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Feedback comments for LD56
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| Timestamp | Since previous | Game | LLlarsO's comment | |
|---|---|---|---|---|
| Oct 8 05:18:36 | PLEASE, GNOMORE | ♥ 2 | The controls felt very intuitive, thanks to the good level layout (for example at the beginning, when you can only past the screen with the gnome followers or else it is blocked by the mushrooms.) I also liked the attack animation of the frogs with their fists. :D I got stucked two times in a row at the screen with the three frogs. Couldn't control the game anymore. :( For my taste the gnome walking sound was a bit too much, so I turned the sound off. Maybe you could use something less noticeable, but still a cute sound which is more "in the background"? The big gnome army felt very satisfying and I was sad, when the frogs killed my small companions with their big hands. :D Congrats to your finished game! Greetings from Stuttgart. | |
| Oct 8 09:47:31 | 4h 28m | Ephyra | ♥ 2 | I liked the relaxed atmosphere of the game. The music and underwater theme (achieved through the art style) were a nice fit to the gameplay. I think it would be a cool addition, if the jellyfish would bounce back when you hit a wall (combined with a little jiggly animation of the animal itself). Apart from that the controls felt good and I like the character design of the main character. :) Congrats to your finished game! |
| Oct 8 10:12:33 | 25m 02s | Pixel Repair Agency | ♥ 1 | I'm very fond of the graphic style. Everything fits together well and I like the little things for example the printed text. I felt curious to try every button and explore the UI. :) People say that it is overwhelming at first and I can understand that. Maybe if you would introduce the different functions step by step it would solve this problem. For example: After finishing a level you would unlock a new ability. I couldn't hear any sound. Are there no sound effects in the game? If there are please let me know, so I could try it on a different browser. I think you did a great job creating this game, which feels unique. I'm curious if this game will be expanded in the future. Greetings from Germany. :) |
| Oct 8 11:40:10 | 1h 27m | Creator's Dilemma | ♥ 1 | The best part of the game is the presentation of the small people. It was fun looking at them walking around. :) I think the "good" cards were pretty clear in the description. I could get into the gameplay very fast, which is a good thing. I know that you did it in 48hours, but I would have liked more cards with different effects. You could still use your three main stats, f.ex. a "hard work day card", which provides more food, but decreases the happiness. The game would be more variable. But mad respect for finishing this game in just two days! Good work. :) |
| Oct 8 11:58:17 | 18m 07s | Head'quarters | ♥ 3 | I've played around 10 games at this Game Jam at this moment, but this one is currently my favorite game! The artstyle and the little characters are cool. The animations are also very nice. Apart from that the feedback was clear (for example when I crushed my car) :D and the music was very fitting. The game is super polished and that's very impressive! |
| Oct 8 12:20:11 | 21m 54s | Tiny nomads | ♥ 2 | Nice visuals! For me it was always clear what I could pick up and what not. One time the little Nomads where stuck in their cage, but apart from that the game worked well. :) As @Brainoid mentioned I would also prefer a bit more challenge. Little hazards could be used for example. What I want you to ask. Did you have further ideas, which couldn't be included in the game, because of the deadline? Congrats to your finished game! Have fun exploring the other Ludum Dare games. :) |
| Oct 8 15:03:12 | 2h 43m | Sweet Home ? | ♥ 2 | I reached the end of the game and I had fun in doing it. :) I can see future expansions of the game, for example if you would add buildings (defensive towers, healing bays etc.), which would transform it a little bit to a tower defense game. The theme was fitting and I got attached to my little ants. The game worked well and it was easy to understand the gameplay. Congrats to your first Ludum Dare project and enjoy playing the other games. :) |
| Oct 8 15:28:47 | 25m 35s | Jelly Gang | ♥ 2 | I have a lot of good things to say about this game! + simple, but very cute graphics. Everything fits well togehter + googly eyes make everything better! :D + music and mood worked well with the style ++ level design was superb. You introduced every mechanic naturally and step by step. ++ the controls felt good. The chore mechanic (fluid objects) is really good to play. A little suggestion: I would put the numbers at the goal in the foreground or above or a little sign next to it, because the tiny creatures cover them up. Such a nice game! I hope we will see new levels in the future. :) |
