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Feedback comments for LD57
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| Timestamp | Since previous | Game | Mr_Field's comment | |
|---|---|---|---|---|
| Apr 9 18:25:28 | Depth Delver | ♥ 1 | I'm a big fan of games with deliberate/limiting movement & combat mechanics, like NES Castlevania & La-Mulana; so I was very happy to see that kind of thing here & I respect your choice in doing it. I played on v1.1 & didn't have any issues on my PC, although I did spot a bug where getting killed mid-whip (I think?) would allow me to stay alive on 0 hearts. I think the layout & checkpoint placement was great & I never got frustrated or confused about where to go or what to do; whipping enemies off the screen was very satisfying too. As it stands, the whip's attack frame does feel like it lasts just a little too long, although it feels fine when in the air - I think this might be due to the fact that you retain some ability to move left & right when whipping in the air; maybe it'd help if you had similar very-slow movement control when whipping on the ground. The difficulty/level design was pretty good, although I think a couple of the platforming challenges were a little tight / felt like they were designed for a game with more fluid movement. The wall-jump section with the two arrow shooters either side was kinda tight, although I really liked the room itself & the way you could get to different areas from it. I also thought the arrow shooter at the bottom of the moving platform section just served to bother you while you waited for your chance to grab the moving block. Despite these little nitpicks, I had a good time playing this & got my 50 coins. | |
| Apr 10 15:49:26 | 21h 23m | Tout au fond (at the very bottom) | ♥ 2 | I'm on board with this game not having diagonal movement; I think it would make the 4 directional movement feel smoother if it would take your latest input rather than horizontal movement taking priority. The extra push around the corner of blocks was a very good touch & made navigating all the tight spaces a breeze. I agree with everyone else about the enemies being well designed & having interesting attacks. They were a lot of fun to dodge and fight around! I will say that I started to get a little fatigued as the levels went on, after the tilesets & music repeated a few times I ended up tabbing to the page to see if the game was actually endless. I respect that this is a pico-8 game though, and it's actually pretty impressive that you managed to pack so many enemy filled levels in. I think some more breaks in combat would help improve the pacing in this case. I scored most of my hits on the boss with my downwards missiles while it was off-screen, so I'm not sure how difficult it would've been, but I did manage to get down there to look it in the eye before I finished it off. >:) |
| Apr 11 17:45:14 | 25h 55m | Gemsweeper | ♥ 1 | I was surprised at how much fun I had playing this once I started to understand it. I think the key/chest combo, and the ability to place supports, were great additions that did a lot to stop the game from becoming too repetitive. I'd love to see more stuff like that if there were a future version of this. There might be a variable too many to keep track of. I wasn't a massive fan of the blocks also sapping extra energy when mined, although maybe it just needs a little more player feedback? Also, I know you opted out of audio, but the sound adds a lot of satisfaction. |
| Apr 13 02:26:18 | 32h 41m | Abyss Vaulter | ♥ 1 | Like everyone else has said, very impressive & fun reverse-downwell-esque game. Someone needs to take your 'hazards that shoot on timers' license away though! I did feel like the enemy placement could be pretty tight at times, especially with the above ^ offenders. As a nitpick - I also found it a little frustrating that I don't return to aiming horizontally automatically & have to push left or right to do so. I think I'm just so used to games where it works that way, though. Also, like @badpiggy said, the boss was surprisingly easy; I think, with my double damage upgrade, I gunned it down in like 6 seconds with the starting gun. Not that it really detracted from my experience, I think it's great that you managed to add it, & it served as a good finale vs just 'you escaped!'. (also way better than it being wicked hard) Excellent music too! |
| Apr 13 16:11:57 | 13h 45m | Deckfall | ♥ 2 | Cool idea, feels pretty smooth & has great juice on the cards & how they move around. With the way it currently works, you don't really have to care about what card you have selected, & can just repeatedly left click towards whatever you're attacking until the appropriate card is pulled. I guess this'd become less of an issue the more cards there are? I saw that in your last comment you talked about ideas around reshuffling & difficulties with it; I think it's 100% worth revisiting a no-reshuffle version & looking for mechanics that can work with that. |
| Apr 13 21:25:25 | 5h 13m | Beneath the Ground | ♥ 1 | I really love this idea & the cool diegetic UI. But, like everyone else said, I had a very hard time learning to play it. I'm not sure how you'd do it, but I really hope you manage to find a way to smooth out the player onboarding if you continue work on this; because I think it could become something very compelling. Theme & mood are great. I'm very impressed at how much mood you were able to convey with no audio & a little screenshake; and the text reports at the end of the mission hit hard. |
| Apr 18 00:26:01 | 99h 00m | ReLinked 0.26091975 | ♥ 0 | This has a good, addictive, noita-like loop; & items that are very satisfying to pick up. I think the drill could really use some more feedback for when you're drilling a wall or chest. It took me a good while to realise the chests could be opened with it, since I couldn't tell if I was hitting them. Also, I started in a level that was very disconnected from the stairs & spent a little while digging around, wondering if that was all the game had, until I found them. I think this might be partly why a couple of the other comments said they couldn't figure out how to leave the first area. I saw that you published this on steam & plan to work on it further, which is very cool! I wish you well in your continued development. |
| Apr 19 01:38:54 | 25h 12m | Podvodsk | ♥ 2 | Very impressive entry! Fun & intuitive. It's hard to find much to criticise, but maybe it could do with a little more feedback when losing? On my first try, I was a little confused as to why I lost; although I quickly understood during my second attempt. Maybe it'd help if it highlighted that your points are lower than the cost of your playable cards, before fading to the retry menu? run1.png |
| Apr 21 02:08:11 | 48h 29m | Into The Dungeon depths | ♥ 2 | A great idea although, as it stands, you don't really have enough/almost no control over what happens & have to just hope the game lets you through another room. There's definitely something here though; if you can give the player ways to work around different scenarios, such as an ability to force Umer to skip over a space in front of him, allowing him to dodge lame items, mold & enemies, it would do a lot for allowing the player to strategize. Something like that would probably have to be paired with some kind of limitation, like a per-floor mana bar or whatever. Maybe also the ability to peek through/get info about one of upcoming the doorways? I can see how it can be difficult to give the player more agency while keeping the idea of indirectly/minimally influencing a character who does his own thing, but I think you'll have something real special if you can. Art is lovely & Umer is full of character! |
| Apr 22 17:52:16 | 39h 44m | Deep Mech Salvage | ♥ 3 | Fun, has a great style/mood. I played the jam version first & then tried the director's cut; it's nice to see that you'd already fixed up some of the complaints I would've had, like making the mines glow. Like others have said, it is pretty hard to see - and I think that's partly due to the amount of noise in the environment art. While it looks good, I think reducing the amount of dithering and random detail in the environment would do a lot for making some areas much clearer & easier to navigate. That and maybe using a more consistent pixel scale for assets. The shotgun & both missile types felt good and satisfying to use, I think the rifle feels a little too slow/limited. Like @flinge said, I'd love to see a version of this with a greater sense of purpose. |
| Apr 24 20:59:00 | 51h 06m | Frames | ♥ 1 | Impressive work, especially for compo. One of my favourites. I really liked that the end screen was also its own puzzle, very fun touch. |