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Feedback comments for LD59
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| Timestamp | Since previous | Game | Bobap's comment | |
|---|---|---|---|---|
| Apr 26 20:31:37 | Kuiper Space Rescue | ♥ 1 | Excellent use of theme. The mood created through the cohesion of graphics, sounds, music, and animations is spot on. I love how you handle the collision visuals. At first I thought it was odd that sometimes the clustering of dots was tighter in spots. Realized after a bit that it was likely due to the, I'm assuming, raycast sweep update rate, speed, and distance from the ship. A very elegant approach. It took me until the final beacon to realize the the "clock" in the top left wasn't a timer and actually directing me to the next objective because the flashing made it seem more like a warning than an indicator. Overall fantastic job. | |
| Apr 26 21:25:18 | 53m 41s | Signal of the Dead | ♥ 1 | I appreciate the audio being set at a reasonable default level. The reset at the end of the time period was a little jarring. Would have of course been nice to have it be endless or even a sort of "Congrats on winning, the game will now reset" popup. The controls were terribly frustrating. It was an odd choice to have it be clearly meant to be played on a controller, but still restricting movement to 8 axis. Furthermore on a controller the input had to be EXACTLY (1,0) (-1,0) (0,1) or (0,-1) to move cardinally, otherwise it would lock into diagonal movement. As such, when playing on a controller, you are virtually restricted to only use diagonal movement. Otherwise, I do love survivor-likes and it was a very cute game. Just not sure how it relates to the theme at all. |
| Apr 26 21:48:15 | 22m 57s | Piggybacker | ♥ 1 | Great use of the theme. The popup notifications were great to mark milestones. Love that it had a definitive ending. Felt like an incremental game on fast forward. Could have maybe stretched it a bit with a few upgrade steps. It felt a little jarring suddenly going from 1 wifi to being able to use ALL of them at once. Overall, very well done. |
| Apr 26 21:54:38 | 6m 23s | Blipp | ♥ 1 | Absolute gem. Short and sweet. Love the panel-style storytelling. The scenes were well constructed and the puzzles easy to understand. I very nearly went with a lighthouse game for the theme myself, I just love the vibe. Excellent work. |
| Apr 26 22:01:03 | 6m 25s | %(#/@$ SIGNAL!!! | ♥ 1 | Perfect scope. The art is adorable and the audio matches the mood perfectly. If I had to come up with some sort of critique, it would be nice to see the arrow change colors to match the red/yellow/green sections. Well done. |
| Apr 26 23:02:02 | 1h 00m | CONNECTED | ♥ 1 | Could not tell what the difference between the units was, and it definitely doesn't help that they're all named "Ranger-...". It's slightly odd that the mana cost of the units is basically completely random and, if you set up the board right, completely opposite of the unit's power level. The meta seems to be setting up the best buffs on the left side of the board so when they roll down that way not only are they super strong, but also super cheap to play. Then you just reroll during the match til you draw your 1 cost, 20 damage, 6 range units. Additionally it seems like the only stat that really matters is range, and maybe a little bit of damage on top. A single unit can basically power down a lane then. The customization and randomness introduced by the plinko board was interesting to play around with. A couple things stood out as a little frustrating while playing: 1. The health icon and the damage icon both represent "power" and were hard to tell apart at first. I would suggest changing health to a heart icon. 2. The connector seems to get stuck to the first unit that touches it and if you send a faster unit down the lane later, it would be nice if it passed the connector to the unit in front. That being said, it would also be interesting if the enemies grabbed the connector and brought it back down the lane when they pass by it. 3. The range, attack speed, and movement numbers ranged from like 1-3 on premade units and were in line with the plinko board upgrades, but the damage numbers ranged from like 5-20 on premades and only increased 1-4 on the plinko board. That made it only worthwhile to upgrade units with high damage. 4. The only text description of the stat icons that we get is when it's chosen as a plinko board peg upgrade. Would be nice to have it explained elsewhere to avoid confusion. Overall, very interesting game. Would have preferred janky mspaint programmer art over the random gen-AI that ended up being used. Would have given the game a lot more character. |
| Apr 26 23:41:06 | 39m 04s | Signal's Edge | ♥ 1 | Love the music choice, great ominous ambience. The tank controls wouldn't have been my first choice, but ended up working surprisingly well and were quite smooth. The background particles were a nice touch to keep the background dynamic. Started out slow, but was fun when the enemies began showing up. Interested in a version where the enemies start swarming right away and are the only source of materials. UI was clean. Excellent job. |