| Oct 8 16:04:38 | 35m 51s | Drawer Sheep | ♥ 1 | Cool puzzle game! I like the difficulty of the puzzles. The sheep were a nice cuteness factor. The bottom left and bottom right stones were sometimes confusing to me. It was hard to determine which row belongs to which stone. Maybe reduce the height of the stones by half? Painting the blocks and sheep was so much fun with little fluffy animations. I tried to colour the sheep in the coffee mug, but it was not possible. I hope you will add that, because it is essential for the gameplay. ;) Great entry! |
| Oct 8 16:27:30 | 22m 52s | RATvolution! | ♥ 1 | My favorite part about the game: The running animation of the rat! :D The graphic style was overall very solid. Visual feedback for attacking enemies would be great. You could use very simple animations like in the old Pokemon Red and Blue games on the Gameboy. Different attacks or actions would also give the gameplay more depth. The bread as a starting opponent was a nice touch! A good way of learning the basics of the combat system. Great job! :) |
| Oct 8 18:36:48 | 2h 09m | TINY PACK | ♥ 1 | I saved all animals, wohoo! Very cool game and on top of that, you accomplished it in 48hours. Very impressive. A lot of people are praising this game, so I don't need to add more. ;) One suggestion if you should continue with the game development. It would fit your "cube-theme" well, if the snail enemy would have a cubric snail house, where you put the dice in. |
| Oct 9 11:05:38 | 16h 28m | Play With Me | ♥ 5 | I liked the overall atmosphere of the game. It reminded me a little bit of "Pony Island" and of course "Undertale" (graphics). A ducking feature in the "jump game" would be nice as in "T-Rex Dinosaur Game" from Google Chrome. My favorite game was the "audio game". Good job and keep it up! :) |
| Oct 9 12:48:56 | 1h 43m | Leafkin Quest | ♥ 2 | The graphics were nice and everything fitted together. The "thorn spell" felt very good. It's nice to have such a strong AOE attack. The magic attack (left mouse) on the other side felt underwhelming damage wise. It's also a little bit tedious to klick the left mouse every time. I would like to just hold it for autoshooting. Finding the leaves felt more like a time filler. I would prefer it to just appear next to me or at least have some enemies on the way. The controls felt good and I liked the gameloop, so I ended the main quest and had fun doing it. :) Good job and keep up the great work. |
| Oct 9 17:40:49 | 4h 51m | The way to the eggs | ♥ 2 | The visuals of the intro sequence looked very nice. I like the use of the few colours and the design of the bird, who was holding the little worm. Regarding the level design: Instead of using the big red arrows, which didn't fit to the forrest theme, you could let the player see the ground or make the elevation smaller. Using your blocks to create something "like a stair" would also work. Try avoiding those arrows and let it be more natural, if you know what I mean. The mechanic of the different creatures with their abilities is a cool concept. Seeing your next game in the art style of the intro would be very interesting. :) Congrats for finishing your game! |
| Oct 9 17:57:03 | 16m 14s | Squizzard | ♥ 3 | I had fun playing the game till the end. Short game, but satisfying! :) The lightning strike was the most fun spell to use. I felt the impact of this attack. In the end I just used the "earth" and "fire" spell, because they killed everything, which made the game very easy. A cool feature (maybe if you will work further on this game) would be, if different creatures had different weaknesses to certain spells, so every spell will be important. I like the character design of the wizard and the overall presentation of the game. Great work! |
| Oct 9 19:49:05 | 1h 52m | Goobers: Escape from Lab 8 | ♥ 2 | Just finished your game. I guess my friend and me played for about an hour. Didn't expect that from a Game Jam product. :D The different areas are awesome! We wanted to explore everything. The nice little details (I won't spoil anything) are great. We really got addicted to find every possible combination of the Goobers. We didn't look at your sprite sheet till the end, because we wanted to discover everything by ourselves. We thought that loosing a "red Goober" would dead lock us. We think it would be nice in the introduction to at least show that you can always produce the basic three Goobers with the blue Goobers as shown in this elaborate Paint picture. ;) Goobers.jpg One question regarding the winning screen: Did you run out of time, because the picture does not match the graphics and quality of the whole game or did you chose it on purpose? The "poison area" was a good mechanic, to get rid of unwanted Goobers. I felt a little bit bad killing them. :D The graphics were great and we like the style of the little Goobers. Really good job! |
