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Feedback comments for LD57
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| Timestamp | Since previous | Game | Wolfier's comment | |
|---|---|---|---|---|
| Apr 8 18:27:03 | Decender of the Deep | ♥ 2 | It is a decent idea. I think it would be nice to know what the earthquakes actually do. Sometimes they open up the floor and sometimes they close previous spaces and sometimes they do nothing at all. It's difficult to know how to play with them when they're not really consistent. | |
| Apr 8 18:40:06 | 13m 03s | Relic Rift | ♥ 1 | I liked it a lot, you did a really good job with your art. I will ask what the point of auto pathing tiles are since they only do things you would of done anyways as there's no penalty to clicking a blank space |
| Apr 8 19:22:38 | 42m 32s | Fifty Floors of Flavor | ♥ 1 | Personally I like the idea, it got some laughs out of me. I think this game would really improve a lot of you had it get more absurd as you pick more things. Sort of like "pizza, pinnaple pizza, pineapple on the pizza" and just keep going further with all the choices in that same vain. |
| Apr 8 20:38:46 | 1h 16m | Dancing in the Depths | ♥ 3 | I don't understand why Dogman doesn't want to be recorded dancing, he goes such good moves and great taste in music! There was a bug where he killed me even though I reached the boat. Also the flashlight is kinda bad. |
| Apr 8 21:01:57 | 23m 11s | Planet Diver | ♥ 1 | I think there's a delay in button presses or something, the direction you move doesn't seem to change for a good 1.5 seconds after you've held it. |
| Apr 8 21:07:21 | 5m 24s | Just Keep Digging | ♥ 1 | ya know, maybe i should stop before i burn a hole in my finger. I'm pretty decent at button mashing and im pretty sure i shouldn't be treating this like that. |
| Apr 8 21:34:37 | 27m 16s | The Moon Reconstruction Program | ♥ 1 | It's a girl! Your humor is peak and the the game is very interesting. I kind of wish i actually had to reconstruct the moon rather then haphazardly put the peaces next to each other. |
| Apr 8 22:41:10 | 1h 06m | SKYLINE EXCAVATOR | ♥ 2 | i feel like there should be a slight pause when you enter a new level so you can see what's happening. You did a good job with the score screen |
| Apr 8 22:48:45 | 7m 35s | Thrill of Anguish | ♥ 3 | It is a neat little platformer. You should use WASD over arrow keys though since WASD is standard but thats just me. |
| Apr 8 23:03:42 | 14m 57s | The Depths of Gitche Gumee | ♥ 2 | I'm definitely with Yubs that the mining doesn't quite feel right. It feels sluggish but i can't really point to why that is. On things I can actually recommend fixes for. A QOL adjustment would be to have sonar and the flashlight stay on till the player disables them instead of them just going away on a timer. Also have the flashlight come from behind the ship. |
| Apr 8 23:14:34 | 10m 52s | Hell R Us | ♥ 1 | "I must defeat you!"... *smack!* *smack!* *smack!* *smack!**smack!* *smack!* *smack!* *smack!* *smack!* *smack!* *smack!* *smack!* *smack!* *smack!* *smack!* *smack!* *smack!* *smack!* *smack!* *smack!* *smack!* *smack!* *smack!* *smack!* *smack!* *smack!* *smack!* *smack!* *smack!* *smack!* That was hilarious. |
| Apr 8 23:37:12 | 22m 38s | Li-Buried | ♥ 1 | The biggest problem I have is that you gave me tables but won't let me place them in a satisfying way, it would be better if the game had the physics enabled by default for carried things instead of until i drop them. I like the concept though, where your efficiency is based on your own ability to organize nonsense |
| Apr 9 00:23:46 | 46m 34s | A Sinking Feeling | ♥ 2 | I have no idea what just happened. Duck is right. I'll be honest i have no problems with a game that just dumps me into a giant pile of what. |
| Apr 9 01:35:30 | 1h 11m | From The Depths | ♥ 1 | My problem is that the bats damage you even when they're not attacking and its really easy to accidently hurt yourself. I would think a small animation before their attack would be beneficial. I also think your game in general would be better if the combat was faster overall. There's a lot of dead space in the fighting so i think you should have less delay for the bats. |
| Apr 9 01:42:48 | 7m 18s | Slime Miners | ♥ 2 | Dang, I was hoping I could push the slimes faster, but then it ended. Liked the Music and the game was fun. |
| Apr 9 01:58:13 | 15m 25s | Abyssmall | ♥ 2 | The tutorial was a little annoying because you're blocked in by invisible walls and I though the pearls were air bubbles for some reason. I absolutely love everything else about this though. I will point out that pearls are functionally useless as things become to expensive to really justify going for them over other things. This by extension makes the hook upgrade a bad upgrade. |
