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Feedback comments for LD59
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| Timestamp | Since previous | Game | zidan-banan's comment | |
|---|---|---|---|---|
| Apr 21 05:02:05 | Tune | ♥ 4 | What an interesting mechanic! I barely figured it out, even with the instructions, but it was difficult to play. The jump could have been a little longer; climbing ledges is not very convenient. Plus, I kept getting stuck in colliders. The jump sometimes works more than 5 times. As far as I understand, the yellow ones repel enemies, but I don't understand what the green pillars do. I think they heal? Overall, good work and unusual mechanics. And wow, what a huge map. I only finished half of it. 2026-04-21_07-58-39.png | |
| Apr 22 21:46:10 | 40h 44m | Keep a stable connection | ♥ 1 | A clear goal is the challenge! These are basic things that not everyone can accomplish. It's a bit lacking in responsiveness and perhaps some effects to make it more vibrant! Good project! |
| Apr 23 00:37:09 | 2h 50m | R.P.S.G.F. | ♥ 2 | The atmosphere is incredible The gameplay was engaging, the randomness was controlled enough to avoid complaining The difficulty is generally okay, but it could be a bit more challenging. I managed to complete it without losing, but I only enjoyed it. Fans of the genre might want a bigger challenge The items have interesting effects, and there's plenty of room for tactical exploration There were some cool, tense sounds at the end. I didn't understand what event they were related to, but it was tense The dudes are stylish, and overall, it looks and plays like the next game from Critical Reflex |
| Apr 23 13:30:36 | 12h 53m | Battle Signals: Echoes of the Very Big Horn | ♥ 2 | I've played through it a few times, but I don't really understand how to do it, to be honest. At first, they just kept piling on me while I was watching. Then I started defending (I didn't notice much of a difference between defending and countering), and much later, I noticed you can attack. But it's not entirely clear when it's best to do that. Is there a timer specifically? So, I somehow came to the conclusion that you just need to spam like crazy, and you can do it either through attack or defense, the main thing is to be quick. And you can basically use the starting guys + a knight. Also, sometimes the click doesn't seem to go across the board, or it just seems that way. I think the drag drop would be more visual here. Overall, the game has a fun vibe and nice graphics with funny characters. |
| Apr 23 13:36:43 | 6m 07s | Signal Repair Team | ♥ 1 | It wasn't for nothing that I spent years learning to navigate windows; it came in handy somewhere, though it's a shame the game isn't dual-monitor. Gameplay-wise, everything is great, the clicker is absolutely fantastic. Visually, everything is nice, though I turned off the effects halfway through the game. It felt a bit lacking in finality.. I think the goal is to last a week, but as an honest player, I skimmed almost all the text (and my English is lousy) and somehow didn't feel like I was making any progress. My point is, if UI had n/7 somewhere, it might have been more visual. I liked the gradual introduction and the normal onboarding; judging by the screenshots, I was afraid it would be stuffy, but it turned out to be fine. The unit window and training seemed like they could have been combined. The unit bars are quite tall, which made it difficult to keep track of who you had and what they were doing when there were a lot of them. It would be cool to see them all with infographics. And it's hard to hit the crosses. I tried to farm some money, then I went down to zero. I didn't immediately understand how the economy works; it seems like it all went to taxes. Then I realized I shouldn't hire thoughtlessly, and things started to improve. Where can I cash out? 2026-04-23_16-23-52.png |
| Apr 23 20:32:32 | 6h 55m | Taos Research Project | ♥ 2 | 1_.png 2_.png 3.png 4_add.png |
| Apr 23 21:36:57 | 1h 04m | Holy Light | ♥ 4 | ABSOLUTE CINEMA The gameplay was a bit unclear In the first battle, they only mentioned the LMB, but only after reading the comments did I understand about the shield And at first, it wasn't clear at all that we were playing as one unit, or where to click; there was some confusion Otherwise, everything was great The landscapes are incredible And the ending, the ending, well, you know |
| Apr 24 12:18:03 | 14h 41m | Nest, this is Pilgrim | ♥ 1 | The gameplay is great, you can get the hang of it in a second; everything is immediately clear, including the goal, progression, and so on. The difficulty is close to ideal for a Florence-like game. The 3D figures on the oscilloscope are funny; I even wanted to know how they were written in formulas. The star movement patterns weren't particularly hard to follow. There was almost always the option to jump to another star, and you were more likely to choose which one to jump to at a certain point and where to start. On the star that moved in steps, I slightly wanted to repeat myself, but the radius allowed for fairly uniform movement. The polishing is amazing, of course, beautiful and tactilely rich. I'm once again convinced that details and their polish make all the difference. New objects appear all around in a cool, unobtrusive way. The narrative, the music, the art, everything is awesome. And the very addictive effect at the end; it took me longer to get back and forth than the last two levels. |
