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Feedback comments for LD59
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| Timestamp | Since previous | Game | Zazzar's comment | |
|---|---|---|---|---|
| Apr 20 10:28:14 | Echo | ♥ 1 | Made it to the end (where it keeps repeating I think? EDIT actually I was missing the real goal. Got to the true end yay!) Nice tutorialisation at the start, I got the hang of the controls quickly. Unless I just got lucky and avoided the walls, but when you introduce the Hold to Scan instruction it would be reinforced even further if there was a need to use it straight away. The rebounding off the invisible walls was very intuitive and easy to follow, although a small indicator showing the difference between hitting a wall and the goal would go that extra step of clearing up what you are looking for as the player. Nice work, good concept! | |
| Apr 20 10:48:28 | 20m 14s | Herd behaviour | ♥ 1 | Clear visuals on the characters, nice and simple and can tell where each character is going to move next. Bit confused by the look towards and move towards signals, but only had the one level to try to get the hang of it. With more levels and obstacles you could make some very nice puzzles. |
| Apr 20 11:03:09 | 14m 41s | Signal Rush | ♥ 3 | Even though there's not much to do, I played this for longer than I'd care to admit. Just the simple click and collecting was satisfying the way you had it set up with the signal timing. Combined with chill visuals its a good base for an idle game. Just needs the next mechanical step to go further. |
| Apr 20 11:27:31 | 24m 22s | Signal | ♥ 0 | Apart from the name, the signal theme doesn't come into it much. Despite that, for a very simple game its a very well designed game for the message its trying to put across. For such a small game it did far more than I expected. Nice. |
| Apr 20 11:40:28 | 12m 57s | Flaglot | ♥ 1 | Awesome graphics and great design. Very good art and theming. I was very confused on what I was meant to be doing for a while. I knew I could pick up the flags but I didn't know who I was fighting or what I was trying to avoid. I eventually noticed the rock/paper/scissors game and did manage to win at least once. The awesome graphics and mood with a bit more obvious tutorialisation would go well. |
| Apr 20 14:55:11 | 3h 14m | Coherence | ♥ 1 | A really challenging but engaging puzzle game with seemingly a lot of replayability if the puzzles are random. The visuals are really nice and fit the mood and theme really well. Some audio control would be nice, especially with the lazer/buzzing sounds being quite distracting when they are that loud, but that's not uncommon for game jams. My only real critique is I'm not a fan of the puzzle resetting as you solve it. The oxygen counter works well as an ominous timer to get through the quite hard levels, but losing the signal (is it because of too many moves? I couldn't tell why it would reset randomly) when you've been working at a puzzle for quite a while sucks, only to be given an entirely new one you have to start over again fresh. Losing the signal jump scared me a few times too I was that focused haha. Other than that feature, a really well put together replayable game. |
| Apr 21 07:32:28 | 16h 37m | Sound Signals | ♥ 1 | I didn't read all the dev notes until after playing but went "Are we going for a backrooms feel here?" when level 2 loaded and then the entity jump scared me haha. Great atmosphere and use of audio as a game element. It works really well together. I hung around some of the pickups just to listen to the tracks cause they were good. More general things to do in the level alongside the main goal of the audio would work well but focus mode helped here and made the emptiness add to the atmosphere instead. Nice work! |
| Apr 21 12:52:52 | 5h 20m | The Last Crossing | ♥ 2 | Very nice visuals and audio works well with it too to set a good mood. The wacky premise of saving train babies to help out a lonely traffic signal is reinforced by the goofy main character design so thats nice too. The scanning was a little finicky to use because its so high up on the character it doesn't always go where you expect, especially with the fast horizontal trains coming at you. The rhythm mechanic is neat but didn't quite work when you captured multiple trains in one beam and kept giving me two prompts to hit which lost me health. A little more light in the night level was likely needed, I stopped caring about saving the train babies :( cause I couldn't see where they were and they would just die out of nowhere. I would love to have seen what was at the end but I did get a crash when fighting the boss that happened after the first boss scan and all the rogue trains activate at once. Overall a good submission with nice visuals and audio, but some bugs and balancing to iron out. |
| Apr 21 13:28:40 | 35m 48s | Signal | ♥ 0 | Similar to others, made it past the first level but ooft the timer is brutal. Some rebalancing would go a long way. Otherwise its really well executed, mechanics work well (although you theoretically could get soft-locked if you get unlucky with the pieces?), visuals are crisp, and the audio creates a nice tense atmosphere. A good submission, just wish I could see more of it with the difficulty toned down. |
| Apr 21 15:16:44 | 1h 48m | Make Way for the Supreme Leader | ♥ 1 | Very well executed (just like my operator) game. Good humour to match this type of 'admin worker' game. Graphics and visuals were clear and it made sense how I had to interact with the lights. It did take a while for my left-side-of-the-road driving brain to turn off and realise the signals to look at were on the right (maybe a fun setting to add? 😛). I appreciated the pathfinding on the car, I was a little worried by the intro I would have to micro-manage the maps and route but the difficulty felt right for this. Same for the traffic and other drivers that were mentioned, not sure how that was calculated or if it was included. Overall very well done and I found it quite fun. |