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Feedback comments for LD57
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| Timestamp | Since previous | Game | Kujoen's comment | |
|---|---|---|---|---|
| Apr 10 05:50:32 | Submerged | ♥ 2 | I usually don't play story focused/driven games, but you reeled me in anyways. Great narrative, and while the graphics and audio are simple, they don't distract from the main substance, being the conversations. You even got me a little bit teary eyed. My movement did get locked out a few times, not sure what was happening but It went away after a short period. And the long against-the-current sections were a bit tricky. Great game :) | |
| Apr 10 06:15:11 | 24m 39s | A Strike In The Dark | ♥ 2 | Excellent use of particles and lighting. Cute sprites as well, though I could not quite tell what the creatures in the cave were. Fun mechanic and good difficulty scaling on the levels. Only suggestion I could maybe bring is having the player have at least a little glow around him instead of there being pitch-black darkness, but I also understand that's just a personal opinion. Good job! |
| Apr 10 09:24:41 | 3h 09m | Deep Dive | ♥ 1 | Fun little game, can't think of much more to add other than a online leaderboard :D. Out of curiousity, given the water depth, are there "guaranteed" death jump-heights? If so, it might be nice to mark those red or something. Good job! :D |
| Apr 10 09:49:54 | 25m 13s | Into The Depths | ♥ 3 | Cute little game, good job! |
| Apr 10 10:21:53 | 31m 59s | Home Deep Home | ♥ 2 | Massive achievement, even if not everything made it to the game. But if you built systems and just didn't have the time to add them, I will wait for an post-jam update to play it further :D Great job |
| Apr 16 16:34:24 | 150h 12m | Dwarvenshaft | ♥ 1 | Great job, love the vibe. No much more to add than what others said, a bit more usability like a zoom-out, better auto-mining or hotkeys like escape to deselect dwarves or a drag-system to highlight multiple dwarves. But then again time is limited and I think you focused on the right things. Oh, one last thing the pixel font was a bit hard to read. Great job :) |
| Apr 16 16:51:23 | 16m 59s | Grimm Syndrome | ♥ 2 | Great game and achievement, I don't have much more to add other than what @5huno-3 said about the placement of "->". I'd prefer it to be on the far right and it really messed with my brain haha. I usually don't play story driven but this was made really well :) Good job! |
| Apr 16 17:10:59 | 19m 36s | The Trench | ♥ 1 | Nice to see another person play with godots lighting for a dark ambience, the sonar was a really cool touch as well (would love to you how you did that). As others mentioned Audio could improve, the only Tip I would give you there is, especially for the theme, use reverb and delays. Great job for a first ludum dare and especially for a solo dev! |
| Apr 16 17:14:31 | 3m 32s | A Final Deed | ♥ 1 | @0x-void-x0 Great entry, bugs aside, I still really like what you did here. The Popcorn button was, of course, the best feature :D. How did you get the idea for the gameplay? Also great work on the leaderboard! Another LD another banger. You really improve in small things every time :) |
| Apr 18 14:43:47 | 45h 29m | Cavers Cantina | ♥ 1 | Nice little game! It's clear where you ran out of time, but you still managed to make a fun game. The only feedback I could give is: - Id love more time to read the mystery dudes prompts - There was a reoccuring bug where the mixer was already filled by something (nothing terrible as I just spammed T after every level) You probably already know this since it's not your first jam, but if you like the feedback please do give us a <3, it helps with the smart balance system. |
| Apr 18 15:11:36 | 27m 49s | Deep Blue Descent | ♥ 0 | Nice to see another person implement the underwater exploration/upgrade style. Nice visuals, as some have mentioned perhaps some ambient music or less intensity on the droning submarine-sound. The upgrades were immediately noticeable, though I kept on wondering if there is an end/goal or not. If so, I did not find it, but I would have certainly pushed on knowing if there was one to discover :) Great job! |
| Apr 18 15:28:47 | 17m 11s | Asteroid Miner | ♥ 1 | Nice little game, my favourite is how the attack animation and sound is very impactful. I did wonder how the game would have been without a gravity-controlled sidescroller and was just top-down. It was got annoying very quickly to constantly bonk your head and try and fiddle your way out of the deep. Then again I am a bit sensitive to such things, but maybe for your consideration. Only other thing was the upgrade menu, though i'm sure you guys just ran out of time. All in all a great achievement though :D |
