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Feedback comments for LD58
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| Timestamp | Since previous | Game | Aurora_Bee's comment | |
|---|---|---|---|---|
| Oct 7 16:46:34 | Type II | ♥ 3 | I definitely like the concept, sometimes it can feel really satisfying, but the game itself in this state felt really difficult and frustrating at times though. The frustrating bits: - When trying to adjust the orbit tapping the space bar twice or thrice sometimes got registered "full stop" and used up all available fuel to slow down the satellite as much as possible. - The hitboxes for the satellites would be alright in relation to the debris, but them colliding together feels like it should be more forgiving, especially in the context of them being satellites they shouldn't have a hitbox as big as the planet looks to be here in the game. ๐ I'm not against satellite to satellite collision, but it should really only happen when they're completely overlapping imo. Also whether only one or both satellites get destroyed by that felt very random. ^^' - Some sort of "spawn protection" for the satellites as they get sent out would have been cool, it's very easy to only focus on the tip of the arrow and concentrate on getting the orbit just right, and then completely forget to check if the path is clear and accidentally end up destroying one of your most productive satellites. - Debris spawning right inside one of your satellites... happened at least 3-4x in every playthrough so far ๐ Nice to haves: - Better control over the satellite, even just another key to accelerate the satellite instead of decelerate would open up a lot more strategy and fine control. - Debris notice in advance, making it enter from the far side of the screen, something like that to be able to prepare. - Making the planet's orbit visible. (at least with my strategy of making them all orbit in the same direction to avoid collisions and as circular of an orbit as possible, using the tangent of the planet's orbit as a base) The good: - The UI design, it's minimalist and retro in the best sense, good job there! - Cool concept and setting, definitely not what I would have thought of when I saw "collector" being the winning theme! - It's super satisfying to see how the projected orbit changes as the satellite gets closer to the sun or decelerates, generally also just the whole orbit mechanic is very well done and well communicated to the player with the moving 'x's matching the speed that the satellite would do at that point of the orbit. Sure a preview would have been nice as others said, but I think it works well without it, after your first 10 or so satellites you already get a decent feel for how the orbit will turn out. - The game might be super difficult, still haven't beaten it, but it does feel like a challenge I want to try again and again, well done there too! :3 Nice job overall, keen to see what else you all have in store in future game jams :3 | |
| Oct 7 16:59:29 | 12m 55s | Give Me A Grin | ♥ 2 | Interesting idea for a first entry, nice and small scope! The dentist movement feels super random as others said, and there isn't much sense in replaying the game. But the music is neat, and it has a very innocent charming sense of humor. :D |
| Oct 7 17:29:01 | 29m 32s | WebWeaver | ♥ 2 | I love it! And I loved playing around with the string crossing mechanic once I managed to wrap my head around it :D This game has big potential to become a full game imo! Some polish will be needed ofc, some of the objects' graphics and hitboxes don't quite align, and there are still some (uncollectable :P) bugs. But even something like a more visually advanced net system would probably already eliminate a lot of the confusion around it, like making the intersections more visible and see how much health they add to each of the strings potentially? Another small QOL thing would be to see how many bugs are coming in this level and from which side ^^ But aaa the gameplay is really cool and novel, all the right bones for a great game are there, and the vibes are already just wholesome and great. :3 Sidenote: Has anyone managed to get a perfect score for level 3 yet? I haven't figured out how to beat it without having a "first bait" string that is supposed to break and then the rest can go behind a more stable net. |
| Oct 7 18:04:41 | 35m 40s | The Lair of K'olekto | ♥ 3 | My opinions mostly overlap with @binarydiv it was fun, but also a bit too hectic to appreciate every little detail ๐ I also feel like a bit of a larger soul inventory would have been nice, or some system that can still make use of all the extra souls that you can't pick up when your lantern is full. It also feels like a waste to try and still kill enemies instead of just avoid them in the last 30-20% of a wave when you're good on health and spells and they get killed at the end of the round anyway. So if you had some way to fuse/override/trade souls maybe there would be more of an incentive to try and both pay attention to the effects of your souls and to try and gather/combine the very best ones. But otherwise very impressive what you managed to make in the timeframe of a jam, great job! |
