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Feedback comments for LD58
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| Timestamp | Since previous | Game | Bobap's comment | |
|---|---|---|---|---|
| Oct 8 04:02:27 | Deep Sea | ♥ 2 | Had a great time. I really like the how the sonar system specifically shows only the edges of the collision that it hits and naturally forms sonar shadows. The map wasn't difficult to navigate despite the reliance on intermittent sonar, so you did a great job at designing the caves. The little white dots (fish) that appear and swim around made if feel a lot less lonely and empty. I even found myself following them around the map sometimes when sonar was on cooldown. My first attempt ended because I didn't realize how to refill the fuel and o2 supply, the HELP button came in very handy and was easy to understand. Really appreciate the inclusion of the speed values in the top right. There were periods where I was navigating blind solely using the speed values as a reference. I loved how the collection mechanic was key to keeping the dive going by refilling the meters instead of just tacked on as a side element. Also, the floaty controls definitely gave the feeling of being in water, so kudos on that. Overall you crushed it. Keep up the good work. Here's the last screenshot I got before beating the game and testing out the "Surface" button. deep_sea_02.png | |
| Oct 8 04:21:53 | 19m 26s | Katamari Survivors | ♥ 2 | For sure Katamari and Donut County were part of my initial brainstorm. Love that the menu was exactly what I wanted from the menu and nothing more. I definitely got the infinite size glitch when I played. Only gripe was the camera didnt zoom out far enough toward the end. I basically couldn't see anything aside from the collection that was me and it was very difficult to navigate. |
| Oct 8 04:52:38 | 30m 45s | Capo Collector | ♥ 2 | Doesn't seem like there is any way to make money in the game. The "Last Week's Report" was only ever the sum of expenses for the workers. None of the income streams ever provided any income. I ended up with 4 $10/w workers and was still at -$40 every week. |
| Oct 8 05:09:05 | 16m 27s | Collecting Cube | ♥ 2 | Was a fun little platformer. Loved how the cube expanded with the movement. Would have liked to see it squish a bit when you hit a wall as a nice little indicator when a wall jump was available. The directionality of the movement was a little weird. Not an issue generally, but made wall jumping tricky when you tried to rotate the camera about. I think flow would have been better if the cube didnt have to "turn" to face camera forward and just moved in the direction of input. Overall nicely done. |
| Oct 8 05:53:28 | 44m 23s | Planet Extraction | ♥ 2 | Absolute gem. I love the floaty movement of the drones and the satisfying tink of the collection sound. Was a little disappointed that the cost of the collectors scaled beyond the HQ price before I could completely fill up the resource nodes. Aside from that I have no notes. |
| Oct 8 06:48:06 | 54m 38s | HellBinder | ♥ 0 | TCG was part of my initial brainstorming session. I like the spin on identifying fake cards. I love the card art and the Hell Terminal is well made with the sorting options. Also the computer "mouse" is hilarious. Just a few couple sticking points for me during my playthrough. The patience meter began counting down before the card was fully on screen which probably doesn't make a difference balance-wise, but feel-wise it felt unfair. I wish that there were was one of a number of things implemented to make the game a little less punishing. Either the patience decay pauses when in the Hell Terminal or that the Hell Terminal automatically opens to show the currently offered card or that you could select a card in the Hell Terminal to "pin" to the appraisal screen to reference side-by-side. I found that most of my time (patience meter) was spent just scrolling to find the card in the terminal. Maybe I was missing something, but I couldn't figure out how to restart after losing aside from refreshing the page. I also kept losing runs because there weren't enough non-fakes offered to meet the goal. Basically had to keep hoping for a run with a non-fake $600 cost to make up the difference. Also, and this is just the UI designer in me, but the Hell Terminal cards have a larger font size than the appraisal cards. Great work, very cute game. |
