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Feedback comments for LD57
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| Timestamp | Since previous | Game | Baturinsky's comment | |
|---|---|---|---|---|
| Apr 7 16:59:14 | That Underground Level | ♥ 2 | Interesting idea, but a bit too drawn out for a jam format. New game each screen would work better, imho. Got stuck on the Dark Souls stage - severl times died just one layer away from the bottom. which is authentic DS experience, but I wonder if there is anything after that. | |
| Apr 7 18:40:45 | 1h 41m | blablabla deep finite ocean II | ♥ 1 | Love the music. Gameplay is fun, but more twist/innovation would be nice. Only really unusual thing was that crab that retreats when you get closer. |
| Apr 7 19:21:43 | 40m 58s | Depths Driller | ♥ 0 | Scenery and robot look good, and music is fitting. But the rest is very bare bones. I think it would be best to spend one day more on finishing and submit it as a Jam entry. At first I assumed that the cubes going from the drills are resouces:) Could not find the Quarz deposit. |
| Apr 9 20:11:03 | 48h 49m | Hyperspacedive | ♥ 1 | Using Jam to motivate oneself to learn some new tool is a reasonable idea. I have used new tool this jam too (LittleJS lib). As for gameplay, it's fun, but I'd remove the black holes (ones that you hit), so they do not keep damaging you. |
| Apr 9 20:17:42 | 6m 39s | Towards the Light | ♥ 1 | Ah, classic overscope:) Visauls and animations are stylish, but I could not get over the fence. Was there any specific reason to control camera with arrows instead of mouse? |
| Apr 9 20:25:24 | 7m 42s | Ludum Dare 57 Depth Of A Phrase | ♥ 1 | I have 2k resoultion, so had the same problem with click positions as others. As for game idea, original, but may be a bit too hard and/or dry as it is. I'd add a question/tip to what the phrase is. Like this: изображение_2025-04-10_012845974.png And start with smaller boards, going up. |
| Apr 10 07:12:53 | 10h 47m | Tout au fond (at the very bottom) | ♥ 1 | Very user-friendly. Eeasy to understand what to do. Will use it as a reference when making my entries. Love the enemy movement/attack patterns. Things that could be improved: Diagonal movement Checkpoints Final boss could be less bullet-spongy. Weapons are not as interesting as enemies. After a while, extra picked gems are wasted. I think last three issues could be solved together with giving some expendable weapons (bombs?), which could be useful against boss. |
| Apr 11 08:44:37 | 25h 31m | Directorate | ♥ 0 | IMPORTANT: ADD THE COVER IMAGE!!! You can do it even now, after deadline. You can make it with AI or something. Without it, people will ignore your game and will not give feedback. Also, you can use cover to compensate for the dry feel of the plain text. Make it a collage of the agents portraits, for example. IMPORTANT TOO: Do you realise that you have opted out of grading, so people can't give you stars? I think yu can change it now too, it's a checkbox somewhere. Core mechanics are well thought out, simple rules yet gives space for strategy. Missions though are a bit too hard. Easy to get into XCOM-like fatigue spiral. I hoped I could play the system by solving high-combat missions with only wits, but was hit with 7 fatigueon one soldier. So, I have no idea how to play it past ~5 missions. And if player struggle, he is punished by making next missions even harder. I understand that you thought missions would be too trivial otherwise. One solution to that could be to, instead of punishing player with money for bad results, punish/reward him with pure story means. Selling/destroying drugs is a good example. If you play well you can save more people and/or use more questionable methods. So, even a player is doing bad, he should still be able to get to the end, but get the "bad ending(s)", encouraging him to replay and get better. Another improvement on gameplay could be knowing several next missions, for better planning without the OOC knowledge. |
| Apr 11 22:12:46 | 13h 28m | We're at the bottom | ♥ 0 | Застрял на уровне с "плохой графикой" :( |
| Apr 12 11:41:30 | 13h 28m | Tentacle Tumble | ♥ 1 | Does the "fighting back" feature actually work? Nothing happened when I left click. Would be cool if it would release the ink cloud, disorienting the diver. |
| Apr 12 14:59:36 | 3h 18m | Depth of Mind | ♥ 0 | No counterplay to enemy focusing the healer. I understand that compo leaves little time for balancing, but it means that it could be a good idea to make disbalances into each side less disrupting. For example, losing a unit because of too aggressive enemies is bad - then at least revive him at the end of the stage, so player has a chance to get back on track. |
| Apr 12 19:22:28 | 4h 22m | Asteronaut | ♥ 3 | Interesting pinball twist, but imho too little depends on skill and too much and randomness. |
| Apr 13 15:07:34 | 19h 45m | Neuronic Netronics | ♥ 1 | Way too confusing for a game. Needs a tutorial. I.e. few braindead levels where player is told explicitly what and how he has to do. Only after thenm when they see how thing works, you give them (us :) ) something requiring actual thinking. As for WASM, I guess coding in wat is educational and flexible, but have you checked out AssemblyScript? It's easy to setup, compiles fast and outputs relatively small wasm. |
| Apr 13 15:31:33 | 23m 59s | Slice | ♥ 0 | Love the graphics, looks pretty stylish in spite of simplicity. Gameplay is barely there, thought. Needs some challenge, any challenge. Even something as simple as making/generating several levels and set a tight time limit for each could make it into an actual game, instead of a toy. |
| Apr 14 10:25:27 | 18h 53m | Deep Dreamers | ♥ 2 | Cute game, perfect difficulty and duration for a jam game. Could use some more depth on the girl carrying mechanics. Currently it just makes you pass the level first without the girl and clear enemies, then go back, pick her and pass the level properly. Hmm... Maybe it could work this way. 1. There is a one tall ("deep") level of "dreamscape" with three girls on various depths you have to save. 2. Each girl have different "dream", altering the level in different way. Some extra traps here, different enemy there, etc. 3. When you carry a girl you are in her dream and you see her version of the level. Also, you yourself is different - in one dream you are a knight with sword, in another a mage etc. 4. This would probably out of scope of something can be done in 2/3 days, but there may be more levels, with you having to switch between the carried girls to save them all. |
| Apr 14 21:44:13 | 11h 18m | Cubethulhu | ♥ 1 | Love the 2d/3d visual style. Gave high innovation score just for it. Had no problems even with the poroifinal version, played to the end. |
| Apr 15 23:39:42 | 25h 55m | MS Drowning | ♥ 3 | Surprisingly good controls for the physics based game. Loved the SFX such as light cone look and bubbles. Story ending is a bit underwhelming for such a buildup. PErson that hinted to be evil all along was evil all along. And an impersonator for some reason. Could use some extra depth/twist/choice. |
| Apr 17 10:58:33 | 35h 18m | The Cleaner of the depth | ♥ 4 | Great art and animation. Very confusing and unforgiving gameplay. Could not figure how to tell "sick tooth" apart from the dirty one. |