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Feedback comments for LD60
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| Timestamp | Since previous | Game | wheelsx's comment | |
|---|---|---|---|---|
| Oct 20 00:52:51 | Morse Strike | ♥ 2 | Absolutely loved the idea of using Morse Code as your input method. I struggled in the beginning, but once I got the hang of it, it was a lot of fun. | |
| Oct 20 01:04:27 | 11m 36s | Raytracer | ♥ 2 | I sucked at it, but I loved it. I love how you took the idea of racing the beam and made it an interactive showcase of how it worked. |
| Oct 22 14:21:03 | 61h 16m | Out Of Frame | ♥ 3 | I enjoyed it. I suspected the elephant as soon as he was basically like go away and let me eat my bagel. |
| Oct 22 14:30:51 | 9m 48s | Ugh's New Torch | ♥ 0 | It's locking up pretty consistently. The bit I can play before it locks up is fun though. @deadroach do you know when you're going to start streaming? |
| Oct 22 14:57:36 | 26m 45s | The Island | ♥ 2 | I had one issue. I hit escape to see if there was a menu to invert mouse Y, and it went back to the title screen, but crashed when I hit space again to play. It was a lot of fun and felt very high stakes. The random layout is great, I was one antenna short on my first try, I blew up before I could explore enough to find the last. The second layout was easier to spot all of them. |
| Oct 22 15:59:46 | 1h 02m | Rise from the Heap | ♥ 0 | It was a little difficult, but right I was about to finish off the boss, it ran out of memory. Luckily it saves progress! You were clearly inspired by Cult of the Lamb. It was loads of fun, even though it didn't really deviate from the formula. The thing that wasn't clear was to dash through the barrier, I was stuck for a while for no reason. I loved the graphics and sound, and the controls felt snappy, but those damn brown rats are brutal. |
| Oct 22 16:29:55 | 30m 09s | Frumpkin: Lock n' Splode | ♥ 3 | I'm old enough to remember when inverted Y used to be normal, it is so hard to play FPS games when my brain isn't wired to the new way. It wasn't even called inverted at the time. If you really want to lean into the old tech, inverted Y should be the only way! Make the youngsters play it the old way! I think it is a good start, it definitely needed auto reload, and the ability to aim like it's the 90s again (inverted Y please). Could use some juiciness, it wasn't quite satisfying enough to kill the pumpkin monsters, I was killing them just to get through the gates. I managed to get 3 keys and a second gun before I died, but I didn't do a second run because the mouse controls are just too far from my brain wiring and snappy aiming is a mandatory skill that I can only use when the mouse behaves as expected. If you patch it to have inverted Y, let me know, I'd love to give it another try. edit: I'd also be willing to revisit my ratings for relevant categories, since this is an accessibility issue that only the old school gamers would have thought about. |
| Oct 22 18:21:08 | 1h 51m | The Animation Morgue | ♥ 1 | Took a few tries to get all 3 endings, but it was engaging and made me want to find them all |
| Oct 22 18:49:09 | 28m 01s | The little bot who could... SAVE THE WORLD! | ♥ 1 | Has the freezing issue that Godot web games tend to have, I'm not familiar with Godot, but I know some devs are able to mitigate it some. Not hating on Godot just because I'm a Unity fangirl, Unity has its web player issues as well, so it's a which bag of bugs do you want to deal with kind of situation. I really liked the concept, the game had a lot of potential. I like the character, and the level design is good for such a short dev cycle. Using keys and the dash powerup to make the player retrace their steps a little bit meant going through a familiar environment but in the opposite direction, which reuses the same areas without feeling too repetitive. One minor change I would make regarding this progression is don't warn the player right away as soon as they come to the spikes. Give them a chance to figure it out, especially since you already talked about dash being a powerup in the controls. I'm not going to sugar coat what I feel like the biggest issue was. It was the design choice in camera system. It reminds me of the first Resident Evil and other early 3D games, that fixed camera position looking into the room as you move around thing that AVGN has ranted about on multiple occasions. As soon as the camera changes angles, I have new knowledge of the room layout and need to adjust what direction I'm moving to avoid a laser or flying bot. Except the controls are now unexpectedly different, as if I'm drunk or something, making me go back to the old room. Then I have to go back to the new room, because that is where I'm trying to go after all. So I go to the new room again, get disoriented again, and find myself in the old room all over again. It is so frustrating that it is the single biggest thing keeping me from enjoying the game. I completed it because I wanted to see the entire game so I could give it a fair rating, but if it wasn't for the drive to give an honest rating, I would have left after the 3rd camera change. edit: 2 grammar mistakes that were just bothering me too much |
| Oct 22 20:09:16 | 1h 20m | The Postman | ♥ 0 | A few houses were mislabeled, A house that should have been 1 King was 1 Last Flurry, and one that should have been 1 Beverley Alley was 1 Library Alley. It was a pretty chill game, it took me a bit to figure out where Little Family Hamlet was. I didn't play enough to get a house, it was pretty far off. It would have been easier if I had more high dollar items to deliver as extras, I had enough people wanting puzzles to get a car, then everyone wanted just apples after that. |
| Oct 22 20:37:23 | 28m 07s | Medieval Hotline | ♥ 1 | I was a little confused at the beginning, but once I figured out how it worked, it seemed like it could go on indefinitely. I think adding some sort of difficulty progression would be a good change. |
| Oct 22 21:19:00 | 41m 37s | Denshobato ni Tensei shita Ken 2 (Pal version) | ♥ 2 | I sort of forgot how it connected to the theme for a bit while I was feeling the bird fantasy. I got all of the achievements, the god walker one was a little cryptic, but I eventually figured it out. Precision landing is difficult, but considering the short dev cycle of a jam, everything about this game is wonderful. Once I got all the achievements and realized there was nothing else to do, I really wished there was more to do. |
| Oct 22 21:48:19 | 29m 19s | Robot Workshop | ♥ 0 | I played it, don't really get it. So I build robots, they fight, and eventually I can pull the lever and get a letter? I feel like I'm completely missing something, especially when the comments are overwhelmingly positive. |
| Oct 22 22:10:21 | 22m 02s | Idle Akademia | ♥ 0 | It felt unbalanced, the middle one was easily outpaced by the other two, even with 10 Thinkers and only 2 each Inventors and Scribes. Balancing an incremental is hard though, especially in the short dev time of a jam. |
| Oct 23 00:53:52 | 2h 43m | Falcon Mainframe | ♥ 1 | This was interesting, definitely different. It's a bit of a test to see if you can pay attention to what you're doing mostly. Anyone who's done any assembly should be pretty good at it. |
| Oct 23 02:23:01 | 1h 29m | Trebuchet Golf | ♥ 0 | I love physics puzzles, and had so much fun with this game. The premise that somehow we're going to prove that a trebuchet can take down AI, and we're going to prove it by playing golf, is just so stupid in the exact right way. You didn't need a backstory, it's golf with a trebuchet, but you had the best backstory for a game like this. I really liked the different types of ammo, it added to the variety of puzzles. As @sergueille-bismuth said though, long magnet ball paths are a little repetitive. |