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Feedback comments for LD57
Jeremy Ryan's games and stats for all events →
| Timestamp | Since previous | Game | Jeremy Ryan's comment | |
|---|---|---|---|---|
| Apr 10 03:50:05 | St. Harold the Devout | ♥ 2 | I really enjoyed this one! The climbing mechanic felt very original, especially with the different lengths for the tongue and limbs! I really only have two bits of negative feedback: - Sometimes with two limbs you could get in a tug-o-war, making it hard to accurately control anything. - Resetting completely on hitting an obstacle is *very* punishing. A checkpoint system would have been a big help. I really like the character art, atmosphere, and little frog and water sounds. | |
| Apr 10 04:03:08 | 13m 03s | Frames | ♥ 1 | Amazing entry! I loved the clean visuals and UI, simple premise, and neat puzzles in one polished package. Add onto that that essentially every level had unique art for all the objects, it's own animated geometric background, and often a cohesive overall theme/look and this was just a lot of "stuff" for a compo game. I did have a couple times when a picture didn't seem to work how it was supposed to (kept falling "behind" one of them when I needed to land on it). But after shuffling around the pictures a bit it worked fine. Well done! |
| Apr 10 05:12:28 | 1h 09m | The Moon Reconstruction Program | ♥ 3 | girl.png **Oh no! Someone's blown a hole in the comment section!** Looks like a job for... Fantastic as always, you always have extremely large-scope compo projects that still manage to come together and feel complete and polished. I really appreciate how you handled the movement in this one; it was really satisfying to zip around gluing things together since you could just slip through completed pieces, while still having limits that you could use to make the player do the correct sequences. As always, the characters and voice acting were top notch. I particularly liked the "Yellow" bit and the incredible pun that is Necro-moon-cer. |
| Apr 23 03:36:11 | 310h 23m | Under Pressure | ♥ 1 | Fun little game with an interesting main mechanic! The movement is a bit finicky at times but it seems like this would be a fun speedrunning game. Plus it has a pirate fish, which is always a plus. |
| Apr 24 03:20:03 | 23h 43m | Continental Shelf | ♥ 1 | fish_navigation_master.png You've done it again! Your collection of games is a testament to the fact there's still a rich design space in block-pushing puzzles in 2025. As others have said, the tutorialization for moving fish probably should have been in the first level, since I spent 5 minutes making a fool of myself before I realized I could move them. I really liked the game of "keep these groups separate" while solving the block puzzle - it added a really fun extra layer of problem solving beyond just getting the blocks to the right places, since the in-between states were all important too. I know you mentioned there were fewer levels because of time constraints, but I actually think this was a perfect length for the existing mechanics - but maybe if you managed to squeeze in some kind of extra twist you could get a few more levels out of it. Visuals and audio are nice as always, and the acoustic guitar was a nice touch! Looking forward to the next zucchinibread sokoban for LD58! |
| Apr 24 03:55:02 | 34m 59s | Deep Fry | ♥ 3 | I didn't get to finish making my shrimp tempura tempura tempura tempura tempura tempura tempura tempura tempura tempura tempura tempura tempura tempura tempura tempura tempura tempura tempura... tempuratempuratempuratempuratempuratempuratempuratempuratempuratempuratempuratempuratempuratempura.png As always amazing polish work, all the little background items you could interact with were fantastic. The build up of the game's base systems to more and more absurd ends was great, and the ending was the cherry on top. Great luck in the jam, this is definitely one of my favorites! |
| Apr 24 04:25:21 | 30m 19s | Strafe To Hell | ♥ 1 | Nice entry! This was a fun concept executed with just the right amount of silliness. The depth-of-field mechanic was cool in principle, but in practice it was difficult to interact with, especially when there were enemies closer to the camera than you were since they covered everything up. I also felt like some of the gameplay values could be tweaked --- it felt like enemies took a lot of hits to kill, while at the same time I was never in meaningful danger (I didn't even notice the bar filling up until the boss fight, when it got to maybe 10 or 15 percent). The art, voiceover, and overall vibe and storytelling were fantastic. I really liked the juxtaposition of the frantic shmup gameplay on top of completely irrelevant jokes and quips as you're hurtling into hell, and the art style matched that feeling perfectly. I particularly liked cute little sheep satan. Thanks for making this and good luck for the rest of play and rate! |
| Apr 24 04:51:45 | 26m 24s | Captain Peggles: That Man's Chest | ♥ 4 | Super cool concept and smooth execution! I love just how simple this is, but how much it allows for player collaboration and creativity. It also is really good at solving one of the big issues with multiplayer jam games --- having multiple people playing at the same time --- by making everything asynchronous. Great work everybody! |