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Feedback comments for LD57
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| Timestamp | Since previous | Game | pickens-inc's comment | |
|---|---|---|---|---|
| Apr 9 03:27:13 | Dark Depths | ♥ 2 | Loved the game. I liked having to explore, the atmosphere is top, and it's always impressive seeing a bit of narrative woven into everything. Unfortunately I couldn't finish it because of some hardware issues I'm experiencing, and the game crashed (not you guys, my PC's issue), but once I've fixed it I'm curious to see how it ends. I love the effect and feelign of doing the scanning, and all the visuals were just great. Combat felt a little odd to me, in that I wasn't sure how to avoid the neemies' attacks. I nthe end I foind it most effective to level speed and strength and just avoid them, get to the logbook, then flee until they lost aggro. Really great entry, super impressed for three days. | |
| Apr 9 03:44:46 | 17m 33s | Doctrines - LD57 Game | ♥ 2 | The aesthetic, the game feel and the sound design are all there, really quality. The art style is cool, and the premise is fun. I think the time constraint in the card design itself is what bottlenecks it unfortunately. I beat all 3 monsters, mostly by just prioritising the 5% damage card. I think it would have been better to cut the useless cards from the deck, and just kept the lovely art for them in a gallery or something. I loooove the card design visually. Perhaps some more player choice would be good? Like we draw 6, discard 1? Or osmething like that? As I said I foudn it quite easy just to deal 5% damage over and over till I won. But solid entry, definitely promising! Well done. |
| Apr 9 12:58:13 | 9h 13m | Archeologic | ♥ 4 | Very polished as always! Love the style and the silly brainrot copywriting. Building in the centre makes it very difficult, but adjusting to that and figuring out how the minecraft-style physics work was enough for me to get in the groove. I like the shaders when the camera rotates too. |
| Apr 9 17:53:48 | 4h 55m | Nine Lives Deep | ♥ 4 | I'm going to be brutlaly honest, I almost never give out 5 stars in a rating in virtually any category. But in virtually every category, you guys get 5 stars. Hot damn, you knock it out of the park every time. This was so cute, and the polish level was amazing! A tight little core mechanic, adorable characters with so much life. I love the sounds Matteo makes. I tried hard not to die just because I didn't want to see him hurt. The moment he popped out at the end I actually laughed as I realised what was going on. Amazing. The transitions, the atmosphere, the reflections in the water on the surface, the lovely water-level music, the amazing surface-level music with the meowing cat soundfont? I loved it all. If I were to have any constructive criticisms at all, it would be that the game was actually quite easy, just because I realised quickly you can tank hits and just keep swinging at the boss, and he'll die way before you do. But also we all know that balance is super difficult, and better to make the game a little on the easy side, than way too hard - especially with a narrative focus like here. Top tier work friends. |
| Apr 10 15:02:37 | 21h 08m | The Retreat | ♥ 2 | A nice, satisfying little escape room game! Love the sound effects, the radio puzzle was definitely my favourite. I appreciate it wasn't overly difficult and had a nice little subgame of finding hte ghosties. A solid, atompsheric little entry. Well done! |
| Apr 10 15:24:22 | 21m 45s | Dante's Mini-Golf | ♥ 1 | At first I was thinking, "huh, this isn't toooo difficult" especially when I felt like a pro for getting Fraud down in 3 strokes first try, and then I got to Heresy, fell off, and went all the way back to the first level! Aha. This is super clean and playable, but something not a lot of folks are mentioning is the music. It was a bit grating in the first level, but when I got to the second and realised it was being added to? Well, I have a huge affinity for music that develops with the gameplay, well done for that. Going back and doing levels again isn't my thing, but I think it's a fun idea you could explore - imagine courses with extra things and such, inaccessible except by carefully mentally mapping it and then falling off in later levels in order to access them. With some careful planning it could somehow end up a kind of labyrinthian, open world mini golf game? lol. Either way, I thought this was a nice solid entry. Difficult is right! I got to level 5 too. |
| Apr 10 15:32:38 | 8m 16s | OnlyDown | ♥ 1 | An interesting concept for sure! I wasn't sure how I healed, but there's something here. The visuals make for a really fun little reality-bending painting. It's quitep leasing to watch. You don't need me to tel lyou this but it's always so important to try and set aside a tiny bit of time to have some kind of audio for your game - even at the expense of other mechanics! But it's a cute entry, I see a lot of the focus went to the tilemap and that is very very cool! |
