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Feedback comments for LD58
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| Timestamp | Since previous | Game | sudocoffee's comment | |
|---|---|---|---|---|
| Oct 13 22:35:31 | City Bike | ♥ 1 | At the start, I almost thought the game froze, but then the stars slowly faded in, and it panned over the city vista, and the view was really quite lovely. The pixel art here is gorgeous. I didn't ride very far (button mashing is pretty hard on the wrists), but I made it just under 0.4 miles. | |
| Oct 13 23:16:36 | 41m 05s | Fractal Collector | ♥ 1 | As someone who knows basically no math, I kind of love fractals, and thought this was entrancing. It felt like I was learning a new language -- I'd mess with the positions and rotations in each puzzle little by little, and get almost an intuitive understanding of how my changes affected the shape. I was able to complete all of them without hints except for the last two (I had to show solution). fractals.png |
| Oct 14 01:42:11 | 2h 25m | Marbles' Counter | ♥ 1 | Pretty solid find-the-match game. I really like the design of the marbles, they strike a good balance between being different enough to spot on sight, but similar enough I still have to scan for them. My score: marbles.png |
| Oct 14 02:22:09 | 39m 58s | Unarchived | ♥ 3 | I enjoyed this, it has some great old-school adventure game vibes. I found all the objects, and it was nice how every object had just a little more detail than the environments, but still blended well with the scene. My main feedback would be to add more navigation cues. Something like having the cursor change, or having the red outlines/arrows change color when you hover over them. That would make it a bit more intuitive to navigate from place to place. Pretty awesome that you made your own editor for the game, was it all just using JavaScript / TypeScript? |
| Oct 14 02:41:16 | 19m 07s | Grand Collector | ♥ 1 | This is a cute adventure game! I enjoyed revealing the map little by little while I explored, and the fog helped to make sure I always knew which huts I'd seen already. The king's comment about deforestation was exactly what was going through my head all game :) Screenshot_20251013_213311.png |
| Oct 14 02:57:02 | 15m 46s | 1100 Dots | ♥ 1 | This is a pretty cool light show, especially when all the objects start moving around the screen. It'd be neat if you could place your own objects and build your own light show that way. |
| Oct 14 17:12:02 | 14h 15m | Hop, Skip, Jump | ♥ 1 | Pretty awesome entry (especially just for five hours)! Feels polished, the mechanic is unique, and the puzzles are deceptively challenging. Especially the last two, I had to experiment with a lot of paths before I found the correct order. Screenshot_20251014_120624_small.png |
| Oct 14 19:05:50 | 1h 53m | Demon Scalper Blues | ♥ 2 | It's amazingly hysterical hearing your voiceovers and stories! I think I got the world record (looking at you @bad-fetus)? dreamcast_2.png Wondering if there's anything in particular you use for Dreamcast development? I found this [wiki page](https://dreamcast.wiki/Getting_Started_with_Dreamcast_development) from a quick Google search. |
| Oct 14 19:14:21 | 8m 31s | 1 of 8,031,810,176 | ♥ 2 | This was hilarious, especially when you realize you can't slow down fast enough and go splat into the wall. It also has some real [Library of Babel](https://libraryofbabel.info/) vibes. It gives me a kind of otherworldly feeling scrolling through hundreds or thousands of trophy shelves, knowing I'll be spending an eternity traveling back and forth to fill them. |
| Oct 14 19:49:21 | 35m 00s | Far Fetch | ♥ 1 | The mechanics were fun to figure out, especially the first level. At first I was trying to hop back and forth between the two platforms, and it was a neat moment when I realized I could strafe along the blue platform sideways while shooting the targets on the other platform. Not a sharpshooter by any means, but I'm happy with the scores I got: golf_balls.png |