| Oct 9 20:23:52 | 34m 47s | MicroMedic | ♥ 1 | Played through the game and I liked the presentation of the story through the newspaper. The controls felt intuitive and the background graphics are nicely done. :) At some point I just flew very close next to the heart and stopped moving there. Could beat the heart all the time, which took out the "moving/flying experience". The little green creatures are a nice addition to the infested heart, but it would help if they also spawned in different areas, so I would have to move my ship more. The audio didn't loop correctly. I liked the little explosions of the small enemies and also the death animation of the main antagonist. Felt very good every time to see it explode in little pieces. :) Good job and have a nice Game Jam. |
| Oct 10 14:50:21 | 18h 26m | Spider That Is Stuck In My Pc When I Launch GMOD with 1000 mods | ♥ 5 | I've played a lot of platformers and this game was a blast to me! The game is very polished and I really liked the controls. The grappling hook felt satisfying and I liked both attack modes. The shooting was weaker than the rolling, but the advantage of the sooting is that you can kill flying enemies. It's a good balance in my opinion. The levels were well designed with a fast pace. The HP bar was very fair in my opinion and the instant respawn (if you have HP left) was a good system. I love the presentation of the game. The menu, the ingame graphic and the transitions were very consistent. There was just one very minor thing, which confused me in the beginning. When I started the Tutorial I kept leaving the level instantly, because I clicked the "Up Arrow", which was shown above the character. My suggestion is, that you put a sign above the door or even better spawn the character next to the door, so that the situation is clearer (see the pic). Plattformer cool.jpg Overall, this is one of my favorite games so far! :) Congrats to this wonderful game. |
| Oct 10 14:59:07 | 8m 46s | Silky Slinger | ♥ 1 | The strong point of this is the mood you set in the game. I like the "colourless" aesthetics of the graphic. The controls of the grappling hook were solid, but it would be nice, if the spider wouldn't stop abruptly when you "crash" against a wall. It would be nice if the spider bounces off when you hit something (kinda like in the old Worms games). Congrats to the interesting game you've made and have fun playing other games. :) |
| Oct 10 15:10:20 | 11m 13s | Shrimpy | ♥ 3 | Nice little game with a relaxing soundtrack. :) I personally like the interpretation of the theme in this one. As @ScrapMetal already mentioned, would it be nice to have a little bit more challenge in the game. Enemies spawning from different directions for example could work for this type of gameplay. The audio feedback while eating the objects to get points was very good. Nice job and congrats to your finished product! :) |
| Oct 10 15:37:57 | 27m 37s | Pom Planet | ♥ 3 | Really polished game! The visuals and the somehow creepy atmosphere give this game a cool personality. The game was easy to understand and you introduced new mechanics step by step, which is a good sign of level design. A minor thing that confused me in the beginning. I didnĀ“t understand that I could use the right button for spinning the tiles. Would be nice to see it ingame, because I had to look it up on your game page. But aside from that everything is fine! :) |
| Oct 10 16:35:25 | 57m 28s | Snail away | ♥ 1 | Very short, but amazing physics! I like the little details like the moving leaves when you crawl over them. The controls were tight and I especially liked the rolling of the snail. The foreground objects were too big in my opinion and covered too much of the screen. Keeping it down or maybe make them transparent would solve this. The overall graphics were simple, but stylish. Everything blended well together. Nice job! :) |
| Oct 10 16:52:17 | 16m 52s | Ants War | ♥ 2 | Reminded me a lot of the old space shooter games. I like the idea of a shooting ant. My main issue with this game is the lack of feedback. Adding audio if you hit something or lasersounds for shooting would increase the overall experience. Nice that the frogs were following the main ant. That's a good idea. |
