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Feedback comments for LD58
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| Timestamp | Since previous | Game | cassowary's comment | |
|---|---|---|---|---|
| Oct 13 02:15:44 | Swarm Surge | ♥ 1 | This is a really cool idea! I feel like it's a little difficult to make sure that your creatures are targeting the enemy leader, because you can't control where your minions or the enemies are. I liked the dynamic soundtrack and the cute art though! | |
| Oct 13 02:27:12 | 11m 28s | Cupcake Collector | ♥ 1 | Nice! I collected 145 cupcakes. I enjoyed it. Some nice creative level design here. I feel like the controls could have been tuned a little bit better -- it felt like the movement was a little fast and the friction was a bit too low, especially when the character was in the air it was a little hard to jump into things accurately. Aside from that, nice work! I especially appreciated that you included a few extra hidden secrets in the levels. |
| Oct 13 02:41:58 | 14m 46s | Hop, Skip, Jump | ♥ 1 | Wow, cool one! I really like the chunky pixel look, and the gameplay is interesting. Some of these took me quite a while to solve! Sound design and stuff is also good. Even though it's a bit short, this is really impressively complete for being put together in such a short time. |
| Oct 21 20:14:59 | 209h 33m | BirbDex | ♥ 2 | It's simple, but it's such a cute idea! It really took me a second to figure out how to do it, but once I did I was able to use my ears to collect all the birds. Well done! The graphic style is very cute as well. I think my only critique is that the controls were a little weird -- following the birds with the mouse was sometimes a bit hard, and it was hard to remember which WASD corresponded to which notes. Overall, I had a great time with it! Thanks for making it. |
| Oct 23 04:39:39 | 32h 24m | Znake | ♥ 1 | As a fan of variant snake games, I really think this "roguelike snake" is a very cool idea! I like the little touches like the minimap. The way enemies split you and leave your previous tail behind is also a cool mechanic. I think the tile movement felt a little rough at times, I think if the snake and enemies moved smoothly between tiles (even if it was only 'cosmetic' and the movement was still tile-based underneath) that would go a long way towards improving the feel of the game. But overall this is quite nice and a great start for whatever you might want to add to it, you've got great potential here. I played the game several times to try to figure out better strategies, which seems like a sign that the game is good. :) |
| Oct 23 04:57:07 | 17m 28s | Unwordy | ♥ 1 | I got a lot of "checking / error" too. I'm using Firefox, for the record. But it's really cool to make a game like this that depends on other people's guesses. With more participants over time, it could evolve into something really interesting. My only gameplay nitpick is that I think it was a little bit easy to catch the vast majority of the words in phase 1. This means your available letters are basically just determined by what words the game happens to randomly throw at you, and you end up with so many letters that the "letter budget" doesn't really come into play very much. Not sure if you want to address it or not, but it's something I noticed. Overall, thanks for making this and well done! |
| Oct 23 05:13:13 | 16m 06s | WIN WIN WIN | ♥ 0 | Interesting! It might have used some balancing to make some early-game upgrades that mixed up the gameplay a bit early on, as saving up for the $1000 upgrades could get a bit repetitive. Also it seemed a bit strange that I think I could double-jump from the beginning but the upgrade gave me a triple jump? Maybe I misunderstood something. I think it's a very cool concept though, it's like a combination of a sort of "progressive upgrade idle game" and a platformer where upgrades unlock new areas. Neat! |
| Oct 23 05:22:26 | 9m 13s | Hammer & Horde | ♥ 1 | Cool idea! I really like the graphics and animations especially. The mechanical idea is very interesting and I like the idea of a tradeoff between health and carrying things, but in this case it seems there's not much of a benefit to carrying things, and indeed sometimes you _can't_ carry things past a certain point, which makes the mining feel a bit perfunctory. I think if there were some benefit to carrying a large amount of stuff, it would make the game feel a bit more tense or give more of a feeling of tradeoff. |
| Oct 23 05:35:14 | 12m 48s | Curio | ♥ 2 | This is super awesome, and I love the art/music especially. The attention to detail in the user interface with the tooltips and click and drag effects and stuff was also great. Seconding the feedback in the comments here that the text display felt a little slow and dragged the experience out. Overall wow this is quite good! Thank you for making it! |
| Oct 23 05:39:41 | 4m 27s | Too Many Pots | ♥ 1 | Oh, I really like this a lot. I love the design of Bumk so much and the color scheme is extremely pleasing to the eye, which is great to see as it's surprisingly uncommon in jam games. The "physics engine" interactions cracked me up seeing it the first time. It's just a little calm thing, but it's great that you were able to scope small and focus on making the game the best it could be. :) |
| Oct 23 13:45:50 | 8h 06m | Stellar Salvage | ♥ 0 | I imagine this is what piloting an actual salvage spaceship would feel like... I really like the music and art, but I keep going offscreen and not being able to get back in time due to the floatiness of the controls. |
| Oct 23 13:54:35 | 8m 45s | DeepBoulder | ♥ 1 | Huh, kind of cool! I wish it would generate a new level when I completed one. Graphics are cute. I hadn't heard of this Cellspace before (did you make it yourself?) but it kind of reminds me of Stagecast Creator a bit, which is neat. I do wish that the character moved a bit slower or that the controls were tweaked a bit (or that there was an undo), as I found myself occasionally moving two spaces instead of one. |
