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Feedback comments for LD56
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| Timestamp | Since previous | Game | Koolruz's comment | |
|---|---|---|---|---|
| Oct 8 00:28:28 | Control Room Critters | ♥ 0 | I really like the idea of this game! It's super cool to be manually hitting all the switches required to fly your ship, and it's a great interpretation of the theme! It took me a very long time to get used to the (character, not ship) controls though, and *that* made it very hard to figure out what I was supposed to be doing in the ship. I finally realized that my controls were getting inverted as my tiny tilted and tumbled around, but it was extremely disorienting at first - I thought there was some sort of intertia/zero-gravity mechanic where the ship was causing me to fly around because of its movement. It might have helped to onboard the player with a zoomed-out view of the ship where they could get their bearings, before zooming in on the tiny that they control. | |
| Oct 8 00:37:21 | 8m 53s | Tiny Survival Tactics(Puzzle) | ♥ 2 | These puzzles were super engaging! Once I realized what I was trying to do, I was immediately hooked trying to work the logic out for each board. It was a lot of fun, so the only real feedback I can give is UX-related (And I suspect it's something you've already got in mind, and just didn't have time to implement!) - Given how many steps are involved in each sequence, it would have been really helpful to have an undo button - There were so many instances where I wasn't paying attention (or lost track of which fish eats what) and lost a puzzle late in the sequence because of an unforced error in piece movement. Without the ability to undo mistakes, it felt really stressful to move a piece around the board, because I was constantly worried that there was an interaction I was overlooking that would cause me to re-solve the puzzle. Overall though, I thought this was a lot of fun, and a very clever re-interpretation of those sliding car puzzles from back in the day! |
| Oct 8 00:53:22 | 16m 01s | The Mech-Antβs Last Stand | ♥ 0 | I *also* really like the art, and the music was incredible - It did such a good job getting me hyped up and making the whole experience feel so much more climactic. My only complaint was the hard cut when you press each button (possibly because it was queuing up a new track?) I really wish there was some way to restart after dying though, because I am awful at bullet hell games, and kept dying to the third pattern. Nitpicks aside, great job overall! |
| Oct 8 01:07:00 | 13m 38s | Don't feed the frog | ♥ 1 | I thought the game was really cute! I wish the combo meter had an effect on gameplay - I loved the risk/reward of trying to get several flies on your tongue at once (and potentially losing them all), but once I realized it didn't help you race the frog, I started going for safer strategies. It feels like increasing the payout for combos is a good opportunity to entice the player into taking more risks! :) |
| Oct 8 16:50:22 | 15h 43m | Germinator | ♥ 2 | I got through several waves by increasing my attack speed as much as possible, and the "whap whap whap" sound of dozens of flying fists was extremely satisfying - Great job on the sound effects! It would have been nice if there was more visual feedback as you got hit so that you notice the impact immediately - When I finally ended up dying, it came as a complete shock to me because I hadn't realized that I had taken any damage up until that point |
| Oct 8 16:53:31 | 3m 09s | Little Chef | ♥ 1 | I'm not sure if I was doing something wrong, but I could never bring any vegetables to my cutting board - I managed to pick up the knife, but no matter where I put my hands, they would never pick up any veggies when I tried to grab. The music, art, and concept of a ratatouille simulator are all great though! :) |
| Oct 8 16:59:16 | 5m 45s | Spowe | ♥ 1 | I really liked the soft focus and chromatic aberration effect you gave to the blobs as you moved around - It made the whole experience feel a lot more vibe-y and chill! :) |
| Oct 8 17:08:14 | 8m 58s | Minisseum | ♥ 2 | There was definitely a disconnect between what I understood the rules to be based on the instructions, and what the rules actually were, but once I got over that hump and figured things out it was a cool game! Aside from the on-boarding experience, I had an especially confusing first game because the board spawned with no fungi at all, which meant it was just viruses and bacteria duking it out - You might want to make sure that there are limits on what the initial board can spawn :) |
| Oct 8 17:23:38 | 15m 24s | Tiny Beast Hunter | ♥ 1 | I really like the concept! This might be a "me" thing, but using the alt key to soak up creatures felt very strange, and I never quite got used to the controls - It didn't prevent me from playing, but I had one hand on the arrow keys, and used my other hand to hit space/alt. I used my thumb to press space, so I had to put my hands in a very unfamiliar position to be able to comfortably reach both space and alt, which caused me to be playing with my thumb and middle finger. I also ran into a few browser-related issues hitting alt - It kept trying to set my focus to the file menu every time I pressed the alt key π Otherwise, the game itself seems to be well-executed! Nice job! :) |
| Oct 8 22:04:25 | 4h 40m | Glimbo's Defense | ♥ 2 | This was a fun little game! I wish there was a way to speed up the game at the beginning, but wow things get fast once it starts ramping up! My biggest complaint was that the death screen disappeared before I could take a screenshot of my score to share here, because I felt like I had done a really good job! |
