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Feedback comments for LD58
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| Timestamp | Since previous | Game | JPGFG's comment | |
|---|---|---|---|---|
| Oct 7 02:51:41 | IRIS | ♥ 1 | Art style and UI design remind me of a final fantasy game. What technology did you use to build it? | |
| Oct 7 03:00:18 | 8m 37s | GHARK - Soul Collector | ♥ 0 | cool stuff here. For sure, a bit buggy and unclear of what the point is at the beginning, but I got the hang of it and have played a few deck builders before so I was able to figure it out. Art style fantastic, sound and music also fantastic. |
| Oct 7 03:03:52 | 3m 34s | Souls Keeper | ♥ 1 | So hyped, I saw this on a blog post during the weeking, glad you came away with something awesome. |
| Oct 7 03:09:45 | 5m 53s | Stargazer | ♥ 2 | Hey this is pretty cool, I think the initial time you have per "run" or "night" might be a little bit long, just for the style of game you have here. But it's really satisfying to rack up a big combo and let it go to watch all the star-score add up. Great work guys. |
| Oct 7 03:13:24 | 3m 39s | Spore Scout | ♥ 2 | OH LOOK AT THAT ONE IN THE DUNG. rockstar entry, the singing scared the FUCK out of me initially, but its pretty funny. And really trippy. My group also almost made a game about mushrooms. |
| Oct 7 03:18:46 | 5m 22s | Arpeggio | ♥ 2 | Hey where am I supposed to go after getting the extra high jump? I got lost after that. |
| Oct 7 13:56:42 | 10h 37m | Clear Skies | ♥ 0 | This is a pretty damn cool entry, really liked the asteroids randomly flying across the scene. It was a really nice ambient touch. Cool entry! |
| Oct 7 13:59:19 | 2m 37s | Mutiny's Last Reward | ♥ 2 | Your artwork is fantastic, I found some of the colliders to be a little janky, the anchor colliding with things that seemingly aren't there not allowing you to build up big combos. Nice entry. |
| Oct 7 15:52:12 | 1h 52m | Grand Theft Bottle | ♥ 1 | messing with anchorpoints on your UI might help with some of the resolution distortion you're seeing. Cool post, like GTA2 |
| Oct 7 15:54:37 | 2m 25s | Trading Postage | ♥ 3 | stamps, my second weakness, after bullets |
| Oct 7 15:58:33 | 3m 56s | Starbearer | ♥ 1 | your artwork makes me want to redownload and play maplestory again... |
| Oct 7 16:00:26 | 1m 53s | Bounties & Badasses | ♥ 1 | took me a few tries to get the resolution correct on my screen (on a macbook pro HD). Once that Was squared away I was able to play around with the game. Some tooltips on your stat ui elements might help a lot for understanding how the game system works together. |
| Oct 7 16:01:39 | 1m 13s | Bone Hunt! | ♥ 2 | I got my bones back! funny entry, love stuff like this. JP |
| Oct 7 19:51:43 | 3h 50m | Gather Your Friends | ♥ 0 | Gotta link your game! |
| Oct 7 20:34:41 | 42m 58s | T1W | ♥ 0 | There is no game here dude! |
| Oct 7 21:03:17 | 28m 36s | As long as I remember | ♥ 0 | Hey you are using unity! Maybe export as a web playable export and host on itch! Will def get you some more exposure. |
| Oct 8 01:22:03 | 4h 18m | KNIVES | ♥ 0 | there's no game! |
| Oct 8 04:42:45 | 3h 20m | Klunk's Adventure | ♥ 3 | Screenshot 2025-10-08 at 12.25.02 AM.png This is an awesome entry. You managed to make a tight platformer over the course of a weekend with a coherent art style without the gameplay loop getting boring. That's huge straight up! Gonna give a full review here and some notes because you took the time to make this awesome game. The great: love the limited color palette and the spritework, everything seamlessly comes together and it's nice to look at. The enemies are varied enough with your limited sprites to not feel stale, you got around this with reskins and resizing which is a great skill in a game jam. I can't believe you were able to create individual boss mechanics (simple as the mechanics may be). With a boss battle music track too! Damn man. That was gas. The platforming was tight as well, it can be difficult to keep platforming interesting across a couple levels, you executed that really well here. The bug collection room is awesome too, it made me determined to see my progress after every stage, and wonder what other bugs I could collect. The improves: I found myself able to double jump up some of the two-stacked high tiles, if I'm thinking about it, I think maybe I was able to get my "feet" collider up to the platform close enough to allow me to jump again (if that's the pattern you went with). There was some slowdown evident in some parts of the levels, and especially the beginnings of the boss rooms, I'm not sure if maybe there are some physics clipping or something going on in the background that is contributing to that, but there is plenty of time of optimization later. I think the weapon range is just a