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Feedback comments for LD58
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| Timestamp | Since previous | Game | auxiliarymoose's comment | |
|---|---|---|---|---|
| Oct 20 03:16:24 | Sticky Turtles! | ♥ 1 | Nice work! It's a neat sokoban-like that feels consistent, easy to start, and challenging to fully figure out (I couldn't figure out how to collect all of the turtles but had fun trying!). I think this could be well-suited to having multiple stages that introduce new "tricks" for each solution so that rather than having a blank canvas to figure out, there would be more incremental guidance to help players figure out how to approach different situations. Lots of fun! | |
| Oct 20 03:27:30 | 11m 06s | I don't care who the IRS sends | ♥ 1 | Lots of fun! Well-balanced for a game developed so quickly and lots of fun to boot and I got to mars :-) Pro-tip: to add a quick way to restart a game in a Godot project, you can add a Button that is shown when the game ends, and connect its pressed signal to a function that does get_tree().reload_current_scene(). Voilla! Restart button in 30 secs |
| Oct 20 03:32:41 | 5m 11s | Apple Basket | ♥ 0 | Neat game! Cool to see a game with PICO-8 for compo, not easy to do the first time! Something I think would make it more fun would be to have some way to quickly get to the other side of the map--maybe wrap around the sides? Power up to move over? Since the movement felt a bit slow. Fun nonetheless! |
| Oct 20 03:48:11 | 15m 30s | Gems of Kaine | ♥ 1 | It's an interesting game, though as someone who doesn't play puzzle games too much, I had trouble understanding the cause-and-effect relationships in the game. Some ideas to help new players without detracting from the puzzle experience: - Make sure the game is self-contained, i.e. include the hints inside the game (I didn't realize I should scroll to read the hints on the itch page until I read the comments here) - Have hand-crafted levels that introduce rules one-at-a-time (something like the witness) to help players identify the rules rather than have to guess & fail as many times - Or if not hand-crafted, consider re-generating the level until it is more incremental from the previous level, so that the leaps in logic don't have to be as large In any case, a very impressive compo game with excellent execution overall! I'll have to revisit it to try to take another swing at understanding the rules. Thanks for a great game :-) |
| Oct 20 03:58:05 | 9m 54s | Taxbear of Haybrunn | ♥ 1 | Nice work! I guess the winning strat is taking everything that isn't nailed down... very soviet taxation system XD. It could be interesting to have some penalty items that detract from the total value---e.g. smelly/rotten stuff that spoils the other taxable goods---since currently it seems like the best strat is to click on everything as fast as possible (since there isn't really a penalty to taking everything). But maybe that is the point! |
| Oct 20 04:02:47 | 4m 42s | LD58 - Space Crystals | ♥ 0 | It's an interesting concept, and cool to see a C64 game in the compo category! I wish the game speed were a bit slower---either half or one-third speed. And maybe with a progressive speedup. Since as it stands the levels fly by very quickly and it can be challenging to get the hang of it. Nice work overall! |
| Oct 20 04:17:45 | 14m 58s | Collecting Cube | ♥ 1 | Really awesome movement system! The game feels super consistent and most of the time I feel fully in control. The only thing that felt a bit weird was a sort of rotation/turnaround time in the air when trying to move away from a wall after wall-jumping, and some abrupt vertical stops when jumping sometimes. For jumps, I recommend applying an extra upward force while the space key is pressed (possibly interpolated with some tween) while keeping the velocity continuous through forces & damping. Makes things feel less abrupt and more physical. Really great work! Screenshot from 2025-10-19 21-14-53.png |
| Oct 20 04:49:08 | 31m 23s | Fractal Collector | ♥ 1 | This is a super cool concept! I don't think I've ever seen a jam game like this (or actually any game for that matter). This could be really interesting to expand into more dimensions also, maybe even as a VR game?? Even though I wasn't able to solve all of the puzzles, I still enjoyed playing with the fractal generators. Thanks for making and sharing it! |
| Oct 20 05:07:37 | 18m 29s | Manually counted Reference GC | ♥ 1 | This is super cool! I can imagine something along these lines could be a great teaching tool for illustrating how memory management works going into other topics like virtual address spaces, memory compression, file caches, etc. Maybe also gamemodes focused on throughput vs latency vs efficiency... It does seem the game got stuck at one point with the following in the console: src/Program.hx:188: BUG HAPPENS But in any case it was fun playing :-) |
