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Feedback comments for LD57
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| Timestamp | Since previous | Game | Hoichael's comment | |
|---|---|---|---|---|
| Apr 8 04:48:51 | AM I ORTHODOX? | ♥ 1 | sometimes i get sad at how underexplored language is in video games (which is quite strange given the dynamic and inherently playful nature of language) so your entry made me very happy =) this game is basically a perfect execution of what it wants to be, on all fronts. really cool stuff. | |
| Apr 8 05:31:40 | 42m 49s | abyss | ♥ 2 | Absolutely beautiful art, very unique style, particularly in conjunction with the whole physics angle. Contrary to some other commenters I appreciate the lack of overly explicit tutorialization. The fundamental systems are intuitive enough to quickly figure out just by observation which ultimately leads to a more satisfying experience. There's definitely some "UX barriers" with actually utilizing said systems (like buildings instantly breaking for no apparent reason) but the overall vibes manage to make even the jank feel charming :D That being said, I made my way through the game by shamelessly bug abusing and superjumping off the windmill which probably shouldn't allow for infinite jumps while in collision :P |
| Apr 8 06:05:17 | 33m 37s | Abyss Vaulter | ♥ 2 | Very impressive. Quite literally as polished as a 3 day solo project can get. Fascinating how the paradigms around limitations and time shift when overwhelming experience and routine are at play :D |
| Apr 8 06:39:16 | 33m 59s | Temple of Hands | ♥ 1 | Really unique atmosphere and hypnotic in more ways than one, which is arguably a rhythm games most important quality :D I think the difficulty is perfect, especially as its mostly optional considering the game allows you to engage at your own pace. Cool stuff all around. |
| Apr 8 09:11:24 | 2h 32m | Descent | ♥ 1 | fun game, gameplay feels a bit like slow motion downwell (in a positive way), more deliberation and strategy in pathing but still a good amount of room for mechanical skill expression, like min-maxing uptime of the dive attack to traverse the level as quickly/efficiently as possible. really nice & polished presentation too! |
| Apr 8 09:55:42 | 44m 18s | DropDeep | ♥ 2 | Solid all around. Feels good to play, extends old ideas with new mechanics and, to complete the trifecta of arcade pillars, has a pronounced artstyle with a lot of strong, distinct elements that come together very cohesively. Especially the death sprites are a nice touch :D |
| Apr 8 10:09:22 | 13m 40s | Depths of Darkness | ♥ 3 | Feels like a time capsule from an age that never was, a dreamt up chimera of early 3D style and late 2D design, and I mean that in the best way possible. Genuinely had a blast with this :D |
| Apr 8 11:13:56 | 1h 04m | HOLE | ♥ 2 | fun to play and pretty stylish too. One minor nitpick I have is that I would prefer the difficulty to ramp up faster (since this is a die-often-restart-often game) but maybe that's just me, difficulty is subjective after all :D nice game! |
| Apr 9 02:41:25 | 15h 27m | Deep DooDoo | ♥ 1 | Fun gampelay once I got the hang of the mechanics. Funky visuals too. There's some rough edges like the high frequency laser SFX being twice as loud as everything else but these things just happen in a time constrained jam setting. Cool game! |
| Apr 9 03:10:18 | 28m 53s | Reclaim You Soul | ♥ 1 | Short but sweet. Contrary to some of the commenters above I quickly understood how to utilize the crawl state to reach higher heights but that's probably because I have a background in games like Half-Life and Counter-Strike and this aspect of your game is basically crouch jumping from Source Engine FPS games :P For most people who aren't familiar with this way of hitbox manipulation this would probably pose a roadblock, a little hint in the description would maybe work as a simple remedy. On a slightly related note, I don't think the "Z" key binding works particularly well for crouching as the game wants the initial press to happen while moving and shortly after jumping. This leads to some awkward finger acrobatics, the Left Shift key or a binding to be used by the right hand would probably work better. Maybe multiple bindings to cover all preferences :D Also, I really like the opening cinematic. A proper opening does so much for setting the stage and giving the whole experience some structure and I always appreciate it when jam devs bite the bullet and are willing to sacrifice some polish for the actual "main part" of the game in favor of a strong opening. |
| Apr 9 04:54:24 | 1h 44m | Lyfe – Rhythm Meets Dungeon | ♥ 2 | Visually probably the coolest LD57 game I've played so far. The presentation excels at all aspects of collage, from interesting sample choices (dogtail grass, lol) to how they are put together, and the somewhat "brutalist" usage of fonts in the menu makes this artstyle genuinely unique. Gameplay was enjoyable too but the timings did feel a bit too tight. Might be a visual communication issue though (no clear "line" / "cutoff point" representing the visual timing). Additional (minor) confusion arises from hit/miss indicators statically lingering. Would probably help if they floated upwards, or something like that, to make way for new ones and clearly communicate which indicators refer to which action/timing. Overall really cool game! |
