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Feedback comments for LD58
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| Timestamp | Since previous | Game | binaryDiv's comment | |
|---|---|---|---|---|
| Oct 7 15:54:41 | Collectorogue | ♥ 2 | I very much love the idea of the game! Supporting an adventurer by enchanting objects that they gather in dungeons is a nice change to playing the adventurer yourself. Having a screen with an oldschool 2D roguelike game inside this 3D world is also a cool idea. And then the mischievous cat throwing down stuff from the table basically being the main challenge, I love it ^^ While I really love the idea, playing the game felt rather stressful and overwhelming to me though. First off, the mouse sensitivity is way too high, I had to reduce it in my system settings. Since mouse sensitivity is a very subjective thing, a setting for it would have been helpful. Collecting the objects and putting them on the table felt a bit overwhelming to me, because I didn't know what each of the objects do (some kind of tooltip when hovering the objects maybe?), and the objects despawned quite quickly, so I had to quickly "save" as many objects as possible before they disappear. This made it difficult to actually pay attention to the adventurer screen or to the effects of the objects. My suggestions for improving this: Generally, give the player more time to do things. This includes increasing the lifetime of the objects. Also, instead of having the lever for whether the adventurer is.. adventuring or not, I think it would work better to have two distinct game phases: 1. collecting objects, maybe analyzing their properties (by looking at the stats in a tooltip, or maybe you have to put them on the table first), basically preparing the adventurer. 2. watching the adventurer do their adventuring and fighting, while keeping an eye on the table and the cat. The lever could then act as a "start button" that triggers the next adventure, rather than an on/off switch. I'm also wondering if maybe the game could have worked better either in 2D or in a non-1st-person perspective of some kind, but I'm not sure about this and it's probably quite subjective (I generally prefer 2D games over 3D in a lot of cases, but that might just be me ^^). Nevertheless, I'd like to reiterate that I really love the idea of the game, and I wonder how the game could have turned out with a bit more time than the short time of a game jam. :) | |
| Oct 7 16:51:07 | 56m 26s | The Lair of K'olekto | ♥ 4 | This was a lot of fun! At first I didn't quite understand the game mechanics (brain being in low energy mode, focussing on reading the help screen was difficult 😅 ), but after a few attempts (of playing and of reading) I figured it out. Only afterwards I saw the screenshot in the description with the labels, that would probably have helped the most. ^^ Maybe having an easy first level with an ingame tutorial would have been good, similar to the labeled screenshot. After I understood the game, it was a lot of fun though and it made me want to retry until I've won - which I did! \o/ I don't quite understand the text on the victory screen though - which "secret wave 6 enemy"? 🤔 I especially liked how the souls have very diverse stats, and that they can be both positive and negative, so you have to be a bit careful which souls you absorb. I also liked how the souls had individual "names" that were kinda funny, however, I couldn't really pay attention to them as much because I was too busy fighting. ^^ Potential improvements / things I would have done differently: 1. It was a bit difficult to read the stats of all the souls while still having to defend against enemies. I think I would have either paused the game while "gazing into the soul lantern" or slowed the game down while doing so (similar to how in Horizon Zero Dawn the game doesn't stop but slows down when you're changing weapons during a battle). 2. Collecting the souls was a bit difficult sometimes. I often saw the souls floating around near me while I was still running around to avoid enemies, and then having to coordinate collecting the souls while not being hit by enemies. 3. Not sure how to solve that, but I found it hard to switch between spells with 1/2/3 or Q/E/F because my fingers were to busy moving the character around in all directions to avoid enemies, so I was only using the scroll wheel which was a bit suboptimal. Maybe my fingers were just too tired though. 😅 All in all, I enjoyed it, very nice game. :) |
| Oct 7 17:22:51 | 31m 44s | Spore Scout | ♥ 1 | I like the idea of collecting different kinds of mushrooms. The voice lines were unexpected but a nice touch! After a while some of them got a bit annoying though, especially the ones telling me to find more interesting mushrooms (maybe add a random chance to play them instead of always playing them). The music was funny (again, didn't expect singing 😅). The player model is cute, even if the running animation doesn't look quite right, I think it's great work especially for a game jam! The quick time events felt a bit unnecessary to me and don't quite fit in a game that's about foraging mushrooms (it's essentially a cozy game, just enjoy nature and collect things - no need for quick action in my opinion). At the same time, I kinda wish the walking and running speeds would have been a bit faster. ^^ Cool game, though! |
| Oct 7 17:45:48 | 22m 57s | Give Me A Grin | ♥ 2 | A good criticism of the public health system. 😅 Very small and short game of course, but still good work for a first game jam. Hope it was fun creating it. :) One suggestion for future games: Having the letters appear one by one in the intro text is a nice touch. However, two recommendations for that: First, it should be skippable (i.e. press space/enter to immediately uncover the full text), otherwise it can feel a bit sluggish, especially when you've already read it before. Second, right now the text is always centered depending on what is currently shown, so with each letter the text is shifted a bit. That makes it a bit harder to read because the text is moving all the time. It's better to make the letters appear on fixed positions, basically placing them where they will eventually be when the full text is shown. Godot actually has support for that using the "visible_characters" property. :) |
| Oct 7 19:37:17 | 1h 51m | The Collector | ♥ 2 | This is such a fun and cute game, I love it! The graphical style is really cute, I love the tiny hooded collector :3 I also liked the sound effects, the walking sound is cute and the dreadful humming sound of the enemies is really good to know how far the enemies are away. There was no music, but a) it's a game jam and b) this game works quite well without music. The silence is kinda fitting to the atmosphere of the game. If I would add music, it would probably be something minimalist and atmospheric, but again, it works quite well with just the few sound effects. I've played the game for over an hour, first time I continued playing after I won to get every update, the second time I wanted to try in how many rounds I could finish it (12 rounds, if anyone wants to compare :D). A round counter would have been cool for this, maybe also some other stats at the end of the game. Apart from that, only criticism I have are that there is no pause menu (pressing Esc will end the current round), and in the upgrade menu it's easy to accidentally buy an upgrade by clicking at a random place (e.g. because you were in a different window for a moment and switched back). Despite this, this is *such* a polished game for a game jam, wow! I'd definitely buy this if there was a post-jam full version of the game! |
| Oct 7 19:53:19 | 16m 02s | Mailbox Mania | ♥ 2 | The graphics look amazing and the music is nice! The isometric perspective is nicely done graphics-wise, however for me it's a bit difficult to navigate a car in an isometric view. ^^ For my personal taste the game also felt a bit too fast (even without the coffee) so I just kept colliding into everything. |
| Oct 7 20:15:19 | 22m 00s | Arpeggio | ♥ 2 | This is a very cute game, the graphics are great and the music and how the game plays with notes is really nice. Also, collecting "notes" ... The notes are notes. That took a moment. :D I'm not quite sure if I've reached the end though, I unlocked the door and talked to the person in the house, who said something about "help me collect my notes" (isn't that what I've been doing to get there? 🤔 ) but then I don't know what else to do. Did I miss something? There's some smaller things that could be improved: When jumping, the camera follows the player immediately, meaning you cannot see more than a few tiles below the player, which can be annoying while jumping over platforms because you can't see the platforms beneath you. Also there was a level transition that seemed a bit misplaced/buggy. Lastly, the moving platforms part was hard, but not too hard. What was a bit annoying about it was that the platforms smashed the player even when moving away from the player (e.g. it's moving up and you run against it, this will kill the player). It's a very nice game though! :) |