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Feedback comments for LD57
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| Timestamp | Since previous | Game | Kurakurture's comment | |
|---|---|---|---|---|
| Apr 9 20:35:54 | Coin Grind | ♥ 3 | You've done an excellent job, and the result is really good! The music fits well with the game, although it's a bit short, and the looping is quite noticeable – the musical track could have been longer. The presence of a save system was a pleasant surprise! It's very convenient; I was able to return to the game after work and continue from the same place without starting over. Even if it's not necessary for a game jam, such a feature definitely improves the gaming experience. The tutorial is implemented very well and informatively, without unnecessary details. There's a lack of visual or audio feedback when taking damage from enemies – health loss doesn't feel impactful enough. Perhaps placing a health indicator directly above the player would provide better vis ibility. The sound effects are generally good, but some of them stand out from the overall picture. There's a noticeable imbalance between the background music and the shooting/enemy hit sounds. However, the jumping, falling, and coin collection sounds blend in harmoniously. When breaking blocks, there's a lack of visual and audio "juiciness." Since this is a core gameplay element, more impactful destruction could make the process more satisfying and motivate the player to break blocks for the sake of the process itself, not just for collecting coins. The pickaxe is overpowered compared to other tools. After accumulating enough coins, there's no need to use other tools. It would be more interesting if there were blocks in the game that could only be destroyed by a specific type of tool. The monster-spawning blocks evoke negative emotions as their appearance is impossible to predict. It would be better to mark such blocks with special indicators, as is done with other game objects. The game was definitely created by true professionals and handsome sexy fellows. It's a shame I don't know them personally. | |
| Apr 9 21:19:53 | 43m 59s | Home Deep Home | ♥ 2 | You've done an excellent job, and the result is really good! The graphics are beautiful, and the implementation of territory expansion and character animations is especially impressive. At first, it wasn't entirely clear what to do in the game. I had to poke around everywhere until I realized I needed to click on the characters (I didn't read the instructions – I started playing right away). Sometimes you miss when clicking on characters – perhaps a pause or an enlarged collider could fix the situation. There's also a lack of feedback about successfully sending a character to work: after tapping, it's unclear whether someone has already run there or not. For comparison, the indication for expanding boundaries is done excellently. It's very inconvenient that characters run away after work – these good-for-nothings are always drawn to dancing. Maybe they need a chain? No matter how many houses I built, the number of characters didn't increase. In the end, I was still left with my 5 characters. I tried sending them to houses, sending them to one house in pairs, building houses nearby... Nothing helped – they simply don't want to reproduce. I built on many cells but never understood the goal of the game. Research doesn't give anything, the memorial with a broken piece of stone pizza didn't help. And the expensive thing without a price (50 + 50) didn't give anything, even though I saved up for it three times. I hope my little slaves were very happy while kicking this strange spiky thing. It doesn't remove the purple corruption, doesn't kill my little slaves, and doesn't kill monsters. What is it for? I would continue playing further because at this point I thought that they simply didn't have time to implement everything that was planned in the game. But in any case, being in this little world was pleasant. Thank you! Снимок экрана 2025-04-10 в 00.19.32.png |
| Apr 9 21:34:11 | 14m 18s | Granny's Gotcha | ♥ 1 | You've done an excellent job, and the result is really good! The graphics are very cool, the feedback on clicks and the music – everything is wonderfully selected. There was a moment when I was afraid I would miss the dialogue because it said "skip." But it turned out that this was just a way to advance the dialogue further. And then it started moving on its own – it seems there was some kind of bug. The grandmother's hands are made simply gorgeously. In general, I did think that grandmothers have such hands, although I didn't expect to see a broken cigarette with grandma. However, what about the cigarette – I definitely didn't expect to see a dead rat there. It was very funny and amusing. Perhaps I would add a little more feedback on interactions and sounds for the moment when grandma picks something up. This is really lacking now because all the rest of the goat atmosphere implies that it should be very cute and pleasant. But the main pillar of mechanics, that is, the moment when you take something in your hand – it feels quite empty. Fake ID? Grandma, seriously? I really like how the balance is done – it's very high quality. It's clear that the levels nicely follow each other and gradually expand grandma's bag. Grandma, a tampon, seriously? How old are you? Granny, another ID along with a dead bird? Good thing at least the cockroach isn't alive. Overall, I really enjoyed the game. It's wonderful, and generally a super game, great work! Снимок экрана 2025-04-10 в 00.34.47.png |
| Apr 10 20:09:07 | 22h 34m | Home is where hell is | ♥ 2 | The graphics are cool. The music is also quite addictive. I really liked that you can play with one hand. I had to learn the whole road to Hell, of course, but the theme is beautifully implemented. There are a couple of unpleasant moments in the level design. Because of this, sometimes losing feels like it's not the player's fault but the level design's. It was a surprise that the level is so small. It seems like it could have been made ten times bigger with checkpoints and such. In any case, very cool. |
