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Feedback comments for LD58
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| Timestamp | Since previous | Game | ugly_robot's comment | |
|---|---|---|---|---|
| Oct 7 21:44:42 | Katamari Survivors | ♥ 1 | Wow! What an impressive entry - the choice-based scaling actually works really well for katamari, as you 'have to 'scale alongside your hoard size, putting some more agency into the already really engaging loop of sizing up to tackle obstacles you've yearned for since the start. Everything felt smooth and polished! Great work! | |
| Oct 7 21:50:23 | 5m 41s | Magpie's Kleptomania | ♥ 1 | This was great! Loved the bird noises and especially the fashionable mr pidgeon! Surprisingly scary to have the cuckoo bird show up! Good job |
| Oct 7 21:54:52 | 4m 29s | Flag Collector | ♥ 1 | Very cute! Movement and jumping feels great, and nice to get an opportunity to admire some state flags. |
| Oct 7 23:47:08 | 1h 52m | Truth Collector | ♥ 1 | Omg I absolutely adore the art haha - especially that armored fellow. The UI was wonderfully done as well - has a great sense of character and style (almost reminds me of sol cesto) Awesome job! |
| Oct 8 00:16:22 | 29m 14s | The Glasses Shop | ♥ 1 | Woah! What a fascinating and trippy game - the non-z-culling was actually a really unique effect, and the corale-like sfx makes this a very cool, aetherial, psychedelic experience. I was able to get all orbs (took me so long to realize I could hold more than 1! I was throwing them forward and chasing after, haha) Really cool entry, never seen an effect like it |
| Oct 8 00:21:12 | 4m 50s | Colorfull Collector | ♥ 1 | Very well done! Definitely sells that classic retro horror |
| Oct 8 00:36:13 | 15m 01s | The Great Collector | ♥ 1 | Woah! What an awesome (and shockingly complete!) compo game! Absolutely riveting - loved everything: the tight gameloop (excellent twist on the formula), great art, super sweet music - fantastic work! |
| Oct 8 00:41:23 | 5m 10s | Junk Protocol | ♥ 1 | Great game! Love the push/pull between powering the reactor or leveling up. I found the art very endearing - and the perlin noise grass was actually a pretty cool effect. Were the worlds randomly generated? They were actually quite fun to fight on - great work! |
| Oct 8 13:08:41 | 12h 27m | THE HUNTER | ♥ 0 | Awesome job! Love the arcadey feel - a great challenge, and engaging throughout. Love that little menu blur effect, quite cool. Great work! |
| Oct 8 13:21:34 | 12m 53s | Unpacker: The TCG Collector Simulator | ♥ 1 | Very aesthetically pleasing! And the music is satisfying too. Wish I had a bit more agency/challenge, but it was nice just to enjoy the pleasing wave background, the lovely foil/polychrome shaders, the nice wobble to the cards, the subtle layered shadows - crazy amount of life and polish for a jamgame. Well done all! |
| Oct 8 13:34:35 | 13m 01s | Trivia Hart in "The Case of the Porcelain Tricorn" | ♥ 1 | Holy crap! This game is lush with tactfully rendered backgrounds, so so much endearing character art, hilarious writing and FULLY VOICED dialogue?? I cannot believe you drew all this for a compo game - how did you have any time to write, code, and voice it? "Eh... 2am-ato 2pm-ato?" Has got to be one of the funniest lines I've ever heard in a game - not kidding. And yes - you got me with the spike pit. Guess that makes me a little content goblin! Fantastic work - absolutely adored every second of it - your hard work and hand cramps paid off. |
| Oct 8 14:02:25 | 27m 50s | QIZI: Flag Collector | ♥ 1 | What an awesome twist! I remember the joy of playing 'shotgun king' on here - and this captures much of that same magic. An ancient game given an innovative twist that opens up the space to a much more video-game-friendly progression. Fantastic art, great music (but thank you for being honest about the timeline) and wonderful game design. Great work! |
