Foon → Ludum Dare Explorer → LD14 → Feedback comment stats → DrPetter
Feedback comments for LD14
DrPetter's games and stats for all events →
| Timestamp | Since previous | Game | DrPetter's comment |
|---|---|---|---|
| Mind Wall | It's a little bit easy, although I did fail now and again when I got "extra hard" levels... Didn't really manage to figure out if the piece could go through rotated or not - seemed to in some cases but not in others. It would definitely be neat if they did auto-rotate so you had to look for fits in any of the four orthogonal angles. <br/>Some graphical glitches (z fighting/edges) and relatively simple graphics, but otherwise stylish presentation. Sound is excellent and very moody. Did you ever try levels with two or more tiles to destroy? The added complexity might have been interesting to see. Perhaps you could also have had an XOR mode where you could/must flip any tile(s) into its opposite mode, possibly filling in empty tiles. | ||
| tombed | DELIGHT! <br/>Very great concept, and excellently balanced throughout. I had fun all the time even though it got pretty hard in places. The amount of backtracking was just right. Visuals look nice and the sound works well even if it's not spectacular. The ending was very efficient and fitting :) | ||
| Evacuation | Aw. I got 214. Pretty fun. Could have been a liiiiittle bit faster perhaps, as it got kind of dull after a while where you had to move back and forth between different parts of the screen and mainly just waited for your guy to get there. <br/>Perhaps the sprites could have been a little bit bigger as well (they actually move way too fast for people that size, so making everything larger would be sensible in many ways). <br/>Doom sound is awesome. A rain effect would have made for the perfect mood ;) | ||
| Sky Upon Us | Level 5. Kind of interesting idea with the star-flinging, but it doesn't really work out in practice. There's a feeling of stuff slipping between your fingers, which isn't satisfying. It's also a bit annoying that stars can pass right through walls if they come down from above. Maybe they should have bounced to give a better sense of solidity? Kind of dull that all levels are more or less identical. No real sense of challenge or strategy to the gameplay - just swipe the same old arrows across the screen and hope there's enough stars to kill the walls before it's too late. <br/>Perhaps it would have been possible to do a different kind of slinging mechanism where you could swirl up a large number of stars using circular mouse movements and then hurl them all at one target? I dunno, I think the main failure here is that it feels to "slippery" and unpleasant to control. <br/>Graphics are ok. | ||
| Bunny Press | Fnarking shootfnark! (remembered phil had a problem with banbots detecting profanity... pah) <br/> <br/>Got permanently stuck on level 11 I think it was. "Pressure". The walls and rabbits are gone. I'm left with a key that can't get to the lock. Needs suicide key. Polish -1 for those. <br/> <br/>Other than that, awesome! Great animations. Wonderfully lovable but horrible aftermath from the walls. Tricky but mostly fair level design. Many levels (seems I borked out just before the last lock/door from earlier comments). Surprisingly much complexity and interaction with the gameplay, without getting confusing. Sounds are very good as well - if only it had a cute chip tune to top it all off though ;) | ||
| Sir Henry Placeholder and the Badly Timed Parade | I like the game. It has a certain flow once you figure out what to do. The music is great. Wall people are kind of cute. I also got the glitch that stuck me in the bg after I respawned on the third level, too bad. | ||
| The Triumph of Time | I could only play it once. When I tried starting my second game I just got a frozen game screen. This happened even if I restarted the application. <br/>I didn't manage to figure out how the barriers worked. I placed a good number of pylons but only at the very end did I manage to get any swirling particles, which I suppose I should have had from the start. The barriers seemed rather useless without them. Anyway, I can't seem to play anymore, so nyah! <br/> <br/>(soundtrack made me want to play Metroid Fusion... overall very good polish/presentation) | ||
| Happy Blob is Unhappy! | 1250 points. Not sure what I could have done to improve on that though, as there was no clear scoring mechanism (at least none that I noticed in the carnage). At least I beat the game. <br/>Graphics are nice, gameplay is mostly fun and smooth except for some nasty bits of level design. The near-instant restart helps make it more tolerable though. <br/>Music is mostly okay but the main melody could have used a more restricted scale to make it sound less random. | ||
| Extinguish | Stylish and smooth! Doesn't really work as a game though - I ended up cautiously staying way back in the darkness and picking off enemies that were barely even visible on the screen. Maybe this could have been prevented using some slightly different mechanics, I dunno. Ideally you should force the player out into the light most of the time, with only temporary refuge in the shadows. No immediate ideas on how though. <br/>I disliked the "afterglow" of the player - it made it difficult to follow your own movement in the corner of your eyes when looking ahead at the enemies/targets, resulting in needless wiggling back and forth to find the exact spot you wanted to be in for aiming. | ||
