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Feedback comments for LD57
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| Timestamp | Since previous | Game | sudocoffee's comment | |
|---|---|---|---|---|
| Apr 7 23:15:27 | Descend | ♥ 1 | Hey, this was a pretty incredible experience. I love how the pitch starts to shift a half step each floor, then two half steps, then three, until the very last drop with the minor sixth. And the mix uses such a wide range of pitches, that there's always something new to hear every floor. I also really dig the 1-bit vector art. Interesting to note that every play-through is a little bit different, since the floors are randomized. | |
| Apr 7 23:44:33 | 29m 06s | De Profundis | ♥ 1 | I kind of love games that let you explore without any particular goal, just to see what you can find. The different dithering patterns on every surface are cool, it's a bizarre look and kind of awesome. Made to the end screen -- Untitled.png |
| Apr 7 23:55:07 | 10m 34s | if cows could fly | ♥ 1 | Gameplay is pretty simple, but I love the solid pastel colors, it creates an interesting vibe along with the music and crazy spinning cow. |
| Apr 8 00:30:11 | 35m 04s | Wrinkles | ♥ 1 | The physic-sy puzzles were a lot of fun to solve. The dialogue is hilarious, and putting it above the above the mouse cursor was a cool addition. Made it so the text is always in front of you while you're working on the puzzle. Only feedback -- it would be neat if you could see how close you got to the perfect line (not sure how you calculated that in game). |
| Apr 8 00:56:50 | 26m 39s | Minesweeper 3D | ♥ 1 | I love the idea of 3D minesweeper. Seems like the 3D makes it a harder to rule out which spaces have a mine, so it might be more luck-based than 2D minesweeper, but it was kind of trippy trying to solve with the added depth. Camera was a bit janky, so I mostly kept it in the same place, but the Dwarf Fortress style layer toggle worked pretty well. |
| Apr 8 01:05:46 | 8m 56s | Undertetris | ♥ 1 | This was pretty cute! It was like tetris the puzzle-adventure game. I liked how there were always paths to jump back up to higher levels if you forgot to bring something with you. |
| Apr 8 01:29:36 | 23m 50s | FROG can't go back home this a-way | ♥ 1 | I like the understated guitar chords in the background, it really sells the vibe of the game. The camera was a bit hard to deal with when the frog would get hidden by another platform, and I never figured out how to deal with the eyeball monster, but I thought it was fun exploring the physics and moving around the scene with the double jump. The bloodshot eyes exploding from the frog when he lands too hard was a great touch. |
| Apr 8 02:48:35 | 1h 18m | Hole Crawler | ♥ 1 | The pixel art here is good, especially the main area with the wells and stone pillars. If there's one thing I'd recommend, it's that some of the UI elements could use more detail to help the player understand the game state. For example, greying out the abilities if one has already been used this turn, or adding symbols next to the health and defense bars to make it clearer what they represent. Otherwise, it's neat trying to balance health and defense on both my character and the enemy. The cinematic text scenes are a nice touch. |
| Apr 8 03:38:49 | 50m 14s | Heaven Denied | ♥ 1 | Just to start -- the 3D environment, text consoles, and atmospheric sounds are the most stylish thing I've seen so far this jam! I really, really dig the vibes there. The thought experiment was interesting. The takeaway wasn't "what does this person deserve" but more "what do I think the devil who hired me thinks this person deserves", since he's the one hiring and firing me (and I'd otherwise disagree with the devil here over a lot of it). It's a lot like Paper's Please in that regard (in a good way). Main change I'd suggest is letting the player restart later in the run. I got fired at the end of day three, and it takes a while to get back to where you were. The secret ending was pretty great :) |
| Apr 9 04:14:28 | 24h 35m | This game is mid | ♥ 0 | Honestly had a lot of fun playing this one, the music was kind of awesome, and you even had multiple death sounds. Better than mid IMO. Especially for such a short amount of time! Short and sweet is kind of the best for a game jam. |