| Oct 7 19:02:09 | 57m 28s | The Collector | ♥ 2 | I love this, I love this, I love this, how in the world did you make this in just 2 days? it's so damn polished and cute and fun and addictive and aaah. Calling it, this one is going to make into the top 5, it deserves #1 so far from what I played honestly. To summarize: what do now? Want more. Collector.png I see so much potential for replayability here even with the content that's just in this version: - Time trials, where you have a lot of upgrades and just have to get the 50 orbs as fast as possible within one round. - Daily challenges where you have randomized starting upgrades and maybe other variables, see how many deaths/rounds it takes you to win. - Endless mode, all upgrades are unlocked, there's no win condition, just the orb number as high score. - Heck even just speedrunning the base game / jam version should be a thing! So yeah, please give us more soon. ๐ฅบ These are the kind of games with simple rules/mechanics but great execution and potential that make me both envious and hopeful I get to make a game like this in the future too :3 |
| Oct 7 19:23:41 | 21m 32s | The Collector | ♥ 2 | Okay this one is really funny. I didn't expect the game to go there, but it fits perfectly with the character and theme. Overall: cute little game, nice and simple scope and sounds and looks good too :3 |
| Oct 10 21:31:39 | 74h 07m | Arpeggio | ♥ 1 | I really like it :3 I love how the music keeps getting new layers of notes as you unlock new abilities and those notes then get added as new music and new sounds! At least from what I could tell, I think the abilities themselves also have sounds based on the notes that they are from, am I wrong? Definitely love the tippy tappy sounds for the walk the most :D The only gripe I really had was the inconsistent gaps between platforms in the "staircase" bit, it also could have been a little shorter, took a lot of time to get back up as soon as you fell down ๐ And the "death" hitboxes of the crushing platforms felt a bit unfair, I'd get 2/3rds of the way there, only to die because I accidentally touched one of the platforms from the side and not from below. ๐ Very good job for your second game jam overall, and a surprising amount of content too :3 |
| Oct 10 21:58:33 | 26m 54s | Mailbox Mania | ♥ 2 | Cool little game, I had fun, at the end I was able to get around 27 letters in a run after some practice :3 What I didn't expect was the hitboxes for the mail to also kind of be "isometrically" in front of the house if that makes sense? I thought it'd be a fixed radius around the mailbox or something, but it turns out bumping into the mailbox from the side doesn't collect it. ๐ Also at least with the html5 build I had an issue where the first collectible of each run gave me around a 2 second lag spike? Not sure if you were already aware of that and didn't have the time to fix or what, but bugs like these aren't unusual for shuch a short jam anyway ๐ Also I love the art! The skit marks are a super lovely touch and I like the pixelated 3d look of the mail van ^^ Looking forward to see what else you'll be making in the future! :3 |
| Oct 10 22:23:02 | 24m 29s | Collect all these stones! | ♥ 1 | Nice little idle game, didn't manage to get it done too quick but it was definitely fun to play and the graphics are also cute and simple. My only gripe is that the sound progressively gets louder and louder, could have done with some adjustments to reduce the volume of each worker the more of them are on screen ^^ Here's my score: collect-all-these-stones.png |
| Oct 10 22:40:43 | 17m 41s | Jars for the Collector | ♥ 1 | Really cool game :D Love the multiple ways of finishing the game and the twist for the last order, really didn't expect that, good job :3 My only feedback would be to please pay more attention to audio mixing next time, I had to lower down my speakers to 2% volume while playing because the sniffing sound is just so insanely loud xD Hope to see more from you on at the next jam :3 |
| Oct 10 23:32:32 | 51m 49s | Anthropocene Museum | ♥ 0 | Damn I really love this game, very simple concept but super well executed in my opinion. The humor is just great, from the weird jokes about humans, to "AI slop" I just loved it, and the vibes are super chill especially with the art seller :D There were a few single bugs I noticed that were easy to get around and not a big deal, like UI for placing art not updating or the expand to a new room text still hanging around until you focus on a frame again, that kinda stuff. What did annoy me a bit was how sometimes the lengthily titled artpieces can't be selected and the buttons go out of frame or are overlapping with the item below them. At least that only happened to me with 3-4 pieces of art I think, so it wasn't a big deal all things considered. I didn't expect we get to decide what ended humanity, but that's a super cool little narrative feature and so many funny ways you can use this. :P I guess I went with a bit of a "too real" solution, but I felt like anything else would be being dishonest: humanity itself, and for that I think this is the best artwork to use. :3 we-were-our-own-downfall.png Hope that participating in an LD jam is off your bucket list, you'll still continue to make new stuff, will be curious to see what's next for you :3 |
