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Feedback comments for LD57
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| Timestamp | Since previous | Game | Defrag's comment | |
|---|---|---|---|---|
| Apr 9 02:51:29 | Recursive Depths | ♥ 1 | I was a little befuddled by my first couple playthroughs, but then it started to click. Like someone else mentioned, I didn't understand how to ascend or descend freely until I recognized that some tiles were highlighted and others weren't. I couldn't come up with any strategies that seemed particularly helpful, but I was really impressed by the innovation with the recursion. Is there any limit to how deep you can go? snip5.PNG | |
| Apr 9 02:59:29 | 8m 00s | Jellylight | ♥ 2 | I appreciated the simplicity of the game. The art was great, and I was pleasantly surprised to see the different aquatic life change as I went deeper (angler fish). I died pretty early on the first two runs after getting stuck on an eel. If I could change one thing, it might be to start out with a higher glow amount, and then increasing the glow decrease rate as I went deeper (if you think you'd want an increasing difficulty challenge as the game progresses). Nice work getting a complete game out there! |
| Apr 9 03:04:40 | 5m 11s | Echo Abyss | ♥ 0 | This reminded me a bit of Flappy Bird, but in the vertical. I would have liked to have a little easier time earlier on in the level, or perhaps a little more lead time to see the next upcoming obstacle wave. As it was, I kept dying after just making it past 1 or 2 lines due to simply not being able to move fast enough to dodge the next wave, which was frustrating. On a plus side, I like the simple icon-like graphics - the jellyfish in the background were a nice touch too. Nice work! |
| Apr 9 03:18:05 | 13m 25s | Delver Delve | ♥ 1 | Much to like in this little game. Everything felt very complete, and the sounds and music went together so nicely. At first I thought the way the levels would advance without me 'completing' one was a bug, but I suspect that it was intentional. I wanted to retry the immediately previous/higher level, but that feeling always seemed to kick in just a moment or two too late. My best run on yielded 6 of 21 gold. Very nice entry! Did you start out with the design choice of just two tools and terrain types? What things were you planning that didn't make the cut due to scope? |
| Apr 10 02:47:12 | 23h 29m | Minion No. 1067809362 | ♥ 4 | Cute platformer. Not too hard but not too easy either. Nice work exploring the space with the different elements. Like someone else said, the holographic spikes were a nice touch, as was the personality test. Great entry for a weekend! |
| Apr 10 22:35:29 | 19h 48m | HatchLink - Your Pocket Pet Friend | ♥ 0 | I'm intrigued by the thought of sharing my little dude with friends, but I felt like the game moved rather slowly while still requiring pretty constant input. I was away for what felt like 5 minutes and by then my egg had died. Is there a way to speed up the development? Or is there a way to meet the egg's needs in a longer-term manner? |
| Apr 10 22:41:42 | 6m 13s | Edge Digger | ♥ 1 | The title menu is pretty sweet, and the theming seems to fit together very well. Cyberpunk was definitely communicated; however, I felt like there was a point in playing where I was a little disappointed by what the core game loop ended up being. The CGL was well-executed (move/dig while unblocking your vision), but felt jarringly simple when compared to the investment in the cyberpunk theming. Overall, that is a small gripe in a well-execute jam entry! |
| Apr 10 22:54:13 | 12m 31s | Star Spawn | ♥ 2 | This was a fun game. I was initially a little skeptical that it would be a trivial "get to the bottom" vertical Flappy Bird, but I was pleasantly surprise. The use of the light was interesting, but I didn't quite understand its use until later. I've found that lighting in WebGL builds does make games feel a little laggier, but if it is critical to the gameplay, then you can always just direct people to the download. I was impressed by the random level generation. Procgen levels always interest me, but I've never taken the time to execute on one for a jam. Maybe next year! I like when the level RNG makes little sights this fish - he just bounced back and forth over. Great entry, awesome sounds/music that contributed to 5* for mood - one of the best mood-setting games I've seen in this jam. snipFish.PNG |