| Apr 9 18:12:12 | 13h 57m | Digdigdig | ♥ 1 | This was pretty awesome! Character creation screen, hidden messages in the ground, it was just fun exploring and finding easter eggs (It's 4:49 A.M. :3). The art and dialogue are adorable. The battles are challenging in mostly a good way. Most random part was defeating the tiny demons, because they move around a lot faster than you can aim with your dig tool. I enjoyed fighting the larger bosses, dodging attacks is rewarding with the limited movement you have. The game's really forgiving, it's nice that the only downside to losing HP is having to walk a bit. Almost got 100%? bones.png |
| Apr 9 18:54:14 | 42m 02s | LD57-Depths | ♥ 0 | Hey! Tried this out, and I really like what's going on visually, feels like I'm exploring some giant cavern. Reminds me a bit of marble games, the way you move and almost roll through different passages. |
| Apr 9 19:07:31 | 13m 17s | Dungeon crawler | ♥ 0 | The pixel art is really stylish! I couldn't get past floor 4, the bats got me both times I tried, but the dynamic of having to both dodge and aim your attack with the same keys made for some interesting gameplay. |
| Apr 9 20:13:10 | 1h 05m | Hell R Us | ♥ 1 | The voiceovers and hand drawn visuals are as hilarious as always! Battles were a little too easy to mash through, though that's kind of funny itself. I love the reference to Guilty Gear "Hell or Hell" xD Speedrun world record maybe? (ouch my hands, the "a" and "enter" mashing through dialogue strategy) dreamcast.png Also running on Flycast: flycast.png |
| Apr 9 20:35:02 | 21m 52s | VoidQuest | ♥ 1 | I really like tank-style controls, I think there are a lot of gameplay things you can do with the limitations it imposes. Some space games will give the character more momentum, so that it's possible to go a large distance on a small amount of fuel, if you're good at conserving movement. This game has less of that (because of the ship's high friction), but it's still fun flying around and dodging the asteroids. The synthy music is cool, especially the menu theme. |
| Apr 9 20:49:31 | 14m 29s | Depths Help | ♥ 1 | Tried at first without looking at the solution, and I think there are enough good looking layer-orders that you'd probably want to use logical checks instead of direct lists (say, pass the player if "mountain" is behind "cat", "logo" is in front of "river", etc.). Otherwise, the art is a lot of fun to mess around with, and the dialogue is great, especially how it addresses us, the people playing through Ludum Dare games :) |
| Apr 9 20:59:20 | 9m 49s | The Hole | ♥ 1 | I love how this fits the theme, you're playing golf but the ball is already in the hole :) Everything's procedurally generated, but it would be cool if there were more types of slopes and shapes, to give some extra variety to how you move the ball around the stage. Otherwise though, it's neat having to balance getting the most coins for the least amount of strokes. |
| Apr 9 21:32:38 | 33m 18s | Drilly's Journey | ♥ 1 | The level design here is really, really excellent! I love how all the areas interconnect, it feels like a proper puzzle adventure game. It does a great job tutorializing (like learning how to manage jump height). The mechanics extend really well, you can figure out ways to skip earlier levels from mechanics you learn later in the game. And the art and colors are lovely, especially the final descent at the end through all the level colors. Honestly don't have any negative feedback, probably one of my favorites so far this jam! |
| Apr 9 21:59:50 | 27m 12s | Earth Below | ♥ 1 | This game has some really interesting concepts! It was a bit tricky with a laptop trackpad, but eventually made it to the top: heavens.png It was a little confusing at first when you fall through all the platforms, and it took a bit to figure out what was going on or what the goal was. But once I figured it out, it was neat having to dodge and build platforms in realtime. The pixel art is really lovely! |
| Apr 9 22:16:47 | 16m 57s | Deeper | ♥ 1 | I've been using LÖVE since late last year, and it's been a joy to work with. Gives me a lot more flexibility to code things my way than other engines I've used. Can't say I know the flash game series it references, but your game is a fun trip. I really like the glass backgrounds. It kinds of strips away any information about where you are, and just leaves the vibes. |
