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Feedback comments for LD56
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| Timestamp | Since previous | Game | Jcourt's comment | |
|---|---|---|---|---|
| Oct 22 07:30:47 | Three Tiny Toblins | ♥ 1 | This was really good! I thought the 3 different abilities were good, and used pretty well with all the puzzles. It did take me a little while to figure out that 3 can throw the others, not some object that just hadn't shown up yet, but that's a minor thing. "walk", "crawl", "land", etc was funny, and the art looks nice and feels cohesive. | |
| Oct 22 07:46:52 | 16m 05s | Revenge of the Fly | ♥ 1 | This doesn't feel particularly finished, but I did have a lot of fun playing it, once I figured out how to move. I have mixed feelings about the control scheme. I've played a lot of jam games with similar concepts before, and I feel like it's more common to just have a button that toggles whether you're flying, and then wasd just pushes you in the direction the camera is looking. This method was definitely a lot harder, and I agree with the other person that it feels a bit helicopter like, but that difficulty did make it fun to play around with. I may have ended up settling on something unintended though, which was to always hold W and the left mouse button, and repeatedly tap the right mouse button to stay in the air. Also, the music very much sounds fly-like and I think it works very well. |
| Oct 22 08:00:26 | 13m 34s | Kat Kicker | ♥ 2 | This felt a little unfinished at times, but I enjoyed playing it. I agree with some other people that it wasn't always clear how/if you could use some of the objects in any way (like the leafblower and the drone). I did feel like this was a much greater mix of 2d and 3d art visuals than you see for a lot of jam games. I'm not any good at art so I don't really know how hard this is, but it seems very impressive to me how good grabbing the cats felt - it doesn't feel like you're just clicking the mouse and the sprite is changing while the 3d object disappears, it feels like you are actually grabbing the cat and now it's in your hand. |
| Oct 22 08:11:28 | 11m 02s | Tiny Creatures Master | ♥ 0 | To preface this, I may have gotten unlucky or just messed something up - I didn't seem to be able to get past the first level, even though it felt like I completed it at least once. I had a lot of trouble getting the bugs to work (especially the second type that builds the bridge and ladder), but when they did work I thought they were a really clever game mechanic. The building ones locking together to make the things felt really fun, even if climbing the ladder and controlling the player felt a bit awkward. Also the background music is stuck in my head now. |
| Oct 22 11:36:41 | 3h 25m | Crazy Critters | ♥ 1 | I liked the art/animations, especially the critters! I also did enjoy running around with them, although I did feel like it wasn't very clear whether they were responding to what I told them to do with the mouse. I think they were, it just felt a little wishy-washy, if that makes any sense. The basic gameplay was fun, and I would have liked a little more of it, maybe some additional maps/levels or some different enemies, even if it was just another background piece to really make it more obvious that we're small, or a red slime that moves slightly faster, or something. |
| Oct 22 11:56:14 | 19m 33s | TUSK | ♥ 2 | This is really good! The tutorial is particularly helpful, and the art looks really nice, and consistent. I didn't tend to find the game too hard, but I think I may have gotten a little lucky. The variety of upgrades and characters is really great. This is nitpicky, but my only real complaint is that the Yahtzee style "save the dice you like and reroll the others" seems like a good idea, but I think it could have been a little more fun - right now, there's not much strategy to which dice you reroll, because you just always want to lock anything that matches the barrier's weakness, and reroll the rest (this may just be a result of the upgrades I chose. Not a lot of variation in how much each action was worth). I think it might be a little more fun if each barrier had, for example a Strength, in addition to its weakness. Actions matching its strength would do little to no damage. That way, you'd still always want to reroll anything bad, but there would be a middle ground where you'd have to decide whether to take the risk of rolling something worse, in exchange for the reward of maybe getting something better. Overall though, I really enjoyed this game, and I think you should be proud of it. EDIT: I did also want to mention that the UI sound (like when you close a popup) - I found it a little amusing. It seems like it's a normal little UI noise, made verbally, but I keep hearing it as "you up?". |