| Oct 13 21:07:21 | 76h 15m | Critter Conflict | ♥ 3 | What a great game to discover! I played Cuphead and it's obvious, that this game is kind of similar, but that's fine of course. I love the graphics of the game. The intro, the overall map and the levels themselves are amazing for this short of time. The bosses have personality and the little creatures on them fitted nicely. It was always visible what kind of attack would follow through little hints, so it was never unfair to me. The difficulty level was decent. I think it was in a good spot for a Game Jam. The music is in my opinion not on the same level as the visuals. One song was good, but the other ones were not so catchy. But I like the fact, that every boss has its own theme. The "feedback" of the actions (shooting, getting hit) could be stronger. The little weapon dots and the "dot explosions" are very small and therefore the impact wasn't that big. I recognised when I was getting hit by the enemy or a projectile, but it also felt a little weak for my taste. The controls felt good. When I was hit I couldn't blame the controls for that. ;) The game overall was a lot of fun for me and one of my favorite games so far. Good job! :) |
| Oct 13 21:20:12 | 12m 51s | Solo Hamstering | ♥ 2 | So first of all, my keyboard is broken now. ;) Really nice visuals. The animations of the characters, the overall mood and the ideas of the different levels, like the body building area, supported the overall mood of the game. The cutscenes added also a lot to this strong point of the game. What I missed is more minigames. On the ground floor it would be nice to actually take the stuff of the ground (it was just a cutscene). On the other two floors there was only the "space bar minigame" in a different setting. I didn't need more levels (time in a Game Jam is rare), but I would have liked at least different things to do (and it wouldn't require to be complicated). I felt that your team had a clear idea/vision of the game. You chose a "humor style", which was always noticeable from start to finish. I liked that and I think that's also a strong point of this project. Congrats for finishing your game! :) |
| Oct 14 11:51:19 | 14h 31m | Spoders Run | ♥ 0 | I like the Spoders. The little idle-animation they have and the overall style is nicely done. At the beginning of the level I actually liked that I could control everyone at the same time. But it stopped being fun when you had the curves, which lead to the top. Then I had to select every Spoder one by one. As people mentioned it could use a little more variety. I think different abbilities would be a great addition (maybe paint the Spoders in different colours?). One Spoder could for example build a platform, which can be used by everyone. As I said it was fun to navigate all Spoders at once and it felt also good to control them individually. So the controls were very simple, but felt good to navigate. Congrats for finishing your game! :) |
| Oct 14 12:33:34 | 42m 15s | Bug Squad | ♥ 2 | Played trough the game and had a lot fun! :) Our team made a similar Turn-Based-Strategy game, so I was exited exploring your game. First of all I like the visuals. The little idle-bouncy-animations look good. The title screen fits to the game. I think if I would change something, it would be the background of the levels. In the end it is just a black screen. Using a background, which does not distract the player, could work well. I like the progression system of the game. At first I thought: "Why should I get the acorns, if you get them at the end of the level?" But then the cat came. :D It's also nice that the enemies can steal the acorns from you. Falling of the map was a cool element, which added depth to the strategy. In my opinion the difficulty was well balanced. In the end it is a Game Jam, so making it too hard wouldn't be a good idea. It got harder through the campaign, which is a good thing. The game feedback is nicely done. You could see the damage delt or if you regenerated HPs. It was clear where I could attack and move my creatures. Congrats for finishing your game. It was nice playing it! :) |
| Oct 14 14:07:29 | 1h 33m | Tiny Fallk | ♥ 1 | Great visuals! I really like the little water-drop-animation and also the overall style and animations of our little fellows. The design of the word and the buildings are also very nicely done. :) The game was fun and I think you nailed the theme. It has a very relaxing vibe. What I'm curious about: Did you have any further plans which got canceled due to the short time period? I think new buildings (like an automatic water wheel building) would add more depth to the gameplay. But this is just a suggestion, if you want to expand this game in the future. Great job and have fun playing other Ludum Dare games! :) |
| Oct 14 14:42:16 | 34m 47s | Animal Arcade | ♥ 0 | I had a lot of fun playing through this little charming game! :) The satisfaction of hitting the "enemies" was very good due to the sounds implemented. Being able to hit multiple animals was a good idea. I think the difficulty raise during the game was also fair. I guess some "boss levels" would add depth to the gameplay. The easiest way would be having a boss animal with multiple hit points or if it should be more complex, then you could add a kind of armour, where you first have to target specific areas on the object before you can attack it. Good job making this polished game! :) |