| Oct 8 14:36:53 | 34m 28s | The Tithe of Souls | ♥ 1 | Fantastic work - absolutely loved it. As a big 40k and trench crusade fan, it was a dream to see this aesthetic in a jam game, you pulled it off magnificently, and gave it your own unique flair! I'd love to see a full game with more Holy Machines, components, your own enemy designs, etc. I can imagine some breathtaking rolling cathedrals - though I must say, the 'baroque gothic perfect square' actually has an artistic quality all it's own. Something about the juxtaposition of filigree, industrial riveting, and the imposing cube silhouette is surprisingly impactful. Somehow reminds me of the monty-python foot? Not sure if that makes sense. Would be great to explore allowing multi-inputs on most/all components. The engines had them - but it's the altars / priests / health that would really blossom with multi-input. Would really love to get more into the mechanism-management, find different altars to provide different effects to the souls. E.g.: * A 'candle laiden' altar makes 'slow-burn' souls: burn-over-time when used as projectile, heal-over-time when used in restorator, fuel-over-time when put in engine * A 'radiance' altar makes 'accelerant' souls: faster moving projectile, higher speed when put in engine, more burst-like healing when put in restorator Then you could chain together altars to put several effects on souls - that kind of thing. Yeah, I really love the mechanics you have here, I'd love to see them taken further. One of my absolute favorites so far. Incredible work, you should all be very proud. |
| Oct 8 14:49:44 | 12m 51s | Sewernir | ♥ 1 | Very fun idea! Quite tough - I feel like with a bit more health I might've been able to finish the game, but I was not quite able to. I love the mechanic of wrangling them, and the use of pins vs wall was very fun. (I wasn't always able to hook the wall when pressing E - do I have to be 'moving into' the wall for it to target? or 'exactly on' a hook?) Very fun having to manage the rope length - I love puzzles like that. Great work! |
| Oct 8 14:59:24 | 9m 40s | The Grande Concoction | ♥ 1 | Lovely game! I had the nice 'eurika' moment of seeing it was a double-staircase, then was able to happily search for everything. Very joyful to bunny hop around, dive off the staircased, and dunk the ingredients (thank you so much for not adding fall damage). can't believe you made so many 3d assets for a compo game! Great work! |
| Oct 8 15:10:59 | 11m 35s | Room of Eko: serial evaluation records of □□□□ | ♥ 0 | I loved just rolling around in the strangeness! Can't believe you were able to include 3 different game modes, and so much wonderfully rendered art, into a compo game! Don't know how much of the game I saw - but I loved the vibes, and had fun while clicking around and exploring. Cool stuff! |
| Oct 8 15:16:08 | 5m 09s | 1100 Dots | ♥ 1 | Woah! What a fascinating game. I like that the physics are not as simple as 'they follow the direction of the arrow'. They seem to have several factors influencing where they are attracted, how they keep momentum, etc. Made for quite a fun experience trying to coax them, and reason about their behavior (rather than just setting the mouse and walking away) Lovely visuals, totally unique. Made me feel like I was a billion lightyears tall, and moving stars around with my mouse. Very cool! I really like it. |
| Oct 8 15:23:49 | 7m 41s | SNoWay | ♥ 1 | Very 'cool' (heh)! Love seeing snow physics in a jam game. Having the mouse control and aim added a nice challenge. And I love that I could heal and attack with the same ability. Was I getting smaller when firing snowballs, or no? I think that would be a really cool challenge - where my 'size' is my 'ammo'. Would be interesting to see the shots more impactful in that way - make enemies die in 2 shots, but you shrink dramatically with every snowball launched. That way, you have to aim well and collect snow often. Excellent work with this, very smooth playing experience. |
| Oct 8 15:30:20 | 6m 31s | The emotion stealer | ♥ 1 | Lovely game! Gives me fond memories of 'The Giver'. All the customer character art was gorgeous, and such unique designs! Great stuff - thank you for submitting! |
| Oct 8 15:44:08 | 13m 48s | Video Store Blitz | ♥ 2 | Really cool! Really cool to see the randomization, and I quite liked the aesthetic of a somewhat dingy, somewhat mysterious one-room video store. I think I wish I had, like, 8 minutes rather than 1, and maybe a place to 'slot in' my final collection. That way, maybe I could 'trade up' for a better collection. E.g.: "Oh, I have the trilogy here, but if I remove swap out the last Movie, I'll could get the complete Melissa Lee videography, which is worth more!" And maybe alternate ways to organize films - like, end-stops with 'Award-winning films of 2003' and 'The best of Alex Haris' or w/e, so that way you are not just searching off of genre. I also wonder if it would be possible to make this work with 'real' film - you'd have to scrape wikipedia (easier than it sounds) and then write some parsers to look for good collections to meet your critera That way - folks could use actual movie resources (like wiki but also letterboxd or imdb) and be rewarded for having real film knowledge. (but non-film-buff players would still be able to complete collections just with good observational skills and googling) Haha sorry - I'm only rambling because I really enjoyed the idea and think there are some cool places to go with it. It hits on a type of 'collectathon' fun that I've never seen a game do before - where the hunt for 'info' is as important as the hunt for the items themselves. Yeah! Fantastic work |
