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Feedback comments for LD57
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| Timestamp | Since previous | Game | JovialKnoll's comment | |
|---|---|---|---|---|
| Apr 7 02:28:59 | Crush Depth | ♥ 1 | I like the concept of pushing players around instead of having a health bar, though I think the feel was mostly a bit too floaty for me. Probably would have felt much improved if there were more than one way to affect the enemy's position. As it is, it's mostly a "spam button" game with "use your shield whenever you can". I liked the art, and everything's reasonably on theme. | |
| Apr 7 02:39:57 | 10m 58s | SATURATION | ♥ 2 | I like the mood that you're going for, and it's very on theme. Gameplay-wise, for me, it felt too slow and frustrating, especially since you have to go around quite a bit to have a clue where to head towards (the sonar is not very responsive). |
| Apr 8 02:44:25 | 24h 04m | Directive: Downwards | ♥ 1 | Impressive and clean graphical design and nice grappling animation. I had some trouble with the "group activation" button, couldn't find more to make it work. Movement felt fine for a puzzler though more consistent grapple selection would be nice. Feels like a basis for a more filled-in puzzle game, but probably wants more elements for that. |
| Apr 8 02:59:37 | 15m 12s | Topography | ♥ 1 | It took me a second to figure out what the character was (had carved in that area first so couldn't initially move), but once I figured that out I really liked the experience. To start: I loved the visuals implementation and the wispy-ness there, and I think the dynamic music fit that super well. Puzzle mechanics were well-suited for the sort of short game this is, doesn't overstay it's welcome. Just overall super clean. Made me think of tilt mazes mixed with sandboxes, minus the tilting. That's weird, in a good way! |
| Apr 8 03:24:11 | 24m 34s | Digdigdig | ♥ 1 | I loved the visuals and the music fit them very well. Interesting gameplay idea, and it's probably good that the game is so forgiving with what counts as a square. Combat could get a bit frustrating when some attacks are very hard to dodge though, and some enemies move around faster than I would like given that I have to draw around them. |
| Apr 9 00:51:06 | 21h 26m | Fosu! | ♥ 1 | Clean visuals, good icons for a timed puzzle games. Fitting sound. I think the gameplay only starts to come into it's own once the speed picks up, I wish there was more to juggle here (like trying to hit different powerups, or combos of some sort, or lining up things to explode obstacles, etc). |
| Apr 9 00:56:59 | 5m 53s | Abysmal fate | ♥ 1 | I think a game like these needs more room for strategic choices. As other commenters have noted there are simple strategies to win, I never felt like I had a reason to use a particular method over another. UI works well. |
| Apr 9 01:04:37 | 7m 38s | Focus Hunt | ♥ 2 | I liked the music and it was certainly innovative but I'll admit that style of gameplay isn't my cup of tea, and the performance really killed it for me. (Cool technique, I wonder if the results could be pre-cached on load?) |
| Apr 9 01:15:39 | 11m 02s | Dark Pit | ♥ 1 | I liked the concept / mechanic, though I think it would have felt better with a little pause on platforms falling again and if platforms were more often horizontal. Different falling speeds could have also been interesting, and I'd like more visibility of the dark sections. Visual effects are good though. |
| Apr 10 00:30:25 | 23h 14m | Holy Moly! | ♥ 2 | Extremely cute art, and I liked the music too. The camera lagged a bit behind catching up immediately, giving a good sense of speeding forward. Audio cues made everything pop more. I think the gameplay would be improved by something like a cooldown on tunneling, maybe combined with some other options, the combat got a little silly (but was a great base). |
| Apr 10 00:59:59 | 29m 34s | HMS Lumos | ♥ 0 | Gameplay setup made sense and UI looked good, fully-featured. Audio was similarly good. I'd like to see an indicator of how much oxygen it takes to rise to the surface (I was told I didn't have enough one time though I still had some in the bar). Noticed a little bug where the oxygen level low indicator doesn't go away for the next run. Gameplay excitement could probably be improved by varying the movement speed of the obstacles and treasures, maybe adding some horizontal movement into the mix, make players have to anticipate and dodge. Nice entry. |