| Oct 14 15:29:04 | 46m 48s | Vox Regis | ♥ 1 | Hello @sheepolution. I came here after reading your post-releasing-post on the main LudumDare page. It was very interesting to read and since you will not continue working on the game, I will not suggest any gameplay changes. First of all, the game was interesting enough, that I wanted to play through it. For my taste it was a little bit too long (had 12 speeches). I guess having a time limit of three minutes would be better for me. I really like the art style! The picture you've made for the main screen looks good and the "view from above" is also very cool. It was fun watching the little persons killing each other. :D I think you nailed the theme! Seeing your population as tiny creatures is a nice idea! The game was properly introduced by the text. I knew what the setting was and I was ready to play the game. I also like the overall humor in this game. It did not felt that you tried too hard to be funny, it felt very natural in this game. The latin phrases were a nice touch. Overall it is a very polished game and a great job for only two days! :) |
| Oct 15 11:43:51 | 20h 14m | The Seven Guorts | ♥ 1 | Very, very short. I would like to explore a little more with this "Guorts Tower". :D The mechanic worked really nice with the door. Some audio feedback for klicking on the Guorts would be nice. Putting in a "clap sound" and change the cursor to a clap animation would be fun! I really like the style of the protagonists with the different expressions. I had fun and congrats for finishing your game! :) |
| Oct 15 12:14:19 | 30m 28s | MushMush | ♥ 2 | First of all, I played through the game and had fun doing it. But I had a lot of troubles with the controls in the beginning. It took me a while to use "E", because I was playing with the arrow-keys. You've made such a clear and nice control-picture, but it would be good to just add the "E" button to the arrow-keys as well. Screenshot 2024-10-15 135847.jpg Some people don't have a numpad, so using the controls of the "normal numbers" additionaly would also improve the controls of the game and wouldn't exclude players without this type of keyboard. The pushable feathers are a nice idea. I realized that I could do it with the stones, too, but I guess it would be visually clearer, if the stones had a brighter colour, so the player knows that he can interact with it. These are all minor things, but it would give your project a more polished feeling. The overall idea was well executed and the artstyle is a strong point in this game. It was nice to look at the level and I like the looks of the protagonist and the enemies. Good job! :) |
| Oct 15 12:43:03 | 28m 44s | Pied Piper's Payback | ♥ 3 | As a German I'm familiar with this tale and it fits really well to the theme. Good idea! The graphics were solid. You could tell where you could go and what was a "barrier". The visual feedback for drowning something was integrated, but an additional sound would help to have even better feedback. The guards in the second level are a good idea for ramping up the difficulty. But they need some changes. The guards are really small and they were pretty easy to avoid (I played on medium). You can see it also very good in @100th-Coin gameplay video, which was played on easy mode. On hard mode the guards seem to be more effective in his video. The end screen was nicely designed with a reference on how well you've played. Great job and greetings from Stuttgart. :) |
| Oct 15 14:26:52 | 1h 43m | Traction Bugs | ♥ 0 | Cool little game! Had fun playing it till the end. :) The audio feedback was good, when I lost my little cars. It happened to me, that I lost some cars when I already reached the finish line and I couldn't do anything about that. I would suggest to change that. The controls felt alright and the difficulty was nicely implemented. It got harder, but not unfair. The visuals were clear and I like that you put the "credit screen" as an additional track into the game. :) |
| Oct 15 14:38:09 | 11m 17s | 1D-Puzzle | ♥ 1 | Interesting game concept. I had fun figuring out how to solve the different puzzles. Maybe you could have put in small, bouncy bugs instead of a ball, so you would have a link to the theme. I like the "physics", for example if a ball jumps +8 into the air. ;) I also like the progression of the levels. You added different mechanics into the game after a while, which made the difficulty felt good. Congrats for finishing your game! |
