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Feedback comments for LD57
WelshDivision's games and stats for all events →
| Timestamp | Since previous | Game | WelshDivision's comment | |
|---|---|---|---|---|
| Apr 8 02:53:56 | Doctrines - LD57 Game | ♥ 2 | Overall a very good-looking game which had me wishing there was more to do. Some observations I made while playing: - It can be hard to select a card in-between two cards. Having them more spread out would likely aid in seeing what every card is. - The font is a little difficult to read. An option to select a different one for better readability would likely be good for accessibility. - Card effects are sometimes a little difficult to read / parse ("Look at the next card; choose to top or bottom"). The card text during the effect is fine and descriptive enough. - I honestly didn't realize 5% damage was 5% of max rather than 5% of current, making me less likely to use those cards in the beginning and thinking I couldn't do (meaningful) damage / lower health enough to kill. - Not exposing numbers might be a stylistic choice, but it makes it hard to gauge if I am doing well or not / what to prioritize. - Releasing cards onto the field sometimes seems to does nothing, which might be some mechanic which I don't understand. I tried merging multiple cards together up top, but couldn't find a combination that worked. Aesthetically, the game is extremely strong and all of the base-line functionality is there to turn this into a competent card battler. Very nice work! | |
| Apr 8 03:00:23 | 6m 27s | Sub-Aquatic Explorer | ♥ 1 | I like the aesthetics and the viewpoint chosen and think they compliment each other perfectly. The only thing I'm left wanting for is any gameplay. Best of luck in your future endeavors! Some quick notes: - While queuing actions is fine (and might be appropriate depending on what the game idea was), being able to interrupt them would make the game feel more responsive. - Space / Ctrl for dive would likely be more appropriate than D, with WASD either relative to the direction the sub is facing or from the perspective of the camera probably feeling better. |
| Apr 8 03:16:15 | 15m 52s | Deep Shaft Mining | ♥ 1 | Overall a mechanically-sound game with humorous dialogue. With a little bit of polish, this game has tons of potential. Some notes I took during gameplay: - Collision could be expanded for objects to prevent clipping. - While throwing the objects is rather funny, a mechanic to put them down would likely be better for a fast-paced game like this. - Objects which fall on each-other sometimes seem to clip through the floor and are lost. A similar problem exists with slimes pushing ore into the ground. - Highlighting for the various objects in the tutorial would likely help to ease the player into the gameplay loop. - The tools can be thrown behind the machines, making it hard to grab them. - The hover detection for held ore to be put into the furnace is a little strict, sometimes making it hard to actually insert it without throwing it. Separate buttons for interaction and throwing would likely work just fine. - Multiple ore put into the furnace is not processed as multiple items. - The rapid-falling animation is very well done, but also exposes some of the items which have been pushed beneath the elevator. Best of luck in your future work! |
| Apr 8 03:33:48 | 17m 33s | The Drop | ♥ 0 | Overall a very good start to somethign that could be truly special. The voice-acting is very well done and the concept and visuals match the theme of the game (and the jam) very well. Some observations: - The voice acting is extremely well done. - The music and style of the game is perfectly matched, very good stylistic choices made. - The visuals of the talking speed are sometimes not synced with the audio. - Adding WASD controls on top of arrow keys would be a addition. - A feature for speeding up your falling speed by holding down (and the inverse for holding up) would likely add to the gameplay. - Indicators for the sides before you get to the land segment would likely be a good addition. - Moving the land to be exactly when the voice lines end would likely be a good idea to speed-up people replaying the game. - Some strange background noise during the game over screen. Overall, a very good submission for the jam, very nice work! High-Score: 5446 |
| Apr 8 03:45:20 | 11m 32s | Typing at Depth | ♥ 2 | A very unique concept executed very well with some minor difficulty issues. Even being a relatively fast typer, I had trouble keeping up with the pace of downwards movement. Despite that, I found myself pushing to see if I could see all there was in the game as the idea was very novel to me. Some notes I made during gameplay: - The initial screen being a small white box in the top left made me think it was broken in my browser. Some indicator the user needs to type (fading in gray text after a bit) would likely be a good idea. - This seems to be due to the size of the window on itch.io? Zooming in by 175% fixed it. - Difficulty is very, very high with the default movement speed. - Similarly, reading Clippy messages while moving at this speed is also difficult. - Collision for words doesn't seem to work sometimes (for long words only?). - Word length is sometimes overly long for not being able to queue them up. - Separating typing and movement into different modes or buttons might be a good choice. Overall, a very good concept which fits the theme very well. I think this idea has great potential. Good luck in your future endeavors! |
| Apr 8 03:58:13 | 12m 53s | Voidbound | ♥ 6 | I like the aesthetics of the game quite a bit. Has some mechanical quirks, but has good potential. - Game has a strong aesthetic identity which is matched by character design and animation beautifully. - The animation work is very good. - Music doesn't especially fit the theme of the caves, but is pleasant sounding. - No resource usage for casting spell encourages spam-clicking, which isn't very mechanically engaging. - A cooldown system with auto-fire would likely be a good fit. - Health loss is extremely rapid and unforgiving. - Some indication that inventory cannot be opened during cave segments would be good for new players. Overall, has a distinct identity which with some reinforcement could be something unique. |
| Apr 8 04:07:04 | 8m 51s | Dig to the Earth's Core | ♥ 1 | Overall, a competent game that knows what it is trying to be with a few nice touches. - The games textures and sprites have a coherent style. - Having proper credit and licensing info is very nice to see, as most (including myself) don't bother. - The music changing with the increase in numbers is a very nice touch (although the shrillness of the music does get a little grating after a while). - Not sure how much it matters about the tuning of my purchases when I can spam click to purchase everything. - A progress bar to the center / goal (if there is one) would be good. - Conversion of the large numbers to human-readable versions might be a good choice for this style of game. Overall, nice work. |