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Feedback comments for LD59
Reed Molbak's games and stats for all events →
| Timestamp | Since previous | Game | Reed Molbak's comment | |
|---|---|---|---|---|
| Apr 21 04:50:51 | Morse Defense | ♥ 2 | Love the concept, and very polished! The timing for stringing words together was pretty hard for me, but overall really well done. | |
| Apr 21 05:46:32 | 55m 41s | Qwadrant | ♥ 2 | I think it'd be good to have more feedback on what upgrades had been purchased (right now you need to sort of count yourself), and more juice behind the damage dealt/taken. Good start though! |
| Apr 21 05:56:25 | 9m 53s | We Come In Pieces | ♥ 2 | I like the concept, and the art is well done. Getting the pieces to "stick" to the antenna was really finicky, and I started feeling like the game was mostly trial and error waiting to find good stuff in the junkyard b/c at one point I got stuck with some stuff on the antenna that pushed some stats really high that I couldn't get rid of. |
| Apr 21 06:00:17 | 3m 52s | Gasp Away! | ♥ 1 | The input system was pretty confusing to me, I couldn't figure out how to consistently send a dash or a dot (it seemed a bit like a rhythm game with the "Perfect"s, but those seemed to happen whenever I hit space at the full bar, which didn't correspond to letters). I like the idea though, I think it's a cool space to play in. |
| Apr 21 06:03:57 | 3m 40s | Roids | ♥ 1 | I think the input delay's a cool choice. Without feedback of seeing the ship move, I think more feedback of other kinds would be important, just to communicate something's happening (like, seeing button presses or something). Being able to pan or something would also be nice -- it was a little hard to see the side screens w/ the zoom. |
| Apr 21 06:14:27 | 10m 30s | Signal King | ♥ 1 | The rhythm and sound of the buildings is so good! I kept getting overwhelmed, having way more resources than I could possibly spend on buildings. And some variety in attack buildings could be nice. But I love the feel of the game, well done. |
| Apr 21 06:34:40 | 20m 13s | Oops! Too Many Signals! | ♥ 0 | I love the concept, I was considering something like this myself and then pivoted to planes. There were a few moments where it felt like there was nothing I could do -- I set up train that I think was on the fastest track to get to route 6, for instance, and as it was about to arrive a train from 6 spawned and they crashed. Overall I think it just needs difficulty tuning though, and a lot of polish/juice to give the player more feedback. Some upgrades could be good. |
| Apr 22 00:44:06 | 18h 09m | Resonance: Pulse of the Deep | ♥ 2 | Great atmosphere! I thought the art style was a little at-odds w/ the otherwise more ominous atmosphere, but I think the sounds and darkness worked great together. I agree w/ some of the other comments that it wasn't clear what could hurt you, and the controls made it hard to hit a couple of the narrower passages. I think the idea of the sonar is really cool, and it works great w/ the theme of the game, but I think it wasn't all that necessary since it lasts so briefly, and the rest of the screen is already somewhat lit up. It'd be interesting to make the default worse, but have the sonar effect linger more or something, so the player really has to rely on it. I think that effect was best at the last, darkest stage, and really liked that. Also the map/maze was well-designed. |
| Apr 22 03:59:02 | 3h 14m | Mixed Signals | ♥ 1 | Cool concept! I worked w/ synth waves for the first time this jam, it'd be fun to see something like this that was half learning tool. I think it could do a better job explaining the consequences (I think there was a timer? I didn't realize there was one, and I don't think I had any negative feedback, but I lost, so I must have missed something). |
| Apr 22 04:06:58 | 7m 56s | Small Among Storms | ♥ 2 | Great art and mood! I found some of the platforming was finicky, particularly trying to jump off ledges and such. I also liked the level design. |
| Apr 22 22:29:52 | 18h 22m | A Short Flight | ♥ 3 | Great atmosphere and polish! Flying the plane is really satisfying. Because the islands are far apart, there's no map, and the plane moves a bit slowly, I got a bit frustrated towards the end because I had a hard time remembering where to go, and it felt like there was a lot of trial and error. I found a compass at some point, so maybe there was also a map. But the world is super compelling, and I spent a while just flying around. I think there's also a bug with the color changing guy, I visited him and didn't buy a re-paint, and my plane was just invisible at that point (there was a transparent one towards the bottom, but it never looked full again). |
| Apr 23 00:48:42 | 2h 18m | Intercept | ♥ 2 | Nice art style! I agree w/ some of the above comments that it could have used a little more to do (which is always a weird balance with idle games, different people like different amounts I suppose). It doesn't help that itch doesn't like running games in the background if you open a different tab 😅 |
| Apr 24 15:58:02 | 39h 09m | Fellowship of the Signal Fire | ♥ 0 | I love the concept (those fire towers were one of the first things I thought of when I saw the theme, but I didn't think of a good way to gamify it). Also the map is beautiful. I was a bit confused about how to actually hook everything up -- it seemed like I wasn't able to connect e.g. three towns in a line or something. I had a military -> merchant -> citadel chain, and it was hard to see if it was working (I didn't see anything indicating that I was making money, and the military often didn't send troops, so I think something was wrong). The individual connections seemed good, but I wasn't sure if there was a bug or if I was just missing something. Looking at the other comments, it sounds like everything needed to be connected to the citadel. I liked the tutorial, I just think the game needs a bit more discoverability on those features. I think it'd be fun to do more with something like this, esp w/ procedurally-generated maps! |