| Apr 9 23:31:44 | 1h 14m | That Underground Level | ♥ 1 | I loved how you weaved the music into all the stages -- there was always that distant, atmospheric note in the background, and you brought in melodies above it at just the right moment. The synced audio for the undertale boss was really cool. The whole thing felt like someone's haunted memories of video game's they'd played in the past, it was a great vibe! |
| Apr 9 23:47:03 | 15m 19s | Bottomless Tetris | ♥ 2 | I love the soundtrack, gives it good vibes. If ldjam.com had spoiler tags, I'd have suggested putting your description above in spoilers. Otherwise, I already know the surprise going into the game. |
| Apr 10 00:28:53 | 41m 50s | Refinerator | ♥ 1 | Really challenging to wrap my brain around, but once I got the hang of things, it started to make more sense how to move things around. I ended up mostly going for every other column (since the shorter columns are easier to fill), but that probably lost me some points: you_win.png Since the game is randomly generated, I'd be curious if there's always a solution for every column, or if there are cases where you're forced to sacrifice a column. Is the generation fully random? The art is really good, similar vibes (and color scheme) to your last game. Also, the 3x3 version in your logo is super cute. |
| Apr 10 02:00:12 | 1h 31m | DEPTH CHARGE | ♥ 2 | The gameplay here is neat, and pretty challenging! There's a lot to pay attention to at the same time. Dodging usually seemed like a better bet than trying to shoot the bullets out of the air. Or, ideally, I'd be able to hit the bullets while shooting at the submarines. Otherwise I'd tend to spend all my bullets as counters, and not hit any of the submarines. I played on keyboard (with the space key in your new version), and I thought it was pretty intuitive, but it definitely felt like a game that'd work best with shoulder buttons. Having to manage movable space (that's not hit with an explosion) was a pretty neat dynamic. I'd be curious what the skill ceiling is. Is there a difficulty curve to how many submarines show up over time? Also, my scores: your_score.png |
| Apr 11 03:06:55 | 25h 06m | Mirror City | ♥ 1 | Really polished puzzle game / experience! It's cool how much puzzle variety you got out of just changing the starting pieces. And it was an epic moment when the mirror-cracking tower broke all the boundaries for the first time. I thought the game did a really good job at tutorializing how it works without explicitly describing it. It felt cool to figure all of that out for myself, but was gradual enough that it never felt frustrating. Mostly my fault, but for much of the game, I didn't understand what the left example pics meant. Instead, I just figured out what spaces needed to be "building" or "grass" by trial and error. Music and art were lovely. The buildings were just asymmetrical enough to make it obvious they were mirrored, but still blended well with each other and the scene. |
| Apr 13 01:12:13 | 46h 05m | Wyatt & I | ♥ 1 | I thought this was a really lovely way to tell a story! Playing through all of the different boards Wyatt throws you I think made it feel a little more personal than you could get with just a film or short story -- shows how interactive art is kind of its own medium. And the game didn't care whether or not you won or lost the chess game, that was part of the story too (sometimes you'd win against Wyatt, and sometimes not). Played version 0.6, and I never got to add abilities to my own pieces, all that shows up on my screen between matches were the new powers and "skip" but not my own pieces: wyatt.png I'm running it via Wine on Linux, so could be a problem on my end. But honestly, it didn't detract from the story at all, so not a big deal, just meant I lost some of the later matches to Wyatt's insane armies. The subtle art and music changes were lovely, and the narration was really good. The whole experience gave me The Beginner's Guide vibes (one of my favorite games). Thanks for making this! |
| Apr 13 01:38:59 | 26m 46s | Apnea | ♥ 1 | I've been a bit sick this week, so only went down to 40m, but it was kind of a (ahem) breathtaking experience. There's not much happening, but seeing the infinite darkness on screen as you descend and run out of oxygen in real life was surreal. The way the piano fades into bubbles, and then fades back in as you find relief at the top is perfect. Feels like a relatively unexplored art: games that require some kind of good faith interaction on the user's end. A lot of Wii games were like this (sure you could waggle the remote, but you'd be missing out on whatever experience the developers intended). Can't say there's anything I found lacking with the game, it's kind of a standout experience this jam. |
