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Feedback comments for LD59
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| Timestamp | Since previous | Game | Profugo Barbatus's comment | |
|---|---|---|---|---|
| Apr 23 19:51:00 | Grand Theft Alien | ♥ 1 | Neat premise, but it was a bit too unintuitive. I figured out what I think was a "stop and wait" sign in the middle of the roads by observing other vehicles, but there were other situations where I observed and repeated and instantly lost. It also felt generally weird to have an infraction counter that goes up to 7 but to lose with just one point against it, especially when I couldn't see why - I assume a cop or something coming up behind me, but I can't look around. Which comes back to the difficulty of observation, we can't really look or move around to see whats happening without violating the rules and losing. I think if this had some more playtesting and iteration, it'd be a pretty fun little game. Which is pretty good praise for a jam entry. | |
| Apr 23 20:12:56 | 21m 56s | Syntax Breaker | ♥ 1 | Graphically impressive, mechanically disappointing. I can see the premise, but the effort to communicate the ruleset is very poorly done. The first puzzle past "just repeat the symbol back" does so by introducing a character combination not in the book, note, or environment. None of the existing elements of the book or note provide contextual clues as to what kind of action is occuring, much less how to deduce new symbol actions. I understood "action" and "inaction" but I didn't understand "One Action [Device with something]" or how to respond to it with what appeared to be a series of numbers. Quit after a couple deaths. More playtesting outside the dev team and more information would probably have helped. On top of that, little user experience things could have been done to be addressed. The lack of mouse constraint makes this awkward feeling to play on multimonitor setups. Distributing the game via google drive as opposed to itch.io can make some people nervous about downloading. Camera FoV as a zoom is very disorienting. Still, its a very pretty game, and there's clearly a lot of love and attention put into the assets and environment. If that was the primary focus of the team, then well done, it landed great. |
| Apr 23 20:26:14 | 13m 18s | Beyond The Ridge | ♥ 2 | Neat premise, but plays very poorly. There's no real feedback to being hit, so its difficult to tell if you're even being attacked or taking damage. At the same time, the enemy is highly aggressive and often cheesily positioned. I walked down a few times and just fell dead for very little apparent reason before realizing there were just two guys waiting to shoot me in the back passing a blind spot, etc. Combined with me not making it far enough to figure out if there's any health recovery options, and it quickly wore out its welcome. The static asset quality is pretty nice, but it does clash with the low resolution environmental details, and the lack of animation/feedback on the players weapon, making the whole thing feel visually inconsistent and clash, bringing consistent attention to its weaker parts. I think with a balance pass to move it away from the super low TTK and towards its evidently arcade leanings, there'd be something decent here, just needs to embrace the pieces it has available. |
| Apr 23 20:38:00 | 11m 46s | No Signal West | ♥ 2 | Not bad, simple but well implemented in what it did. I ended up having to go back to the first broadcast spot a second time because I didn't realize there was an ultimate 'correct' spot to tune in on, just read the message myself in a close enough spot and moved on. Once I got it accidentally at the second spot and it no longer appeared with an arrow on screen, I realized I'd just missed it. But that was the only hiccup I hit, really good for a jam game! |
| Apr 23 20:49:17 | 11m 17s | Barely Edible | ♥ 3 | Seems well made, but I don't see the theme connection at all, and there's a distinct lack of feedback when something can't be done. Customer rejecting a dish with no idea why, only to remember "oh yea plates are a thing". Take meat off the stove to put onto a dish, dish just won't accept it - presumably burned, but dough didn't burn so didn't cotton onto this being a mechanic. Little things like that make it difficult to tell when I'm doing something wrong vs when the games not working right. |
| Apr 23 21:19:35 | 30m 18s | Per Signum | ♥ 1 | Neat premise overall, and I did really like the overall execution, even though I'm not a fan of card-based gameplay in general. Only real issue was late game trying to get my destroyers to actually stay in the north. They would spend a fifth of their time fighting up north, and then rather than stay on hand for the next push, would immediately run for the south, despite their being no enemies. But I don't feel that issue majorly detracted from it, it was fun overall. Well done! |
| Apr 23 21:31:10 | 11m 35s | Signal Hunting | ♥ 1 | Cute - I think the tracking and identifying of multiple pulses is very good, but I dislike the hostile pulses. For a game that seems to be mostly about pattern identification based on positioning, punishing the player for taking their time to think an assess seems counterproductive. Perhaps it would have been better served as signals that are harmful to try and catch, to make the player distinguish between regular and 'false positive' ones, as opposed to rushing a partial conclusion to avoid damage. |
| Apr 24 20:21:52 | 22h 50m | Space Pawn Space Shop | ♥ 2 | Immediately recognized this as coming from the team of Deep Truth. Found the audio and visuals highly amusing. |
| Apr 25 17:56:04 | 21h 34m | McFoley's | ♥ 1 | Really fun, McFoley's got a laugh outta me and once I figured out the instruction book had multiple pages to flip through, I was having fun. The soda flavors got a real kick outta me, the humor landed well the whole way through. Great job! |
| Apr 25 18:04:21 | 8m 17s | Inter Signal | ♥ 1 | Good premise, I think with just a little more time in the oven it'd be great. Visual design really stood out to me, it was very clear at all times what was going on gameplay wise. |