| Oct 8 15:54:33 | 10m 25s | Shiny things | ♥ 1 | What a game! I found the controls quite fun - tapping like a madman to stay above my enemies actually felt very 'crow-like'. Having the little circle around the collatable 'fill up' like a progress bar as you stand next to it would be a perfect solution, imho. I absolutely ADORE the art you did a fantastic job - every silhouette is so soft and satisfyingly, the subtle gradients are gorgeous, and the color pallete was expertly chosen. Some of my stand-out favorites: * The eyes on the crow are somehow derpy and intelligent - very reminiscent of how real crows 'feel' * The nest is clearly made of sticks, yet still looks soft and inviting, as I'm sure it does to birds * Love me a flat vector style flame * The 'SHINY THINGS' title is beautifully made * Even something as simple as the shotgun shells fit the style perfectly Fantabulous work. Can't gush about the artstyle enough |
| Oct 8 16:01:30 | 6m 57s | Twin Suns - Full Co-op | ♥ 2 | What a great world! Love the speeder design, and it was super fun to whip around the desert. I can't believe you got walking mechanics, vehicle mechanics, AND a size-based vehicle inventory system, in a jam game! Great stuff! Didn't have anyone to play with - but a great time nonetheless. |
| Oct 8 16:30:57 | 29m 27s | Gibberwave | ♥ 1 | First of all - this game is gorgeous. Every art asset is lovingly crafted, and there was not a single one that didn't wow me with it's creativity and professional execution. Some of my stand-out favorites: * The wispy cat in the game-over screen - I feel like I could get that tattooed! * The cat-like red-gradient entity - so gorgeous to look at, I clicked on it whenever I could just to see it more * The dark skinned dancer in the neighborhood - all the humans were great, but I loved them the most To add to that - there is some great mechanics here. The premise was a joy to figure out, and the proc forcing you to swap from "which is the weirdest" to "let me lean into the weirdness" was a great touch. Plus, it makes you pay attention to every click. The pacing felt great, and the difficulty was just right. On top of that all magnificence - the writing was groundbreaking! I continually thought: "Oh - what a clever way to highlight an oddity that people actually say!" I kept thinking you were going to 'run out' of convincing statements that were clearly 'logical phrases' but that toed the line with gibberish. But not only did you have plenty to keep me guessing, they actually got _more_ difficult with the later levels! I can't emphasize how impressive this is - I'd find it near impossible to find a few of these 'simultaniously odd but also convincing' phrases, but you wrote a trove of them, that fit the theme of each character, and got more challenging! Just to highlight my favorite: "why can planes fly if I can't" - this is a perfect example. It smacks of gibberish at first glance, but is a real question I've heard kids ask! At has the exact 'kind' of non-logic that is real in a young persons mind, whereas the 'true gibberish' (my knife sings lullabies) is discernable because it bears no relationship to the way people think. "The sound of wood is warm" is another jaw-droppingly accurate example, one that I've actually heard from carpenters, but that a non-wood-worker might balk-at at first-blush. I actually wish I could go back and just explore around the neighborhood more, just to make sure I got to see every line. Truly stellar art, design, and writing. I'm thoroughly impressed. You should all be very proud. |
| Oct 8 16:55:30 | 24m 33s | ColorCollector | ♥ 0 | Very cute! Loved the mechanics. Only wish the game was a little smaller, easier. I got to find 'red', but messed up my spawn location, lost red, then knew I'd have to climb back. Very fun 'discovering the world' as you went, and the color felt great. Good work! |