| Oct 10 23:48:42 | 16m 10s | Oscar the Trash Panda | ♥ 1 | Nice little game, cute graphics and sounds, especially the little "heheee" xP The controlls do feel a bit weird and stiff, the delay on the "trash item" spawning doesn't feel great either as you sometimes end up just zipping past it while moving forward. That said, the game also just feels really easy? I don't know if there's any increase in difficulty as you go, I did end up dying in the beginning a bit, but now I'm at a score of 1730 and had 5 lives and I feel like my lives only go up at this point. In fact I kept the game running in the background while writing this comment and I still have 2 lives left xD But otherwise nice to see a more finished feeling and smaller scope game on this jam, you knew what you wanted to do and executed exactly that, and that's also something people don't often recognize enough :P well done! |
| Oct 11 20:23:11 | 20h 34m | Room of Eko: serial evaluation records of โกโกโกโก | ♥ 0 | Impeccable vibes, very nicely done, I had my volume down on low just in case there's some loud scare sneaking up on me, I'm really not made for horror-type games ๐ I saw notes about there being new logs added, but I couldn't figure out what that meant or how to access any of those logs? There is no pause menu from what I could tell, only the in-game UI and minigames, so I don't know if there actually was something to check and find, or if that's all just flavour text. ^^' |
| Oct 11 21:39:53 | 1h 16m | Nonstop Furry Trading | ♥ 1 | Wow, how did I end up spending half an hour in this game? xD It really just sucks you in, great job on that front! xP The premise is super funny, as are some of the "news reports" on the right. I also definitely didn't expect the art for the game to look like this when I read "Nonstop Furry Trading" but that also just feels like another layer of well-meaning humor to be honest and it did work on me xD It's really interesting to keep track of the prices of things, how a card can be worth 2400$ and 3 minutes later go down to like 1000$, well... except for the common little froggy guy, in my playthrough it's value just kept going up after a while??? Like, I'm pretty sure at one point this was the most valuable card even compared to the legendaries which is just bonkers in a way that makes me love it again xd nonstop-furry-trading.png Well executed little game overall, don't know what else you could have done to make the game better, maybe some gameplay element to do some market manipulation or to buy some social media influencers lmao, but it's all good as is for a game jam ^^ Nice work you all :3 |
| Oct 11 22:21:57 | 42m 04s | Vivisepulture | ♥ 3 | Wow, holy shit. This game's vibes are off the charts. I immediately got an "Iron Lung" type vibe from this game, with some of the gore, UI and partial nihilism mildly reminding me of Cruelty Squad. (in a good way!) The map looks like it was more meant to have multiple characters to collect I assume, maybe they all could have told part of one whole story of what happened there? In any case what already is there feels great to read and makes you immersed and invested; the ramblings of the dead: philosophical, macabre, and funny in equal parts. Love it. One piece of feedback I can give regarding rendering dialogue: if you add new characters letter-by-letter you will get this odd "jump" as words can't fit into the end of the line and get pushed to the next, it can feel quite jarring, and there's a relatively easy fix. (at least I hope it is in Unity too) Make the textbox already have the whole text you want to render, but make the letters invisible, that way each letter is already at it's final position so to speak; to animate the dialogue box you just need to add visibility/color back letter-by-letter to "reveal" the text that is invisible, you get essentially the same result but without words jumping to a new line; and it'd be essentially the same code as before, just instead of adding letters, you add color to them ^^ Also this trick is even more useful for centered text etc. there it feels even worse if sizes and positions constantly change. Keep it up! Hope to see more cool stuff from you soon! (Also lemme know if you end up making a more updated version of this game, would gladly see what else you would do with this concept :3) |