| Apr 11 02:11:59 | 3h 17m | The Depths of Gitche Gumee | ♥ 2 | Core game loop was easy to grasp, and I liked the sonar ability. Was that an early feature add, or something that came up later in the design process? If you had more time to polish, I would have appreciated a little more interesting procgen map; as it was, it felt a little disjointed with all of the strange deadends. I was surprised by the UI crack that came up when I went too deep - that was a cool bit of polish. Music was great - not too intrusive, as it often the case for 48/72 hours game! Very nice work! |
| Apr 11 02:36:14 | 24m 15s | A Submarine's Game of Chance | ♥ 1 | I like the idea of the sub and the guessing of where the enemy was. In the beginning I could control where the torpedo hit but, near the end it kept hitting the same spot. I couldn't control where it went. The sounds were creative. I liked how it sounded like a sub find another sub. it was good for a weekend project. |
| Apr 11 11:48:27 | 9h 12m | Pressure of the Depths | ♥ 1 | This felt like a wet 3-ring circus - lots of running around doing different things. I was surprised by the level of effort with the different many games, and each one felt thematic and unique. The water filtration one didn't seem quite realistic, as my solution often would have hemorrhaged water out of an uncapped T or 4-way branch. The overall game became a little tedious once I figure out the extent of what I was supposed to be doing, and I had a hard time surviving for more than a few minutes. Overall, it was a complete core game loop and it felt like a game -nice work. Were there any other minigames planned that didn't make the final cut? |
| Apr 11 13:10:31 | 1h 22m | Escape From GR0K Tower | ♥ 1 | This was well-above-average on the fun quotient, especially for jam games. It took me a couple deaths to figure out the main loop, but after that, I was in the flow. Sprinting seems overpowered; it might be nerfed by having the player not insta-stop after movement input is ceased, thereby making it more penalizing to sprint into a precision-required area (near an acid pool or arrow trap). Given more time, additional traps might have been a nice touch, or perhaps some kind of enemy that requires a little more thought. As it was, this basically became a platformer for me. Also, I couldn't figure out what these boxes were. At first I thought they were treasure that I couldn't figure out how to open, and later I wondered if they were meant to be a trap. Either way, they never did anything to interact with me.snipbo.PNG Nice entry! |
| Apr 11 21:18:53 | 8h 08m | Cartoscoot | ♥ 3 | Very slick entry. Nice work with art and music and torches and O2 tanks and shovels and everything just clicking. My only gripe is that I couldn't defeat the shopkeeper (at first...). I was hoping I could pull of a Hades-like takedown by just smashing the buttons as fast as I could. I really enjoyed the Crumbling Tower puzzle. I thought the very first level might have had a bug in the form of a dirt pit I couldn't dig, but then I pieced together that the levels might involve some backtracking - which was fun to work through then and between the other levels. I think you could explore making a much bigger version of this game idea. 5 stars. snipbo.PNG |
| Apr 12 23:24:39 | 26h 05m | Deep Blue Descent | ♥ 1 | Camera control could've been tricky, but you pulled it off nicely. The underwater wobbly effect was a nice touch. My one request would've been some kind of map or another diegetic way to indicate where I had been. I generally felt a little lost, especially before I upgraded my light a bit. That probably was a design choice, but there is a nagging sense that I kept missing some little alleys or passageways that, upon doubling back to search, were not actually an artifact. Good execution on the theme! |
| Apr 13 03:24:25 | 3h 59m | Gaga Diver | ♥ 1 | Fluid pixel art is hard to pull off, but you did it. I appreciated the novel game mechanic, but it took me a bit to understand exactly what was happening. I could not easily tell at first if there was carryover in the upgrades between runs, but eventually it felt like I was able to go deeper. Like others noted, this struck a strong Ridiculous Fishing chord for me, which I played a ton of. Great work! |
| Apr 13 03:31:11 | 6m 46s | Swim | ♥ 1 | This was an unusual game for me, which is cool. It felt like a platformer, but didn't quite handle like one. The lack of reference points sometimes resulted in periods where I couldn't tell if I was moving at all. I can't tell if the levels were procgen or hand-made, but there were portions where I felt like I didn't quite have enough jump power. I kept wanting to do a sprint-jump somehow (like Mario), but no dice. I interpreted the black and white color scheme as intentionally devoid of detail, which almost gave this feeling like it was trying to make a commentary on something that I didn't quite pick up on. I guess my biggest suggestion would be to either embrace the platformer aspect more, or reduce the requirement to make difficult jumps if that isn't supposed to be the main focus. |
