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Feedback comments for LD59
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| Timestamp | Since previous | Game | blubberquark's comment | |
|---|---|---|---|---|
| Apr 25 16:34:45 | ROGER-ROGER, LOGGER! | ♥ 0 | This is a really clever theme. I mean... It's not exactly a clever take on the theme "Signals", but it is a really clever take on *Frogger*. The gameplay hit me like a brick after that wacky exposition story. It's "out there" in a way, but also so obvious I kept thinking "Why hasn't anybody thought of this before?" I don't know what to say about the gameplay itself. That almost feels beside the point. Great humour and innovation. | |
| Apr 25 18:05:47 | 1h 31m | What's that signal? | ♥ 0 | As Frank Lantz once told me: I really liked your game, but it made me physically sick. (It's the scrolling textures, but I'm not holding it against you.) |
| Apr 25 18:19:33 | 13m 46s | Satellite Days | ♥ 1 | Very juicy! The comparison to Undertale feels intended, but in 48 hours I can't expect the same "oompf" in the music. It got easier and easier over time. I just kept close to the ball and waited for bolts to spawn. |
| Apr 26 06:03:41 | 11h 44m | Sine Factory | ♥ 0 | This the first game I can give a lot of constructive feedback to, so I'll go into detail. **Zooming:** Zooming in and out is kind of pointless, because either I'm too zoomed in and can't see everything, or space is wasted. I can't pan around. The tool selection is obscures some of the playing field when zoomed in. I think the game should just figure out its viewport size and zoom in so nothing is obscured and no space is wasted. Alternatively, let me scroll/pan around. **Controls:** I wish I could more easily drag a unit around, instead of deleting and re-placing. I also wish the oscilloscope was easier to use, and the waveforms had markings on the Y scale. **Puzzle Design:** This game struggles with one puzzle design problem common to these games. The puzzles aren't interesting. They only teach the mechanics. I don't know if the game wants to be more SpaceChem (focused on building) or Stephen's Sausage Roll (more spatial puzzles), but it's kind of neither. One level was going in one direction, one in the other, and the rest just taught the mechanics. I think you should pick one and go deeper. **Maths:** Dividing sin(x) by sin(x) should have discontinuities where x=0! **Polish:** You could make it clearer how wires work by drawing lines from sources to sinks (marching squares or something like that), or even better, by having little pulses travel down the wires. There are many lost or unrealised (I know it's the time limits) opportunities here: You could have introduced single-input-single output components like inverters, or single-output components. These would have made the game more like factorio. But you could also have introduced components like filters: Wavelet filters, gaussian filters, that kind of thing. You know, the kind of filters from **signal processing** that smooth noise or amplify certain frequencies. I was waiting for these, because of the theme. I think the most important question you should ask yourself, and the question I asked myself, is whether the wires should be on a grid at all. I think the answer is 90% ease of implementation during a game jam. Still, what if you could connect the sources and sinks free-form, like in ShaderForge or simulink? Ministry of Synthesis already did that, so I understand why you wouldn't go down that path again, but puzzle games live and die by the puzzle design, and your game is all tutorial and three good puzzles. That's probably okay for a game jam, but I wish there were more. I really liked that you picked a straightforward mechanical interpretation of the theme. I respect and appreciate that you didn't twist the theme until it fit the kind of game you wanted to make all along. |
| Apr 26 06:16:23 | 12m 42s | GHz: WEE | ♥ 1 | The waves travelled down little crevices/seams between objects, and I don't know if that was intentional or a bug. Also the ping really needs some kind of sound effect. It's probably hard to pick one that wont get annoying after 100 times. I wish the controls were for two hands, like arrows and X+C, instead of of WASD and E and Space – or maybe let me ping with the mouse... I liked that you picked a mechanical interpretation of the theme. That's always a plus. |
