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Feedback comments for LD57
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| Timestamp | Since previous | Game | Phlip45's comment | |
|---|---|---|---|---|
| Apr 7 18:08:10 | Focus! | ♥ 1 | Really nice use of the theme. For compo the game is visually stunning. I think the solutions to the problems didn't make much sense. Does our sniper friend have telekinesis? I'll listen to the MST3K Mantra though, haha. Again, really impressive for compo! | |
| Apr 7 18:32:03 | 23m 53s | The Trench | ♥ 1 | That sonar effect was really neat. Had a peak through your code to see how you did it and learned some new things about godot. I was also impressed by how many fish assets their were. Really helped to bring things to life. |
| Apr 7 19:19:37 | 47m 34s | Selective Drilling | ♥ 1 | I got ending 2. The gameplay was enjoyable. I really liked the different enemy behaviours. The teleporting enemies were definitely the hardest. I found the strategy of just dig straight down and eventually you'll get somewhere to work well, but when jumping down the enormous hole I had dug, the camera couldn't keep up with the player, making it hard not to die to the enemies waiting down below. Got there eventually though, haha! Great job! |
| Apr 7 23:14:59 | 3h 55m | Buried Under Profits | ♥ 1 | The (average worker 25) portion which seems like a sort of par number is a bit misleading considering every fish in the sea is absolutely wild about seeing your innards become outtards. I really liked how frantic and chaotic it was. I think for it to feel a bit better, the air bubbles should give you a bit more time? I'm also very bad at game haha. 6 was my best after about 7 attempts and that was because I just ignored all the fish and tried to rush what gems I could find. Super fun. I'll probably come back and play this some more haha. |
| Apr 7 23:29:09 | 14m 10s | Don't go too deep! | ♥ 1 | 2025-04-07 16_27_33-Window.png This was my best score. Had some fun with it haha. |
| Apr 7 23:40:52 | 11m 43s | Living Lift | ♥ 2 | Absolutely stunning amount of work on the visuals. I love the little animations on jump and land. The little cloud poofs are a nice touch. It is just very charming overall. |
| Apr 8 17:46:43 | 18h 05m | Depths of Space | ♥ 1 | Took me a while to get a hang of the movement, and once I did it took me a while to make it through all the way to the fuel with a generous 1 life remaining. Then I got the fuel and it said to go back home and I laughed real hard. |
| Apr 8 18:22:54 | 36m 11s | Hell R Us | ♥ 1 | 2025-04-07 16_27_33-Window.png Had fun with this one. The tongue-in-cheek jokes got a chuckle out of me and the "Hell or Hell" graphics and animation also made me laugh. Here is my speedrun attempt results. |
| Apr 8 18:48:27 | 25m 33s | Schooling | ♥ 1 | I played without reading the rules and I think I figured out everything through the game itself, so great job on the design. I love this style of game so I'm predisposed to liking this one as well. Great graphics, animations, and serviceable sfx and music make this the best compo game I've played thus far. I will say that if you are looking to work on this game more I think it needs some sort of action after having played all your fish. Either another card in the deck that allows you to buff your fish or damage the enemy, or maybe the ability to move one fish to another lane per turn if you don't play a card or something like that. |
| Apr 9 17:43:21 | 22h 54m | Punch Miner | ♥ 1 | The ropes are so good. I want a game full of crazy rope jumps! haha. Graphics and sounds were good for compo, though I wish there was music or ambient noise (I did see you have sliders for that in the menus). Super impressed that the game actually has a save system! That is very rare for a compo game. I think a bit of coyote time on the jumps would have made the game feel a bit more fair, especially with the curved edges of the platforms (they seem square hitboxed, but the player feels like they are capsule shaped maybe? there is a bit of give at the very edge). Overall great game. I kept playing just to swing on the ropes. More Ropes! Definitely gonna go look at your code to see how you did them. So cool. |
| Apr 9 21:01:21 | 3h 18m | 931 | ♥ 1 | haha! The ending got me. This one took a long time to load for me, but it seems you know that is an issue. Once it did load everything worked fine. My main criticism is that I didn't get to read all the super important L̷̺̲̪̫̖̳̤̹͈͉̖͉͖͔̭̆̆̃̈́̉̆̋͒̕͘Ǫ̵̢̨̨̻̹͖͔̖͔̖̖̝̇͗̽̂͂̎̊͛̈́͒̋̈́͋̕͜͜͝ͅR̴̻̺̼͙̮͎̼̖̩̓Ê̵̼̓͌̎̓͆̚̚̚ that shows up at the very beginning on the monitor because I was a dingus and still wandering around. In the future if there is something you'd like the player to read, but is optional, you could add it to the world in a more concrete form. A manila folder with a dossier inside would have felt appropriate in this case. Graphics were great for compo, music and SFX were appropriate, timing felt spot on, and the way you made the window darken before the lights went out was a good setup to the jump scare. Great Job! |
| Apr 9 21:50:38 | 49m 17s | The Clockwork Heart | ♥ 1 | Really good job with the graphics for a compo. The sheer amount of assets, the little cutscene animation when you press play, all the descriptions of items. Great! I think just a pinch ambient music would have really brought out some more flavor. If you haven't messed around with music much I highly recommend beepbox.co or Bosca Ceoil. As an example I spent 10 minutes and threw together this little thing which would probably fit pretty well here I think: https://tinyurl.com/ClockworkHeartSampleMusic I'm no musician but it isn't too hard to slap down a few things and play around til you get something that is pretty okay. Obviously if you just ran out of time that is entirely understandable too haha! This may be my favorite compo game I've played thus far! Great Job! |
| Apr 14 18:11:40 | 116h 21m | The Deepest Tentacle (WEB) | ♥ 1 | Really fun mechanic. I don't know if I've seen it before. I only got to level 4, but that level did give me an idea for something you could play with if you were looking to add to this game at all. If you could flip the switches again to close doorways and their tentacle was caught in the doorway, then it could kill that enemy, or chop off that bit of the enemy. I like the latter, cause then you could have levels that involve one or two mega long bois, and you have to chop em up bit by bit to reduce their max range. That would give more tools for level building. Anyways I really like it! |
| Apr 14 18:23:17 | 11m 37s | Puppeteer | ♥ 2 | The level of presentation is crazy good for compo. The number and quality of levels is very impressive. I think the only mechanic you didn't really use was being able to look around with the mouse, but I could see that being used to hide certain things behind the initial viewpoint. Amazing job. The best compo game I've played! |