| Apr 9 05:50:59 | 56m 35s | Depths of Hell | ♥ 2 | Very accomplished on the audio-visual side of things, the presentation is super polished. The "announcer" (who kinda sounds like squidward, lol) is a nice touch. Gameplay is great too. The core formula may be simple and common but it's well executed and the high amount of different mechanics you managed to squeeze in continuously modify the gameplay so it never feels stale. Also, good decision to not have all hazards be an insta kill. Minor nitpicks on the "meta" side of things: For a game like this it takes a little too long to get back in the game after dying, especially since all the "delays" in navigating the menu don't really to the experience. Also, even more minor of a nitpick, the dash being listed alongside other controls that are available right from the start left me a little confused as to why click didn't do anything, initially making me think it was an input issue on my end. But maybe that's just me since no one else mentioned it :D |
| Apr 9 06:27:40 | 36m 41s | Mole Cart | ♥ 1 | Really neat game. Feels great to play and there are so many nice details like the audio-visual bounce when hitting the ground and ducking reducing the light range. I really like the latter one in particular as it's a great example of multipurpose design that harmonically covers multiple aspects of the game, as it's both an aesthetic element as well as a balancing tool to ensure that players use the duck reactively rather than just hold down by default. Potential bug: Could it be that the whole level (including enemies) is always full loaded and thrown axes don't despawn off-screen? I didn't play enough to verify this, but I restarted a level once and threw some axes at the beginning just for fun and later in the level an enemy was missing that was there during the previous try. |
| Apr 9 06:48:33 | 20m 53s | Deep Blue Descent | ♥ 1 | Really nice audio-visual presentation. The way the camera, water vfx, ambience sfx and sluggish but satisfying ship movement come together conveys the "underwaterness" really well. Some nice details too, like the fishies. The gameplay is simple but I guess that's the point, it's quite relaxing :D Minor nitpicks/notes: The drill sfx could use some filters to make it sound less sharp and more "underwater-y", feels a little out of place, especially because of how well the rest of the audio captures the setting. Also, is the upgrade menu screen missing some shaders/post processing? The water is white and super bright. Doesn't even look all that bad, just looks kind of unintentional, especially since it seems to be the same scene as the main menu where the colors look normal. |
| Apr 9 10:25:28 | 3h 36m | The Stochastic Abyss | ♥ 2 | Very enjoyable. Unique artstyle with a lot of intriguing elements, particularly the card names and illustrations stand out. Nice music, too. However, I'm not sure if the time limit works well for this game as it basically punishes you for taking your time with each card. This seems a little antithetical as the main form of engagement is soaking in the card illustrations, thinking about how their effects modify the game state and getting amused by the labyrinthian implications they have for your hand size :D Also, I agree with the other commenters on the whole card drawing feedback. In addition to improving functional clarity it would also lean into the games biggest strengths by enhancing the presentation, even just some simple sfx would make a big difference. It's interesting how engaging a simple game with 0 meaningful decision making and very rudimentary "tactility" in its interfacing can be if the presentation is well executed. Everything comes together in a way that somehow manages to feel decently interactive. Overall, really cool project! |
| Apr 9 10:42:45 | 17m 17s | Revenge of the Ocean | ♥ 1 | Fun game. It's basic but covers all the fundamentals of bullet hell design and feels pretty satisfying to play, even without any sfx/vfx feedback. Your octopus buddy blocking enemy projectiles and having them "stack up" on his body is a funny interaction but got hurt a few times, not sure if the collisions are intentional :D At some point the main player character stopped shooting, also not sure if that's intentional. Also, makes sense that you had initially planned to have the enemies move around because in its current implementation with a static camera and static enemies you can just place the cursor over an enemy and basically ignore the whole mouse aim mechanic. Good work for 11 hours! |
| Apr 9 11:05:37 | 22m 52s | The Depths of Magic | ♥ 1 | Very solid all around, both the audiovisual presentation as well as the gameplay are well realized. The cartoony colors and the inverted hull outlines look great on the character models and the animations have a lot of charm. I also really liked the funky sfx, but speaking of sfx, there's some clipping going on with the same sfx playing simultaneously. Unfortunately the problem gets worse as the game progresses due to the upgrade system scaling projectile amounts and such. Pretty good replayability factor too due to the rouguelike upgrade system and the surprisingly high skill ceiling. Great game overall, definitely something thats worth expanding on. |
| Apr 9 15:12:00 | 4h 06m | Cave Escape | ♥ 3 | Playing this makes me feel like a kid again playing doodle jump :D The crazy part is that this game feels more professional than the actual doodle jump. Everything from gamefeel to art is super polished and there's a serious amount of progression mechanics and level design variety. The soundtrack is a banger too. You could take this as it is, slap on tilt controls and put it on the android play store. I'd download it =) |