| Apr 26 23:59:45 | 18m 39s | TRAFICO | ♥ 3 | Would have been nice to be able to retry a level rather than fully resetting to the beginning. Once I figured out where the detection point was and how far **ahead** of the gates, it became a little easier. The frustrated drivers fading to black and making it harder to figure out their color is brilliant. I also liked that you are still able to tell the car color by the shape of the car even once they become black (still got it wrong a few times though). The increased speed of the later levels really became challenging and timing was **very** important. Would have been interesting to either have the last level as endless or as a second option after beating the game. The high score could be the amount of cars that you got through gates + the total time it took. The music is fantastic, as are the sound effects, and the art is an absolute delight. Very well done. |
| Apr 27 04:02:07 | 4h 02m | M0NK3_CONTROL | ♥ 1 | Love the concept. You got a lot done with this project. Not much to play through for the jam, but great bones for future development. The UI was intuitive and the ability to move and resize the panels felt great. Being able to press up/down on the arrows to quickly re-enter commands was huge. Lots of quality of life inclusions. A little curious as to why you chose a 3D environment when it feels like it was made for 2D unless it was for some feature that ended up being cut. No real critiques other than wishing there was more of it to explore. |
| Apr 27 05:26:40 | 1h 24m | Synesthezoo | ♥ 4 | It took a second, but I finally was able to clear all the levels. At the end there was a tiny bit much fine tuning required. I had to resort to screencapping the image into photoshop to compare and find the needed adjustments. The concept is fantastic, the execution is excellent. I'm not even sure how you managed to do the magic with the image adjustments. I did find the image easier to match than the audio, might just be how my mind problem solves though. There were cases with fewer animals where the audio helped toward the end. I can't say I really understood why the visuals were animals and a UFO, could have easily been representative or abstract art and done just as well. The precision required in the end felt very "hard mode" whereas it might have been more approachable to have some room for error in completion like getting 95% of the match and having it count. I appreciate the unique take on the theme and the implementation of a mechanic I haven't seen before. Very well done. synesthezoo_completion.png |
| Apr 27 05:47:13 | 20m 33s | FULL CLASP : Clasp Warfare | ♥ 1 | The handshake sound is very satisfying. The reactions on the faces are so good. Simple game with a great scope. I actually found myself getting better at the shakes after a few rounds. Managed to get up to a "simmering" response. As for the mouse issue: most game engines have a "limit mouse to window" option. As a stopgap it would be simple to have the option to fullscreen the web build and then it becomes a non-issue. |
| Apr 27 06:21:08 | 33m 55s | Sensible Mr. Snake Goes for a Stroll | ♥ 1 | Not sure if this is intended, but the tower shape works to end the game with any power switch allowing the game to end without solving it all. Very cute puzzle game. Not entirely sure how it fits into the theme aside from the tower art added to the last room and bananas seem like a random choice for collectibles. |
| Apr 27 06:30:49 | 9m 41s | Signal Sands | ♥ 1 | Short and sweet. I love the art. Hit 1 ring and it basically ended the game since it was more than enough to buy all the upgrades. Feels like complaining about too much of a good thing, but I would have liked for there to be a few more upgrade tiers to stretch the game a little longer. Had a good time; great game. |
| Apr 27 07:53:29 | 1h 22m | Finsternis | ♥ 4 | Absolutely incredible work to get all of this together during the jam. This is the most complete game I've reviewed so far. I ran into a bug toward the end after defeating the hive and couldn't get the waypoint arrow to the final tower to show up. Couldn't manage to get the arrow to appear at all again even with the cheat menu. It's like the indicator had just been removed entirely from the game. My only gripe would be that clicking the upgrade buttons was a little finicky and would sometimes require 2-6 clicks to register. Might be due to the lag from playing on the web build. Also most of the time the drone depot upgrade menu would extend off the bottom of the screen, making it difficult to buy the Network Connection or Crystal Focus options. Overall, excellent job. I had a great time. |
| Apr 27 08:16:43 | 23m 14s | Alien Delivery Service | ♥ 1 | Instructions unclear. After successfully sending the first package and getting paid, I think the wave machine or the antenna broke. Could not for the life of me figure out how to operate the purchasing panel. After typing in anything to the purchase UI it would lock and not allow any further typing. Nothing I input **or** clicked on seemed to do anything. From what game I *was* able to play was interesting, however getting on the ladder was frustrating since the [E] prompt was overridden by the [F] prompt and pressing it did nothing. Since they're separate inputs, I don't see why they couldn't both be available interacts in the same space. Sorry I couldn't figure it out, your team made a decent attempt. |