| Apr 18 15:32:25 | 3m 38s | Into the depths | ♥ 1 | Great game, only suggestion or feedback I can really give is to improve the interaction with items. I don't how many minutes I spammed crouch and E to pick up that torch. Perhaps a little floating tooltip above it to make it clear you can pick it up (also for the other items) Great job! |
| Apr 18 15:43:50 | 11m 25s | Spear Bird | ♥ 3 | Great art style and sound, you definitely hit the mood just right. I do wish I could perhaps control him with a mouse, but then again the skill ceiling is part of the appeal. One question though, did you not publish this on itch.io somewhere? I'd love to be able to play this fullscreen. Good job! |
| Apr 18 16:00:24 | 16m 34s | Siren Song of the Deep | ♥ 0 | You truly deserve some more plays/reviews! As the others mentioned, the game stutters vehemently when first at times, probably because you are instancing/playing particles for the first time (Consider playing all particles on the main/loading menu one time without sound and behind the canvas so they are loaded into memory. This prevents the stutter when they are played in game) I died pretty much instantly the first attempt and then quickly the second. Some people will give up at that point, but after re-reading the instructions I did get it and beat the game. A short tutorial of sorts makes this process alot more smooth, but I get that time is valuable in these jams and you probably didn't have any for one. Once I got how it worked it played surprisingly well. Perhaps you could lower/remove the amount of nearby coral to force the player to wander a bit more into the dark zone. All in all good game, not everyone tries to tackle 3D in a jam but you guys managed it just fine :) |
| Apr 18 16:19:53 | 19m 29s | Mine Goblin | ♥ 3 | Fun game but my god what is wrong with unreal engine, 98% load on my 3080ti and 60% of my CPU. Cool concept with clean execution, I got stuck repeadetly at some point and wasn't feeling comfortable with my GPU heating up my room so I had to call it. Can't really think of any improvements besides performance, really clean job guys :) |
| Apr 18 16:32:43 | 12m 50s | The Haunted Depths | ♥ 0 | Simple, short, to the point game. I did fail the first time as I wasn't paying attention enough. As others mentioned, some music or other forms of interaction would have gone a long way, but perhaps you ran out of time. I feel especially Audio could have gone a long way here. Still a nice job though :) |
| Apr 18 17:15:40 | 42m 57s | DepthBorne | ♥ 2 | Very nice game, impressive art and amount of systems. You also definitely nailed the theme. A giant monster chasing you into the depths until you can fight it is a great idea. I also did not really struggle with the controls, it was fine for me. The gameplay feedback I would give is that it is not exactly clear how close you can get to the boss. When the run has gone on long, it feels incredibly punishing to instantly die because you were just a bit too greedy. Punishing greed is the one thing, but there should be some clearer visual indication of at which point you will die. At some point I just never turned around to fight the boss because I was too afraid of the one-shot. Instead, I waited forever for the mines to kill him. Only other thing I can think of is maybe more directional-audio or point lights/post processing effects, but that is also just extras on top. Great work to you and the students! :) |
| Apr 18 19:52:07 | 2h 36m | Podvodsk | ♥ 2 | Simply wow. I fealt pretty good about our game but this is a whole nother level haha. Only thing I could suggest is maybe a preview of upcoming cards or the ability to store one card. But yeah, amazing visuals, game design, audio, as expected by professionals such as yourselves. Would be an honor if you could check out ours and give some feedback :) score.png |
| Apr 18 22:07:46 | 2h 15m | Scavenger Deep | ♥ 1 | Incredible art and very atmospheric music. As others have mentioned, if you are amazing in some categories in a jam, sometimes others might end up neglected, which I happened with the gameplay here. There simply isn't time to get everything perfect, polished and tested (Same thing for our game). But I really like the idea you guys were going with and I think given more time you could definitely have a very fun gameplay loop. I did encounter a very annoying bug where the suffocation sound would not stop playing. Trying to progress the day when that happened madethe entire game lag very hard. I can provide a clip of it if you guys are interested in fixing it. On a final note I really wish there was a fullscreen option available, or at least I didn't see it :/ Great job :) |