| Oct 14 20:47:28 | 58m 07s | Collector's Coast | ♥ 1 | Opened up the game, and the first thing I noticed was how cool the color palette was. It gives the game a pretty unique vibe along with the smooth artwork. I missed out reading the controls above (my fault), so at first it was a bit confusing because I didn't know you could zoom out or move around the screen. It is nice to see controls listed in-game, but it's not like I end up doing that for most of my games either ¯\\\_(ツ)\_/¯ When it changed to the night cycle, the music and lighting transition felt kind of magical. Like everything slowed down and relaxed. Not that my workers relaxed, can't have anyone sleeping on the job >:) My only critique about the day-night cycle is that it was a bit hard to see buildings at night. I started out making a three of each production building and a few storehouses. Spent a bit of time optimizing where I placed my gatherers to maximize output. And then kept building more stuff until I was sending out all three expeditions as soon as they arrived. The skull icon was pretty foreboding, but it seems like all my ships made it back in one piece. expedition.png It'd be cool if there were a way to see stats about how I did at the end (like resources gathered, or time spent), so I could try for better times or more optimal builds. It took about 41 seconds for a ship to leave and get back, so I guess you'd have to generate just over 2 ships worth of materials each minute for an optimal run. Overall it was a really chill experience! I enjoyed sitting back and watching the civilization I'd built send out its fleet and gather my forgotten relics (and maybe something from the future??) |
| Oct 14 21:41:24 | 53m 56s | Bone Collector | ♥ 1 | Opened up the game, and the first thing that hit me was the kind of epic soundtrack. The smooth bass with the eastern instruments made for a cool combo, and the pitch shifts were deranged and awesome. The art is adorable, and I love how the collection pot seems to have a mind of its own. The only visual thing that was a little off was that sometimes it was a bit hard to tell which dice were selected or not. Sometimes the dice ended up in the wrong place vertically, but that might just be because the game lagged some on my elderly laptop. Game reminds me of a roguelike version of something like Yahtzee or Farkle. It was neat having to plan out each attack based on the dice I had available. I think I got really lucky with the draws, because for most of the game I didn't know why the enemies weren't attacking me. Not until I got to the final boss and ran out of free re-rolls. Then I had an "ah!" moment where I had to lose health to re-roll, and the boss whacked me with his sword (ouch!). Ended the game with four dice, a heal on 6, and a heal on 8, and plenty of ways to attack, so by the end it was pretty easy to guarantee that I'd never lose too much health. I've never made a deck-building-roguelike-adjacent game like this before, so I have no idea how you're supposed to balance things like it. I'm sure it's weird having to weigh not overpowering the player, and also preventing the player from running into unwinnable scenarios. Maybe it'd help here to have less slots available to the player (maybe offset by a way to replace the items in each slot)? Overall this was a fun, vibey experience! I haven't really played a lot of games in the genre, but it definitely scratched that itch if there was one. |
| Oct 15 02:09:26 | 4h 28m | Gemwright | ♥ 0 | This is pretty neat, and has a lot of nice visual polish! The goals are pretty open ended, so I went for a beat-in-fewest-number-of-days goal. First thought was that if I could plan to beat the game with fewer tools, that would save me time mining crystals for the cost of those tools. Started trying to go for just the laser upgrades since Laser #2 + Laser #5 is a huge combo, but I had trouble getting Blue Gem #3 with just lasers (and Alchemy #1, since it's practically free and gives plus temperament). Second plan was to get all laser and alchemy upgrades, since Alchemy #3 and #5 are the only durability tools in the game. Alchemy #3 helped me get the Blue Gem #3 and Red Gem #3 I needed to purchase Laser #5 and Alchemy #5, respectively. Then three days later I had all #5 gems and beat the game. Ended up using every laser and alchemy tool except Laser #3 (and Laser #1 was only useful as an early game stall). It never felt like the progress meter was a problem to fill, more often then not I had to slow down to give myself time to fill the quality meter. For most of the game I had a loop of *Stall -> Laser #4 / Alchemy #1 -> Laser #2*, which got