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Feedback comments for LD57
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| Timestamp | Since previous | Game | coyotethursday's comment | |
|---|---|---|---|---|
| Apr 8 05:38:11 | Treats for Charybdis | ♥ 2 | That was hilarious! I love how all the little people bounce up and down when you throw the battery. Super funny concept, and strong execution. | |
| Apr 8 05:50:39 | 12m 28s | Slip Stream | ♥ 2 | It took me a couple tries to figure out that I had to stand still inside the green circle instead of just passing through it, but once I figured that out I had a lot of fun! It has a really engaging gameplay loop. I will say the UI could have used a little polish, but given that you only had 72 hours to make this it's not that big of a deal. |
| Apr 8 05:54:19 | 3m 40s | Listening Winds | ♥ 1 | I think the link to the itch page is broken, but I really want to try this one! |
| Apr 8 07:03:42 | 1h 09m | Back to the Boat! | ♥ 1 | I really liked the sound design in this one, especially the way the music changed when the creature was nearby. I think the controls were a bit too heavy for me. Especially when I was being chased, it was very difficult for me to change directions fast enough to navigate the narrow passageways. I don't think it would have been as much of a problem for me if the level was shorter, but since the level is so long and you move so slowly it can be hard to stay methodical about it. The sonar mechanic was really interesting--I always love games that have unique vision mechanics. |
| Apr 8 07:20:08 | 16m 26s | 🐾 Deep Meowgotiations | ♥ 1 | The polish in this is phenomenal, the art is super clean and altogether this feels like a fully complete experience. The core mechanic is a little bland and doesn't leave a ton of room for strategy, but the anticipation of waiting to see what the next card would be was still fun. The cats' designs were great, and I loved all the pun names. |
| Apr 11 06:29:30 | 71h 09m | Deep Dive | ♥ 0 | Really fun! The depth death mechanic caught me off guard on my first playthrough, I appreciated the 0 days since last accident sign. |
| Apr 11 06:41:05 | 11m 35s | INANIS INANIS | ♥ 1 | Had a lot of trouble maneuvering because the mouse sensitivity was really really low for me and so I couldn't really look around, and that made it hard for me to get close enough to the console to be able to read anything on it. I think it would have been helpful if the console took up the whole screen when you interacted with it, especially because it seems like being able to parse all of the small text is mechanically important. |
| Apr 11 06:59:41 | 18m 36s | Murder for Dessert | ♥ 2 | "my god he truly is a handsome young man" This game was really funny, and I found the main mechanic really engaging. The dialogue segments were the perfect length for me--long enough to make looking for clues interesting, but not so long that I got overwhelmed, and the pinning system was a really strong way to manage evidence. I definitely think adding the infinite lives mode was a good move, in games like this it's usually somewhat unclear what the game is actually asking you to do so it feels unfair to punish the player for making mistakes like that. |
| Apr 11 07:32:21 | 32m 40s | Punch Miner | ♥ 1 | Fun concept, but I found the controls a bit finicky (like the character took too long to accelerate and the jumps felt a bit floaty). I also had a lot of trouble with the ropes, it wasn't super obvious how bit the hitbox was for the end of the rope and so I had trouble aiming and timing the jumps. I did like the way the stamina meter was represented on the character--it was intuitive to look at and I liked the aesthetic. |
| Apr 11 07:57:39 | 25m 18s | Bowlding | ♥ 2 | I love all the funny attachments you can attach to the bowling ball, jet engine + flail may not have been an effective combo strategically but it was absolutely hilarious. I felt like I got to be the bowling ball from those janky bowling alley animations. |
| Apr 23 05:29:09 | 285h 31m | Puppeteer | ♥ 1 | That was really interesting! Realizing that I could change perspectives mid-jump was a really good "aha!" moment for me. |
| Apr 23 05:38:59 | 9m 50s | Voidwood | ♥ 1 | The art for this game was absolutely gorgeous, and I was able to pick up the controls fairly intuitively. I will say that the sound designed worked really well for me, the music felt a bit out of place with the visuals--I would have expected something a bit less energetic. |
| Apr 23 05:44:59 | 6m 00s | MESSIER 104 CBH | ♥ 1 | The sound design here was great, I loved how the serenity of the score near the beginning gave way to the higher-energy track once the black hole hit its maximum size. The gameplay was also really enjoyable, I had a lot of fun sling-shotting myself around the black hole without falling it and I thought the controls worked very well for what you were trying to achieve. |