| Apr 26 06:22:30 | 6m 07s | Signolium and the Hunt for the Mutineers, Part 3 | ♥ 1 | HOW DID I GET HERE? Screenshot 2026-04-26 at 08-21-42 Signolium and the Hunt for the Mutineers Part 3 ldjam.com Ludum Dare game jam.png |
| Apr 26 20:43:15 | 14h 20m | Semaphore Euphoria | ♥ 1 | Never before has a game needed controller support so badly. Well, then you'd also have to make it more difficult... |
| Apr 27 05:43:54 | 9h 00m | Formation Tactics: Line Breaker | ♥ 3 | To be frank, I don't see how this uses the theme at all. Neat game though. |
| Apr 27 06:17:30 | 33m 36s | Signal Walk | ♥ 1 | Graphically, this reminds me of something somebody would have written for "Intermediate 3D graphics and C++" seminar in university in 2005. It really works, though. During playtesting, I had some puzzle design feedback, but your game answered all my questions before I finished. I only have one: When you designed the first puzzles by hand, did you check/enforce a uniqueness constraint? |
| Apr 28 10:46:57 | 28h 29m | SpaceBound | ♥ 1 | The most constructive feedback I can give: If you're doing a bugfix, you might as well fix all the typos: moral, disasterous, recieved, feul, persued... Really takes me out of it when it's right in the opening text... The battles don't feel all that strategic, or maybe I'm missing where I can see my HP and XP. |
| Apr 29 06:15:37 | 19h 28m | WaveForge | ♥ 2 | I think the puzzles are kind of uninspired, but that !> "The Witness" style ending where there is a puzzle in the world caught me by surprise. constructive minor nitpicks: - The puzzle UI is small and fiddly - one puzzle right before the ending says it needs black but it needs white - The station textures are grey and washed out - I think I need a reticle to click on panels and for motion sickness The big problem from my perspective is that the puzzles themselves aren't interesting. They just teach me how the pieces work together, and then I'm already at the ending. I understand why you wouldn't want to stump the players who are rating your game, but it's a missed opportunity. Unless you can show me an interesting puzzle, I won't tell you that this this is worth pursuing as a post-jam idea but that's no stars off your rating. |
| May 3 04:50:00 | 94h 34m | Crossed Wires | ♥ 1 | It feels like there should be more games with riddles like this. It feels like a theme interpretation that makes me think "Why didn't I think of that?" It seems there has to be a reward for getting things right the first time, but then there would need to be some sort of hint system to balance it out, or limited cues that only say how many you got wrong, not which ones. As is, this is fine for the compo. If you wanted to make it a full release, there would have to be more feedback, more limited feedback, more gradual feedback. Maybe some censor bars go away and you lose points. Maybe the censor bars go away in the ones you got *right*. |
| May 3 08:09:10 | 3h 19m | Brain Rot | ♥ 1 | I made a game based on the same "playing with lag" mechanic for Ludum Dare 36 (on the old site), but it was a really tortured interpretation of the theme. It didn't even occur to me this time that you could do this with this theme. I really like the idea! I like the visual aesthetic, and the cars. I just wish I knew where work is, at least after I died three times. Give me a hint! |
| May 3 08:18:06 | 8m 56s | Glorble World | ♥ 1 | I survived 13 days. I don't know if that's good or not. |
| May 3 12:40:42 | 4h 22m | Super Signal | ♥ 1 | This could be 5/5 in "Fun" (and every category) if only the controls weren't so fiddly, if only there was a way to rotate the pieces with the mouse, if only there was a way to drag the piece under that piece... |
| May 4 13:25:31 | 24h 44m | Junction Keeper | ♥ 0 | Why are all these train games so nerve-wracking? |
| May 5 05:50:16 | 16h 24m | Radio MoleBat | ♥ 2 | Neat game. The visuals don't quite do the complexity justice. It would probably be a fair bit easier if it was on a grid. If you make a post-compo version, you could maybe let the player place things in addition to the pixel-based stuff, but I loves the pixel based stuff. 5/5 on fun, graphics need improvement. |