| Oct 22 13:10:21 | 1h 14m | TinySlime | ♥ 0 | The art is cute, and I like the slime. It seems like the colors have some effect of how effective the Skill is? I would like it to be a little more clear what the effect is, but the changing color is cool. I do think I found a bug - when you try to sell an item that you have at least 1 of, it doesn't actually remove it from your inventory. |
| Oct 23 07:47:12 | 18h 36m | Critter Wrangler | ♥ 1 | I like the art! It seems pretty consistent, and the creatures are cute. The gameplay is pretty basic, and I probably wouldn't have wanted to keep playing for much longer, but I did want to stick around long enough to find all 11. I do agree with some other people that it would have been nice if the sprites faced the camera, but I thought the game was enjoyable to play. |
| Oct 23 07:56:11 | 8m 59s | Tiny Creatures | ♥ 1 | I like the concept here! I've actually wondered before if a sort of "herding tower defense" game like this could work (almost did one for this jam actually, but decided to go with something simpler instead), and this prototype was fun to mess around with. I like a lot of the future ideas you listed as well. If I was going to make a game like this, my assumption was that it would work best as a top down thing, without any real player character, but I think your last idea above, about manually interacting with buttons and things, is very interesting and worth exploring. Other people have mentioned controls and things, and I agree, but if you keep working on this at all, I'd be interested in seeing how it turns out! |
| Oct 23 08:12:49 | 16m 38s | Nibblers | ♥ 0 | This was fun to mess around with. Other people have already mentioned the animations and things, and I agree. I did have trouble keeping SporeSprockets alive - I thought it was really interesting for them to release spores every now and then, but I didn't seem to be able to get them to actually eat enough to survive, regardless of how many small FleaFlecks were around? I'm not really sure if that's what happened though, without being able to see the stats of an individual creature. |
| Oct 23 08:32:06 | 19m 17s | Every Light Counts | ♥ 1 | This is a really great concept, and executed really well! there's not much I can say that others haven't already, but I thought the music and art worked well, and the difficulty was pretty well calibrated too. |
| Oct 23 09:43:32 | 1h 11m | What Is This, An Empire For Ants? | ♥ 1 | This was really fun! I'm impressed with how polished and complete this feels, given the time limit. The art works well, and the difficulty is pretty good too I think. I also thought the different advantages the other ants had were interesting. Most similar games I've played have armies also be able to fight on roads between cities, not just at the cities themselves, and I felt like not doing that actually allowed for a little different strategy at times, because it actually made sense to retreat. It might have made it a little easier to win at times - if an AI sent a large army at one of your cities that you couldn't beat, it usually meant that they left the city it came form lightly defended, and easy to take over. I did that a lot in the first level, and I think it's the reason I ended up with more cities, and therefore more production. My only real criticism is that the theme seems somewhat minimal. Aside from the puns, it seems like this game would have been made to suit almost any theme, but a lot of games are like that (mine included), so, you know. |
| Oct 23 23:58:22 | 14h 14m | Minisseum | ♥ 0 | This was fun, and I think it's a really interesting concept. I think it could have used a little more balance at times - it seemed like Bacteria always got 1st no matter what - I was thinking that maybe having multiple species of bacteria could help, or something? Either way, I had about the same problems as the other comments, and I thought the core design of the game seemed really clever and interesting, and I enjoyed playing. |
| Oct 24 00:39:07 | 40m 45s | FireFly | ♥ 0 | This was fun to play, even if the game itself was pretty simple. I wasn't really sure what some of the upgrades actually did at times (there was at least one ending with "cd" that I wasn't able to figure out), and I would have liked it if the boundaries were marked in some way - I definitely ran into the top one without realizing a couple of times. |