| Oct 23 14:02:01 | 7m 26s | Weather Collector | ♥ 0 | This is very cute! Reminds me of old Box2d flash games. I do think there didn't seem to be a lot of strategy involved in moving around, I could basically consistently buy every upgrade just by standing in one place and the weather effects seemed kind of just random. Maybe if there was another mechanic relating to doing something with the weather dots already on the ground, that could help give more depth to the gameplay. The graphics are cute, I especially appreciated the little touches like the particles when the dots disappeared. Well done! |
| Oct 24 01:06:18 | 11h 04m | Familiar of Cards | ♥ 2 | This is really interesting! I wish movement was a bit quicker as it felt a bit tedious at times, but it was an interesting mechanic / puzzle for sure. I also wish maybe there was more of a monitor of which cards were left as it was sometimes a bit hard to strategize not knowing what was coming up. But I really like the idea, isometric games are really cool, and the graphics and sound effects are really pleasant and fitting. |
| Oct 24 01:11:45 | 5m 27s | Reely Scary Fishing Game | ♥ 2 | I really like the game-feel and the physics, it's very satisfying to FLING the fish out of the water and the mouse controls are super fun. I do wish there was a bit more going on rather than just getting lucky to get rarer fish as it got a bit repetitive after a while (maybe making catching the fish a little more difficult / involved somehow would be good). I'm also not sure that the low-resolution style with dynamic rotation always worked great, but the graphics themselves were very nice, especially the cute ghost and the various fish designs. |
| Oct 24 01:19:41 | 7m 56s | Hoopf | ♥ 1 | I really like the graphics style, it looks simple but it's got a lot of attention to detail which makes it look quite nice. The extra touches like unlockable skins and stuff are also cool. I thought the controls felt occasionally a bit unresponsive which made it sometimes frustrating to intend to change direction quickly twice but instead crash into something. But, nice job! I was very impressed with the variety of different obstacles you managed to include. |
| Oct 24 01:28:02 | 8m 21s | Give It Back! | ♥ 0 | Very cool idea! It was a little difficult to tell which things were obstacles, which were pickups, and which were background. Collision detection was also a little difficult, with some objects hitting you before the character overlaps with them, which made it hard to judge the right timing to avoid the obstacles. I like the graphics/music and the framing narrative, and it was cool that you added different areas to add variety, as well as pickups and stuff. There's a lot of good ideas here, keep it up and keep practicing your skills and you will become able to do great things! |
| Oct 24 01:35:12 | 7m 10s | This Rocks! | ♥ 0 | Is there a reason it requires Chrome to run in browser? I'm just curious. I really really like all the different little art and animation effects here. Character is super cute. The procedurally generated rocks are mega-cool and it was really interesting to look for new ones. However, movement felt very slow, especially in the paw-grabbing segments, which could be a little frustrating. It's really cool though, I love that you included remappable controls as well! More games should come with a dedicated meow/woof button. |
| Oct 24 01:44:40 | 9m 28s | Crowlector | ♥ 0 | Neat! I really like the art style a lot. (And I love crows.) I spotted a couple bugs in the game like guys on the right throwing rocks backwards... but for someone still learning game dev on a limited time frame it's quite impressive. Well done. 🙂 |
| Oct 24 01:59:29 | 14m 49s | Dinging da dung ! | ♥ 1 | This is cool! I think the "half-tile" mechanics threw me for a loop originally, it might have been better to tutorialize that more / put in some easier levels to get used to it first. The 'combining together dung balls' mechanic is actually really interesting and adds a unique twist to Sokoban. It's surprising how much fertile ground there still is in Sokoban variants!! Also it's really cool that you did it for the gameboy! Also the graphics are cute! Well done overall 🙂 |
| Oct 24 13:19:27 | 11h 19m | Gemwright | ♥ 1 | Oh wow, this is really detailed and has a surprising amount going on for a compo game! I love the graphics as well. I really got sucked into it. The "progressive upgrade" mechanic is really fun and the crafting mechanic was really interesting and unique. I also wasn't totally sure what temperament did, but I see now that you have a tooltip for it and it wasn't necessary to complete the game. The concept of "upgrading and building up resources to collect higher-level gems" reminded me a bit of the board game "Splendor" (though of course the mechanics here are very different.) Oh, and the progressive sound effects are really neat. Well done!! |
| Oct 24 13:54:19 | 34m 52s | Night of the Acorn Hunt | ♥ 0 | Really cute!! Any game with squirrels and crows gets an A+ in my book. I really like the animation for filling up the magic symbol. I like the graphics a lot, the individual sprites are very detailed and nice looking (especially the crow.) I think you might find it could pay off to focus on stylistic cohesion of graphics, like making sure everything has the same color scheme, style of outline, etc. which could really help tie the game together visually a bit more. It's awesome that you recorded real-life objects outside for the sound effects. Recording random things to make sound effects is honestly one of my favorite parts of the Ludum Dare experience, lol. |