| Oct 8 07:31:25 | 43m 19s | Mars Rovers | ♥ 1 | Amazing work. The UI was so easy to use with great functionality. I love that orders would stack with themselves when pressed multiple times in a row. The rovers have great personality in their simple designs. There were enough new elements added in each level to keep it interesting and challenging. Being able to select any of the levels from the start is nice so there's no fear of losing progression for Jam purposes. My only notes would be a toggle for 2x speed. Testing some of the longer sequences got a little tedious when you realize you missed 1 command at the end of the chain. Also a nice feature would be having the commands delete automatically when pressing [-] when they're at [1]. I did manage to clear all the levels without using the energy crystals except for the once on level 4. Overall loved it, great game. |
| Oct 8 08:27:40 | 56m 15s | Goblin Goopmaxxing | ♥ 4 | Absolutely incredible. Unfortunately I think not having a playable web build will really hurt your chances at getting ratings. Extremely dynamic system, very emergent. I had fun just messing around and making monstrosities outside of the quests. The ending was a shock. Kind of wish there was an "endless" mode at the end with dynamically generated objectives. The goblin parts felt surprisingly "heavy" when moving them around compared to the honkin' big rock you could yeet just as easily as the teeth. The art direction was great, simple and cohesive. The sounds were at times beautifully unnerving. Loved the game, very well done. I felt a little bad about this one, but it fit the quest requirements, so I think that makes it your fault. goblinmaxxing.png |
| Oct 8 08:52:25 | 24m 45s | Crown Crow | ♥ 3 | The rock throwers were surprisingly tricky to dodge, but those arrow dudes were on a whole other level. Loved the art. Got the shiny and celebrated. Very cute game. |
| Oct 8 09:11:03 | 18m 38s | WebWeaver | ♥ 1 | Love seeing this game. My LD56 submission was similar in that the main loop was building a web to catch flies. Since then I've wanted to explore the concept more. I love the idea of building a functional spider web in a game. |
| Oct 8 09:22:32 | 11m 29s | Space Cleaner | ♥ 2 | The ship is so cute, lots of character. The idle animation gives it so much life. Great job with the parallax and "screen shake" to give accelerating a sense of scale. Initially I was avoiding the asteroids afraid of crashing, but kind of love that you can just barge them out of the way. A little bummed I got to max upgrades so quickly, was hoping to push for more. Had a good time, great job. |
| Oct 8 09:37:28 | 14m 56s | Creepy Collector | ♥ 1 | I like the inclusion of bonus effects like Sticky and Dizzying. Saved my butt after a couple misplays. I ended up getting the Pad but didn't get a chance to use it. I love the pithy item descriptions and enjoyed putting sets together for maximum damage. No notes. Well done. |
| Oct 8 10:15:02 | 37m 34s | Plant Pack | ♥ 1 | Art direction was on point with this one. The pots were a bit fiddly with sliding around to fit in the light. Felt a little cramped for space. I liked balancing requirements of the different plants to try and properly sustain at a critical mass. I really like the mechanics of growing plants to feed better plants. The amount of inputs required to feed the plants got tiresome by the end. I would have liked to see the inventory screen open up automatically when interacting with the pot, would have made it a lot more streamlined. Beat it, loved it, not sure how it relates to Collector though. |
| Oct 8 11:03:44 | 48m 42s | Flag Collector | ♥ 1 | Very cute. Some simple yet interesting level designs. Would have liked to click on each state to go to a different level. Could be cool to expand to a full 50 levels with the flags of each state and selectable locations on the country map. |
| Oct 8 12:18:53 | 1h 15m | Fragmented | ♥ 1 | Very cute. I like the feel of the victory lap level at the end. Up until 9 it seemed pretty straightforward, but the verticality of that level was tricky to figure out. Resetting to the start on the previous levels wasn't too bad, but 9 was such a long sequence of moves that it felt truly punishing. Because trial and error seems to be the only way to solve the verticality puzzles it would be nice to reset to either where you fell from, or perhaps checkpoint to the last switch pressed. Otherwise, solid puzzle game. The colored cubes filling up as you collect them is a nice touch. |
