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Feedback comments for LD58
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| Timestamp | Since previous | Game | BadPiggy's comment | |
|---|---|---|---|---|
| Oct 7 15:31:10 | Tiny Expeditions | ♥ 1 | I usually don't play these sorts of games, so there isn't too much I could say about what you could add to this or do differently What I will say is that the overall atmosphere was immaculate and calming. Loved the overall aesthetic and feel. That said, I do think that the readability of the game suffered somewhat because of the grass and trees etc. It's not really a problem though, and I'd say you definitely achieved what you set out for here with this game. Definitely a charming experience | |
| Oct 7 16:47:17 | 1h 16m | Holo Friends | ♥ 3 | Tried a number of times and couldn't get past day 3 lol ( Was playing the post-jam version ). That's fine though, I'm usually not the audience for this kind of game, so take everything I say with a grain of salt. None the less, this was still very damn cool. Absolutely loved the presentation, let it be audio or visual. The art was beautiful all around, let it be the cards or other things like the bills, happiness bag etc. If I did have to nitpick, I kinda wished the bag you put your cards into stood out a little more from the environment more. At first I didn't notice it was a bag since it kinda blended into the environment. ( Probably just a me-thing ) I also couldn't really tell at first that you could put cards into your bank account ( again, probably just a me-thing ). Still, once I really understood the core loop of the game, it got really interesting. I also like the whole meta-story underneath everything of needing to balance life with a crippling gacha addiction lmao. All in all, I'd say this was a damn good entry. Kudos to all of y'all Note : May want to add the link for the LD page to your itch page, if you haven't already |
| Oct 8 16:41:54 | 23h 54m | Before I Go Blind | ♥ 1 | I've always wanted to tell stories through games, but never really knew how to do it well. You made something pretty impactful which lasted only a few a minutes, and I commend you for that Maybe it's because of how short it was and how the timer on the phone was so close to the end that I felt like I really had to take a few pictures, lol. It definitely made the experience tbh. The anticipation because of it kinda had me on edge Part of me wants to nitpick and wish that the game was maybe a little more interactive, but it doesn't take away from the fact that you made something really good here. Well done |
| Oct 9 16:06:43 | 23h 24m | Voltaic Harvest | ♥ 3 | Voltaic Harvest 09-10-2025 21_24_44.png Pretty solid game here all things considered. Presentation wise it was cool, though I personally thought a different sound could've been used for the car's gun. It sounded a little weak imo. Visually it looked great, though I won't deny that the readability of the game suffered quite a lot. Some of the enemies blended a little too much into the environment, whereas others stood out more and were more easily noticable. In terms of the gameplay, I love the boost and AOE attack mechanics. Because you take damage from colliding with enemies, you basically need to try to keep yourself in boost to keep yourself in the fight. This encouraged constant movement and basically made me really need to scout out those blue circles to recharge my car's battery, but also so I can have the aoe attack ready to take out the trash mobs. Very solid combat mechanics here. Overall, I'd say you guys made a damn good entry. Kudos to y'all |
| Oct 10 18:55:47 | 26h 49m | Happy Cleaning Co. | ♥ 5 | Happy Cleaning Co 11-10-2025 00_13_50.png Very solid game here. The overall presentation was great and pretty charming. Speaking of charming, that voice acting was definitely perfect for the kind of game this was. Same applies to the audio in general. The gameplay mechanics were cool, and sucking and shooting trash and dirt/snow was fun as heck. That said, I was a little disappointed in the overall gameplay structure. As the game went on, it felt like the same puzzle/scenario was being repeated without any real change. It still managed to be fun, but I won't lie that it got slightly monotonous. I think the main factor here was that you could still pull off wall jumps even when your pink bag was very full. As a result, it didn't matter too much that I sucked every piece of trash around me since I could mostly wall-jump my way out of any part of the level ( Except for maybe 1 or 2 levels towards the end ) And while only a small nitpick, I felt like the objects you needed to vacuum kinda blended into the environment during the sewer levels. Maybe they could've contrasted a little more better ( But this wasn't really that much of an issue tbh ) All in all, I'd say you guys made a pretty fun game with a ton of personality to boot. Kudos to y'all |
