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Feedback comments for LD57
Profugo Barbatus's games and stats for all events →
| Timestamp | Since previous | Game | Profugo Barbatus's comment | |
|---|---|---|---|---|
| Apr 8 03:36:41 | Dwingles | ♥ 2 | Fun, weird, lovely. I enjoy little jam games like these, good stuff. | |
| Apr 8 17:23:24 | 13h 46m | Nightmare | ♥ 2 | I really like the premise and the looks, but in practice its a bit frustrating to play. Feels like you can't escape/avoid the monster, and the opening area is "dead ends, or paths the monster is actively in". Maybe a tutorial level to help introduce the rules would have helped. |
| Apr 8 17:32:31 | 9m 07s | The Hidden Depths | ♥ 1 | Neat little game! Relaxing, but a bit thinky all the same. I liked the art quite a bit. Despite accidentally discarding multiple things I wanted to use, I still managed a 76 on my run. |
| Apr 8 17:37:34 | 5m 03s | Onion Rings | ♥ 3 | Not a bad premise, definitely needs a balance pass though, skews way towards the hard in the opening when you're still figuring out the basics. Thinning out the early waves while you get used to it woulda helped a lot. Otherwise, looks and sounds real nice, pretty good for a jam entry! |
| Apr 8 17:49:58 | 12m 24s | THE ABYSS CALLS | ♥ 2 | Not bad for a first game, especially when you've done it under jam constraints. The initial exploration was nice, the boss fight could have used a bit of tuning. Tried it a couple times, and the vertical attack would just force me to the side, trap me, and kill me, sub wasn't fast enough to avoid it. Telegraphing the attack with the red box was good though, even if it only served to make me realize how doomed I was lol. |
| Apr 8 17:52:01 | 2m 03s | The depth of insomnia | ♥ 1 | Think you need to publish a patch, you forgot to capture the mouse. I can't turn left because it keeps leaving the screen, or hitting the edge if I fullscreen it. Looks nice for a jam entry, that's all I can really say right now. |
| Apr 8 18:24:21 | 32m 20s | K1937 | ♥ 1 | Gonna be honest, couldn't really figure out what I was supposed to do. First run through, just wandered down, found each machine, pressed E a couple times on them. They beeped, but didn't really seem to do anything. Expected to get some dialog like with the interactable items that showed what they were. Died seemingly randomly climbing stairs. Second run, did the same but went back to the main console to check on the resource levels again, and saw that using the machines does change them, but also saw that they don't seem to change or advance unless you do anything. Ran around a bit interacting with the machines just a few time each trying to figure out if anything was happening, but didn't seem to make any progress towards anything, and just quit. If there is an end or a goal, it needs to be better indicated. Similarly, the machines should make it a bit clear that they're actually doing anything - In a game, if I hear a button go beep but nothing happens, I assume nothing happened. If something does happen, there should be a visual indication at/with the machine, maybe fuel/energy/o2 indicators in the respective rooms. All that said, I did love the art, it looks really nice. I'm not much of an artist so I can't really elaborate why, just that its a really nice pixel art style and fits the tone well. |
| Apr 8 18:59:33 | 35m 12s | Deep Truth | ♥ 2 | Damn, now that was a good game! Started with middling expectations, but once it kicked off into the first run, I was really impressed with the visuals - once I died, I thought "That's neat, pretty good for a jam" - and then the dude started rambling off his theory. Full ear to ear grin moment right there, went right back in with "OK, But" because I had to get it a second time. And yes, it was just as good second time around, props to getting all that stuff voiced, and voiced well! As far as detriments go, all I'd say is that its a bit hard at times to tell if you're actually going to hit or miss, and gets worse the farther off center you go. I suppose I could say there's some thematic consistency to things getting less stable the farther off center you go, but I don't think that was the specific intent there lol. Overall really impressive, I don't often give out 5 star overalls but this came together perfectly! Entire team should be proud of this one. |
| Apr 8 19:29:25 | 29m 52s | Serp-slurp (Spicy hot chocolate 3) | ♥ 1 | Can't get it to launch, no errors, just thinks for a split second then kills its own process. Modern GPU, correct Java Version, but doesn't kick off anything. |
| Apr 8 19:34:09 | 4m 44s | Elfen Golfen | ♥ 2 | Lol, that got a smile on my face when I started and realized what was going on. Simple, but nice, good stuff |
| Apr 8 19:49:02 | 14m 53s | Depthshift | ♥ 2 | Neat mechanics, but absolutely brutal on the eyes. Didn't end up finishing the first level just because it started to hurt. |
| Apr 10 19:52:41 | 48h 03m | Tidehold | ♥ 1 | Cool stuff - I didn't make it far enough to find the signal, but I love a little settlement builder. I found the best way around the attacks was to just delete them, wait for it to blow up, then place them back in. |