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Feedback comments for LD59
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| Timestamp | Since previous | Game | niterich's comment | |
|---|---|---|---|---|
| Apr 23 19:28:39 | Grand Theft Alien | ♥ 1 | I love the idea and the graphics are very nice and cohesive, but I was also overwhelmed by how many signals there are. I feel like I could learn them eventually, but the feedback on what counts as a mistake, and how many mistakes I can make, is fairly obtuse. I can rack up a dozen warnings without a game over if I floor it down what I think is the correct path, but passing through the first intersection results in an instant loss? A more visible (and more lenient) system of grading the player might help the player learn the rules of the road a bit quicker. (EDIT: I did not see the penalty marks at the top of the screen because they were cut off by the border in the HTML version. My point about the instant loss through the first intersection still stands, though.) | |
| Apr 23 19:44:07 | 15m 28s | Signal Warp | ♥ 1 | I like the idea, especially when you introduce having to match pairs of numbers at a time, but I think the difficulty ramped up too quickly for me to get very far. Once the numbers started falling faster, I didn't have enough time to read the string, remember the sequence, and troubleshoot on the fly if I mess up. I think clearing out the written string when you make a mistake might help, because it's a bit hard to tell how far along you at a quick glance, and I don't have the time to take a longer one because the action is so fast. |
| Apr 25 17:29:30 | 45h 45m | Agent Gnortz | ♥ 1 | This was really fun and clever! I especially enjoyed all the cutscenes throughout the game - quite a nice touch to add for a game jam game! My only complaint is that Ni-Cola Tesla furrows his brow and becomes engulfed in flames when discussing the radio, a subject he supposedly likes. I dunno, it felt like the facial expression and intent didn't match, and that the game was giving me mixed ... signals... |
| Apr 25 17:52:45 | 23m 15s | Formation Tactics: Line Breaker | ♥ 2 | Very interesting puzzle game! I enjoyed the minimalist presentation and I'd like to see what this would look like as a 2 player versus game. That being said, I agree with the others who say the game kind of drags on, especially at the end. My strategy was to go column by column, and once I got down to 2 or 3 empty columns it felt impossible to make any more headway. |
| Apr 25 18:28:59 | 36m 14s | Bottom Up Maid | ♥ 1 | The core gameplay is really fun! The movement is fast and responsive and the shooting matched the pace of the game perfectly! I also appreciate the twist of having to clean up afterwards, but it did take me a few tries to realize I also needed to dispose of the bodies, as well as where to dispose them. Having had to restart so many times, it was frustrating to have to return to the main menu and rewatch the opening dialog each and every time - I would have liked to have seen the level immediately restart a la Hotline Miami so I could keep playing while the energy was high |
| Apr 25 23:15:00 | 4h 46m | Fission Quest | ♥ 4 | Incredibly memorable entry! Point and click adventures are so rare for game jams, doubly so for FMVs, so imagine my surprise when I found your game! The vibes are astounding, really captures the cheesy low-budget 90s vibe. |
| Apr 27 19:29:14 | 44h 14m | Tipsy Tower | ♥ 1 | For a short tech demo this was really fun! The physics seem really intuitive and responsive, so kudos for that! I just wish I could place/remove pieces with the mouse button instead of the space bar |
| May 3 23:21:01 | 147h 51m | Caws & Effect | ♥ 0 | I agree with a lot of the others here: the visuals were amazing, but the gameplay was a bit underbaked. When I tried to use the platforms as expected, I found the ball clipped and fell through it each time. I ended up mostly pushing the ball with crow itself, except on the occasions where I couldn't for some unknown reason. It sounds like you had some difficulty with Game Maker's physics engine, which I understand, so I won't be too harsh on you, though I did wish you had time to add in the codes and secret message to better tie the game to the jam's theme |
| May 3 23:52:59 | 31m 58s | Commotion Conductor | ♥ 1 | Amazing jam game! I love the visuals and the interpretation of the theme so much! The crashes have so much life to them, too! I do think the gameplay might need some tweaking, though. Especially on the last two levels, there doesn't seem to be much room for error. In order to get the trains to where they need to go, you need to direct them almost immediately as you see them, which seems unfair - doubly so since the whole map can't fit on the screen at once (at least, not on the HTML version). I think having slower overall trains, more time to react, and some more branches for last-minute saves would go a long way to improving the gamefeel. |
| May 5 19:16:46 | 43h 23m | Call Inc. | ♥ 1 | Love the presentation! It's amazing to see how much you got done in such a short amount of time. The music and visuals really complimented each other, and provided enough stimulation without being too overwhelming to think over. I ended up playing for almost half an hour, so I got really sucked into this game! My only complaint is that the cash flow at the beginning was far too slow. I made a few wrong connections at the beginning and just had to sit there and wait until two already-connected neighbours happened to call each other. Giving the player more cash at the beginning (or maybe even have a sandbox mode) would go a long way to improve the onboarding experience. |
| May 9 00:24:32 | 77h 07m | GlorpCorp | ♥ 1 | Absolutely love the graphics and the vibe of this game! The UI, the sprites, the animation, all of it comes together to make one of the best-looking games I've seen this jam! The music was also really fun and catchy, and the use of a dynamic soundtrack was a very nice touch! Though, I did encounter a crackling in the HTML version that I've experienced before when syncing dynamic audio in Unity. It was annoying, but I understand the standalone version was probably fine. For the gameplay itself? I really couldn't get my head around it. Some more instructions on how to best use the satellites, or some more feedback to understand when and where the signals are, might have helped. It seems like I was meant to collect the full signal all at once before bouncing it around the planet? Which isn't what I think of when I picture a real-time phone call. But even then I'm not too sure if that's right. |