| Jach’s Lava Flee | Shits. It's difficult. I failed right after the HEE HEE part. Jumping mechanics are very weird and hard to control. I have no idea how to get up that upside-down 'U' structure with shootable blocks without dying and respawning above it. I love the laser sound, it reminds me of something out of Journey to Silius or Turtles 2 on the NES. | ||
| The House That Eats People! | Hmm... doesn't seem to run. I'm probably doing something wrong. | ||
| Title Unknown | Once you get over the whole thing with portals not acting like "normal portals" (what the hell does that mean?), it's kind of fun to try and bend the physics to do what you want. In the end gameplay was too fast and unforgiving for me, and I gave up near the end of the jumping level. <br/> <br/>Possible improvements: Generally slower movement, more "syrup". Wider player collider (not just a peg, more like a cylinder or many pegs so you can comfortably get up to a ledge and slightly beyond). Make me face the direction I'm going when shot out of a portal... although the current way actually becomes "intuitive" when you're aware of it, on the jumping level for example. <br/> <br/>The walls generally didn't do all that much, they were certainly not doomy (although I guess some could impose doom if you stayed around intentionally). | ||
| DoomDrive | Smooth and pleasant movement. Okay graphics, while rather simple. Sound didn't "suck" on my windows machine, so that's good. <br/>Like my game, yours would have been a lot more interesting with some kind of progress/score indicator so you can compare different runs. There's just no incentive to try again if you don't really know how much better or worse you're doing. <br/>Vehicle physics/collisions detract a bit from the experience of solidity in that they allow the craft to dip down through the ground. Graphics-wise, pehaps you should have made the distance fog more solid to completely hide the terrain edge (or conversely extended the terrain until it got lost in the fog, if performance would allow). <br/>In general the feeling is that the "game" part is largely missing. Adding a simple survival timer and game over screen would have made it feel a lot more polished. | ||
| Wall Defence | Score: 252 on my first and only run. I would never play again on the normal difficulty setting since it took like half an hour before there was any challenge. Wasn't fun enough for me to try the harder one either. <br/>I never thought I'd get so intimate with the inside of Sol's mouth... slightly disturbing, even though the sounds are in fact rather fitting. The wall spawn sound got old rather quick though, kind of too heavy for such a frequent event. <br/>The concept is solid, and the only major weakness in execution is speed/progress and variety. It gets old pretty quick when it doesn't get harder. Maybe the normal mode should have been named 'easy' and the brutal one 'normal' (though I haven't tried that one). | ||
| Stormwall | 52.9 seconds. I like how optimistic the timer is with double digits for minutes ;) <br/>I will probably play this some more, it's very convenient due to the short session time and quick restart. Graphics are great, and everything moves very smoothly. It's too bad that there's no visual effect for the weapon, and sounds would have been great. I've rarely experienced such intense concentration on a small area before (the tiny strip between your ship and the top of the screen). <br/>Difficulty must be very well balanced, because I got that traditional "aw shits!" smack-on-the-head feeling every time I died - it was clearly my own fault for brain farting, and not the game being unfair. | ||
| superflat’s Balls Of Legend [Mac / PC] | Very smooth. Feels like it could have been a commercial Amiga game 17 years ago ;) <br/>Music and graphics are great, I love the procedural/random "music" produced by bouncing around. Controls were awkward at first, reminded me of my own game... it's possible to adapt though, and it worked out reasonable well after a while. I think I managed to beat that level, or perhaps it bugged out. I got very far and then it just reset. I noticed that there doesn't seem to be more than one level in the data files, so I'm assuming it hit the end. Would have been nice with some proper notification. <br/>Do the yellow/green-ish tiles do anything? I first thought they were the exit, but they're a bit all over the place and don't seem to have any effect. <br/>A couple of graphical glitches and limited "game stuff" in terms of win/lose/etc subtracts a little bit, but otherwise a top game. | ||
| Fleedom Flies | 90k something, after 5-6 attempts. I can see myself trying for new highscores in this, since it's very accessible. <br/>The concept is excellent, and it controls very well. Not sure how random the levels are, might be a little bit too much of a gamble there... but try enough and you're bound to get a relatively friendly level from time to time. I never reached the end of the progress counter, but I suspect there's something unpleasant there. <br/>One suggestion: Make the "ping" sound brighter when you have a larger spread, to make it clear that something has changed. Either that or ping more often. I didn't realize the spread had an impact on my score until the second time I tried playing. | ||
