitivity slider, but I completely understand not having time to implement one. The maze room is also pretty poorly designed imo. I understand what you were going for and trying to add a challenge, but it feels like it was thrown in just to add an additional challenge for the player, and is a bit too challenging. When the player first enters this room all they see is a slime at the end of a maze they can barely see, with the light flickering, and when the light is off its essentially impossible to progress as the player can't see the maze at all. The room itself is fine as a concept but two things I think would have made it better if the maze had slightly more contrast with the floor, as right now even with the light the maze is still only barely visible, and if the maze was still at least somewhat visible even when the light is dark. This would allow the player to choose between if they wish to take the longer but safer route by only going in the light, or taking the faster riskier route by travelling in the dark. There's a very solid concept here, and this game could absolutely work as an exploration puzzle game, and it has a very solid atmosphere, but it definitely needs a little bit of work to be truly great! |
| Oct 16 00:25:54 | 17m 54s | PEPE's wall of pride | ♥ 1 | Funny idea, and reading the description excited me for the game. I'm an absolute shitposter and the idea of a funny meme game was hilarious to me. Unfortunately, the gameplay killed it for me. I found the movement really hard to control. I fully understand why, making a space game with realistic physics that also plays well is incredibly difficult, so I definitely applaud you for the effort because on a technical level its a really great feat. The post-jam version definitely fixed up all of the issues I had with the game. The game was hilarious and fairly addicting once I got used to the movement, it just needed a bit more time for polish. You definitely nailed the chaotic meme atmosphere you were going for with the graphics and audio! |
| Oct 16 00:39:38 | 13m 44s | Make Your Board & Climb In It | ♥ 1 | Fun and addicting! The idea of making the player make the level they have to complete is absolute genius. It adds an additional layer of challenge as the player doesn't just have to think about how to complete a level, but also how to build it to make it as easy (or as hard) as they'd like. Moving around the levels is also super crisp, and feels really fun. All around, a really good job! |
| Oct 16 00:53:23 | 13m 45s | Bug Bash | ♥ 3 | Really fun game! At first I thought this was just going to be a bog standard tower defence but the magnifying glass and mirror mechanic was really unique, and fits the game perfectly. Multiple people have mentioned before a fast-forward or speed up would be nice, so I won't rehash that again. I would've also liked if the bugs dropped money instead of it all being dispensed at the end of a round, as it would allow the player the ability to respond to anything missing in their tower setup. All in all, a really solid entry and could definitely see this being expanded into a full on game! |
| Oct 16 01:05:08 | 11m 45s | Tinny Terror Escape Run | ♥ 0 | Like other people have said the window is too zoomed in which makes it a bit awkward, as I have to keep scrolling to keep track of where I am in the level. That being said, the vibe was pretty good. I love the ominous music and the artstyle, it reminds me of old flash games on something like Newgrounds and gives a really nice uneasy atmosphere, which you were very clearly going for. The platforming is fairly basic but well done. The levels are all fairly basic and linear but they do the job. My only real gripe about the platforming/level design is that its seemingly possible to softlock yourself if you get stuck in between the keyboard and microscope on the first level: Screenshot_20241015_205725.png and the collision feels a bit wonky at times. |
| Oct 17 16:21:53 | 39h 16m | Peculiar Pickings | ♥ 1 | Your game caught my eye from the posts you had made on the feed while developing it due to its *unique* art style, and you definitely nailed it out of the park. The graphics and audio both combined really well into creating a really unsettling atmosphere. The gameplay is fairly simple, but messing around and smashing or eating all of the little creatures was definitely entertaining. In my opinion it feels a lot more like a surrealist horror art piece than a fully fledged game, but it also seems like that's largely what you were going for and it was a great experience! |
| Oct 17 16:29:43 | 7m 50s | Snail away | ♥ 1 | Really fun entry! Moving around as the snail felt completely natural and it was really cool finding unique ways to move around the level using the sticking mechanic, it was a really unique take on a 2D platformer. The audio and graphics also lent themselves really nicely to a cute and polished feel. |
| Oct 17 16:42:01 | 12m 18s | Mani-Creatures | ♥ 0 | Visually the game is great, and I can tell you put a lot of work into how everything looks and feels. It definitely has a really great mysterious vibe. The idea itself is also really unique and the hand gesture idea led to some additional depth in how to approach a battle. Unfortunately the game is really unclear to the player, it would've been a lot better if I could mouse over each of the cards and get a tooltip with information to determine what they were all supposed to do. Similarly I felt there was a lack of feedback to the player between rounds, it was really hard to tell at a glance if I was doing well or if the opponent had gotten the upper hand (pun fully intendeD) on me. It was a really solid entry overall and I really enjoyed playing once I got used to things! |
| Oct 17 16:51:46 | 9m 45s | Drinlan Madness | ♥ 1 | That was great! The movement and controls all felt really fluid and the animations and sound effects made everything feel really satisfying and punchy. You absolutely nailed the retro look and feel! I also really liked the little intro scene at the beginning, it was really funny and was also a nice little surprised, it's not often you see a fully scripted intro cutscene in a Ludum Dare game. The variety of enemies with their different movesets was also really fun. |
| Oct 17 20:00:34 | 3h 08m | Fastigrades | ♥ 1 | Simple but really fun! It doesn't do anything super crazy but trying to time the dash and braking to hit a boost or avoid an obstacle was fun. Being able to swap the hat in between runs was a really cute touch! Tardigrades are also just really underappreciated animals so it was really cool to see them. |
| Oct 17 20:18:55 | 18m 21s | Moon Picnic | ♥ 2 | Was really fun. The abilities were all pretty neat and added additional depth and strategy, but I mostly found myself using the bomb and the normal shockwave. At first I thought the anthill's healthbar a timer counting down how long a level so I was just spamming shockwave next to the pizza until I realised I had to destroy the anthill, I feel like there should be some signal to the player that destroying their anthill was the main objective. |
| Oct 17 20:30:39 | 11m 44s | Creatures CORY | ♥ 0 | Really cool idea and the artstyle is adorable. The idea of a platformer that's also a slide puzzle where the player has to move the pieces around was a really unique concept and I enjoyed it. |
| Oct 21 17:20:48 | 92h 50m | HAIRDIVERS | ♥ 2 | Really fun game, the humour is absolutely on point! I love the creative idea of fighting off headlice, had a blast playing. |
| Oct 21 17:24:10 | 3m 22s | Cute Animal Jigsaw-like Puzzle | ♥ 1 | Very simple but really cute. Definitely would've loved to see more puzzles but I fully understand not having enough time, lord knows I've ran into that situation on more than one occasion. The art and graphics were really well done and definitely left me wanting more! |
| Oct 21 17:36:47 | 12m 37s | Turdvivor | ♥ 1 | Fun game, definitely super funny! |