me to Gem #3 consistently (and zero broken gems). Last three days had a loop more like *Stall -> Stall -> Laser #4 / Alchemy #1 -> Laser #5 -> Laser #2*. Spent 8 days mining gems for tools, 17 days mining gems to sell, 3 days mining gems to collect, and won on day 29. Is that a record? gems.png Just a couple notes on balance: - The general gameplay loop was pretty consistent for most of the game, and I wonder if it'd make sense to add more randomness to the values (to create more of a risk/reward dynamic). - It didn't feel like the ore defense system affected my strategy much past the first few turns of the game. I wonder if it'd make sense to buff the ore defense and/or weaken Alchemy #4 (maybe have it last only a few turns). Generally though, I think the game has a really unique flow! It was a lot of fun exploring what mechanics do, how they interact with each other, and finding optimal ways to go about mining for different gem types. |
| Oct 15 03:44:53 | 1h 35m | CrateSpin | ♥ 1 | I've never actually played TaleSpin, but this was a nice horizontal shooter, and the visuals are really slick! cratespin.png |
| Oct 20 16:48:12 | 133h 03m | Puzzle Pieces | ♥ 1 | I love the art and music of all your games! It's such a painterly vibe, and the way objects and buttons move around the screen has this extra polish that always feels so natural. The game starts out priming you to think you'll be solving a bunch of puzzles with the door out front. Then you're given this mysterious box you have no idea how to solve. It's fun when games hit you with a sense of confusion, or that feeling that you're lost but you're not sure why. The punchline was great! I sometimes enjoy going back to games I've finished, breaking them, and looking at all the weird nooks and crannies I wasn't meant to see (like adding a no-clip hack to the Stanley Parable and spending time just flying around and looking at things). But it does break whatever magic the game was trying to achieve. It's hilarious how this game has you do that intentionally, and then laughs at you for destroying the treasure you were looking for all along. |
| Oct 20 17:17:43 | 29m 31s | Rastic Rush | ♥ 1 | Won with -114988. Don't know what it means, but it was a trippy experience! score.png Tried on my Linux laptop, and it crashed before I could get the gun (ran out of memory and my OS closed it). So retried on my PC and it worked great there. Also love the terminal output, it's insane and wonderful and I strive to make my terminal output as wonderful as yours. terminal_small.png |
| Oct 20 17:55:42 | 37m 59s | Echoes of Vorrune | ♥ 1 | I totally get barely getting something out, I spent most of this jam just wrangling a new framework into doing what I needed. This was a neat puzzle though! I like how you have to plan ahead around the number of glyphs you remove so you get the right count at the end. And the pixel art is really gorgeous. One thing that would be nice is a rewind or undo button. It's hard to keep track of where everything's aligned, so it's easy to accidentally remove more rows than you planned to. Granted, rewind features aren't necessarily straightforward to implement in a crunch. Finished all the puzzles (last one was pretty challenging!): puzzle.png |
| Oct 20 18:18:07 | 22m 25s | Reaper | ♥ 0 | Windows version is missing, but I've enjoyed the other things I've tried of yours, so I downloaded the Godot project to try it out. It's stylish, and the gameplay is really smooth, especially for something made on a 12:00 hour budget. I liked the single "energy" bar working as both a time limit and health counter. Seemed like the best strategy was to leave as many souls on screen as I could to collect later, since you don't get anything if you max out on "energy". Although in practice that also made the game a lot harder, so there's a neat tradeoff there. I got to 80 after a few tries: 80.png |
| Oct 20 19:04:03 | 45m 56s | Stamp Collecting on Planet Q | ♥ 1 | This was a really unique challenge! I loved how everything was communicated clearly despite it all being in alien text. The puzzles were tricky, and there was always an "aha!" moment for each one when I figured out what I needed to do. Only thing that's missing is that it'd be cool if there were a way to view all the stamps after you've collected them (the artwork is gorgeous). stamp.png |