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ryusui

Feedback comments for LD56

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TimestampSince previousGameryusui's comment
Oct 13 01:26:58 Tinybuns ♥ 0 ***BATAN-KYUUUUU!*** As someone who's been playing Puyo since Kirby's Avalanche, I'm ready and eager to award points on that alone. My biggest gripe is there's no "hard drop" option as far as I could tell - making my puyobuns drop faster requires rapid tapping instead. Minor gameplay issue, but nothing that can't be sorted out. Second issue would be the time it takes the game to wind up. Things heat up quickly, to be sure, but I think the gentle start might be a bit *too* gentle, if you know what I'm saying? Maybe a lower point requirement to reach level 2, or a third puyobun color available from the start, would make the first minute or so more engaging.
Oct 13 01:33:44 6m 46s A game about a frog ♥ 1 I was a little concerned about the controls but they were a lot smoother and more intuitive than I was expecting. My only gripe is the lack of an aiming indicator to help you line up your mlems - but then I think that might have been on purpose? The minimalism is honestly refreshing; the rain effects and music combined make this a joy to play even without shooting for a high score.
Oct 13 01:49:48 16m 04s Slurp'em all ♥ 1 It's a pretty and ambitious thing you've got going here, but I think your slime needed a lot more time in the oven. For one thing, you left your debug controls in the game (pressing W shrinks the slime and softlocks the game, and pressing Q grows the slime and eventually *crashes* it), and the *actual* controls, which are somewhat unintuitive, aren't posted anywhere on the Ludum Dare entry page or in the game itself - after softlocking the game three or four times, I finally found the controls hidden on the Itch.io download page. As for the actual gameplay...as noted, it basically plays itself after a while (assuming you don't accidentally break the game trying to use WASD controls). It's pretty clear from the filename that you were going for a Katamari Damacy-like, but I think it really misses the mark on that. You really should've passed this game in front of the eyes of a few testers before releasing it. (Also, not to be petty, but your big animated GIF banner misspells the game's name.)
Oct 13 02:12:40 22m 52s Antropolis ♥ 1 I wish there was more to the battle scenes than just a still image followed by an after-action report. Some visuals - even maybe just some gauges or numbers - would've helped me better connect my actions with the outcomes. Also - maybe a slider I can click and drag to establish worker/soldier ratios?
Oct 13 02:26:45 14m 05s Unlucky fried chicken ♥ 2 I like the overall concept, but as others have stated, the "fling" controls for a game like this are kind of a miss. Keeping track of my hens also felt a lot more pixel hunt-y than it should've; I think the gauges should be visible all the time, rather than just on mouseover.
Oct 13 14:56:29 12h 29m Circuit Breaker ♥ 4 Takes a little too long to get going - I was really put out by how tanky everything was at the start. Once I got my hands on a spread shot with exploding bullets, though, things went into "open season" mode. XD Loved the environment design and overall style, but I *will* say that enemies should react more (or at all) when hit. The lack of feedback gets covered up by your higher firepower later, but at the start it feels a lot like I'm just plinking at things with a peashooter until they inexplicably drop dead. (I thought the bigger bruiser enemies were completely invincible at first until I tried the bomb on them!)
Oct 13 15:17:32 21m 03s Autopsy Center Simulator ♥ 2 I love the concept! The gameplay seems a bit buggy (no pun intended), though - sometimes the samples in the tray would vanish upon bringing up the docs. I'm also curious why there are two physically identical versions of the moth lifecycle that differ only in timescale. I was badly confused as to how swamp mill moth larvae were cohabiting with diadem spiders until I noticed they were supposed to be *sand* mill moths! @fractal It looks like if cuts start oozing, the corpse starts jittering, so you need to use the syringe to siphon the ooze away.
Oct 13 15:32:03 14m 31s We Little Three ♥ 1 I'd love to see more levels. (And more friends, and more powers - though I guess then "We Little Three" would no longer be an appropriate name, would it? XD) My only gripe with the controls is I'd like there to be a "quick switch" option - like maybe binding Q and E to cycle between the three when there's more than one in play. No real reason to have to select with the mouse. (Also, shout-out to a fellow Godot developer!)
Oct 13 15:50:35 18m 32s Friends Adrift ♥ 2 Definitely wasn't expecting to see a PS1 game in Ludum Dare. Reminds me a bit of my own game "Rush Deliverance" back in LD53. I agree with others that a big problem is that it's hard to tell when gaps between tiles are stairs you can just walk up and when they're actual holes you need to jump over. Collision also feels really unforgiving at times - there's more margin for error than it looks like when picking up friends, but less margin for falling off platforms!
Oct 13 16:07:41 17m 06s Tiny layout ♥ 1 Love the little gremlin-lookin' mouse-critters. That said, the gameplay is really clunky. There's no reason you should have to click a dedicated "sabotage" or "hide" button in order to interact with things when you have to click on objects to interact with them anyway - it should *always* be possible to interact with things without an explicit "order" selected. I also don't know what the purpose of collecting cheese is, or why certain things aren't interactable except at certain times even with the appropriate order selected.