| Oct 8 13:16:15 | 57m 22s | Where's my money, Gnomski?!? | ♥ 4 | Tax collector was one of my initial brainstorms, love that somebody ended up doing one. The lighting is blindingly harsh. I didn't mind it much for the first mission, but it kept just shining straight into my eyes the whole game. Would have been interesting if it got later in the day as you completed each mission. Tuning the sun back by half and adding in a global light to soften the shadows would do wonders for game feel. Also, a stone instead of a locked gate was definitely a choice. The credits cave with the cat shrine was a nice touch. Would have been interesting if the gnomes fought back, could even just be throwing whatever item they're holding at you. The last mission was particularly tricky since he kept running away when I entered an area. Cheeky little twist. I harassed far too many innocent gnomes and did not do well. Still had a great time. |
| Oct 8 13:32:09 | 15m 54s | C-C-Collector | ♥ 2 | A bit disappointed that all the puzzles were just moving the box around. Art was fire, kudos to the artist, they knocked it out of the park. The crazy teeth and funky character designs really carried here. |
| Oct 8 22:06:29 | 8h 34m | Blood and Bounty | ♥ 3 | The concept of collecting bounties is fantastic, bummed that didn't occur to me during my brainstorming session. Very fun idea. The blood when they die kind of detracts from the beauty of the board since they just look very static compared to the rest. If you reduce the opacity on the blood pool, it might give a nice "ground-staining" effect and blend it in. I didn't really feel very threatened by the enemies, they mostly just ran away from the VERY long arm of my revolver. Would have been interesting to have more HP for us and the enemies and having to exchange shots/stabs more back and forth. I wish there was a way to cancel a single action, like if I click to move but decide not to, the only way out is to cancel and remake the moves. Right click may be a good solution for canceling. I second the request for enemies to move together, at least for the ones that aren't attacking or something else of importance. I pushed 20 enemies and it became a real chore to wait for them all. Saw the skill tree was last minute and the game definitely needed it, it adds a good sense of progression and power growth. That being said, it was very tricky to realize what had already been purchased. I had a similar crunch for the Request system in my game, it may be a little underbaked, but it's functional and that's what matters. The character designs are so cute, I love it, and the level "generation" animation is peak. UI and font really fit the aesthetic. Great job. Toward the end with 20+ enemies I actually got to make good use of the melee attack to stay out of danger. I played until I got properly ambushed. blood_and_bounty.png |
| Oct 8 22:17:38 | 11m 09s | Gotta Cat 'em All | ♥ 4 | A cute little adventure game. I may have missed something, but I had an empty item slot even after collecting all the cats. Also the pet shop boys have a duplicated dialogue box bug if you speak to them again without walking away first. |
| Oct 8 22:28:48 | 11m 10s | Madness bar | ♥ 1 | I get that it's a jam game and flat models are to be expected, but its just way too bright. Change the model color to something slightly darker, or better yet just color each of the models to something different. Like a red stool, brown table, blue walls, whatever you want, just to have that little variation even with solid colors would add a lot. Collision was a little sticky in the small room, I would suggest using colliders with rounded edges to allow for "sliding" around obstacles. Capsule and sphere colliders are your friends. I like that this was the first Jam game I played with lore and dialogue and the 2d art was really well done. |
| Oct 8 22:40:38 | 11m 50s | The Legend of the Mondrokko | ♥ 1 | I was so very close to making a foraging game. I think they're so cozy and fun. The mushroom spin was a nice take and being able to level up your gear and stats was great. Did not expect that twist at the end. I can't place my finger on why this was the case, but the transparency made it seem like we were in front of the trees instead of seeing through them. |
| Oct 8 22:50:15 | 9m 37s | Trashman Cometh | ♥ 1 | Holy shit, I felt like I just finished the tutorial when I got thrown into a huge boss fight. Did not expect that. I like how the boss hands bounced around after dashing at you. Moving around felt good, I liked that the character shifted left and right of middle to give a sense of speed. I do think it was a tad overexaggerated and slightly disorienting. Would like to see the movement shift like half as much. I like the low poly style and overall it was an engaging and well constructed fight. Just wish I got to fight a few more "trash mobs" before the boss. |