| Oct 24 05:13:13 | 4h 34m | Tiny Economy | ♥ 1 | This is very relaxing, and I like not having a defined goal. I do wish there was a little more to do, or that the player's decisions had a little more of an effect, but I think this could be the base of something really good, and I totally understand not quite having time and having to simplify things. I thought the idea of placing tiles in this way could be really interesting, having to decide whether to go with a decent option you have now or wait for a better one later. I haven't played Dorf Romantik, so maybe this is an existing idea I just haven't seen before, but I like it either way. |
| Oct 24 05:23:37 | 10m 24s | Little Summin' | ♥ 1 | This was more fun than I expected - a little hard sometimes when just target number changes dramatically, but fun to play. Also, as others have said, really nice and complete for 5 hours! |
| Oct 24 05:39:07 | 15m 30s | ROLL! | ♥ 1 | This is a really interesting mechanic! (or at least, I haven't seen it before). It took me a bit to get the hang of it, but definitely really fun to play once I did. It was a little hard to aim when launching sometimes, but I don't think that's necessarily a bad thing. I like the music and art too - it fits the game well. |
| Oct 24 06:10:43 | 31m 36s | Snail Trivia Race | ♥ 1 | This is a fun little trivia game. Pretty simple mechanics, not too easy or hard, and I liked the snail race theming - felt like one of those mechanical horse race games, but interesting to watch because you can do something to help yours win. I would like it if there were a couple more questions so they're less likely to be repeated when you play again, but there's enough that it's fun to play, so that's just nitpicking. |
| Oct 24 06:22:28 | 11m 45s | Nano - Nautica | ♥ 1 | I think this could be a bade for something really fun, if you wanted to continue working on it. Operating the submarine was fun, and took a little bit to get used to. I think it might have gotten a little boring after too much longer, but the game wasn't too long, and all it would need would be one or two other things to do (like maybe a collectible that moves away from you, or some kind of basic enemy to avoid), and I think it could last a long time. I like the art. It works well, and it's a consistent style. I like the vibe of the game. |
| Oct 24 06:49:26 | 26m 58s | Glimbo's Defense | ♥ 1 | This was fun! I agree with some other people that even just very simple audio could help a lot to make it feel a little more polished. It's a little basic right now, but there are some nice touches, like the hotkeys and high scores, which I appreciate. |
| Oct 24 07:44:38 | 55m 12s | TRAP-EM | ♥ 2 | I also thought that it would be good if the grapple cooldown was a little shorter, but this was fun to mess around with. I never had much trouble catching the little guys (it seemed like I could outrun them without using the dash at all), and I thought the little pen they go to when deposited was funny. |
| Oct 24 09:31:19 | 1h 46m | Mantis Melee | ♥ 2 | This was fun! It felt very polished, and I liked the variety of upgrades. The art works really well too. I found the first 7 prey pretty easy, especially since you get the healing, but the endless mode was fun. |
| Oct 24 09:52:21 | 21m 02s | Snake Rolls | ♥ 1 | Best soundtrack ever 10/10. Reminds me of a jam game I played years ago involving carrots or something? But anyway, I actually found movement to be pretty enjoyable, and I spent a while trying to get all 30 as quickly as I could, but I couldn't get it below ~29 seconds. I'm shocked someone got as low as ~23. |
| Oct 25 02:50:50 | 16h 58m | Pill Sub | ♥ 2 | This was fun! I thought the art worked very well, and the gameplay was good. Things got out of hand very quickly for me - as soon as a turret broke while I was on the other side of the sub, I couldn't repair it in time to avoid taking a ton of damage. |
| Oct 25 03:02:21 | 11m 31s | Immunity | ♥ 0 | I like the art, and I think this is an interesting idea. It was a little hard to tell whether I was accomplishing anything at times, but I think I ended up doing what was supposed to do. |
| Oct 25 04:32:39 | 1h 30m | Mini Outbreak | ♥ 1 | This was pretty fun! It took me a bit to figure out exactly what was going on, but once I did it was enjoyable. I do think it would have been good to have some sound, even just something very simple, but I realize it can be hard to do that well within the time limit. |
| Oct 25 04:45:15 | 12m 36s | Shadow of the itty-bitties | ♥ 1 | This was really good! Since the gameplay was pretty simple I was expecting it to get boring, but I think you designed each fight to be pretty distinct, and the difficulty adjusted nicely. I like the Guide feature very much. Also, as others have said, the art is really nice and I like the style, the slight... "TV screen effect"? (how it looks like the middle is bowed out a little, and maybe scanlines?) is really well executed, and I think it adds a lot to the game visually. I also thought the credits with a whole animation and all the bugs' names was a nice touch. |