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Dovodx

Feedback comments for LD57

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TimestampSince previousGameDovodx's comment
Apr 7 22:21:18 Super Deep Breath ♥ 1 That was a pretty neat concept and the visuals in the background were crazy. I liked it! Got a score of 551663.
Apr 8 15:51:33 17h 30m The Deepest Diamond ♥ 1 I really like the artstyle on this one. I echo what eloraju said; maybe a shadow underneath the player would help make it clearer where you're going to land. I got through most of this but honestly ragequit on the amber drop after I dove into it and it went sailing over the next platform into the lava lol. The slow movement just felt too slow for me to want to try setting it up again.
Apr 8 15:58:16 6m 43s I'm 14 and this is deep ♥ 2 I like the atmosphere, but I think the game could make it easier to find what you're looking for next. I was also a bit surprised that I just insta-died when the oxygen timer ran out. I thought it would decrease my HP over time.
Apr 8 16:03:53 5m 37s Light - Ludum Dare 57 ♥ 1 I like the presentation, though I don't know if the anchor should be so huge and slow to move if it's going to destroy the platforms and the light sources that I need to collect. I think just getting stuck on a platform and having to move the anchor off of it is enough of an obstacle since we're on limited time before the light goes out.
Apr 11 21:43:53 77h 40m KILLWARE ♥ 3 Good job on the aesthetics. I think the turrets have too much health and that the player could probably just have unlimited cannon shooting since I almost never could kill turrets after shooting at anything else right before they came into view. (Also, was this developed on an ultrawide? cause that window went BRRRR across my two monitors lol)
Apr 11 21:50:17 6m 24s Party Crasher ♥ 1 I really like the art, but I think mechanically this turned out rough. I think this game could be upgraded massively by using an engine like Godot to create smoother movement and just generally more fast/up-to-date visuals, so to speak. The game only seems to update when the player moves and it feels janky. I also didn't understand what the eye above my head meant or how to refill my hunger.
Apr 11 21:59:46 9m 29s Depth Survivor ♥ 0 Pretty neat! I like how stopping to move and getting upgrades that let you shoot extra arrows at different angles encourages you to pick certain spots to attack, which all comes together with enemies being stunlockable (except the final wizard man, which is appropriate). I think some of the upgrades were either too weak sounding or had downsides that were ambiguous (ex: shoot extra arrows at this angle, but damage is reduced? Is that for all arrows, or just the new ones?) and some music would've been nice to round out the atmosphere, but overall pretty good!
Apr 13 18:59:58 45h 00m Formidable Satisfactory Silkworm ♥ 0 I noticed the player moves faster diagonally than in cardinal directions.
Apr 13 19:32:42 32m 44s Goodzilla [Sega Master System] ♥ 2 Loved playing this. Almost makes me want to try making a game for a retro system. The sprites are gorgeous. I used mednafen to play it.
Apr 22 18:02:07 214h 29m DungeonDescent ♥ 1 I like this one quite a bit, though I will admit I didn't have the patience to go all the way to round 100. I got into the 30s on the easiest and hardest difficulties. Even the hardest setting still feels too easy, even if my HP did get low at one point. I really like that you can make a chain going around the whole screen. I wonder if an overabundance of enemies makes it easy to clear them all out in one turn, whereas fewer, stronger enemies might be harder to deal with. Some food for thought.
Apr 24 00:36:26 30h 34m Metaspace II: The Long Division ♥ 3 That was amazing. It took me a while to figure out the solution and I almost gave up, but I got it! My only nitpicks are that the music volume gets reset whenever you click retry and some of the clips have audio that's too quiet or too loud (SNIIIIIIIIIIFFFFFFFFFFFFFFFFFF). I had a great time playing this, was laughing so much.
Apr 24 15:53:57 15h 17m Depth Delver ♥ 1 I really like this, but unfortunately got too frustrated by a bunch of (seemingly) little things with the controls. As others mentioned, the whip is just way too laggy. You pretty much have to press the whip button right after you jump, or you won't hit what you're trying to hit at the top of your jump. It also didn't feel right that I couldn't move or jump during the whip animation. Finally, my breaking point was sadly right after I got the wall cling upgrade. In retrospect, I think the intention was for me to jump back and forth between the two walls with arrows shooting out of them, but I wanted to cling and jump off of just the left wall, but the game wouldn't let me because it kept flipping my character the other way. This was contrary to what I'd just done to get out of the room where I got the upgrade. Losing all control of my character when I get hit probably contributes to the problem as well. Despite my complaints, I really like the art and the other aspects of the game's mechanics. Coins being kept on death and the checkpoints are both excellent design choices. I really like how you took the whip and turned it into a traversal tool with multiple uses. The grapple points and wall clinging are fantastic ideas and could easily turn this into a more fast-paced precision platformer with more mechanical polish.
Apr 25 22:53:29 30h 59m The Chase Beneath ♥ 1 I'm not usually a horror guy, but I liked this one. I think the monster's sounds should be less common. I really liked the sounds of a looming threat in the beginning, but after a few minutes I just kind of tuned the monster out. The visual appearances of it were great, though, making me do a double take or two. Maybe make the footsteps quieter as well.
Apr 25 23:10:43 17m 14s Webbed In The Depth ♥ 0 When I saw that flying spike I was like "ohhh... so that's how it is" lol. I definitely agree with the above commenter that the spike hitboxes are absurd esp. with how big the player is. The web being able to block the spikes probably could've come in clutch if not for the bugs (the ones that aren't the spider harhar). Idk if the infinite jumping was intentional, but I liked it. Also, you can enable interpolation in Unity for smoother movement without having to increase the physics update rate. It's noticeable if you jump really high and let yourself fall down (at least, on a high refresh monitor, not sure how it looks at 60Hz).