| Apr 10 19:58:25 | 4h 25m | Kind of deep waters | ♥ 4 | The whole gameplay loop feels very tight! The difficulty is tuned just a bit too high, which I see you guys already knew, but the vibes qare all there. I could see this being a really satisfying game to play with more to explore and with a much lower difficulty! The atmosphere is great, I loved the music, and the level generation was - on the whole - very impressive! It all felt very organic, excepting the few times where you're faced with a literally impossible obstacle .Those angry fish too seem very difficult to avoid sometimes, so I didn't manage to make it pastg past level 3, but I like how the light became necessary! I think as a result there are too many sources of difficulty, rather than just the game being too difficult. Light navigation, oxygen management, the deliberately tricky controls, upgrade management, and obstacle avoidance. I'd probably focus on one or two sources of challenge and cut others! I'm also not a fan AI generated content, but in this case I do appreciate that you stated pretty explicitly that you used it, and what you used it for, and it's pretty minor here. On the whole really solid entry, well done. |
| Apr 11 00:08:11 | 4h 09m | Edge Digger | ♥ 1 | I think everything I have to say has been said, it's a good loop and very polished! Some of the actual implementation could be improved. I definitely noticed a bug where hugging a wall and digging would cause the character to skip the block in front of them and dig out the one beyond. think I'd find the experience *much* smoother if movement in general was removed? I know that sounds weird, but what I mean is that I feel like pressing the dig directions should have the character "dash" to that position in the grid. There's not really a need for platforming, and there's no situation where I felt like I'd need to dig somewhere I don't then need to move to. It would let me just feel a lot more free to get lost in it! And yes as others said I'd totally make the captcha more obvious that it's present, and maybe tone down the popups a little. It's a ocol idea but does get a bit frustrating quickly. The music and sound design is excellent, I love the wya them usic hcanges and has that filter applied when in the menus. Not sure what the menu animation is about but it looks sleek! |
| Apr 13 15:27:22 | 63h 19m | Grandpet | ♥ 1 | This was a wonderfully miserable experience in the best possible way. Your signature style is really great, utterly cartoonish and yet manages still to capture a total dissonance in tone with that photo and reflection. I'm dreadful at it, but I liked being bale to grab the grandpet and drag him around, whilst also acknowledging that it seems to be a meta thing, tied to his feeling of agency (or lack thereof). I have only found two endings (indeed, I'm wondering and worrying if he had something to do with the fact that his family is all dead). I believe I'm getting closer to figuring out the code but I'm not there yet. My current theory is the bookshelf and cups in the living room's colours all contribute to the code, and that the order of the code is denoted by the button order on the tv remote - that's surely not a coincidence. But it seems like the code is 6 digits and there are only 5 colours. I wondered if each shelf is a digit, plus the ones in the living room, to make 6, but then I have 6 digits for each colour, so that's not right. There's something else I'm missing but i'll have to come back to it. For now, loved the entry, it was miserable, and I love that even the fake oven is sad. |
| Apr 15 13:34:16 | 46h 06m | Hadal | ♥ 4 | Thank you for playing Oasis Dawn on stream! Finally got to Hadal. Such a nice, solid little game. The introduction is quite elegant, and the core mechanic the entire game is built around is solid and satisfying. It's interesting you leaned more into a precision platforming vibe at times, I definitely appreciated the challenge there, but I admit I found it most satisfying when I was able to react enough to just glide through the level! I'm also really impressed by all the polished details on this. I have a huge soft spot for music that evolves with the progression. The vfx of the water, the steadily breathing walls, the background (and foreground) sea life swimming around? Love it all! Also that you had time to implement a proper menu and leaderboard is great, and I can tell this will surely be a Dare To Play contender. It is unfortunately why I was surprised to find there were very few sound effects! Some proper atmospheric swimming and splashing sounds would really have added to the game feel, especially when you find that momentum. I was terrible incidentally. I beat the game but came 65th! One minor bit of constructive feedback I have is the surprising file size. The game seems like it should be quite lightweight, but when unzipped it's like 1.5GB? Which is very surprising for a 2D unity game. I see you have one resource file sharedassets1.assets which is responsible for most of this at 1.41GB, so I wonder if you happen to have a few textures that are just reeeeeally high resolution? Might be worth crunching them down! Would probably encourage folks to play the donwloadbable version! Well done again for the splendid entry! |