| A thing! | I got swamped by some 800 thingies. Not sure how much of a difference you can make using better tactics, but I'll probably try a few more times later. Never managed to launch any missiles. Was I perhaps supposed to grab the unpleasant floating circles? I was petrified of them, as they could change direction at any time and at least once they made me jet off into a nearby thingie when I was surprised by its change of direction. <br/>Collisions/stickiness seems to work reasonably well, although it does slow down significantly when the screen starts filling up. <br/>The particle carnage is rather satisfying overall. | ||
| Mood Fo Llaw | 112 points. I hate the planes that just swerve out of the way, can't punish them. It's also annoying that you fire out of random barrels - it makes it nearly impossible to get at enemies that are close to you (the red planes in particular). Mad clicking is always kind of supid, autofire would have been nice. <br/>I was prepared to like the game based on presentation and initial impressions, but there are too many troubling aspects in the gameplay to get any high marks. Would be relatively easy to fix. | ||
| Hill Climber: Extreme Edition | I have no idea what curses is, but you make it sound like I can't run it in windows. So I won't try. | ||
| WALLS OF DOOM! | Tried running on windows: <br/> <br/>Traceback (most recent call last): <br/> File "wallofdoom.py", line 284, in <module> <br/> if __name__ == "__main__": main() <br/> File "wallofdoom.py", line 49, in main <br/> wallimages.append(pygame.transform.smoothscale( <br/>AttributeError: 'module' object has no attribute 'smoothscale' | ||
| Laser of Doom | It's boring! <br/> <br/>(nice to hear that you got something good out of it though) | ||
| Wall of Locust | I made it to the level with the narrow passage. I disliked how every level had me starting with fire right at the edge of the map where I couldn't find any room to place "fans". Also, the wind should perhaps have had a longer range, to prevent micro-managing where you place lots of blowers in the same area and move them around to follow the fire. Often a session would end with all fire put out and you just sitting there waiting for the locusts to starve themselves to death. By far the most annoying thing though was the controls - why no visible mouse cursor!? <br/>Reasonably interesting idea overall but needs a lot more tweaking to be enjoyable. | ||
| Heart | Well... I don't like autonomous games. You managed to create an effective depressed/desperate mood though. | ||
| ethergrind | Great first impression with the title screen and scroller. Music is pretty good too. Gameplay was a bit shocking at first - it's mainly the very very short distance you can see ahead making everything borderline gambling. Normally I don't like scrolling that's locked dead-on to the player sprite, but in this case it could have helped to let you see enemies coming at you from both directions. I managed to beat the first level on my third try. Got to the boss once on the second level, then I gave up :) | ||
| Defend your castle | I don't like level 6... But otherwise it's kind of fun. The soldiers must be there for a laugh, right? Your randomization seems a little broken since most enemies came in along the four orthogonal directions. And yeah... lesson taken away from this: taxes are best served incredibly high :) | ||
| Rock Bank; Rock your way through the working day! | AAAHHH!! Stressed me out in the first 10 seconds of gameplay once I figured out exactly what to do (which took like 3 attempts). I just stumbled all over the keys and couldn't get anything done properly. <br/>Music is good, but I'm subtracting audio points for the horrible menu sounds which are like 50x louder than the music - and louder than anything that should ever come out of a game. I had to reduce my system volume to something like 10% of what I normally use. | ||
| Crushing Pressure! | Kind of fun for a while, but gets repetitive. I actually played through all levels on easy difficulty, and only realized I could "autofire" on the third last one or something. The difficulty ramped up VERY slowly - first 75% of the game seemed to move at about the same pace with only increasing number of guys to be rescued, then it sped up on the last couple of levels. Sounds are pretty good for what they are, and there were no major issues with controls/gameplay besides the difficulty/repetitiveness thing. | ||
| Closing My Eyes | I don't get it. It's confusing and disturbing. | ||
| empire the wall | 292/52/65. What am I doing? This might be the best game ever, but I can't really tell. Music is wonderfully insane. It's like a really weird unlicensed NES game that comes in an ugly cyan cartridge which doesn't really fit the way it's supposed to. | ||
| doomdoom | Hey, I can do some great acrobatics here! Half the fun was to make crazy jumps - either graceful saltos or insane crumpled sneak-throughs. It was also great that it restarted you on the same level you were on (despite the weird labeling), so you could retry until you made it. Very smooth (but I suppose the levels could have been a tiny bit more interesting). | ||