little bit small, you can often take damage when trying to get close enough to deal damage. Once you get the hang of it this isn't a problem, but I think a little bit more range would be very free-ing to the player, not having to worry so much about collider overlap. Something to think about: Some of the channelization tactics you used to show the player where to go (overhead tiles to create a corridor to the boss level) made me curious to try to find secrets. This was aided by the fact that the bugs in the trophy room aren't in the sequential order they are found, they are separated by "boss" bugs and "level" bugs. So I spent a bit of time in each level trying to find secret passages or extra content. I don't think that's a bad thing, just maybe a possibility to add some secrets if you're not burnt out post-jam (I know sometimes I get that way). And if I missed something please let me know! I'll go back and find it. Synopsis: This was a great entry and you should be super proud coming up with a complete and tight platformer. I hope to see you in future projects and game jams because I am definitely a fan of this entry. TLDR: Good game, smash bugs with club. Feel free to hit me up if you wanna chat games sometime! |
| Oct 8 05:05:04 | 22m 19s | Dragons Hoard | ♥ 2 | Screenshot 2025-10-08 at 12.54.19 AM.png I must have forgotten to hoard things. Gonna write up a review for this cool entry. The great: Programming something like this in a weekend is no small feat. I can see the work that went into this and am super impressed, it would lend itself well to some procedural generation (not in a weekend) but for the future for sure if you guys aren't too burnt out. You could create varying maps and encounters with some simple rooms-and-corridors generation algorithms. I am most impressed by the inventory and equipment systems. Those are also pretty difficult to wrap your head around, but I liked the implementation, simple for what was needed for the game loop. The improves: For me when I played it seemed that no enemies attacked me. I was able to just faceroll through every enemy and even the knights just let me beat them down. I did stack a ton of armor so maybe I was just too tanky? Not too sure. I play a ton of classic roguelikes so the UI and working with the game came second nature to me, but perhaps a little tutorial blurb wether in the game or on the LD post page or itch would be helpful. My team also had the idea of a dragon collecting things prior to a coming hero invasion so its cool to see that great minds think alike. Something to think about: The bones are already set up to take this to a next step, add in some procedurally generated maps, some more options in dealing with foes (magic, fire breathing, etc) and maybe baby animations on attacks, you've got one hell of a short-turnaround-roguelike. Thanks for making ! Feel free to hit me up to talk games in the future, hope to see you guys out there. |
| Oct 8 05:13:05 | 8m 01s | ApLeCtOr | ♥ 0 | Try to upload a web build! Will get more people to play your game! |
| Oct 9 03:09:47 | 21h 56m | Goblin Lord's Dream | ♥ 2 | Cool entry! That last minigame was unbelievably difficult, but we got there. Since it's your first gamejam as a team I would say congrats 100% You guys should be super proud you finished a game that plays coherently and actually has an ending as well. The first two minigames are pretty straightforward, but the last achievement of the three is really hard! I tried really hard on the platforming minigame to get outside of your tilemap, but I could not. You can however double jump almost infinitely if you are positioned against the tiles on the characters right side. Probably a case of "foot" collider overlap. Regardless this is a super cool entry, and the last section nearly gave me a heart attack. Great job by all! |
| Oct 9 03:26:25 | 16m 38s | Gibberwave | ♥ 2 | The artwork is incredible, I felt like I was playing a DSM-5 test or something like it. The situations and dialog were very peculiar as I understand that's the point! Really unique entry, glad to see it! |
| Oct 9 15:42:19 | 12h 15m | Beelines | ♥ 1 | I love pathfinding mechanics, so this is a really cool simulation. I love the presentation of the data as well, to find an optimized pollen route is I think really cool. Also the visuals are super appropriate and well placed. Great entry! |
| Oct 15 14:44:07 | 143h 01m | Debt Collector | ♥ 1 | The fact that you did a jam on your own engine is honestly pretty cool. That in and of itself is a feat!!! |
| Oct 15 14:47:35 | 3m 28s | Demon Army Soul Collector | ♥ 1 | What a cool atmosphere. AND VOICE ACTING?? Super sick cool entry thanks for posting |
| Oct 15 14:52:56 | 5m 21s | DEBT? DECLINED. COLLECTORS? DEFLECTED. MY BALCONY? A BASTION. | ♥ 1 | I love the artwork especially. Great entry. |