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Feedback comments for LD58
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| Timestamp | Since previous | Game | daniboygg's comment | |
|---|---|---|---|---|
| Oct 8 18:22:18 | Isle Of The Orbs | ♥ 1 | Good music! I would consider delaying the particles on enemies after shot to give realism about the distance. Some audio effects on walk and shot would be nice as well. | |
| Oct 8 18:46:48 | 24m 30s | Hop, Skip, Jump | ♥ 1 | Great game! I don't know how you manage to make this kind of appealing games in so little time. The feedback when you cannot set a new point and the music, all fits very well. The only thing I would suggest is undoing with secondary click of the mouse instead of backspace, easier to handle. It's strange, but if you use the wheel of the mouse, it handles it like a left click as well 😆. |
| Oct 8 18:58:45 | 11m 57s | Card Economist | ♥ 1 | Very original idea!! I liked it a lot. Good sound feedback and car design, minimalistic 😄. I think it would be very cool if the stocks panel was in the wall, visible at all times like it was Wall Street 😆. Simplify the controls with mouse buttons could be more comfortable and would be simpler. |
| Oct 8 19:12:18 | 13m 33s | Hex to the Max | ♥ 5 | Great atmosphere, well-made! I loved the art 😍. Mechanics are well design as well, interesting puzzle game. I feel like the turns could be faster, wait between every play feels slow, I want to place tiles faster to play more 😜! |
| Oct 10 15:52:24 | 44h 40m | Enter the Cardgeon | ♥ 1 | Congratulations on such an amazing and polished game! I could be shooting all day, hearing those bubble noises. You achieved a good gameplay feeling with music, effects and feedback. I have some suggestions: * At first, I thought the V was the letter V instead of an arrow 😆 * It's strange to shoot and move with awsd and arrows and then use the mouse to select cards, using the keyboard for everything would be more comfortable * I would make bigger the feedback when you hurt an enemy. When they hurt you, you feel it with the screen shake but when you hurt them no so much * Quoting "Level Up!: The Guide to Great Video Game Design" by Scott Rogers "walking is never, ever gameplay". When you need to gather pieces, I would at least make them move or make some kind of interaction. |
| Oct 11 19:48:22 | 27h 55m | BulkUp | ♥ 2 | Banger music! I really liked how well executed is the game, core loop is there and it works. The art was very funny, I smile and laugh a couple of times. Good work! It's a plus for a game so short to have mute/sound 👍. Small suggestions: * The game will flow more if the character doesn't stop at everything that eats * The animation when you eat something is very quick, I don't realize how much I've eaten, maybe a combination between slower and some animation on the counter would help |
| Oct 11 20:12:15 | 23m 53s | Beaver Bailiff | ♥ 2 | Excellent art. I loved the idea of collecting taxes. Some suggestions: * I think the time you wait is too much, I like the animated transitions between night/day, but I fell like I waited a lot of the playtime * The balance is a lit bit off, I ended collection for 1 shrine every night and then put it near the creature's nest. Maybe some kind of penalties to do this abusive strategy? * I think killing creatures could be more satisfying, some kill animation (I know is jam game so fitting those is expensive), maybe see with the camera all the kills you did |
| Oct 11 20:24:41 | 12m 26s | Leaves | ♥ 1 | Nice job, I liked the aesthetic. I'd suggest not being so punishing and allow to be hit 2/3 times while adding more dogs to the equation to add more variety. |
| Oct 11 20:29:46 | 5m 05s | Quickollect | ♥ 1 | Funny game. The autogeneration of levels makes some quite funny compositions. |
| Oct 11 20:37:15 | 7m 29s | Greedy Collector | ♥ 1 | Cool game 👍, core loop is working. Having achievements for a compo game is incredible. I feel like the cooldown of the dash is a little too much. I would try to use it as part of the mechanic of the game loop. |
| Oct 11 20:48:27 | 11m 12s | Mamono Cafe | ♥ 2 | Cozy game, I liked the art congratulations on finishing the game. The game got stuck after the 3 day in the web version, it just got freeze without any error 😕. Small suggestions: I think that maybe not waiting for the orders and serve orders in parallel will make the game more interactive. I would add some interactivity to the preparation of the coffee as well. Maybe drag the coffee to the cup from the machine, or something like that. |
| Oct 11 21:29:33 | 41m 06s | Lambball | ♥ 1 | I liked the double mechanic, wolves/sheep. 🆒 sound effects, for these kinds of game jams are the best 😉. It took me a while to realize the lives and how to lose them. Little tip: to avoid the font to be blurry in this kind of pixel art games is better to use a pixel font (they usually come at 8 pixels height and can scale in powers of 2 without being blurry: 8, 16, 32) |
| Oct 11 21:58:08 | 28m 35s | Pick it up, Bippy! | ♥ 1 | Great game, very big for a compo game, congratulations! The core loop is challenging but interesting. It remembered my of "Ambidextro" game. I'd suggest keeping the arrows always visible, it would help my mind not to break as much 😅. |
| Oct 11 22:08:07 | 9m 59s | Loot Lagoon | ♥ 2 | Cool game, I enjoyed the controls of the boat and how it moves. The musics sound like retirement already in the beach ;D |
| Oct 12 15:44:33 | 17h 36m | Pumpkin Bumpkin | ♥ 1 | Solid core gameplay mechanic, congrats for finishing the game. As others has suggested, I feel it difficult for my taste, but overall the feeling is good. Maybe a little bit of coyote time would help for those tight jumps. |
| Oct 12 15:59:26 | 14m 53s | In-A-Bottle | ♥ 0 | The idea is cool and the gameloop works. You get sometimes stuck but no big deal. Some kind of visual cue about the level you are on would be great. No dialogues were shown in my gameplay though, but I see them on the screenshots |
| Oct 12 16:56:41 | 57m 15s | Alex's Taxes | ♥ 1 | Pretty cool Celeste vibes. I liked the pixel art and the first song in the game reminds me of the old pokemon games :). I feel like the game would benefit for playing with a gemapad. Overall I liked it, I spent quite some time playing but I didn't get as far as I liked to. Some suggestions: * Make the dash along the current movement, sometimes I died because of a miss click and instead of going in the same direction as the character if I have not direction pressed the character goes to the right. * If you miss, click dash while you are climbing, you lose the dash without doing it. I will be more permissive here and avoid losing it. * Inform the user about the hat mechanic, which shows if you have a dash available or not. I realized because I played Celeste, but other players could not be aware. * I think the difficulty curve is too steep at the beginning, I would present some forgiving levels to get used to the controls first. |
| Oct 19 11:30:01 | 162h 33m | Banana Craze | ♥ 2 | I liked the style of the game, very enjoyable. The attack animation is very similar to the walk animation so it's a bit difficult if you're attacking or not. |