| Oct 11 13:53:24 | 18h 57m | To The End Of Time | ♥ 2 | ProjectTimeLord 11-10-2025 18_53_22.png Played on medium. Great little game here The main mechanics reminded me quite a lot of disc room lol. Both the dash and bullet time felt good to use and also felt like they had the right amount of time behind them in terms of delays/cooldown time. I loved how taking damage cleared some of the bullets around you. I kinda wish collecting the hour glasses also did the same. The presentation as a whole was great, but I have some issues. The 2D and 3D art was beautiful, but I felt like the environmental shadows got in the way of the game sometimes. Whenever the shadows of the background showed up, they basically blocked the shadows of the bullets. As a result, it was honestly hard to tell where exactly the bullets were sometimes since it basically screwed with the game's depth perception. Since I'm talking about the bullets, I wasn't really a fan of the orange bullets. They kinda just pop out of nowhere randomly and quickly to the point it's hard to really dodge them sometimes ( Maybe just a skill issue on my part, but I think they would work better if they're speed was decreased ). I do love the intensity of the game, but I think these issues definitely detract from it because for this sort of intensity to work, everything needs to be immediately readable ( imo ) I also felt that the clock hand was kinda underutilised. I do like the idea that it effectively boxes you in the closer it gets, but since it never really gets that close to you, it doesn't really impact the gameplay much. Granted I died a few times, so it's probably just a skill issue on my side again, but I think this is still worth noting. Also was a little dissappointed that the pattern for the boss was pretty much the same thing as before and didn't really change much throughout the boss. None the less, I think you guys still managed to make something pretty great here. The lore details were also a nice touch. Kudos to all of y'all |
| Oct 11 17:09:57 | 3h 16m | Duckollector | ♥ 2 | Unfortunately I got cooked, but that's on me. This game is great Presentation as a whole is great. Audio and visuals are great and clear. The pixel art in general is pretty cute. I'm guessing disc room was this game's primary inspiration lol. That aside, you still did a wonderful job here and made something that still manages to feel like it's own thing. I think the best thing this game does is how it handles progression. The difficulty felt just right all around ( Although I think the beginning might feel a little too slow on replay, but that's fine. From day 2 or 3 and onwards it ramps up nicely ). That and also the scale of the arena and enemy types also ramped up in a way which felt right. The variety in enemy types were also great, along with each enemy type looking and feeling distinct enough that they complemented each other pretty well. On one hand, I felt like maybe the game becomes a little too random the longer you go on in a day ( Something which I felt disc room suffered from as well tbh ) but I think it works well here none the less since it makes the decision of when to cash in or not all the more tense. All in all, I'd say you made a damn good game here. Really great job |
| Oct 12 15:45:24 | 22h 35m | Broke Custodian: From Dust Till Display | ♥ 1 | broke custodian pic.png As much as I'd like to give feedback about this, I really have no idea what was happening in this game lol. Keep in mind that these sorts of games aren't really my cup of tea, so take everything I say with a grain of salt. At some point, I managed a setup where the starts were all green, but again, I still have no clue why the items when placed the way I placed them gave me those green stats. Is it that a section should only have items which are of the same type ? If that's the case, then why were certain stones not working with the other fossils ? I think a little more clarity about some of the items would've helped a lot. I also agree with the others above me in that some of the events like the one's where the kids threw everything in storage were definitely more annoying than anything else. I'm not really a fan of how the digging minigame is structured. Having the entire thing be based on how fast you can click was a little annoying ( for me anyway. Like I said before, maybe take everything I said with a grain of salt ) That said though, the humour was on-point ( " Just pretend it's an extinct species of bird " lol ). The art in general was top-class as well. I know my thoughts about this game might sound like they're negative, but that doesn't take away from the fact that I think this game is still pretty damn cool for what you guys set out to do. Great job on this y'all |
| Oct 12 16:14:26 | 29m 02s | #rizzfest2k25 | ♥ 1 | I'm still not really sure how some of these work, but I can't deny that I haven't laughed this hard in a while Amazing voice acting and art |
| Oct 20 07:24:29 | 183h 10m | Fartnite | ♥ 1 | Peak Took me a little while to understand that you could only fart when you're touching the ground/walls etc. Doing fart propelled loop-de-loops was so fun lmao. Fartnite.png |