| Apr 9 02:52:29 | 54m 16s | Journey to the Centre of the Ocean | ♥ 2 | I really like the idea that just because something is more expensive doesn't necessarily mean its better at this specific time. Really makes you think about your car build |
| Apr 9 03:12:06 | 19m 37s | Listening Winds | ♥ 1 | I think there's a bug with the faces where their "extra vision kill" only lasts about a half a second so there's no time to really take advantage of it. Really nice game, you did a really good job with the audio |
| Apr 9 03:23:56 | 11m 50s | House Rules | ♥ 3 | It looks like the rules are the same as Cult Of The Lamb's card minigame only using cards instead of dice. I'm not entirely sure though cause she says the rules so slow. I think this is why text boxes are standard as it allows players to read at their own pace. |
| Apr 9 03:33:06 | 9m 10s | Speed Dating | ♥ 1 | hm... i don't think these concepts go well together. Dialogue usually encourages you to take your time while your "race" wants you to go as fast as possible. The end result is that I don't read any of the dialogue or I don't care about the time. Though the game doesn't seem to care about either outcome. everything else is doing great though, and i found myself laughing at the "stats". Im not really sure what i should be thinking about this game. |
| Apr 9 20:11:50 | 16h 38m | Moose Diver | ♥ 1 | So i don't know if your intention was to make a game about lawnmowing but that was the game I played. THE COIN LAWN MUST BE MOWED! Fun game. Adding a bit more variety to the music would be nice. |
| Apr 9 20:32:44 | 20m 54s | A Well to Wonderland | ♥ 4 | The music and art are great but i was having a lot of trouble dealing with the locks. There's no tell on how long they are open or close and you have very little control for your own speed relative to them so it hard to get through the gap at a good time. |
| Apr 9 20:52:37 | 19m 53s | Used To Be | ♥ 4 | A decent platformer idea, though the breathing was getting annoying. |
| Apr 9 21:20:10 | 27m 33s | Depths of the Void | ♥ 1 | The shots absolutely need to be faster, most of the games time is being taken up by slow firing. I think that's where using a laser instead of bullets would be useful. |
| Apr 9 21:46:32 | 26m 22s | Deep City | ♥ 2 | I think you should start the player off with a good chunk of excess resources and the first generator upgrade already done. Mayhaps not have any consumption until you have your critical resources taken care of. It was a bit confusing to figure out what you needed to do and you have to race to place down both air and power before you run out. |
| Apr 9 22:16:03 | 29m 31s | TapTapTapTapTapTapTapTap | ♥ 1 | I feel like its missing something, but I can't really place my finger on what it need. |
| Apr 9 22:46:30 | 30m 27s | Paladino | ♥ 1 | I think you should of tried to take more advantage of procedural generation. Your rooms are a bit too predictable to be interesting as you will just do the same set of actions to get through them. |
| Apr 10 00:29:06 | 1h 42m | Depths Space 9 | ♥ 2 | This is a good concept for a bigger game, but the sound could be less shrill. |
| Apr 10 00:51:11 | 22m 05s | Star Spawn | ♥ 2 | You need a bit more feedback on what's happening. I didn't realize my health bar was on the bottom and I didn't realize that i have no impact on the battles themselves |
| Apr 10 01:17:04 | 25m 53s | Voidrunner | ♥ 3 | The controls were messing with my head, I'm used to these types of games using tank controls rather then w always being up. |
| Apr 10 04:28:33 | 3h 11m | Oakhaven | ♥ 2 | So my two things of note would be to write down the controls somewhere so people can look them up at a glance and to ensure the first puzzle has to be solved before progressing so you know the player knows how to play before getting to far in. I got to the thrid puzzle before realizing you wanted me to press Z to use the orbs |
| Apr 11 17:22:07 | 36h 53m | A Final Deed | ♥ 1 | this is a great game. My only criticism is that "memory correct" sound doesn't really fit in. I think it would be better if you had put no sound there at all and let the wind sound from the cat do the work instead. |
