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Feedback comments for LD57
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| Timestamp | Since previous | Game | fae.pdf's comment | |
|---|---|---|---|---|
| Apr 10 09:52:04 | Is it Wrong to Try to Lay Pipe in a Sewer Dungeon? | ♥ 6 | Someone on the team played circadian dice I think 😆 I really enjoyed the game. Absolutely adore the COMPLETELY UNHINGED energy. Special mention to the intro poem, I loved the vibe it brought to the title screen. The artwork is VERY horny lmao, but also; lesbians. So let's fucking go. And the whole pipe world fever dream - i don't know if you've made other things in pipe world, but I think it's almost better if you didn't and just pretended like it's part of a whole cinematic universe, I love anything that does that, it's so funny. Yeah the balance is completely out of whack, but it's very hard making a good, well-balanced roguelike in just 72h. Game is extremely easy. Slightly problematic is also the fact that the map doesn't have a really strong structure, and gives you a lot of freedom, so you can often piece together paths that are like, no combat encounters, and mostly high value floors (item trade, chests and mutations) The game really really needs tooltips though, for a roguelike like that; really hurts the legibility. Like I pieced together from experience what every symbol meant, and the item evaluation wasn't very hard (especially once you find some arm warmers), but it was sort of in spite of the game's way to present the player with information? Good effort though, I know in my flesh how hard it is to get balance and UX right, esp. in a jam. I had a fun time, great job! There's just so much personality to this! Very high marks all around, & thank you for the game!! ❤️ Made me yearn to go and play a few runs of circadian dice though... | |
| Apr 10 13:48:02 | 3h 55m | Gobbo Steals a Drillship | ♥ 2 | Capture d'écran 2025-04-10 154644.png I enjoyed the moment when everything clicked in my mind about being able to activate the furnaces and feed them with coal. Cute game, good effort for your first ludum dare! I've found the character controller a little clunky - I went half insane trying to throw coal into the top engine. To me, the game also lacked feedback & juice, especially for this kind of experience (which lives and dies by its character controller). For instance, a little dotted line giving a preview of the path of the ball before throwing it, which would also help communicate that holding the button charges the throw; some very simple particle effects like a little dust on the ground when the character jumps or land; some very simple SFXs, a tiny bit of screenshake... It would all have improved the game feel of the character by a lot, I think. But you are probably already aware of this, and I know it's hard to do in that short timespan! The delineation between the rooms was also very unclear to me, once they were revealed, because of the floor and ceilings having no specific delineation. This makes (to my eye) the space as a whole feel pretty confusing and "melded together." The effect of revealing the room progressively even while the character is already moving inside of the room was a little jarring for me as well, but that could also be an aesthetic choice and might be less strange with better feedbacks? Anyways, good job, keep it up! |
| Apr 10 16:21:22 | 2h 33m | Into the Depths | ♥ 1 | Really really cool entry!! I love it!! What a piece of work, crafting a full-on little singleplayer campaign boardgame with a very nicely written narrative to go with it! So much work went into this!!! The rules are really good and clear, and full of very tasty narrative bits. I have to admit however that I did not play it to completion. First, because I'm exhausted and insomnia has been destroying me these past few days, but also, because after the first twelve games (I completed week 1 and week 2), the gameplay started to feel very repetitive for the amount of agency and decision making it provides, with evolution to the gameplay taking a little too long to come. I think the game could be very well served by: 1. Maybe providing a bit more moment-to-moment & long-term meaningful decision-making. I like how streamlined it is with the push your luck gameplay; and I really liked the added element of having to stop right after drawing a red to gain the bonus, and the way that intermingled with the reveal you gain from hearts!! But I think it could have benefited from a bit more crunch and player agency, both short term and long term. - Short term, stuff like choosing what to do with the red cards you draw (maybe choose whether you use it as a valuable, or to stifle black cards, or to spend it to reveal cards from top?) - Medium term, maybe make spending the gained relics/food an active decision (like some sort of consumables) instead of automatically spending them the next day - Long term, stuff like picking between a choice of perks? Stuff exactly like the relics/food but that you could somehow make permanent to create a sense of progression as you'd ramp up the difficulty. 2. Reducing setup time in-between games, maybe? I did play the rules as written, but I think I'd have burnt out on the gameplay slower without the setup it takes. Since it's random and the spatial element doesn't matter that much, you could have the same push your luck/blackjack-like experience by just drawing from the top of the deck (although it would be less immersive, I understand that, but it would have also made it feel like you're digging through the deck, which fits nicely with the theme!) without setting up the grid 3. Having the game be more condensed. Something like, you play one round, or two round (and a round would be = a week instead of = a day) per rules change, and how much money you've gained is basically just victory points? Get all Reiner Knizia up in here. (Sorry I love victory points). That way, you blast through the first chapter in two games instead of 5-6, then you're in chapter 2 and you've got a new mechanic with the card reveal, blam one game then you get the relics mechanic, blam one or two games then you're in chapter 3 and so on, keep the pace brisk when the game is v. simple to get to the tastier stuff ASAP, right? Also it's a shame if players get discouraged before seeing more of the super cool (and honestly well-written) story! Anyways that's just how I'd go about it/my feelings. Also clearly not necessarily the kind of thing that it's easy to think of 1. without feedback and 2. over just the span of the jam, you did SUCH TREMENDOUS WORK, once again I'm blown away by how much you managed to do in just 72hrs and how high quality it all is. Incredible job, thanks for the game!! |