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Feedback comments for LD59
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| Timestamp | Since previous | Game | quasilyte's comment | |
|---|---|---|---|---|
| Apr 21 05:32:58 | FM Escape | ♥ 1 | The traps were my least favorite mechanic xD Especially when they are combined with a time-based doors at level 3 :D I tried to solve them in a correct way, but even at level 1 I haven't found a better solution than moving 1 tile and going through all channels, comparing the volume of those - but this is very slow, maybe there is a better way. Also, I think it does detect the mines even through the walls? Are mine placements randomized? I noticed the codes are randomized indeed, but mines seem to be static. The game is intuitive enough I guess, but those traps are making me go urrrrhghh (although the "damage taken" grunting is funny). | |
| Apr 21 05:43:20 | 10m 22s | Moon Moth | ♥ 1 | I think I got all the combinations, and web build worked good enough for me. The only issue I had is a jump-scare x2 speed dreams flying at me... they don't know I tried to get a specific sequence and couldn't afford a random piece connecting to me. I don't know if it's a desired effect, but I felt like in a fever dream :D |
| Apr 21 10:05:34 | 4h 22m | We need to send a signal: you are not welcome here | ♥ 2 | I think the game is fine, but the fact that you lose HP/population during the pause (before the mission?) is a bit frustrating. Even in vampire survivors like games you have a pause during upgrades selection. Other than that, it's good: the upgrades are strong, music is fitting, the artstyle is interesting (but it could use a bit more consistency I think). Also, the ultra high numbers are hard to interpret :D I gave up to understand the meaning of drains and population as only the red part matters. |
| Apr 21 13:39:27 | 3h 33m | LD59 SIGNAL STRIKE | ♥ 0 | I ended up liking the controls even though I initially thought "it's not like in the old strike games!" The only thing I struggled with is cargo pickup. Maybe making the hook stay for a couple more seconds would be a simple fix here. Or perhaps keeping it down while space is being pressed? |
| Apr 21 14:30:20 | 50m 53s | 🐶ㅤ | ♥ 2 | Tempura-chan is back |
| Apr 22 16:11:41 | 25h 41m | UPLiNK Defender | ♥ 2 | Hmm, this one plays good enough, I played 4 runs actually. 1 run - couldn't figure out that E only works on top of the station 2 run - managed to play for a few minuts, but then "signal lost" (I was unsure what was the reason - my hp? base hp?) 3 run - only noticed the beacons thing, but I wasn't sure what it does, so I spent too much time flying around it and lost due to the inefficient play 4 run - I tried my best and it was alright, but then I died again - not sure what was it again, as base HP looked like it's near full My best score was around 6 or 7 minutes (I didn't have time to pay close attention as my every death was very sudden) I enjoyed the idea that you can upgrade the base and it's probably more powerful due to the easier multi-shot access. The beacons... I am still not sure what they do. I thought they would damage the enemies on their own, but they seem to allow the station to attack further targets? That's useful, but does it help if your base is already surrounded? It would help if there were directional waves, but I think the enemies go at you at random, so I was not feeling the decision making while activating the beacons. I did it just because I was passing by anyway, so "maybe it could help", but honestly that probably led to my demise as you can only do this much stuff at the same time - my vessel was probably destroyed in the process. I re-launched the game and noticed that the bottom-left corner mentions the beacons. I am still not sure what "beacon draining time means". Also, I don't know what's the ace repair drone :D Maybe making the player less vulnerable and moving the focus to the base survival could be the key here. Managing 2 HP bars is a bit overwhelming without a clear UI. For instance, I would like some HP around the vessel, so I can always see it without staring down. Or even better - around the pointer as it's where we're usually looking at in this game. I might do a couple more runs as this game is otherwise well made. It's fascinating that survivors and its interpretations are one of the good recipes to make a good game loop in the limited time! And I don't think I saw this exact interpretation before (I mean the base + player as upgradable units). |
| Apr 22 17:49:10 | 1h 37m | BitMaker | ♥ 1 | It reminds me of shapez io a bit, in a good way. It feels like a sandbox and really it mostly lacks the discoverability of its features. The Esc for upgrades was a bit confusing, but onboarding is the curse of many LD games (especially for compo). The good part is that it can be played for more than 10 minutes without exhausting its potential, which is somewhat rare for compo games. :) The graphics are serviceable. The sounds are a weak spot, but it's good that it can be turned off :D I am not reading the other comments to avoid the spoilers. I want to find the cheese myself |
| Apr 24 13:57:50 | 44h 08m | SIFT.exe | ♥ 2 | Fuuuuuuuuu, I accidentally refreshed the page and my entire comment draft is gone. Hafta do this again :'( I think you made this game with your brother again, right? Very good job, I was a fan of Absolve. This game deserves more feedback. It has not 1 signal-related mini game, but several :D I only played 2 so far and I believe there are 3 in total? I haven't realized that I can do other stuff until solving several wave alignment rounds with pathetic rewards xD I bought the auto-solver, but it gave like some $ per 30s I think? :D I think I was scammed there :D The outside art is cool. I wish we could interact with it a bit more - it's a pity we have so much cool looking stage areas and they're not very utilized (at least that's my impression - I tried touching the grass to no avail, but that's kinda realistic; it never worked in real like too: every time I go outside there is nothing of interest). Ah, and also - the cover art is fantastic |
| Apr 28 17:01:37 | 99h 03m | Hijack Waves | ♥ 1 | That's a very unusual RTS take :D |