| Apr 12 02:25:27 | 9h 03m | Break Down! | ♥ 1 | I honestly think think this game takes the cake for the best game I've played this dare. There's definitely a number of potential improves that could be done, but the mix-up of the rules for a breakout game make it quite interesting. As for criticisms, I don' think there's enough speed upgrades. Even at max some of the balls are too fast to catch up to. Being able make the paddle vertical would help a lot, since you don't necessarily want to break certain blocks sometimes. The more balls upgrade is a bit of a double edges sword. More balls means more blocks broken, but it also means that a lot of resources get lost flying off to the void. You shouldn't bounce the paddle off blocks when they collide as it makes it hard to position the paddle where you want, and in some cases it gets you jammed in places. |
| Apr 12 02:32:56 | 7m 29s | A long night | ♥ 1 | I'll be honest I'm not quite sure what happened or what changed between the beginning or the ending. |
| Apr 12 04:00:42 | 1h 27m | Lockpicks-11 | ♥ 2 | I don't disagree, Doors would of been a better theme. Great Game |
| Apr 12 04:45:15 | 44m 33s | Potato Planet Driller | ♥ 1 | This is definitely difficult to manage solo, I think adding an extra walking path for solo would help, there's just too much space to traverse to get everywhere. |
| Apr 12 05:14:05 | 28m 50s | A Game About Digging an Asteroid | ♥ 2 | Clearing the rubble out was a bit glitchy, it was very easy to find yourself stuck by some tiny piece of rock. However, I think you did a great job making this game, the digging feels really good and your UI is slick. |
| Apr 12 05:24:44 | 10m 39s | Avoid the void | ♥ 4 | I think the only thing i'm not a fan of is being forced to pause to turn. It messes things up a bit. |
| Apr 14 16:10:20 | 58h 45m | Depth of field | ♥ 2 | The idea is unique and other people are definitely right that its a great interpretation of the theme. My biggest issue here was that you have the user moving nonstop when they are in the air, which makes them very difficult to control. |
| Apr 14 16:26:59 | 16m 39s | Hellevator | ♥ 1 | This game is an experiment in XCom logic. "Do you want an 80% chance to die while we refuse to give you any shops for the last 20 floors?" Maybe that could be a thing, add a "shop chance" so players don't have to entirely blindly search floors. Great Art btw. |
| Apr 14 16:37:21 | 10m 22s | The Guildmaster | ♥ 1 | I think the problem with mixing a complex project such as this with the Dare time limit is that I really don't have an idea of what systems work and i don't know what they do, and which systems don't work and don't do anything. |
| Apr 14 17:11:29 | 34m 08s | Project Planetfall: The Exodus Directive | ♥ 2 | I definitely agree with others that the game is a bit hard to figure out. Now that on its own would be fine, but I'm not really a fan of trying to figure out how the game works while a timer is ticking down to the games end. |
| Apr 14 17:41:31 | 30m 02s | Stealing the Captain's Family Jewels | ♥ 2 | It is a pretty big pet peeve of mine to see games give you a flashlight and make it intentionally trash. It makes me feel like why did you put in a flashlight at all if you didn't want people to see what they were doing. I don't really know if that is the intention here, but that's what the end result is like. Now that on its own is tolerable, but then you also are having the player navigate a maze while on a timer. Maybe I'm missing something since everyone else seems to think the game is great, but I don't find that idea t be particularly fun. Other then that I think the game is well designed, its just that that dooms the game for me. |
| Apr 14 18:27:10 | 45m 39s | Minersweeper | ♥ 1 | "I’m not confident about implementing a way to climb up, as I believe it might make the game too easy and less challenging. Additionally, it would require storing previous chunks and compressing them in memory or on disk, which is a significant amount of work." Since I find that being able to go back up would be the best improvement you could do for this game at current I'll respond to this statement. As far as difficulty is concerned, you are currently forcing the player to take a 1/3 (or worse) chance at losing and forcing them to restart based on really bad odds. If your concern is that players would have no way to die, they your solution would be to add things that the player MUST complete before the camera will scroll down further. On that second part, I'm not quite sure if the issue is that you are concerned about having to store every single row permanently, but I will assume that is the case. The solution to that would be to make is so your camera can only ever go down, and have so the player can only go as far up as the top of the camera. That way you don't have to deal with anything offscreen. |