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Feedback comments for LD59
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| Timestamp | Since previous | Game | nathmate's comment | |
|---|---|---|---|---|
| Apr 20 03:37:19 | Signal-Tied | ♥ 4 | I liked the rooms where you had to really keep moving to keep up with the router, otherwise it was pretty much a non-factor. Do the big skull enemies basically hitscan you? A small laser blip or the like a moment before they fire would be more satisfying, giving you a reason to use the dodge. | |
| Apr 20 03:43:26 | 6m 07s | FINDER-1 | ♥ 0 | Hello, the itch link is broken. This looks interesting but the scrollbars make the embed pretty hard to play. I'll come back when it's visible on itch. |
| Apr 20 04:25:35 | 42m 09s | ESCAPE_OS | ♥ 1 | 2026-04-20-141946_957x547_scrot.png Agreed with Mr Flower on the difficulty, mostly I think the game just proceeded too fast to be able to take in the game state and react in time. Managing to space the aliens was really satisfying. The setting was cool, reminds me of Space Station 13 and Duskers. Well done getting a relatively complex simulation done for a compo. |
| Apr 20 04:38:43 | 13m 08s | Gridlock | ♥ 1 | 2026-04-20-143127_1920x1080_scrot.png > Cars explode after sitting still for too long It's good to finally know why we invented traffic lights. Really fun, I liked the blips of cars getting home a lot, very satisfying to hear a little arpeggio as a big line gets home. Controls-wise it'd be nice if you could just mouse close to the traffic signals then use WASD to change them, trying to pixel hunt quickly is fun and engaging but hurts my hand a bit. I love the inclusion of a passive background mode, reminds me of those carpets with roads on them. |
| Apr 20 04:46:40 | 7m 57s | Distress | ♥ 1 | Having the ships stats be visible underneath them when choosing which to send out would be useful, especially the first time. |
| Apr 20 04:58:51 | 12m 11s | Social Signal | ♥ 1 | > IDK why I can’t run my game in this LD website, anyone knows what might be the issue? The embed guide might help https://ludumdare.com/resources/guides/embedding/ Very often it's the resolution being off. Agreed with @pres2300 that I couldn't tell how the order mattered and was mostly picking things at random, but it was interesting to go into a new scene and try to contextualise everything. |
| Apr 20 05:10:46 | 11m 55s | Sanctuary | ♥ 3 | The room is calm. Fun little puzzle game. Similar to @yueyao-wang I wasn't always sure what did what but since the levels were relatively simple I just tried things out until I found what was movable\rotatable. I should probably check under my bed for any astrolabes ruining the feng shui. |
| Apr 20 05:22:18 | 11m 32s | Routine Mission | ♥ 1 | Interesting script\radioplay. The music adds a lot to the atmosphere. The gameplay of the anomaly leading to a game over wasn't clear until it happened, I thought it was just more flavour. |
| Apr 20 05:41:09 | 18m 51s | Tarmac | ♥ 0 | Fairly fun and challenging. Having to repeat the entire sequence from one failed step is a bit too punishing maybe. |
| Apr 20 06:06:51 | 25m 42s | EXOSIGNAL | ♥ 1 | Hello fellow signal processing enjoyer. Similar to @zakchaos I didn't find the visualisations that helpful aside from vaguely matching the frequency and amplitude, then I just fiddled with the sliders while watching the "look" bar. Really slick UI though, and I like the SETI theme. |
| Apr 20 06:26:38 | 19m 47s | Signal-flag Shuffle | ♥ 1 | I found it difficult to progress past the first step, once I parsed what "extra cleared flags" meant. Game felt very juicy. |
| Apr 20 06:45:06 | 18m 28s | Babesia | ♥ 1 | I concur with @sthor726. It would've been interesting if it was played into more, certain platforms only appearing on certain screens for instance. |
| Apr 20 06:55:09 | 10m 03s | On My Signal! | ♥ 1 | The arrows being so slow is a bit frustrating, though it is amusing when you hit your own units by mistake. |
| Apr 20 07:19:51 | 24m 42s | Inside a Sun | ♥ 2 | that isn't how I remembered the ending of James and the Giant Peach. |