| Oct 15 14:53:40 | 15m 31s | Luck of the Draw | ♥ 1 | Fun concept! The base mechanic of the game works really good. The audio and visuals are clear, so you always know what is happening. For my personal taste the levels feel a little bit to big. Making them "tighter" would make the overall battle shorter, which would be a good thing in my opinion. I like the different Power-Ups you can gain and also that opponents are out for a while when they have zero health left. Bonus points for the working Multiplayer. Very cool! :) |
| Oct 16 11:38:56 | 20h 45m | Backpack Dungeon | ♥ 1 | Nice little game! But I see that you only have 3 ratings so far. I guess putting your nice title screen as the first picture instead of just the orange "Backpack Dungeon" would help. Pictures of the gameplay or a little GIF would also attract people. Right now you can't tell what this game is about (I know it is in the text, but people need some visuals). Backpack Dungeon GIF.gif To the game: It is a really relaxing game with clear visuals and a simple to understand gameplay. Sometimes it feels a little too slow especially in the beginning. I liked that you see your highscore at the end. Maybe make the "meter visual display" in the right upper corner a lot bigger, because I haven't noticed it. The power up system by combining different pickaxes is a good idea and as a player you have to decide when you want to merge them. Congrats for finishing this game! |
| Oct 16 14:15:09 | 2h 36m | Tiny Flings | ♥ 1 | Enjoyed that little physics game. The addition of multiple planets and the teleporters kept the game fresh. The splashed blood was a nice detail, also the camera in the corner. The sound effects fitted to the visuals, my only wish here would be a little soundtrack (some calm background "space music"). But apart from that, I really liked this game. Congrats! :) |
| Oct 16 14:42:38 | 27m 29s | Fifty Six LilyPads | ♥ 1 | A lot of comments. When I think that I already read something, I'll be very short in my feedback. - I really liked the design of the board. For me it was all the time clear where I could go and what my steps would lead to. The visual feedback helped also a lot. Blinking frogs and highlighting the areas was very good. - The UI is very simple, but fits to the game. The frogs look good. - I also think that the music did not fit. But apart from that the frog sounds were also a little bit too much for me after a while of playing. You used different sound effects, which is a good thing, but maybe it was too loud or just too much, I can't really tell. - The AI was not that strong, but what I really liked is, that you have a Multiplayer mode, which works well. Very cool! Greetings from our Turn-Based-Strategy-Team to you. 48hours for this product...you've got my respect! ;) |
| Oct 17 14:17:56 | 23h 35m | Comrats in Arms | ♥ 2 | What a cool game. I did not plan to invest so much time, but I really liked the gameplay! :) The visuals of the game are very good! The visual feedback (where is the enemy movement radius, right click for seeing the stats) is pretty strong. I like the fact, that the upgrades are visible on the rats. Also the six cheese, which you have to get, is shown in the rat base. Cool details! The game menu was nicely designed and the overall battlefield fitted to the theme. I also tried the "non green filter mode" you implemented, which looks also good, but I prefer the green style over it. As someone mentioned before. The introduction text was a bit too much. You said there was no time left, but in this situation you could have used very short sentences or even keywords, which wouldn't take so much time to achieve. It's good that tiles can be blocked, but I can still click on them during the movement phase. If I do so the rat just goes a random way. While I'm shopping the game should pause. Now if I enter a shop there are enemy movements possible, which I can't see, because I'm in the upgrade menu. The more time passed, the more problems the AI had. There were too many healing-characters at the enemy side, which made the game pretty easy. You can see it in my picture. There were only two attack characters left (green circle on the right side). Screenshot_Rat TBG.jpg The audio was also implemented nicely. There are sound effects for attacking the enemy or having a "reject sound", when I don't have enough money to buy something. The music was also fitting and has a relaxing vibe to it. Great entry and it was nice seeing someone also doing a Turn-Based-Strategy game. :) |
| Oct 17 14:40:41 | 22m 45s | build_a_dready_bear.swf | ♥ 1 | After a short time figuring out what the hell I'm supposed to do, it was very clear, because the visuals/UI helped. The orders/missions on the right corner told you everything comprehensible. What I missed is a score for completing the tasks or getting a penalty when I mix the wrong stuff together. Now you can just put something together and give it to the "customer". The art and overall mood was very weird, but I guess you wanted to accomplish that. :D The style was definitively seen everywhere, not only in the visuals, but also in the music. The different "body part games" were different enough and I had fun putting stuff together. Well done in just two days! :) |