| Apr 13 03:36:18 | 5m 07s | Restless Soul | ♥ 2 | Decent execution on an action-platformer. I encountered a soft-lock early on in a spike pit from which I could not die, escape, or otherwise start over from. I think pulling off this kind of game as a team in a weekend is hard work and y'all did a good job executing on it. snipbo.PNG |
| Apr 13 17:00:53 | 13h 24m | FORMIDRILL | ♥ 2 | This was a fun ant-themed version of FTL. I like the gradual, well-explained ramp up in difficulty. I was always wishing I had just one more ant - that queen wasn't helping nearly as much as I wanted her to. My only critical feedback would be that it was a little difficult recognizing if I had an ant selected. Otherwise, the graphics were great. Nice work making music that doesn't end up outstaying its welcome like many other LD entries. I only made it a little over 4m. What is the high score?snipbo.PNG |
| Apr 13 17:15:09 | 14m 16s | Diggidy Dig Dig | ♥ 1 | Well done effort at combining digging with deckbuilding! This didn't play out the way that I initially thought it might. I figured out the combining of ingredients pretty easily, although I didn't understand the real purpose of chisels. I thought it would let me skip some pointless shoveling, but I couldn't seem to start shoveling in the little nooks that I chiseled out. Is that a bug or intentional? snipbo.PNG |
| Apr 13 17:23:12 | 8m 03s | a shrimply irresistible story | ♥ 1 | Lots going well in this little adventure story. Art was excellent. Stories were interesting, if a teeny bit short and/or unpredictable. But that is my memory of choose-your-adventure books as a kid. My one piece of feedback would be to allow for instantly displaying text, especially the starting text that you have read everytime. Clicking does seem to speed it up a bit, but I was a little annoyed by the friction of waiting for the typewriter effect to end. Typewriter text is always a little bit of a one-size-fits-all gamble because people read at different speeds, and the constant sound as it displays can start to grate (at least for me). |
| Apr 14 02:43:56 | 9h 20m | Tidehold | ♥ 1 | Someone wrote 'slightly cozy', but I disagree. I felt like I was constantly shuffling around trying to find more places to stash my aquanauts. It took a few minutes to figure out what the core game loop was, but once I got there, it all made sense. The radar dishes might have been more useful if they could protect a larger area. The mysterious random damage seemed quite ominous at first - I was expecting some kind of giant sea monster, but never saw anything except my buildings disappearing. I was able to complete it on easy after about 15 minutes. Nice mood, and especially nice work balancing the economics of the three resources so well! |
| Apr 14 02:53:13 | 9m 17s | DorfSlinger | ♥ 2 | I... am just a little speechless. The homemade clarinet soundtrack, Dorf spinning two pickaxes at the roughly the same rotational rate as a quasar, hidden gold statues, a strange dude with a crank-powered sling. This was game was many things, and I found it to be a real delight. |
| Apr 14 03:00:06 | 6m 53s | Asteronaut | ♥ 2 | Pizza, Pinball, Battlestar Galatica. Hard to tell initially what was going on, but I soon figure out the deal. I felt like I didn't quite have enough authority over where I was trying to go with my limited little charge-bursts. Seems like I ended up in the blackhole about as often as I ended up careening around off of baguettes and cheesewheels, which seems totally normal to have in a 72-hour game. Nice work with the audio - sometimes jam/compo music tends to drill into my brain a little more than I'd like, but not the case here. |
| Apr 14 03:08:32 | 8m 26s | DownThread | ♥ 1 | Juice and polish everywhere here. I loved the squish of plucking a blueberry just as much as nailing a spider-thing right in its little eyeball. Like others noted, the spider things' legs and movements are perfect. Great take on 'depths' with this entry. Did I get a high score? snipbo.PNG |
| Apr 16 01:44:52 | 46h 36m | Into The Dungeon depths | ♥ 2 | I didn't/don't understand where I have agency in this as a player. It seemed like once I committed to a door, there wasn't much I could do except go forward. Perhaps I was not clicking on the right thing, but it seemed like I always had to enter the closest door, and then was stuck moving along through the room. Was I playing as intended? |