| Apr 20 08:10:14 | 50m 23s | The monster's signal | ♥ 0 | The windows exe wants a corresponding pck. Makes me feel bad for all the A* algorithms, get given a straight line heuristic then get trapped in a maze. The web version hitched a bit for me, which seemed to accelerate the character in whatever direction it was already going. Might be because your physics timestep is set to elapsed time in between frames? |
| Apr 20 08:32:49 | 22m 35s | Signal Desk | ♥ 1 | I like the idea, as @matt-giuca said it's very reminiscent of Papers Please and it's easy to imagine elaborating on it in that vein. On day three my inbox glitched out and I couldn't progress. 2026-04-20-181738_1154x650_scrot.png |
| Apr 20 08:39:19 | 6m 30s | Send Null | ♥ 1 | Short and simple concept but well executed. Had a good sense of rising tension, and the music is a bop. 🎼 (\˳˘ ɜ˘)˳ ♬♪♫ 2026-04-20-183643_474x308_scrot.png |
| Apr 20 08:50:15 | 10m 56s | The Nexus Hope Mission | ♥ 2 | Hello fellow waveform enjoyer. Nice polished graphics and UI. 2026-04-20-184758_1182x758_scrot.png |
| Apr 20 11:36:46 | 2h 46m | Coverage | ♥ 1 | Always cool to see a strategy game. I suspect the possible moves being random each turn makes it much more a game of luck than skill, though. I liked the simulated mouse moves of the computer opponent, making it clear how it was applying the same game rules as the player. |
| Apr 20 11:46:40 | 9m 54s | Green Screen | ♥ 1 | Not sure if there's a mechanic I'm missing, but the collapse seems to happen randomly and is as bad as restarting the system. Seems I need to get lucky and find the matching node in the first few moves (which I haven't managed to do) or restart. The atmosphere and art are subtly creepy, which I like. Kind of reminds me of Lethal Company. |
| Apr 20 12:05:42 | 19m 02s | There Were Signs | ♥ 2 | Very nice. I appreciate the console logs. |
| Apr 20 12:17:10 | 11m 28s | Jammed! | ♥ 0 | Reminds me of Battlezone 2. Agreed with @iluvatar very good polish for a compo game. The camera followed the player a bit too rigidly, and the signal mechanic didn't seem to matter much compared to just usual 3D shooter mechanics. Title music was very bouncy and fun, though the combat SFX were a bit too loud\harsh. |
| Apr 20 12:26:33 | 9m 23s | NEURAL ERROR | ♥ 1 | 2026-04-20-222251_961x404_scrot.png Very cute and meta narrative. I don't think making it 3d changes the Vampire Survivors formula much, but it was interesting to explore around in I suppose. |
| Apr 20 12:50:48 | 24m 15s | Pandemic Purifier | ♥ 2 | 2026-04-20-224625_940x527_scrot.png I did find it easier to just spray down the "chameleon" greens then clean up the reds after, rather than swap to their proper colour. The concept is good though and as @boltdapikachu234 said the player character's sprite animation is really charming somehow. |
| Apr 20 22:34:42 | 9h 43m | Downtown Signal | ♥ 0 | Neat concept. I haven't worked with gAI but I would say that the voices felt very calm for a zombie apocalypse, but they served to give variety and get the information across. I'm not sure I agree that > This does not affect gameplay The game would feel very random without them. Or maybe you'd just need to stock up on more bullets to deal with not knowing where the safe zones are. 2026-04-21-082910_127x136_scrot.png |
| Apr 20 22:48:47 | 14m 05s | Office Space | ♥ 0 | I couldn't figure out what I was looking for in determining how to flag each of the alien dudes. The art and general vibe was really nice though. Eerie but banal, in a "office-work" sort of way. |
| Apr 20 23:02:33 | 13m 46s | i love you, too | ♥ 2 | Hello fellow waveform enjoyer. Really clean execution of the concept, the dials and audio cues felt really nice to interact with. 2026-04-21-085732_1920x1080_scrot.png |
| Apr 20 23:08:57 | 6m 24s | DO THE THING! | ♥ 1 | The animation and sounds are really cute. Like the others I'm not sure what the objective is. I like the concept, just needs a bit more guidance I think. |