| Oct 17 15:48:32 | 1h 07m | Escape from the Eco-bottle | ♥ 1 | Played through the game and even found out about the many hidden crystals in an area. ;) The level design was good. The introduction or use of the abilities felt natural. My main issue with this game are the hitboxes. Collecting the crystals didn't feel so good, because you really need to go to the centre of the crystal. The audio feedback for getting the crystal was too quiet. I had to replay it, too find out if there was even a sound (there is, but quiet). The dash felt good, also the "climbing" at the walls. The character design and animation was neat and I liked the colour palate you used for this game. Congrats for finishing your game! |
| Oct 17 16:05:51 | 17m 19s | Bunny Wrangler | ♥ 2 | Played through all the three difficulty modes, but to my shame I have to admit that I failed at the highest difficulty. :P Very cool gameloop with a nice core system (creating circles). I had fun doing it over and over. I have played it with my mouse, but I can imagine that it makes a lot of fun playing it with a pencil. The music and the visuals fitted well together with the Western theme. Nice detail, that the upper counter goes away, when you're near to it with your mouse, so you can see the playing field. Overall it is a very polished game and I think that three difficulties are enough. But the "easy mode" feels too easy in my opinion. You have 5 hearts (carrots) too lose and the bunnies are very slow in this difficulty. Very nice, that you've put in a leaderboard for the three modes. Good job! :) |
| Oct 18 09:43:29 | 17h 37m | tiny villages | ♥ 1 | Great entry and very addicting! :D The visuals were nice and clear and the gameloop works well with buildings, new persons and upgrades. The UI on the right side was sometimes blocking important parts of the screen, so I accidently clicked on it (I know you can move the camera, but still). Even though I tried to think about a connection to the Game Jam theme, I can't find it. It's cool, that you have a day and night transition including battle music. The difficulty was also very good. Not too hard, but you had to put effort in it to survive. It's a very polished game for 48hours. Congrats. And of course I also played after the ending and at the moment of this GIF it was still very smooth. ;) Tiny Villages.gif |
| Oct 18 10:03:49 | 20m 20s | Tiny Brigades | ♥ 1 | Very cool game concept! If I read correctly, your team will work on this project in the future, won't it? The balance is in my opinion totally fine considering that you only had the three days of working on this game. I think if you will work further on this game, it is really important that you get a lot of playtesters, who will try different strategies, so you can see what is OP and what is more on the weak side. The visuals look good and I like the different colours for the different lanes with "grey cards" fitting in every lane. So I always saw what my next move could be. The boss was also a nice concept with an "attacking" and a more "defensive" round. This part of the game could also get advanced in the future, to get more variety into the game. Different bosses with different abilities would add depth to a post-release. I talked a lot about future-stuff, but it should show you that I really like this game you released, because I did not see any major flaws which reduce the fun of the gameplay. Good job for finishing this very polished game! :) |
| Oct 18 17:28:49 | 7h 25m | RPigG | ♥ 1 | Really great game! Was fun playing through it. :) The visuals were cute and very clear. The UI and the overall looks are neatly arranged. The core gameplay mechanic works really well and I think the Ludum Dare version had a good balance. It was more on the easy side for me (had a lot of stars, so I could avoid enemies), but it was fun exploring the game till the end. It was nice that the scenery changed after a level. I also liked that the pig went from left to right and again to the left. It seems that you have a different approach in the post-jam version, but I really liked it, that the screen is not moving. Speaking of the post-jam-version. I like it, that you put away the "meat-mechanic" and instead introduced coins to the gameplay. Sometimes the chests had nothing to offer (like in the Ludum Dare version), but this time it is not clear for the player, that you didn't have luck opening the chest. It seems also a lot harder to play and the sword system won't work correctly. The item selection is a cool feature, which adds depth to the gameplay. This game has a lot of potential, if you polish it and get rid of the bugs. Very cool project. If there will be a further update, tell me about it. Congrats for creating this game! :) |