| Oct 20 06:38:30 | 1h 30m | White Noise Protocol | ♥ 1 | Holy smokes! This is PHENOMENAL!! The vibes of wandering lost in mountains in near-whiteout conditions looking for something you know is there is like Skyrim, the power of the snowmobile is like the airboat in HL2, the world feels like it has sincere depth and history, a huge amount of high-quality art... really cool. And 48 hrs for 1 person to make everything?? Amazing... Some thoughts on what could make it even better: - Locating stations with purely a compass and a 2D map in whiteout conditions is challenging to the point of frustration at times, since it's hard to locate yourself in the world and know which way to go. Realistic? Yes! But fun? Maybe there is some way to telegraph things a bit more in the world... signposts, distance & direction audio scanner, "lodestone needle" in compass that points towards nearby "technology" etc... Timothy Cain has a great video "Fun vs. Realism" on YouTube. - The visual style was amazing, BUT some details like the numbers at station 1 and the details of the map are a bit challenging to make out with the resolution effect. Maybe some "look closer" (zoom) effect could help? Or increasing font sizes/exaggerating map features? - The snowmobile is fun BUT sometimes I had trouble with (1) camera view--hard to look down if you're going to go off a cliff and (2) getting stuck--at one point I got the snowmobile wedged above myself in a pit and couldn't get out, so I had to reset. In any case, I'm definitely looking forward to a sequel (if there is one)! Thanks so much for sharing such a wonderful project with everyone. Screenshot from 2025-10-19 23-22-35.png |
| Oct 20 06:54:27 | 15m 57s | Gem Goblin | ♥ 0 | Nice game! It's easy to pick up and satisfying to play. I do wish there was some way to recover health continuously, since it can be hard to find the last gems while a huge horde that does a ton of DPS is clogging up the map. Also, for a restart, you can wire up a Button's pressed signal to get_tree().reload_current_scene() for an easy restart button. In any case, it's fun to play! Thanks for sharing your game. |
| Oct 21 05:13:01 | 22h 18m | Human Coin Chicken Flower | ♥ 2 | It's a neat concept! I enjoyed the "medieval high frequency trading" premise and the mechanics felt good overall. However I think it is somewhat challenging to win because you have to react very quickly to the computer's "trades" which makes losing something that happens in a quick shift of the game. IMO if there were some more continuous/gradual loss (maybe "popular opinion" health bars that go down whenever one of you causes a resource shortage?) I think it would make it even more engaging and make losing feel more fair when it happens. Nice work, and thank you for sharing this neat game! |
| Oct 21 05:39:02 | 26m 01s | Star Reaper | ♥ 2 | The glow on the laser is really cool, and the overall graphics approach stands out and looks cohesive! Feels like a modern pixel game with depth & "juice" so to speak. The game loop concept is solid as well. Some thoughts on additional directions to explore—I think this game could be better suited to a mouse-based input scheme: it's a bit challenging to aim at longer distances, and I felt like I was having trouble pointing the ship precisely at further asteroids. Maybe left click to fire laser, right click to accelerate? Also, it would be nice if the star reaper would take damage from mines, since then you could use the environment to cause damage (not just direct attacks). Finally, I found I would often drill through an asteroid, but it wouldn't register as destroyed until more pixels of it were destroyed, so maybe a slower drilling speed BUT automatic destruction when cut in half would make it more satisfying. Overall, great work! It's lots of fun to play and I can see this concept becoming a larger game. |
| Oct 21 05:49:31 | 10m 29s | Unarchived | ♥ 2 | It was a nice and peaceful experience overall! I enjoyed the point & click/hidden items gameplay, and it has the vibes of fun flash games I remember spending a ton of time playing. Agreed with the other folks about the scrolling causing some trouble... I think overall navigation could be improved a little. Some ideas: - Smaller scenes with click-to-navigate (instead of scrolling to find the navigation zones) - "Back" button to return to the previous place - Minimap to give a sense of direction & where you are Overall, great work on making an art-focused game! It was a nice experience playing it. |
| Oct 21 05:56:53 | 7m 22s | Ludum TCG | ♥ 1 | This is a super unique game! Love the concept! It's satisfying to open the packs and move the cards around. However, I had some trouble reading the text and the cards sometimes got stuck while dragging... but then again the bugs don't take away from the experience too much :-) nice work and thank you for sharing your game! |
| Oct 21 06:39:52 | 42m 59s | Criss Cross Catacombs | ♥ 0 | This is such a cool and well-executed concept! I really like the idea of navigating through a dungeon this way... there are so many things to balance. Do I go for a high-scoring word, but clog up my chances at navigating elsewhere (or even finishing the game)? Do I go for something easy now, but risk the rest of the game? Absolutely love it! The only aspect that's really missing is some juice & music, but it's a great game already. Thanks for sharing it! |
| Oct 21 06:51:43 | 11m 51s | Menagerie Collector | ♥ 0 | I like the overall concept! The art, sound, and gameplay combine to evoke a nostalgic feeling that reminds me of some of the first computer games I played during computer lab in kindergarten haha. Good stuff! The controls do feel a bit indirect... I think part of it is from up/down/left/right being at an angle relative to the grid, and partially because of some of the input delay/inconsistency. It also seems like a good strategy is to sweep across the map while holding the spacebar, since fast precision control is slower than just covering more ground. Maybe having the terrain be more of a limit could help with this, also perhaps something with expanding the playable area over time ("you have 30 sec to get back to home base before your oxygen runs out, upgrade based on points, etc."). Also reminds me of Disco Zoo from nimblebit in some ways! Overall nice work, thanks for sharing :-) |