| Apr 20 23:23:47 | 14m 50s | Signimal | ♥ 1 | The bears ate all but one of my hamsters (╥﹏╥) 2026-04-21-092116_1234x701_scrot.png Cute game that explains itself clearly. Nice work. |
| Apr 20 23:37:36 | 13m 49s | Signal Relay | ♥ 1 | Interesting concept. The antennas seemed to have different default ranges regardless of the use of boosters, or was that just depending on their distance to the closest jammer? Not knowing what the new range of an antenna would be after the use of a booster was also a bit frustrating. The tutorial could also have been a bit clearer by showing what the antennas looked like in each of their respective states. I'm not sure the game gains anything by being 3D, and it complicates the control scheme and visuals in what is otherwise a top-down 2D game. I do really like the idea. |
| Apr 20 23:47:08 | 9m 32s | Warning From Deep Space | ♥ 2 | Good concept, short and sweet. I liked the audio design and the glitchy alien. 🛸 👽️ |
| Apr 21 00:29:12 | 42m 04s | Misplaced | ♥ 0 | Overall nice game. The theme music reminds me of Cave Story. Agreed that the beacons have a creepy vibe, I thought some Neon Genesis Evangelion stuff was about to happen when I saw the first one. Minor complaints: I had a couple sequencing issues where I immediately dropped the cube through the tall wall so had to run back to get it from the spawn, then mistakenly thought I had to proceed further to get to the second beacon so lost my second gem somewhere. Falling through an infinite space with no point of reference before respawning was also a bit confusing when it happened. |
| Apr 21 02:17:13 | 1h 48m | Terminal Espionage | ♥ 1 | Very ambitious concept, the terminal interface reminds me of Duskers and the triangulation stuff of Highfleet. I like the idea, but the execution is a bit clunky. Making a good CLI is quite hard, even for people used to interacting with them. There are silent failures on malformed input which is always frustrating, players' (or users') input should always have feedback even if it's just a generic error message (though the more informative the better). |
| Apr 21 05:09:06 | 2h 51m | Proxy | ♥ 1 | Making the robot increasingly difficult to control is a bit frustrating as a concept. I liked the wobbly antenna. |
| Apr 21 05:20:08 | 11m 02s | Signal's Shift | ♥ 2 | Hello fellow waveform enjoyer. The platforming and puzzle interface felt very smooth and polished to me. The camera transitions from room-to-room in particular. There was a small visual bug when moving around sometimes, a tiny gap appeared between the background tiles. mpv-shot0001.jpg |
| Apr 21 05:40:19 | 20m 11s | Switchboard Sprite | ♥ 3 | 2026-04-21-153822_1920x1080_scrot.png Pretty fun. I kept mis-aligning the cursor as I instinctively thought the index finger was the "middle". |
| Apr 21 05:46:12 | 5m 53s | Oops! Too Many Signals! | ♥ 0 | Nice work. I like the concept. A couple of times trains would leave a station right as one was coming in, which felt pretty unfair. Agree with @loig that a more progressive system would be a better player onboarding experience. 2026-04-21-154414_457x582_scrot.png |
| Apr 21 05:59:33 | 13m 21s | Windward | ♥ 0 | Was a bit confusing but got there in the end. Throwing your flare didn't seem to have any purpose? And no camera control was a bit annoying, though I probably would've gotten even more lost with it on the second desert canyon level. 2026-04-21-155730_1280x720_scrot.png |
| Apr 21 06:14:59 | 15m 26s | Sin(x)mancer | ♥ 1 | I sure summoned and killed a lot of spaghetti monsters. Not sure why, but it was cool and fun. The dithered hands in the merchant screen was reminiscent of Felvidek. |
| Apr 21 06:32:37 | 17m 38s | Metric Relay | ♥ 1 | Nice, has that intuitive feel that well-demonstrated mathematical concepts do. Good work. Instead of a full-blown tutorial (though one would of course be good, time permitting) just being able to replay the "ping" animation more slowly and showing how each node's shortest path distance is calculated, and how the ambiguous groups are broken up, would probably help it "click" for players. |