| Apr 22 08:36:41 | 82h 28m | SpeleoloGraph | ♥ 1 | Hey there, nice entry :) First up I think you have some really polished UI. I also did not uncover any bugs (at least that I know of), so it's clear you really polished what you released. The visuals, whilst simple, are clean. The first menu is a lot of text. Now while I did read it to understand the game to the best of my abilities, I know many people will skim over it and you might loose them then and there (I've struggled watching live streamers do that for some of our games). You probably know this yourself, but I just wanted to mention a tutorial-style introduction to your mechanics would be very beneficial. One thing I was severely missing in the game was some sort of *feedback*. Be it audio, visual, or otherwise, I was missing some sort of reaction to what is happening on screen. I pressed rope and was wondering if anything happened at all (it did decrease the stock). I was mashing the action buttons to see if anything would react (Be it a "you can't use that here"). You mentioned in the comments here the requirements for the actions. Why not attach that to the buttons in the game? A simple popup "The slope is too steep to rest here..." would have gone a long way. Perhaps you had this planned and ran out of time, which of course is something that can happen. Audio in general would have been nice, even just small blips and bloops, but I get that when finishing the game it is of lower priority. But the UI seems very polished, so perhaps you can allocate a little of that time to add little effects or feedback for the player :) In summary I think you had a nice idea of an iterative-exploration-game with an upgrade loop, and I think you have UI Design and general game loop design nailed, if you now add a little more feedback and immersion for the player in future games it will go even further beyond to the next level :) |
| Apr 22 09:36:55 | 1h 00m | Downstairs | ♥ 3 | Very well done, great idea well executed! Very good audio any visuals, and whenever I felt the game was starting to lose me you added a new enemy. It kept me captured to the end of the game. Great choice to restart the level. The jump mechanic wasn't my favourite, but I get that you needed to add a little something extra to the game. Generally you executed your idea very well! I do have some feedback, though it may seem nitpicky, that is just because there are no mayor flaws/problems I could find, so just small suggestions :) The audio is great, especially the ost (though one of the tracks with the droning ambient noise could be a tad bit quiter), but it I think it would benefit greatly from positional audio. When you enter the level you are immediately spoilt by audio cues of new monsters, giving away the surprise. It would also allow you to play audio behind the player, scaring them to look up the stairs. The text audio could also be a bit filtered and less loud. Another thing is that the enemies, whilst well made, do take a bit away from the creepyness. I thought I would be stalked, loose my mates one by one, or see eyes distant in the dark. At some point I just started running past obstacles I deemed annoying. |
| Apr 22 10:11:42 | 34m 47s | A Few Easy Questions | ♥ 1 | Really fun to play and hooked me longer than I thought. I tried so hard to get him to go deeper on immortality but I just did not find the right combination D: Maybe I'll come back and pry him some more :D |
| Apr 22 10:49:19 | 37m 37s | Deeper | ♥ 1 | Wow, this really is a masterclass of how to use lighting, effects and simple animations to great effect. You really pulled a lot from the short time you had. Only feedback I could give is that sometimes the audio cuts out abruptly, especially on the level change. Perhaps some simple reverb or delays on some of the effects could have also been really cool. But overall great job and I might come back to this for reference on those effects/screen shakes ect. Well done! |
| Apr 22 12:22:06 | 1h 32m | Into the depth | ♥ 3 | Hey, so first off very impressive visuals and systems. I don't think i've seen someone try and do such a complicated game loop so far. For feedback, I think you fell into some traps which come when making something complicated. I really tried for 15-20 minutes to understand what exactly was happening, but it just didn't click. Consider when building your main-scene to start out with a tutorial. That way players will know what to do, and you won't run out of time to add one later, as it's the first thing in the main scene you add. I just really didn't understand what to do. The energy ball things would constantly move from one place to another, unless they were a bomb, when they just exploded (I think?). I'm not sure what the beacons do, and somehow they reloaded but I just didn't understand it. Consider making a small post-jam patch so we people have a better chance to play your game for what it really is :) All things considered it is very impressive visually and I'm sure the game loop would have been just fine too. Perhaps @ me when or if you release a patch that explains things a bit more and I'll give it another play :) |