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Feedback comments for LD59
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| Timestamp | Since previous | Game | Link270's comment | |
|---|---|---|---|---|
| Apr 21 15:44:57 | High Rollers | ♥ 1 | HighScore.png Pretty solid game here! I have two main pieces of feedback: 1: I would have liked a "tutorial" screen at the start just to show the controls and quickly explain the game mechanics. It took me longer than I'd care to admit to realize I had to hold both mouse buttons to shoot, an a little longer to even understand what shooting the other guys did. haha The instructions on screen are good, but the game moves so fast so quick I had no time to look to the corner of my screen to seem them, or to see my money of buffs either without worry of crashing while I looked away. 2: I would have liked the slots view to be easier to see. If I want to look at it then I have to look away from what's in front of me, it was also hard to see what had rolled and the cost for another roll because of that. Having that a little more forward, or even on screen in an easier to see place would help that. Overall though really solid, fun graphics, simple but effective audio, interesting game play loop, and pretty polish all things considered. Nice work! | |
| Apr 21 19:35:53 | 3h 50m | We Come In Peace | ♥ 3 | Really cool! I'm impressed at what you managed to create. The art is nice, the animations work well, when I started I was thinking it was fun and only had a few cards, I thought it was going to end, then I got even more cards and could keep going! Way more than I expected out of a typical jam game. I can't speak on how well the balancing of everything works as I didn't play it super long, but I didn't notice any obvious issues. I also really like the signal integration of giving cards multiple actions depending on the signal. Really nice job! |
| Apr 22 03:56:15 | 8h 20m | Do-roidhicky | ♥ 1 | This was rally cool. Super inventive and fun. Cool little seemingly simple puzzles made crazy with weird controls. Nice work! |
| Apr 22 04:13:53 | 17m 38s | Tiny Signal Lost | ♥ 2 | Really nice game! It felt polished with the little bots around giving their extra commentary. I loved that there were multiple types of signals and their range and speed was what made them special. Really nice job for a fun cleaver little game. |
| Apr 23 01:11:40 | 20h 57m | White Static | ♥ 1 | Really cool graphics, loved the art style and I could really see that becoming something. The overall mood was decent, I can tell there was a lot put into the story. I didn't really see any other game mechanics, so it's more of a visual novel, which is perfectly fine, and probably great for some. |
| Apr 23 01:26:09 | 14m 29s | Beat the Signal | ♥ 1 | This game proves that you can make something fun with primitive shapes, a decent color pallet, nice music, and movement that feels nice. Very nice work! Very simple, but effectively executed. |
| Apr 23 01:34:23 | 8m 14s | The Last Headline | ♥ 2 | Cool art style and great mood. Very Papers Please feeling. The gameplay loop wasn't entirely obvious, so that could use a little work and maybe a little simplification. It might be good to start off super super simple and slowly introduce new parts to the game. Great job overall though! |
| Apr 23 02:03:40 | 29m 17s | Jim's Quest for Birthday present | ♥ 3 | I got the pearl! All of the assets were really well done, nice art and loved the music and the animations were perfectly done and looked super cute. I have two pieces of feedback, these are pretty high level and a bit nitpick because the game is in such a good and polished state, so don't take them as huge issues. Firstly the pacing was a little off. It took a little longer than it should have to get going and there were times I felt like I'd walk the entire beach without finding anything. I almost stopped playing early on, but kept going and it started to ramp up a bit. That being said this is a jam game, so getting the pacing just right is not all that important. haha Second, it felt like you were trying to go for the intuitive gameplay where the visuals make it obvious what to do and what everything does. You succeeded in a few spots, but it could use a bit more refinement to fully get there. For example I had no idea there were upgrades until I stumbled on the shop when I went near the dog. So the dog and guy outside were good drivers for me to go to the shop, but iif the big "E" didn't pop up I never would have known. I also didn't know I could go in front of the shop until half way through. haha So having a little more obvious signs would be good and adjust important pieces so they stand out a bit more. Right now everything blends together too well. haha On the same note, in the upgrade shop it wasn't ever explicit what everything did. I was able to guess, and verify some of it, but for the first level or two I wasn't sure what things did exactly. For example, I was pretty sure the shoes would have something to do with movement, but didn't know for sure it was speed until I tried it out. The shovel I didn't know until I almost had it upgraded all the way and could notice a real difference. The clover I assumed had something to do with luck, but was never 100% of all if its effects. I know it allows you to get more valuable treasures, but does it also make them spawn more often, or something else? Anyways, really awesome job, just some rambling feedback for you I was thinking about. Nice work! |
| Apr 23 02:08:58 | 5m 18s | Drum`n`Ice | ♥ 3 | Nice work! I liked the idea a lot, the execution was a little lacking, but I can feel the intention was there. If it could be a little smoother with a bit more polish that would help a lot. The hard thing about rhythm games if you really need to be able to FEEL the game in yourself while playing it so you can react with the audio naturally. Nice job overall though! |
| Apr 23 03:08:39 | 59m 41s | RoboNET | ♥ 1 | Fun little game, loved the idea a lot. Execution was decent, overall nice work! |
| Apr 23 03:16:49 | 8m 10s | Almost Empty | ♥ 3 | Cool little game. I liked that there was some space navigation and that you could land on the planets. The graphics were a cool mix. Nice work! |
| Apr 23 03:39:33 | 22m 44s | Router Wilds | ♥ 3 | Wow really clever game. I love the idea of the hot potato challenge, and even though it shows with all the different mechanics, they surprisingly managed to come together fairly well. I understand why there isn't any visual element to the signals to make aiming and reflection easier, and I think it's better that way. However, some other form of feedback on the signals would have been nice, like a sound or something just to help with the reflections. Maybe even the first level has a laser, but after that it switches to the signal. Great game over all. Really unique, and pretty enjoyable. Nice work! |