| Apr 23 05:40:52 | 47h 08m | Signodia | ♥ 0 | Nice game. The only comment I had that I don't see already made is that the "emit signal" button seemed redundant to me. |
| Apr 23 06:53:17 | 1h 12m | Aye Aye, Can't See! | ♥ 2 | 2026-04-23-165103_1920x1080_scrot.png I liked the difficulty in steering the ship and seeing where you were going, I just think you get thrown into too many enemies too quickly so it's a bit overwhelming at first. It's quite hard to pick up the large amount of resources you need, especially as destroyed asteroids\enemies drop their loot out radially and your turning circle is so large. Controls wise I also often found myself needing to change course while lining up a shot, maybe having left mouse button always be steering and right always be firing would be smoother. A more visual reload indicator (the icon filling up, perhaps) would be useful too as I usually didn't want to take my eyes off the middle of the screen. Really nice graphics and vibe. |
| Apr 23 07:03:49 | 10m 32s | Data Routing | ♥ 1 | I'm afraid I found the core concept more frustrating than fun, though I see the appeal. A little bit more feedback while recording the inputs (just the sounds of failure\success, perhaps?) might move it closer into the 'fun zone'. |
| Apr 23 07:11:23 | 7m 34s | Mixed Signals | ♥ 2 | Hello fellow waveform enjoyer. I can't think of much to say which hasn't already been commented on, seems a clean execution of the concept. Being bounced back to level one on failure is a bit brutal. |
| Apr 23 08:16:10 | 1h 04m | Fading Echo 余音轨迹 | ♥ 1 | Very clever abilities and level design. Certainly feels like potential for more levels with the abilities. The colours were generally a bit dark, though it did make the interactables pop more. A couple of the puzzle platforming segments were a bit frustrating to me, but everyone has different preferences for those. The checkpoints were always close enough that I could retry them pretty much instantly. |
| Apr 23 08:36:13 | 20m 03s | M0NK3_CONTROL | ♥ 1 | Pretty good Duskers clone. I found Tony Torial too chatty, with such small windows it'd often push some useful information off screen with flavour text. The dials on the radar and scanner seemed a bit buggy and didn't point where I thought they would. |
| Apr 23 08:49:47 | 13m 34s | MORSE SHOOTER | ♥ 1 | I think the rocket explodes on your own shield, not sure if that's intentional or not. Otherwise a really solidly executed concept. |
| Apr 23 09:54:24 | 1h 04m | NEON BREACH: Get the Signal Back | ♥ 1 | I wasn't totally sure what all the different nodes did, and also got stuck on level 5. Having the solution be on the previous puzzle is frustrating as there's no indication that the different levels depend on each other in that way. Otherwise an overall enjoyable puzzle game. |
| Apr 23 10:18:12 | 23m 48s | yAI presents Himari, the Beautiful Super Genius Artificial Intelligence | ♥ 1 | Incredible. SSB3YXNuJ3RJIHdhc24ndEkgd2Fzbid0SSB3YXNuJ3RJIHdhc24ndEkgd2Fzbid0SSB3YXNuJ3RJIHdhc24ndEkgd2Fzbid0SSB3YXNuJ3RJIHdhc24ndA== I did get the following error in the console a few times when scenes were changing, but it didn't seem to interrupt the game. ``` ERROR: Can't change this state while flushing queries. Use call_deferred() or set_deferred() to change monitoring state instead. at: area_set_shape_disabled (modules/godot_physics_2d/godot_physics_server_2d.cpp:355) C# backtrace (most recent call first): [0] void Godot.NativeCalls.godot_icall_3_1051(nint, nint, nint, Godot.NativeInterop.godot_bool, int) [1] void Godot.Node.AddChild(Godot.Node, bool, Godot.Node+InternalMode) [2] void State.AdvanceMapReal() [3] void State.AdvanceMap(int) [4] void State.HandleOwnChange(int) [5] void State.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs) [6] void Godot.Bridge.ScriptManagerBridge.RaiseEventSignal(nint, Godot.NativeInterop.godot_string_name*, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_bool*) [7] int Godot.NativeCalls.godot_icall_2_1060(nint, nint, Godot.NativeInterop.godot_string_name, System.ReadOnlySpan`1[Godot.Variant], Godot.NativeInterop.godot_string_name) [8] Godot.Error Godot.GodotObject.EmitSignal(Godot.StringName, Godot.Variant[]) [9] void State.AdvanceTo(int) [10] void Lava+<>c.<_Ready>b__4_0(Godot.Node2D) [11] void Godot.Area2D.BodyEnteredTrampoline(object, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&) [12] void Godot.DelegateUtils.InvokeWithVariantArgs(nint, System.Void*, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_variant*) ``` |