| Apr 13 02:37:46 | 58m 47s | ONLY GO DOWN | ♥ 1 | It's cool seeing what people do with control limitations, and the range of movement you get out of one button here is pretty impressive. The character feels good to control, although the map itself feels a little random -- since you can't see very far around you, reflexes aren't always good enough to respond to what's happening, so mostly I timed button presses around how fast I was moving, and avoided holding for speedups (moving faster sideways made it easier to get around most obstacles). I wonder if reaching the skill ceiling requires memorizing a lot of the map? Otherwise, I love the dithered shadows and the silly character sprite, and it's cool hearing the music change as you go deeper. It was fun to try to beat your high score (spoiler, I failed). My best score: congratulations.png |
| Apr 13 03:21:53 | 44m 07s | When it Sinks | ♥ 1 | The way the text skews is really effective at creating that wrenching feeling -- it actually feels like I have to skew my eyes to see correctly. And I've had my share of medical visits where I go away feeling like something's wrong but nothing's been solved, so I feel some part of what it's trying to say (even if I've never had the exact symptoms). Only critique I can think of: sometimes text buttons would randomly get placed behind other text buttons, so I couldn't read what it said. Not sure if that's intentional, but maybe hovering over an option could bring it to the front? Otherwise it was a pretty interesting experience. Thanks for sharing your story like this. |
| Apr 13 04:04:12 | 42m 19s | Continental Shelf | ♥ 1 | The puzzle design is pretty tight! Always felt like there was a solution in mind, and the subtle stories you told through the puzzles were great (especially the giant school of sharks). |
| Apr 26 00:07:49 | 308h 03m | A Very Deep Tunnel | ♥ 1 | This game is super stylish! It's awesome the way it starts with something that seems to be a sound effect, and then morphs into a soundtrack as you dig deeper. Lighting up each segment was pretty satisfying. I didn't really find an optimal number of boxes to place per mine (probably could have timed it to figure something out). I started out grouping some of them together so it'd be faster to walk by and empty all the boxes at once, but it started to miss some crystals around the edge, so I had to backtrack and place extras. I used the cart a little, but it didn't seem to save all that much time, since I spent most of my time walking past boxes anyway. Might be more useful if I were speed-running. There were a handful of control related bugs (in particular I lost a lot of crystals accidentally re-buying power grids), but I think they've all been mentioned. Otherwise just some quality of life things, like a shortcut to get out of the menu, or key controls for both hands on the keyboard (I often used WASD with the left hand while rapid clicking E with the right hand). It definitely scratched my automation itch. The game only had a couple levels of automation, but it feels like there's a lot of room for more mechanics you could add. Overall awesome entry! My time: tunnel.png |
| Apr 26 00:34:09 | 26m 20s | Downstairs | ♥ 3 | Quick working my way through a few more games before the rating period is over, so didn't reach the end (got up to the mummy level). But the game has some intense vibes! The controls take some getting used to, but it's satisfying to learn how things work, and it introduces things gradually enough that it's never frustrating. The soundtrack is awesome! I love how it fades through subtly different tracks and sections (and silence). It helps it feel like something in the air is always changing, even though it's the same staircase. Some of it reminds me of the soundtrack to This War of Mine. |
| Apr 26 00:52:13 | 18m 04s | Dancing in the Depths | ♥ 2 | The tropical island surrounded by lava in a giant asteroid was an insane mood, I kind of loved it. The music was really hip (I recognized Thriller, not sure about the others). It definitely helped having headphones, stereo was kind of required for navigating the game. Also I couldn't tell, but was it using any kind of spatial audio, or was it just panning left/right? The upload bar getting slower towards the end was a hilarious little touch. |