| Oct 8 22:08:47 | 4m 22s | Sammich | ♥ 4 | This was great! Really appealing art, a super fun and simple concept, and the pace of how things escalated was spot-on! I've sadly got no notes to give, just wanted to pass along the positive feedback! |
| Oct 8 22:19:39 | 10m 52s | SOKOBEETLES | ♥ 1 | This was really fun! I greatly appreciated that you let the player play things out and then immediately jump back and edit what they had placed, because my peanut-brain would not have otherwise been able to hold onto the solutions to each of the puzzles! My one piece of feedback is that the exact timing of how the beetles moved was pretty difficult for me to grok - For example, there was a lot of trial-and-error on this puzzle where I knew the general shape of the solution (have one beetle go up to catch up with the log and push it down), but I couldn't figure out the exact timing of how to get that to happen. beetle-puzzle.PNG This also led me to wish that there was a fast-forward button, so that I could more quickly see if my placement of arrows led to the timing that I was hoping for. These are just minor nitpicks with the UX though - Overall, this is a really cool game! :) |
| Oct 8 22:43:20 | 23m 41s | Flea Circus | ♥ 3 | I loved the little sounds the fleas made as they jump around - There was just something super charming about them! :) I really like the idea of this game, too! It's really cool to choreograph your routine one piece at a time, planning out when new fleas would step in or out and interact with different set pieces! Unfortunately, I ran into a lot of physics desynchronization, so even on the second round, without moving my second flea, the first one wouldn't perform the same routine - That made it really hard to choreograph, because on one run a ball might be on one side of the screen, but on another round the same inputs would cause it to roll slightly differently and end up on the other side of the screen. I also had this very strange behavior happen on one of my attempts - Every flea past the first one would spawn in and be stuck endlessly floating down towards the bottom of the screen, and would only accept spin inputs. floating-fleas-small.gif Overall, I'd love to see how the game plays if the physics can be ironed out because I think there's a lot of potential to be really engaging and satisfying when everything comes together in a routine! :) |
| Oct 10 02:18:03 | 27h 34m | Hell's Kitchen | ♥ 0 | I don't have much feedback to give, but I figured I'd let you know that I did keep mixing the buttons up every time I wanted to switch to rooms 1 and 3, in case others have the same issue (or it might just be a me thing!) I kept thinking the minimaps of the rooms were in order from 1 to 3 vertically, so every time I wanted to go to the top room in the list, I would press 1, which would instead send me to the bottom room. |
| Oct 10 02:26:58 | 8m 55s | Tiny Creatures: A Nimkip Story | ♥ 3 | I thought the idea of using your creatures as a resource in battle was really cool, but I felt like I was definitely missing something about how the tiny creatures worked during battles - I feel like it would have been useful to have a HUD with more information about my creatures (how many were active, wounded, etc), so that I could make more informed decisions about when to use my special abilities. As it was, I felt like I was kind of flying blindly and hoping that (eg) my healing abilities were being used wisely. Overall, I think there could be something really cool here though! |
| Oct 10 02:33:37 | 6m 39s | Silk & Snare | ♥ 4 | I thought the web-spinning mechanics were very cool - And the way that your webs were physical objects that got thrown around when the rocks hit them (rather than simply getting destroyed) was a fun bonus! :) I did run into some strange collision-related issues though, where bugs would seemingly clip straight through the web without stopping - I'm not sure if it was actually a collision issue or a trick of the camera, but I figured I'd pass along the feedback either way! Well done, overall! :) |
| Oct 10 02:45:51 | 12m 14s | Swim Shady | ♥ 1 | I liked the way that you force the player to control their momentum carefully - You can't just mindlessly run around, you need to move intentionally :) One thing that definitely bit me on my first playthrough was the fact that the large hexagons looked friendly/non-harmful (to me at least) - Because they were a cool blueish purple that echoed the player's cool color palette (unlike the warm colors of the other enemies), I assumed they were some bonus that I ought to try and stay inside of, which was catastrophic for my swarm |
| Oct 10 02:56:51 | 11m 00s | char chase | ♥ 0 | I loved both the art and the visuals, and they paired together perfectly - Really well done aesthetic! The gameplay was also fun! I had a very hard time on my first attempt, because I thought you needed to create the word while you were running around, but once I'd played through once, I got a handle on the rules. My only complaint is that I could never find the second O that I needed to finish gyroscope, and had to settle for "gyro" instead π gyroscpe.PNG |
| Oct 10 02:59:55 | 3m 04s | smolloween | ♥ 0 | It looks like something is wrong with the web version of the game - Hitting "Play" doesn't seem to do anything :( |