| Apr 26 19:37:16 | 55h 19m | POKER FACE | ♥ 1 | Stylish graphics, simple, intuitive gameplay But I personally missed a reminder of poker combinations Cool characters with emotions. An interesting interpretation of the theme Nice ending |
| Apr 26 20:44:01 | 1h 06m | Beacon of Hope | ♥ 3 | Incredible graphics and stylization! Thank you for making Point & Click, I love them (and I also develop them) It wasn't without the rough edges typical of Point & Click. In my opinion, the use of objects should be more obvious. For example, the placement of the ladder seems impossible to guess without pixel hunting. The hint about assembling the ladder itself is great, but where to place it? Of course, I immediately tried where the hint was. But if the location is different, it needs to be marked somehow visually or with additional identifiers, symbols, etc. Connecting the paper and the matchstick is also unintuitive; I had to look up the hint. In this case, I don't regret looking up the hint, because it was impossible to guess that the main character wanted to write SOS on the paper. These are classic association problems in Point & Click, which lead to pixel hunting (sometimes called moon logic). I've analyzed many such games and noticed that, for example, in Rusty Lake, no matter how absurd the game is, the use of objects is always obvious, and the results can be insane. I want to emphasize what I mean again: - key - lock (obvious association) - gear - mechanism (obvious association) - stairs - random wall (non-obvious association) - symbol code - symbols in a fire (direct, symbolic, obvious association) - burnt match - paper (non-obvious association) By the way, associations made with the most basic things—symbols, shape, color—seem the purest to me, while the functional purpose of an object can be interpreted in different ways. Please don't take this as criticism, but rather as food for thought. Excellent quest, I'd like to play the extended version. The puzzle with the fire and symbols is good and clear. And once again, I want to note the very cool visual design. |
| May 3 18:05:05 | 165h 21m | Dot Dash Mash | ♥ 0 | A very good puzzle and a great combination of mechanics I know how difficult puzzles are, as I focus exclusively on puzzles Excellent interpretation of nonograms. The variable dash length adds a touch of flavor, although I'm not sure it keeps the puzzle clean. Apparently, there may be multiple solutions, and not all moves can be reached by following clear logic and process of elimination The reverse mechanic is also interesting. At first, I tried entering the string in the opposite direction, and then I tried changing the short signals to long ones. There was a bit of frustration, and only then did I understand how it should be done. In any case, this is a great puzzle, which I completed with great pleasure. I was even curious about how much you enjoy puzzles, where you get your inspiration, and whether you've developed other puzzles. I didn't find many puzzles on your itch 2026-05-03_20-30-24.png 2026-05-03_20-35-01.png |
| May 3 18:24:53 | 19m 48s | Signal Garden | ♥ 1 | photo_2026-04-24_17-00-03.jpg |
| May 3 21:00:24 | 2h 35m | MISSION 404 | ♥ 2 | Great game. The goal and gameplay are immediately clear. Everything is responsive and tactile, good polishing Even though I hate the rhythm of the game, I really liked this one. Cool mechanics with different combinations It was a bit distracting that the rhythm stops when the action happens. I would have liked more continuous gameplay once I got the flow Very stylish art And I really liked the ending 2026-05-03_23-36-38.png |
| May 11 10:21:47 | 181h 21m | Ziggy Zapper and the Robot Factory | ♥ 1 | What an amazing game! The puzzles, level design, and mechanics are all fantastic I even started to doubt that you managed to make this during the jam) since I make puzzles myself, I can imagine how difficult and time-consuming it is to come up with them The only minor issue—some puzzles aren’t quite clean in my opinion. Some levels can be solved in multiple ways, which I feel makes some puzzles lose their elegance. But that’s just me nitpicking as a Steam game. For a jam, everything is great A wonderful game with excellent potential. I rarely think this, but in this case, out of most of the top entries in this LD, your game scales well into a solid Steam title. The mechanics and level design really encourage exploration, much like Fez or Taiji 2026-05-11_00-48-56.png |