| Apr 10 01:07:09 | 7m 10s | Punch Miner | ♥ 1 | I like the wall hanging mechanics, the movement, running on slopes, etc. Wish I had more reasons to want to mine, or that mining was quicker, pressing several times in a row while just standing there isn't fun. The art looked cohesive, the physics were set up well. I think the game wants a little tweaking on momentum and acceleration when starting running, it feels a little sluggish but with this sort of game it would feel fun to have a bit more oomph in our steps. |
| Apr 11 00:30:11 | 23h 23m | Spring Drill | ♥ 1 | Innovative puzzle mechanics with fitting graphics, really solid core here, but too slow for me. Almost had a bit of a fast-but-turn-based feel to it. With bouncy/cartoonish fast movement I think this could have been very engaging for me. Very on theme at any rate. |
| Apr 11 00:42:53 | 12m 42s | Pits and Bricks | ♥ 1 | Wonky physics: fun! There's some weird accel or smoothing / something going on here but it kept me on my toes. Making this a placement-style game was weird-in-a-good-way. Sure, the camera movement could be smoother and the brick growth numbers maybe want a little tweaking, but this is way more solid at 30 seconds in than I thought it would be at first. Innovative and on-theme, we love to see it. |
| Apr 12 04:26:46 | 27h 43m | Interstellar Dragon - Into the depths... of space! | ♥ 1 | The movement felt good, especially enhanced by the sprite animations and how all the visuals fit together well. Music fit well too. For this sort of infinite dodging game I think more spread out obstacles might be nice, and varying their movement more could also help. I think I wanted more to manage or more things to have to think about and try for. As is it felt like either I had openings to avoid damage or I didn't. |
| Apr 12 04:43:37 | 16m 51s | Dead & Buried | ♥ 1 | Gorgeous game. Not just sprites, but the backgrounds, the UI, how the text is laid out, the little flourishes in all of those, graphically one of the best games I've played from this jam so far. Music / audio very nearly as good. Humor is a home run as well, actually funny without trying too hard. Innovative gameplay, but I think I would have had more fun if there were more layers on top. "next to family members" for points is good, I'd like to see it scale up from there, maybe that becomes mandatory once the big hole opens up, and we keep adding more placement restrictions or opportunities for bonus points (say placing coffins of the same color adjacent, or one family needing to be away from another, etc). Plenty of room to add to something like this, could even be randomly generated. Lots of potential here if you wanted to develop further. |
| Apr 12 05:13:02 | 29m 25s | Song of the Depths feat. Shian | ♥ 2 | 4.5s and 5.0s across the board, very well done! This game has a lot of juice! I love the particle effects and little fish, I love the layered sound design, how this all fits naturally in with the innovative mechanic, how this provides so much feedback during play. It's a delight, it's like a bowl of sorbet on a hot day. Even the speed, which is almost too slow for my taste, is a good choice in the context of the vibes of the game, the sort of relaxing light puzzle atmosphere it's going for. I would not be surprised if you get top 10 in a few categories. |
| Apr 12 05:36:53 | 23m 51s | Focus! | ♥ 1 | Interesting and innovative mechanics, great implementation of the look. The repeating hints became a little unfortunate when I was struggling to get the timing right on clicking the bird. |
| Apr 12 19:01:01 | 13h 24m | Ctrl + Dive | ♥ 2 | I thought the visual effects and sonar sound fit in very nicely with the aesthetic you're building here. I didn't end up taking the time to collect everything but the game made me feel like I should just keep trying, was very compelling. Possibly the deceleration on a moving sub (without buttons pressed) should be a little more, but overall I think it felt very good. I liked the UI displays giving me a ms count though that might mean less to some players, maybe that could be in addition to something like a visual showing the time delay (A circle being drawn in that amount of time? a bar filling up towards "one second" at max? unsure). Great implementation of the theme, I love that the depth does something mechanically instead of just being the location. |
| Apr 12 23:08:09 | 4h 07m | Deep Drop | ♥ 1 | Just arc jumping with no air control feels a little stifling to play out but it's an interesting concept. I think this wants an indicator of your path or more of a hint there, it's a brutally difficult game (which can be fine) but there's not as much bringing me back to it. Audio design is pretty good though. |