| Oct 10 03:37:54 | 37m 59s | Stompy | ♥ 1 | I really liked the controls - I had an extremely hard time wrapping my brain around them, but I really liked the fact that they were something that I hadn't encountered before and needed to figure out! |
| Oct 10 16:27:02 | 12h 49m | The Great Dangling | ♥ 1 | dangling-win.PNG This was fun! The sound effects were great, and the whole package was very cohesive! The only real feedback that I have is that it felt like the first few tutorial-style levels went on for a little bit too long, especially because they didn't really tutorialize the fun physics interactions that the later levels required. Once I got to those later levels, I had a blast trying to figure out how to fling my chain towards each item I needed to pick up, but in the beginning I had a completely different impression of the game, where I thought it was going to be more of a logic puzzle where I had to pick items up in the correct sequence. My only other feedback is that I literally winced every time I had to start the level by pricking my finger on the thumbtack, but I think that might be a "me" problem - I am awful around blood, so this was some good immersion therapy lol |
| Oct 11 03:33:08 | 11h 06m | Da Eg Hatcha | ♥ 1 | I think this might be a new record for the original controls? Funny enough, this was my first complete run - On my first couple attempts, I kept getting hard stuck going left from comic sans for ULTIMATE LMAOS, but when I came back to it this evening, everything just clicked da-win.PNG Absolutely loved this - Great vibes, great humor, great game. Great job! The only feedback that I had was that the controls felt a little bit twitchy, which made it really hard to launch myself at an angle (this was what kept getting me stuck originally), but I saw that there was a post-jam update, and the new controls feel buttery smooth. Another awesome entry! |
| Oct 11 04:01:09 | 28m 01s | Tiny Ducks | ♥ 1 | bread-win.PNG This was a ton of fun - My playthrough was super tense the entire way through, because I didn't realize your ducks could be revived. All three of my ducks were at less than 5hp going into the final boss, and there were several tense coin flips on Duck cards keeping them afloat. Honestly I'm kind of glad to have had that experience because it was a blast trying to manage everyone's health and keep them alive just long enough to crawl across the finish line. I know y'all don't plan to expand this game because you never want to make a card game again, but if you do ever pick it back up, I'd highly recommend incentivizing a no-revives run - The cards that you have here made resource management super tight but doable, and before I read the comments and saw that you could revive your ducks, I was floored by how well you had nailed that balance in 72 hours. Either way, awesome job! |
| Oct 11 18:01:05 | 13h 59m | Tiny Mushy Froggies | ♥ 1 | This was fun! I thought it was really cool how the relatively simple behavior of the cars created emergent/realistic traffic patterns, and I actually feel like I better understand how traffic jams are started, after seeing a car speed into the back of a truck then slam on the brakes, slowing the entire lane to a crawl. I'm not sure if this was an intentional part of the difficulty or not, but I found it somewhat frustrating at first that my power meter was in the upper left corner - I wanted to look at my frog at the bottom of the screen, and was having a really hard time splitting my focus trying to understand what impact my jumps were having on the frog. I eventually got the timing down and didn't need to use the meter anymore, but it would have been a smoother onboarding experience if the meter was more within my field of view while I was learning the rhythm. I agree with the above commenter that the screen shake was a little bit too intense at its current level - It made it a little bit too hard to see what was going on. Especially if the player died due to overshooting the last jump, it might have helped to slow the screenshake down a little bit, and slow the death transition, just to make it clear what had happened - I had several runs where I made it to the end, but wasn't sure what happened when I heard the death sound and warped back to the start. It was especially tricky because of just how unforgiving the spacing for the final jump is - I had several attempts where I thought that I was making the absolute minimum jump possible, and still overshot it. I captured one of my attempts as a gif, in case you were curious to see some live gameplay :) frog-pond.gif Finally, I absolutely loved the pixel art - The walkers, bikers, cars, and trucks were all super readable, and all fit together really cohesively! I was particularly impressed with how incredibly readable the walkers were, for how few pixels you had to work with (even if I didn't love that they'd absolutely wreck my respawning frogs hahaha) Overall, this is a very cool little game! Well done! :) |
| Oct 13 15:53:43 | 45h 52m | Squabble Snooker | ♥ 1 | I really liked the idea of this game, but with my mouse settings, I could barely control it - Moving my mouse a few millimeters on my mousepad was enough to do a complete 180, which made the whole experience very disorienting/uncomfortable to play :( A mouse sensitivity slider is really important in FPS (first person snooker) games, because everyone's hardware setup is different, and if someone is using a much higher or lower DPI mouse than you tested with, they might be unable to play. I just wanted to pass along that feedback - I couldn't play for long enough to get a good sense of anything else, so I can't really give any other feedback or even leave a rating π |