| Apr 10 20:19:06 | 9m 59s | From Oblivion | ♥ 4 | You've done an excellent job, and the result is really good! The menu welcomes you with quality animations of water or something similar. Leaving the ward, we see a huge level that invites exploration. The primitives complementing the level weren't initially perceived as primitives – turns out that's intentional. It's great that the game has voice acting. I really liked the Level Design. The game design hints are effective – it's immediately clear what to interact with. I wanted to run, pressed Shift and immediately ran, so adding sprint is very useful. The game immerses you in a sad atmosphere, but the design feels kind. The story and narrative are excellent. I found a bug – you can go behind one of the walls and fall down. It's unclear if this is intended. I tried to return, but there were invisible walls everywhere, so I started over. I hoped for an ending after revealing all the faces, but from the description I understood there wouldn't be one. It was fun to search for objects and connect them with people in the ward. |
| Apr 10 20:26:20 | 7m 14s | Swim | ♥ 1 | You've done an excellent job, and the result is really good! The concept of objects from which you can swim is very interesting. Right from the start, when the character falls into the water, it immediately becomes fun. The character mostly looks great, although there are a few bugs with the animation when we start running on white blocks. Sometimes there's not enough jump power to build your strategy, which leads to unpleasant moments when you fall down. You want more impact from jumping or, perhaps, more jump power. It's unpleasant to start over after such moments because it feels like the game was unfair to you. Perhaps some mechanic like sprint would save the situation. I would like to expand the screen more because sometimes you simply don't understand where to go. Because of this, you have to just jump forward at random and hope that you'll land somewhere. Large segments where you need to swim right or down also put you in a bit of a stupor. Perhaps some arrow showing the direction would help here. I reached the end, but the ending was unexpected. |
| Apr 10 20:32:58 | 6m 38s | Party Crasher | ♥ 2 | You've done an excellent job, and the result is really good! The music is quite loud, which can be distracting at times. I liked how the monsters and the main heroine are drawn – it's clear that effort and care were put into this. It's not entirely obvious where the monster colliders begin or end and how to avoid them altogether. I just went straight through, and I think this is a perfectly normal strategy. It wasn't completely clear what to do with the dark segment – I couldn't find the controls, just walked a long time into the darkness and eventually died. There's a real need for highlighting objects that you can interact with, and information about what, for example, viewing does. I tried to kill a monster by interacting with it, but it wouldn't die. A rather strange situation occurs if you press and hold the right arrow, although this is the first thing you want to do because it seems like a platformer. But in fact, it's a "survival" game. It gets very tiresome to constantly press right. Perhaps it would be better if the heroine walked forward automatically, and we just had to interact with the world by changing the direction of walking, or interact with objects near which she finds herself. In any case, great work! |
| Apr 10 20:40:25 | 7m 27s | Dark Ness | ♥ 1 | You've done an excellent job, and the result is really good! It's a very amusing idea. The musical arrangement is amazing, and I also really liked the voice acting. The mini-games with photography and fishing turned out to be interesting and add variety to the gameplay. A strange "bird" constantly appears in the camera, which isn't voiced in any way, but I think it's just some bird I didn't know about. Simply its presence already creates anxiety, which works well for the game's atmosphere. Fishing lacks a bit of impact because, honestly, it should be more tense. You can press the spacebar many times, which causes a loss of focus concentration. If I were constantly focused and pressed, for example, as in Stardew Valley, at the right moment, it would have scared me even more, especially when I caught the last fish. |
| Apr 10 20:53:29 | 13m 04s | Depth of Moments | ♥ 2 | You've done an excellent job, and the result is really good! The Art Direction is simply gorgeous – it's absolutely amazing! Everything moves, everything can be touched, everything looks alive. The characters feel real and full of life. Like some people before me, I also got stuck in the backpack. But later (after some restarts) I realized that you need to swipe items from the backpack – this is absolutely not obvious and could have been better explained in the game. In the end, I managed to win the girl's heart. When I lit the last match, I was completely thrilled! Great work, fantastic result! |
| Apr 18 14:35:10 | 185h 41m | Shleep | ♥ 4 | You've done an excellent job, and the result is really good! Everything is very polished — I simply have nothing to add. Everything is perfect, and it's a complete experience. Even the doll that misleads is perceived well and fits organically into the game. Perhaps you could add a few more stones and occasionally destroy them for additional variety. It would also be interesting to move objects using nightmares or other sudden events. Снимок экрана 2025-04-18 в 17.30.10.png |
| Apr 23 10:15:42 | 115h 40m | Down Under | ♥ 2 | Снимок экрана 2025-04-23 в 13.12.59.png Got him! Very fun game, but lacks music. I wanted to give (reluctantly) one star for the music already, but the music vote was disabled. Such a bad deed I compensated with five stars for the other categories. Great job! |