| Oct 8 23:16:15 | 26m 00s | Planet Saver | ♥ 1 | Getting Wall-E vibes from it, a little trash robot trying to save the plants. I'm not sure what the point of making it 3D was, I think it would be a smoother experience just as a 2D game. The trash collection mechanic itself wasn't very compelling, a lot of holding and waiting. However placing the resources in the machines was strangely interesting. I wish I could queue multiple actions on one machine, like being able to dump all the resource at once. Maybe not with a single click, but without having to wait for the action to fully complete first. Would be nice to have a collection percentage or fraction on the collection UI to let me know I'm like 4/9 plants collected. Extremely disappointed that I collected all the trash and still only had 10/20 "Trophy" collectibles. Maybe there was a mechanic I missed to spawn more trash, but I ended with 9/9 plants and like 17 unusable seeds. Perhaps growing seeds after 9/9 could grant like 50 trash or recyclables so you can turn them into the remaining collectibles. Very cute little game, I like how you double dipped on the Collector theme. |
| Oct 8 23:29:01 | 12m 46s | For the Herd! | ♥ 2 | Art is fantastic and herding might be the best use of the theme I've seen yet. The shadows were interesting, but I'm not sure made up for the 3D overhead associated. Probably could have just gotten away with a darkening overlay. I definitely liked the art more than the 3D assets and think it could have been more cohesive with a singular style instead of some bits being outlined and others borderless. Not sure what caused it but at one point I ran 2 lambs down from up top and when they got close to the safe spot they just disappeared. At first the controls were frustrating, but quickly came to love the difficulty of them and the mastery of them. The splash art is the best I've seen yet, nicely done. |
| Oct 8 23:56:46 | 27m 45s | LOOKING FOR THE GOOD STUFF | ♥ 3 | Very cool idea. I love the use of theme both for the Jam and for spooky month. You executed it perfectly too. The art is phenomenal and encroaching darkness was very ominous. Felt very Don't Starve vibes. It was great how the music got more intense and spooky as you got further out, and then went back to the "cheery" tune at the safe zone. No notes. |
| Oct 9 02:41:36 | 2h 44m | $ECURITY CHECK | ♥ 1 | Interesting concept, but had trouble finding out how to take enough items to clear level 3. Didn't seem like there was much choice than to steal as much as possible. |
| Oct 9 03:02:47 | 21m 11s | Catch a Critter | ♥ 1 | Sound effects are satisfying. Was bummed there wasn't an Avatar bug and was instead Four Nations. Took a few attempts, but got the whole collection in the end. The delay on the swing was a nice touch and having multiple lives was a godsend. Too many of the Jam games seem to be 1 hit = restart which is a bit of a pain to try and experience the whole thing. I wish the bugs avoided the obstacles on the map since a few times I did a blind catch over the log and didnt realize a bomb beetle was chilling there. Well done overall. |
| Oct 9 03:06:21 | 3m 34s | Collection Time | ♥ 1 | Not really sure what was going on. |
| Oct 9 03:29:42 | 23m 21s | GOBBO THE GLADIATOR | ♥ 2 | I second the sentiment about coins popping out quicker from dead enemies. I love the art style and the upgrades system was busted. +Jewel is overpowered. Loved the boss fight at the end, was a little stilted by the fact that I don't think there was a way to die, so I just kinda face tanked it. |
| Oct 9 03:54:58 | 25m 16s | Balck Hole Salvage | ♥ 1 | The spin on asteroid collection is fun here. It seems like the upgrades don't help out a whole lot and I'm not sure how to get the higher rarity minerals. I really like the space particle system you made and the UI is pretty slick. It would be fun to see a little blip on the Event Horizon UI to visualize how close we are to increase tension. |
| Oct 9 04:07:37 | 12m 39s | Rogue of Gems | ♥ 2 | Wow, there's a lot here. The shots do seem to fire to one side of the cursor instead of where the aim is. Not really sure where Collector comes in. I'm also not sure what the point of killing the enemies is since it seems like all the rewards are just from rushing to the next level. Impressive how much you got done during the Jam period though, kudos. |