| Apr 23 12:49:17 | 2h 31m | 🗦◎🗧 | ♥ 0 | Really interesting minimalist game. It was a bit frustrating at first but there were enough visual hints that I believe I saw what there was to see. I had the sense of being a feeder fish at the bottom of a vast ocean. 2026-04-23-224219_1920x1080_scrot.png |
| Apr 24 04:31:12 | 15h 41m | Deep Conversation | ♥ 4 | Very cool idea, as others have said. The UI could do with a bit more feedback on what is interactable and what isn't, as the background and interactables look pretty much the same. Is it even possible to make the various phrases just with the dials? Seems like I was stuck copying out of the recordings, which made me confused why the manual dials were even there. The unprompted hints were kind of annoying. Having hints is good, but they should be asked for by the player imo. Great concept, pretty good execution (as far as I got) just needs some UI\UX polish. |
| Apr 24 05:28:05 | 56m 53s | Patch Panel | ♥ 1 | Hello fellow waveform enjoyer. I feel like in a lot of ways this is a more polished execution of the same concept as my game. Some feedback that mine got that I think applies here: it'd be good to have a intermediate screen to see the output after an addition or multiplication, as those can be hard to internalise. |
| Apr 27 03:01:08 | 69h 33m | Good Boy | ♥ 1 | Very original idea, and well executed. The whistles got a bit repetitive so a few variant recordings of them would've been nice, like with the barks and baahs. Radial controls and flocking are both interesting things to play with, intuitive but lots of potential for interesting emergent gameplay. |
| May 4 07:35:24 | 172h 34m | Blacksmith's Apprentice | ♥ 1 | Agreed with others that the feedback about how close to "on time" a hit was would be more satisfying, or less confusing. I did really like the voice acting but I think some subtitles would've helped, especially to indicate when it's swapping from helping to hindering. |
| May 4 08:06:59 | 31m 35s | G-VAUDAN | ♥ 1 | 2026-05-04-175922_1763x992_scrot.png I took a bunch of hits on the penultimate level so this doesn't actually match what my loadout was for most of the game, haha. Very nice colour palette. Though I liked experimenting with the different upgrades I would've liked tooltips, or maybe just a "target range" mode, so it was easier to understand what each did. I still hadn't figured out a few by the end. The UX felt a bit misleading as I assumed the towers couldn't fire until their icon finished their animation, but found they fired quite a bit more rapidly when I spam-clicked. |
| May 4 08:33:47 | 26m 48s | Cut Through | ♥ 0 | A bit difficult, but great concept and execution. One UI complaint is it would've been nice to be able to scrub back and forth through the tapes a bit more smoothly, for example when trying to get the right filtering for Reggie's reply in Reggie 9/3/99. |
| May 4 09:02:53 | 29m 06s | Signal The Charge | ♥ 1 | Let's get 'em Agreed with others that the gameplay's shallow, but it's enjoyable to play through which is much better than it being the other way around. |
| May 4 09:39:38 | 36m 45s | Space Narwhal's Impeccable Directions | ♥ 0 | Fun concept, and a very intriguing whimsical art design. Agreed with others that it was a bit odd to smash into ships and immediately get a "job well done" screen, though I also found it quite funny. I think failing a level progressing the player to the next level is fine here as there aren't that many mechanics to master. It probably should have a bit more feedback though, from an explosion sprite to variable text on the score screen. On a related note, the mostly transparent background made most of the text difficult to read. |