| Oct 18 17:43:19 | 14m 30s | Stick Racing | ♥ 0 | Lovely art style! I really like this idea. I think the car physics and therefore the gameplay were not polished enough. It was really hard driving the cars around the corners. More space on the track would be helpful, but then still the driving physics need some adjustments. The engine sound was really cool and concerning the theme, I also had in my mind, that if there was a "childrens play room" in the background the theme would actually fit very well, because a child plays with his little paper cars. Seeing the damage on your car through the paper crumble is such a great idea, really love it! The UI on the other hand was hard too read (laps, time). Using bigger letters, for example by using a marker, would help to improve it. But despite that, I'm a big fan of the graphics. Congrats for finishing this game in just two days! :) |
| Oct 18 18:00:59 | 17m 40s | Colony Clash | ♥ 1 | I had fun beating the game. Some parts had a nice polish to it, like the "moving" cards for example. But unfortunately I also think the graphics are not "self-made". Either you used an AI or premade assets. I actually watched parts of your stream and all big graphic changes happened off-stream (the background and the animals). If someone here asked you about "the visuals weren't made by you", you ignored the message. Why not just say you did it? I have no evidence against you, it just feels overall very fishy regarding the visuals. In this screenshot of your stream there are assets, which you used for the game like the hearts, crystals and swords. Why are there so many of them, which weren't required like the calender for example? There was not a lot of time, so why making elaborate assets, which won't be in the game? Screenshot_Colony Clash.png Then you're LD-title screen, which is also very elaborate doesn't really fit with your In-Game-visuals (the style of your critters are not coherent). Colonist Clash.jpg I hope you can put light into this situation, because right now I can't rate your game properly. |
| Oct 20 11:31:19 | 41h 30m | Blob Farmer | ♥ 1 | Interesting game! Seems very polished in some areas with nice little details like stuff falling out of the border. if you throw the food in a certain direction. Maybe I have not seen the value of the card, but the "marketing +10$" seemed very weak compared to other cards. You could still buy it in the advanced shops, so I guess it can't just be a "trash card". It's nice that you can direct the little fellows by clicking near them. The visuals are very clear and the player has a good overlook thanks to the UI. The blobs have a nice personality, I liked them a lot. :) |
| Oct 20 11:45:09 | 13m 50s | Time to Smash | ♥ 1 | Like the others have mentioned, the speeding up of the game after certain points was a good thing. The music changing with the speed of the level was also a cool detail. The visuals are very simple, but you can see everything very clear, which is important in this kind of game. I like this style. The little waterfall animation is nice. Seeing the little red blood stains on the black and white screen is a neat component of the graphics. Having a bit more variety in the sound effects (hitting an animal and having a little death sound) would be a nice addition. The "spawn sounds" like the fish-water-sound is well made, but compared to the music it is pretty hard to hear. It's nice that you get to see your highscore at the end and also get a "title" along with it. :) |
| Oct 20 15:45:07 | 3h 59m | LilFoxy's Adventure | ♥ 1 | First of all, congrats for realising your first game on Ludum Dare! The concept was good and the basic controls worked fine. A problem of this game is the non existing feedback for getting hit or damage dealt to enemies. Sound effects would help a lot here and some visible hints. The sleeping fox is a cute protagonist of the game. Fits to the theme. :) |
| Oct 20 16:06:17 | 21m 10s | Antonio | ♥ 2 | Really like the visual approach for this game. The darkness build a lot of atmosphere. You felt kind of helpless with the spiders everywhere and disoriented, because of the maze. That's really cool in this game. The spiders looked scary and the ant looked also well. The spiders seemed a little bit to hard. Even with "smart tactics" combining the dash and keeping your distance it was hard to fight multiple spiders. It would be also nice if the "healthpack" sound would not be the "you've got damaged" sound effect. The UI was very simple but effective, bigger bars could tribute to the clarity. Congrats to your project! :) |