| Apr 23 05:55:03 | 10m 04s | The Cleaner of the depth | ♥ 4 | The watercolor aesthetic was really pretty, and overall the art was super well polished! The gameplay did feel a bit clunky though, I found myself sliding around and getting stuck on slopes a lot. Some of the teeth were also pretty small, so it could be difficult to tell which one I would clean if I pressed space. Still, it was a really good experience! |
| Apr 23 06:18:56 | 23m 53s | Hellevator | ♥ 1 | Really solid entry! The russian-roulette style gameplay was simple but intense, and the moment of anticipation before the elevator door opened never went away. The graphics were also excellent--simple, with the perfect amount of grime. The oxygen system was an interesting way to create threat, on my second playthrough I was around level -50 with a bunch of really high-value items desperately looking for a shop, and needing to decide whether I should take the 20% chance now or see if a 0 or 10% chance comes up later was fun. |
| Apr 23 06:42:21 | 23m 25s | Strafe To Hell | ♥ 1 | I really enjoyed the game aesthetically and the voice acting was great, but I think the gameplay could use some work. I didn't find myself needing to use the depth-of-field change mechanic often, and when I did the demons on the other layers blocked my view and made it difficult to tell what was going on. I found it much easier to just stay on one depth the whole time, which is a shame because it's a really interesting mechanic. Similarly, it also took so much sustained fire from the cannons to kill the demons that I just ended up using the drill for everything, and then in the later levels when there were too many demons onscreen to deal with I was able to kite them all to the center by flying in circles and just sort of let them accumulate until the level changed. I really like the idea of needing to balance health and reloading theoretically, but I think it would need some re-balancing in order to work well. The mechanics in this game were really cool and creative, but it felt like the gameplay discouraged me from engaging with them. |
| Apr 23 07:05:12 | 22m 51s | Eraser | ♥ 0 | The atmosphere in this game was great, and the premise was really creative and interesting, but it felt like the story didn't quite match the potential of the mechanics. For me, exploring the concept of a psychologist who erases the memories of his patients was really intriguing (what if he erases the wrong memory? what if a patient wants their memories back? what if he sees something he's not supposed to see?), but that doesn't actually happen in the game--he's uncovering memories, not removing them, and while that is also interesting in its own way, it's not nearly as original. It just felt like the story could have been pushed to be more unique, if that makes any sense. From an aesthetic standpoint the game was incredible, I loved the lighting in particular and the shadowbox quality of the scenes lent itself well to the idea of traversing memories. The physical act of scrubbing and cleaning the memories added a tactile dimension that I really liked. Overall very solid graphics and gameplay, but the story could have been pushed a bit further. |
| Apr 23 07:18:24 | 13m 12s | Fishing Therapy | ♥ 0 | I really liked the pixel art, especially the animations on the worm. In the second level with the shopping carts it felt like they were laid out on a slightly-less-than-45-degree angle that made it difficult to get around them by moving diagonally (so I had to keep tapping back and forth), but other than that it was a pretty smooth experience. |
| Apr 23 07:32:10 | 13m 46s | Sinking of you | ♥ 1 | That was really fun! The mechanics were interesting and introduced gradually enough that I never felt overwhelmed. Also the banter between the married couple was really sweet. |
| Apr 23 07:38:48 | 6m 38s | Orpheus Scroll | ♥ 1 | Neat concept! The string pluck physics were really satisfying. |
| Apr 23 07:44:27 | 5m 39s | Down Under | ♥ 2 | I love it when the gameplay itself is the thing that makes me laugh, and watching Joseph get reeled back in was hilarious! |
| Apr 23 07:58:51 | 14m 24s | DESENTIA | ♥ 0 | The tiles felt really good to play with both in terms of visuals and audio, and chaining together crazy combos was really satisfying (although at times it felt like it was more about luck than strategy, which isn't necessarily a bad thing but something I noticed). I really liked the art for the little animals, having Anubis blankly staring at the board while I got a 40x chain of Ra made me smile. |