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Feedback comments for LD57
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| Timestamp | Since previous | Game | niterich's comment | |
|---|---|---|---|---|
| Apr 8 17:39:37 | rabbit hOled | ♥ 0 | Loved the vibes of your game! You captured the mood of the setting perfectly. I just wish there was a bit more game to play - I ended up just falling the whole game through, not getting to use the rope outside the very beginning, which is what I thought would be the unique selling point would be. | |
| Apr 8 18:12:07 | 32m 30s | The Treasure of the Gigantanic | ♥ 1 | Very impressive for a compo game! Reminds me a lot of piloting the Cyclops in Subnautica. Love the graphics and atmosphere. The variety of things to micromanage and the different ways of interacting with everything was very impressive, but I could not for the life of my get a good workflow going. The furthest I got was 5 minutes and 15 treasures deep. I think a slightly more forgiving difficulty might help people like me finish the game. |
| Apr 8 18:23:20 | 11m 13s | Deep Drop | ♥ 2 | I've never been a huge fan of these kinds of rage games, but I was very interested in the mechanic of launching yourself up instead of using a more traditional move-and-jump control. I think it worked really well for this game! Though, like I said, I spent about 5 minutes playing but couldn't make it past the first ice block. |
| Apr 24 17:37:18 | 383h 13m | Hole Punch | ♥ 1 | Love your interpretation of the theme! It's a very simple game, but well-executed with nice graphical flair and responsive sound effects |
| Apr 24 17:40:40 | 3m 22s | Depth of Field | ♥ 0 | This might be the best game I've played so far in this jam! Looks like we both used depth of field as our core mechanics, but I can safely say your game is way better than mine! The graphics are lovely, the gameplay is fun and engaging, and the sound design help tie it all together in a unique, cohesive experience! Great job! |
| Apr 24 18:04:22 | 23m 42s | "Jammy" Bolt Digs a Hole | ♥ 1 | Very interesting game! I love the twist that you can't dig up - it really made me consider and plan my route ahead. My only suggestion would be to add some sound and visual flair, but reading the past comments it looks like there were some implementation issues at the last minute so I understand why they're not there. |
| Apr 25 15:56:59 | 21h 52m | Revenge of the Slimomancer | ♥ 0 | I absolutely love what you did with the music! The way it dynamically swells up as the action intensifies fit perfectly! I do feel like the slimes had a bit too much autonomy, though - I'd be trying to carefully navigate them around the turrets but they'd keep latching onto a nearby robot and walk back into their line of fire. I think a more player-centric slime AI might reduce these frustrations |
| Apr 25 16:17:25 | 20m 26s | Color Depth | ♥ 0 | I also couldn't open the post-jam version - my computer said the zip file was empty. Perhaps there was a problem exporting? Either way, fun little toy! It can be a bit difficult to lower a piece when there's a tall on in front of it, and it's a bit of a bummer you have to click each and every time instead of using a drag feature, but I had fun playing with it! Anyway, here's a Pikachu. colordepth pikachu.png |
| Apr 25 17:00:02 | 42m 37s | Carpathian Goodbye | ♥ 0 | Very fluid (heh) movement mechanics! I made a game with a very similar theme and setting a few years ago - were you also inspired by Radiohead's "Pyramid Song"? I think the random level generation and loot system might need to be revamped. There were a lot of times, especially early in the game, where I would dive as deep as I could but couldn't find anything to pick up. I think having more items to pick up, even for a lesser value per piece, would make each dive feel at least a little fruitful. |