| Apr 16 00:58:55 | 11h 24m | Temple of Hands | ♥ 2 | Loved this entry. I wish I didn't run out of time to play it, as watching the video I am happy to see I made it all the way to around the 3:56 mark in terms of the pattern I left on. I think the game oozes style, the hand and eye imagery was very cool, super alien and otherworldly, and in general I thought it definitely was fittign for the bizarre polyryhythms totally alien to your average rhythm game. I'm no musical expert but I love regular rhythm games so it was a fun jaunt outside my comfort zone! I thought the bell would get annoying, but no! it meshes so nicely with everything. Reading the comments, I didn't realise there was a demonstration period either. My biggest critique in general is just a lack of feedback and player guidance. The biggest thing I'd advocate for more than anything, is a live timeline showing how far through the pattern we are. I appreciate it might detract from the challenge a little, but trying to figure out where the pattern even begins is not an aspect of the challenge I personally enjoy. For example, if that halo in the background perhaps filled up like a loading bar, to show how far through the pattern we are, resetting again when it reaches the end? I think that alone would have helped a tonne with the playability, at least ot me! In general though I think this is an awesome, stylish entry, and I hope you get enouhg votes to get a ranking! |
| Apr 16 15:37:13 | 14h 38m | Mr. Money's Phenomenally Soggy Water Removal Romp | ♥ 3 | Even for a three person team I'm so impressed with the amount of content, heart, nad polish you guys managed to squeeze into this. I was not planning to play this for as long as I did, but whilst I normally dislike most idle games, this one had the unique twist of having a number go up to spend on an actual, visible progression! And the natural loop of the lake draining and uncovering more things is just brilliant. Plus, I didn't have to just wait around, I had actual incentive to explore! And exploring to unlock the 'vehicles' made it eeeeven more fun to explore. This is going to do very well I'm quite sure. I'd just have loved more to unlock and upgrade besides the regular pump. It quickly felt like I didn't have to manually do things for long at all, nor did I ever need the middle ground. With a tiny bit of waiting, I was buying all the pumps and going for max profit, then max progress, alternatingly, never having to use my manual draining. I'd also like to especially highlight the sound design and music. I thought it was perfect, zero criticism. It really adds to the amtosphere, particularly the fading in and out of the music. Well done guys, a top entry. |
| Apr 24 17:19:47 | 193h 42m | Cast Iron Hammer Golf | ♥ 1 | Oh man, I am so bad at this! Love the concept. I didn't like that theme, but this would have been a perfect entry for that "combine 2 incompatible genres" LD! The implementation is super charming and the presentation is great. I found there to be a few too many factors for my small brain to manage - I never quite felt like I was able to predict where the piece would end up. I think that would have been a lot easier if you were batting the piece directly into the playing field, rather than you hitting, then getting a second screen with the playing field. Maybe thats just me though! Really clever idea, well done!! |
| Apr 24 17:58:25 | 38m 38s | The Moon Reconstruction Program | ♥ 1 | Wonderful entry, love the presentation. I thought it was a bit odd that sticking two non-moon parts together made the moon, I think it would make it feel more cohesive if I was trying to effectively create one big clump, but that's basically my only criticism! Everything else is on point. The characters, the little piping up for poor yellow. The moustache that was totally worth it, in all the draw calls 😆 and "frickin... jerk" is my favourite line of dialogue from this LD. Well done! |
| Apr 24 18:18:32 | 20m 07s | Captain Peggles: That Man's Chest | ♥ 4 | Amazing entry, essentially no notes. Brilliant async multiplayer concept. Beautifully elegant and novel, the perfect thing you look for in a jam! I hope you guys rock the park with the steam version. I would love a reason to make my map more tricksy, and maybe make it trickier *to* make maps as times go on, like bigger islands, less obvious landmarks, or perhaps a requirement to follow a path, or even thingsl ike removing colours sometimes, or somehting like that! Loved it though, top marks, huge potential |
| Apr 24 18:37:34 | 19m 02s | To the Depths of the Galaxy | ♥ 1 | I wish I had a second player to try this with! I think I'm absolutely terrible at it though. I've always been dreadful at shmups but not all of this seemed possible to dodge for me? That is likely me just being bad, and I'd love to see a dev playthough of it! The visuals were really pleasant, I loved the shifting of the colours and the lovely background. The music when the boss came especially was very pleasant. I just would have liked more feedback in general - I wans't really sure what my health was, or if I was damaging the enemy. Some more sfcx in general would have been great. Solid little entry! |