| Apr 13 00:58:45 | 1h 50m | Drowning Simulator | ♥ 2 | It's always tough to learn a new system during a jam. I encourage you to play around more with this though. |
| Apr 13 01:05:41 | 6m 56s | Get to the bottom | ♥ 1 | Pretty cohesive aesthetics though I'd love a bit more color. Making a single player mode as well might be worth it since there's no interaction between players anyway. I liked the pachinko style rebounding. Maybe wants higher stakes or rewards... like hexes that explode or add more blocks on contact, etc. Solid basis though. |
| Apr 13 01:13:45 | 8m 04s | Buried Under Profits | ♥ 1 | UI was almost all great, the end of game text didn't fit the rest of it but that's minor. I like the models, "fish with gun" is a good bit. Gameplay was a little rushed feeling for me, and seems I either ran out of ammo or couldn't shoot for some other reason too soon? Unless the intention was to approach this in more of a stealth manner? Performance had some issues (lag somemtimes, hitches, etc) that was unfortunate (I'm not playing on a super old computer). |
| Apr 13 01:20:14 | 6m 29s | Drop Into Hell | ♥ 1 | I think the enemy movement and the sort of barrier juggling on that is a good direction. I think allowing more frequent sword swinging would feel better, as-is it felt much slower than the rest of the pace of the game. I think there's also an opportunity to add more vertical motion to the falling section to make the dodging a bit more than just moving back and forth, though I could see reasons to not change that as well. |
| Apr 13 01:35:27 | 15m 13s | Deep Delivery | ♥ 1 | I like the button-alternating-as-swimming idea, I wanted to be able to do it faster but if I had to keep a certain pace I think some indicators might be helpful (though I may be just too rhythm-game-brained). Gameplay felt a little abrupt to me, very little room to maneuver away from anglerfish once spotted. |
| Apr 13 01:39:44 | 4m 17s | Deep Protocol | ♥ 0 | I think I'm seeing some great ideas in place but unfortunately a game like this wants a tutorial or more explanation / build-up. Nice aesthetic choices, the visual flair was appreciated. |
| Apr 13 01:45:44 | 6m 00s | Wishing Evil | ♥ 1 | Visuals are quite good for this style of game, and you have the right sort of sound effects and music in place too. Starts very simple but I'm glad it doesn't take too long to ramp up to an interesting (frantic) pacing. If you wanted to pad this out into something with more to chew on, maybe adding occasinoal sprites to click for health up, or shields, etc, would be fun. This is fine for this length though. |
| Apr 13 01:54:21 | 8m 37s | The Bends | ♥ 1 | I really like the concept for an in browser game with the scrolling! Looks and sounds decent as well. Unfortunately the gameplay is really unforgiving and terribly slow, felt like it would have taken me hours to complete. |
| Apr 13 02:04:34 | 10m 13s | Mystical Caverns | ♥ 1 | I like the feel of this area though a little more guidance would have helped me. |
| Apr 13 02:15:51 | 11m 17s | Caver | ♥ 1 | cool to see some dungeon diving (or close enough). I'd love some quality-of-life upgrades like keyboard controls to go through text boxes quicker and make gameplay actions without the mouse. Love me some proc gen. |
| Apr 15 01:36:19 | 47h 20m | Ridge Heart | ♥ 1 | I really like how you decided to implement this type of placement puzzle game! Reminds me of Carcassonne, but more exploratory. The music and sfx came out great as well, and the UI doesn't get in the way. I wish that moving the mouse wouldn't keep scrolling the field when I'm just trying to select something above, but that's a small issue. |
| Apr 16 01:49:35 | 24h 13m | Shafted | ♥ 1 | I like the gameplay concept a lot, and it's a good idea for an upgrade loop. Music and audio was also very good. I think this wants a lot of tweaking. The cart is painfully slow to move across the board before you get any upgrades to that. This could also be fixed by making objects fall more slowly. I think it could also be more fun to have objects move or bounce around in less obvious ways, at different angles based on chance and/or the angle of impact. |
| Apr 22 01:19:36 | 143h 30m | The Nameless cave 2 | ♥ 1 | I liked what you were going for with the spell upgrades though I wish there was some more management options on that (a bit sad to get my only projectile spell overwritten). Nice animations. |