| Apr 23 15:32:18 | 11h 52m | Radioblet | ♥ 2 | Really cool fun little game. The main thing I would have liked is a simple tutorial explaining the base mechanics of the game. It's simple enough and easy to figure out, but a quick visual explanation would have been great. Nice work! |
| Apr 24 01:42:47 | 10h 10m | Sacred Bleorgan Artifacts | ♥ 1 | What a solid game. Felt pretty fair and fun to play. I'm honestly just impressed you were able to keep your scope small enough to finish something and polish it this well within 48 hours. I always struggle hard with scope. haha The only minor thing with this is the text can e a little hard to read with certain letters sometimes, but given it fully matches the style of the game I'd give it a pass. Nice work! |
| Apr 24 01:57:02 | 14m 15s | Goobers | ♥ 4 | Fun little game, the best part with the animation giving the little chick a kiss. lol I liked the idea a lot and had fun with it. It would have been nice to have additional upgrade choices, but other than that nice work. Also, I am playing from my MacBook and using Safari the player character would disappear when the game started. It worked fine on Chrome though. |
| Apr 24 02:40:19 | 43m 17s | Pub Protocol Panic | ♥ 1 | nice graphics, fun music, and great story/humor! The gameplay wasn't entirely intuitive, so a little tutorial would have helped a lot, but overall really nice work! |
| Apr 24 03:03:11 | 22m 52s | Dragonia Siege | ♥ 4 | Screenshot 2026-04-23 at 8.56.40 PM.png Let's go! I'll leave the following screens a secret. (A secret to everybody you might say) You guys are sneaky, but although the same was simple, the dialogue was funny and all the information to find all of the gems is there. A hint for anyone looking, go talk to everyone again, and again. !>And bring your video game lore knowledge Nice work! Fun art and music. great dialogue, and fun sneaky puzzles. I wish the game was a little longer, but what you have is great. |
| Apr 24 03:25:58 | 22m 47s | Wool Street | ♥ 3 | Nice work. The tutorial helped a lot, without it the game would have been a lot worse. Controls were easy, and the game was easy to get the hang of. |
| Apr 24 03:31:02 | 5m 04s | ANALOG TUNE OVERRIDE | ♥ 3 | Really cool little game. I loved the different signals and their abilities. I would have liked a different option to switch signals other than scroll. Playing from my MacBook scrolling made it scroll to one direction and I could never get it to got the other way. |
| Apr 24 03:43:35 | 12m 33s | Beat the signal | ♥ 3 | This is a hard one for me. As a drummer I am very sensitive to rhythm, especially in games. I can see what you were going for, and I was able to play just fine, but the actual points you are supposed to hit didn't align with the music great. They also didn't happen on common easy to feel beats. At the begining you at least need to have the notes you have to hit on the downbeats, then slowly ramp that up and eventually you can go crazy. The music was interesting, but I don't think it was right for this type of game. Typically you want something the players can really feel. The beat is strong and the notes you hit feel right so you can start playing the game without even looking at the note, and just know they are coming. You could also go the more chill route, which is what this felt like, but you need to add something else in there, like additional sound and a way that the player interacts with or effects the music. The other thing you need is good feedback when the player hits the note, and when they miss. They need to know just by listening, adding stronger visual queues helps too, but the sound is where it really matters. Your visual components were interesting, I liked how the signal line changed overtime, and the ball seemed to flow over the line really nicely as well. I can see the vision, and it's by no means terrible, just wanted to give my feedback. I know how jams go and I know how time can really hurt you. I'm also sure you already know most of this feedback. haha Nice work though! |
| Apr 24 04:10:25 | 26m 50s | Warden of the Depths | ♥ 1 | Screenshot 2026-04-23 at 9.54.46 PM.png Trying to play the web version on my MacBook Pro in Safari doesn't work properly. None of the environment displays for some reason. It worked fine in Chrome though. Nice game! The art was great, the movement felt pretty good and snappy. A few pieces of feedback though. The attack telegraphing needs a tiny bit more, especially at the begining. Have a few easier enemies that telegraph a little heavier, then start to get a little more precise as it goes on, just to help people get used to it. I don't mind difficult games, I tend to enjoy them when that is part of the point and the game is designed around it, but they need to feel fair. The parrying itself isn't bad once you get used to it, the problem is that the enemies just barely touching you especially when they aren't even attacking, or sometimes not even touching you, kill you. There is no grace period and the attacks don't fully match their hit boxes. If the enemies couldn't hurt me just by touching me then this would already work a bit better. Getting killed by a zombie because another zombie slightly pushed it one pixel closer to me doesn't feel very fun. haha All that being said, the core of what you have here is really good and you should be proud of it. Nice work! |
| May 6 15:24:33 | 299h 14m | Plug n' Play | ♥ 1 | Really cool idea. I loved how it all worked. It needs a few things to really make it special. Mainly it needs more variety in enemies and towers, and waves/length of course. How you create and connect the towers is really cool, but it would be great if there was some sort of upgrade system. This feels like it's supposed to be like connecting instruments and music equipment, which is a great idea, but to really sell that I think audio needs to be a big portion of the game. If there was a cool beat going on that improved depending on number and positioning of towers, on top of the rhythmic attacks the towers do, that would be awesome. And you could have different like pedals or synths or things that you plug into towers to upgrade them. Then you have to choice to chain the towers, or upgrade one, etc. All in all, nice graphics, cool idea, what you have works well. It needs a bit more, though what it needs would be hard to really pull off during a jam. great job overall! |