| Oct 9 04:16:55 | 9m 18s | Corpse Collector | ♥ 1 | I love the style and unique concept. The controls felt a little sluggish. Would have really liked to be able to use mouse controls. Had trouble reaching 100% on all the levels. Would have helped to be able to remove body parts already placed since the learning process involved a lot of trial and error. |
| Oct 9 04:24:25 | 7m 30s | Stamp Divers | ♥ 1 | I love the searching concept. Would be nice to have like a shadow indicator to see where your hand is in the pile since I got lost a few times. |
| Oct 9 04:44:31 | 20m 06s | esCargo | ♥ 3 | That is a lot of art assets you managed to pull together in 72 hours, incredible work. I was envisioning something of the sort for my take but had to pare it back to a simple text based system to fit in the timeframe. Really love what you guys were able to pull off. No notes. |
| Oct 9 05:06:39 | 22m 08s | Rain | ♥ 2 | Dang that must have been a lot of work. Between all of the art and the writing, you guys crushed it. The only thing I would have liked to see is some sort of indicator if the dialogue had been heard before and what the new ones are. Other than that, great job. |
| Oct 9 07:20:51 | 2h 14m | For The Hoard! | ♥ 1 | I wanted to see if there was a hard cap on jump distance/speed. Seems like there is since I never truly achieved proper flight. for_the_hoard.png |
| Oct 9 07:48:43 | 27m 52s | Bounties & Badasses | ♥ 0 | It's not particularly clear on the purpose of the "charisma" stat is. It was also very difficult to gauge difficulty when none of the stats we have access to relate to our combat ability or upgrades that had been purchased. The players primarily seem to be left guessing as to engagement requirements. Additionally in the later levels it seems like the only way to reach the bounty target is to fight ALL of the bounties offered. Didn't seem to be much player agency. Overall kind of an incoherent jumble of themes. |
| Oct 9 08:07:02 | 18m 19s | A Lifelong Hobby | ♥ 1 | Beautifully done. I love how the jobs got harder and changed as you "got older" in the game. The progression of the methods of purchasing cards was a nice touch. What really carries it is the goofy cards with the adorable illustrations. There was a lot of art that had to happen for this and you nailed it. Had a great time. |
| Oct 9 08:46:36 | 39m 34s | Suck! It! Up! | ♥ 1 | Really enjoyed this one. You knocked it out of the park. I got a very large amount of critters by the end and it became a little difficult to select the tile I wanted. Would have been nice to be able to rearrange the tiles outside of the planet. Aside from that, excellent job. I cleared with a full prey build and might go for round 2 with a different strat. You may have fumbled on the title a bit since I think Xirnu's Next Top Planet might be more enticing. suck_it_up.png |
| Oct 9 09:33:33 | 46m 57s | Hex to the Max | ♥ 6 | Really well done. It was already interesting with the initial tutorial setup, but then more and more tiles kept being introduced and it really became intricate. For what it's worth, I think the level goals are a little too easy to hit. The last one being like 800 or something I ended up finishing with like a 9k collection drop. Three tiles to choose from may have been a little limiting once all of the specialty tiles were introduced. There were times I had to choose between like a 5, Swap, Collect and basically just had to drop a dead tile to reroll. Overall incredible work, I had a blast playing. |
| Oct 9 10:18:32 | 44m 59s | Do Needles Dream of Electric Haystacks? | ♥ 1 | Absolutely phenomenal work. I loved digging through all the evidence. The UI easily could have been overbearing and a big pain point, but you nailed the flow and it felt good to navigate. The diegetic storytelling was wonderfully immersive. Well done telling a compelling story using corporate emails. Very impressed with what you were able to put together and would really like to solve some more mysteries in that manner. PS the Main Menu button on the end screen seems to be broken |
| Oct 9 10:54:55 | 36m 23s | WonderBot: A Lofty Return | ♥ 3 | Absolute gem of a game. The art is adorable, the secrets were amazing, the quality of life was there. I was not expecting to be suddenly vacuuming up everything in the house, nor was I expecting a breakdown of the last few % to be collected. The upgrades were thoughtful and allowed regular power increases and access to new areas. The few times the couch got hit by visual culling I thought I had actually vacuumed it up and it was going to end Katamari style. Overall very well thought out and masterfully executed. Amazing job. |