| Peak | 596 years. The vegetation has a horrible regrowth rate... It's as if some divinity dropped a bag of candy on an otherwise barren planet. Ultimate survival seems bleak regardless of fitness. <br/>The best strategy seems to be offing the gooks as soon as possible and then wandering as much as possible to avoid clamping down too hard on the crops... until all hope is lost. <br/> <br/>Oh, that's right. I forgot the theme. Gotcha. <br/>Also +3 humor for inadvertent ethnic reference. | ||
| Wally the Wall | Level 3, 136 points. I could have gone on but started taking too many chances and got bit by an enemy moving in front of me. Gameplay got a little bit boring after a while due to relatively slow movement. Idea was fun though, and worked well in other respects. | ||
| Crush | Why wouldn't my move apply directly as I clicked on the destination tile? I figured out that I could press space to skip the timer, but that's really kind of inconvenient. <br/>The instructions page was way too wordy for such simple gameplay. You could have said the same using 1/3 or 1/4 the text. I almost couldn't bring myself to properly read all of it ;) <br/>Can't say I spent too much time strategizing - I mostly just performed the most immediately attractive move until I lost... I'm not much of a board game player. <br/>Presentation was overall rather polished and crisp though. | ||
| Hackworth’s Last Kick | I was going to report my final score, but the game hid it from me as the game ended. Fail. <br/>Is the horizontal impact on the ball completely random? That's kind of nasty and takes away a lot of the skill element that could otherwise have been there. It's like you're trying to be an awesome ball juggler but your foot is retarded and spasms uncontrollably, so all you can do is chase the ball if it happens to move somewhat towards your general location. <br/>Kind of a neat and simple idea though. Could have worked if the gameplay was polished up and redesigned somewhat. | ||
| The Wall of (mildly irritating) Sunburn | I couldn't really figure out what to do. I managed to multiply and kill some peasants, but nothing useful. I think my fault was to push grain into the huts, perhaps? I should try a third time, and will adjust my ratings if I do. <br/>Kind of cute and charming otherwise. | ||
| Wallcraft | I want to like this one, but the sword has crappy hit detection which basically ruins the game. Sometimes it'll hit enemies at a comfortable distance where you expect it to, but other times it "goes through" and you need to hit several times, which if you're unlucky means that the enemy will touch you before it's gone. Is it tile-based in some absurd way? <br/>I think I was hurt by death animations as well at some point. It would have been great if the collisions were completely predictable so that I could run full speed and time my slashes perfectly to just obliterate everything (until the difficulty got too hard, seeing as it seemed to get more intense with time/distance). <br/>Sound is great, and the graphics are cute and effective (though small, consider a 2x scale at least). | ||
| Short Fuse 2: The Escape | Feels a little rushed. Lacks some polish and snazz. Not remotely comparable to its predecessor in terms of pwn. Also very frustratingly difficult. Unfair collision box on player. Instant restart is theoretically convenient, but feels too much like a simple game reset. Could have used a very short "oh no!" splash/freeze or something. <br/>I'm feeling harsh today! | ||
| The extravagantly excellent game about a ball shooting walls extreme hd turbo remix plus alpha EX 2000: the legacy: the movie: the game | Oddly enough, I dislike games that insult me. Way too unforgiving gameplay, and your progress depends entirely on the whim of the randomizer. My first level was essentially impossible since I got like 6 walls in row which had no possible brick path through them all. Shooting bricks was not rewarding since there's no feedback at all for hits and destruction. The large bright thrust particles are very distracting, making you lose track of your own position. Furthermore, you should learn how to center your sprites. | ||
| Speed Blazer | 1201. Would have been neat with some frenetic bladerunneresque music. Got a bit mellow after a while, zooming along silently and waiting for an evil randomized set of obstacles. <br/>Graphics are really stylish and clean. I love the lightposts. | ||
| Spacewalls | Ooh. Kind of neat idea there, even though it's just a simple shooter. The gameplay gets unexpectedly complex and interesting on later levels where you can't take out all enemies in one round so you need to circle them. It's kind of hard to play with the choppy framerate though. Smoother movement and controls could have made this really enjoyable. +1 weirdness for the rotated start button ;) | ||
| Tsunami Warrior | Obviously needs more content/stuff, and perhaps a little more action. I kept thinking that it would be a lot more fun if the notes played when the sub hit them, to make it feel like you're playing the melody. I guess you'd have to change the way the movement speed works to get decent rhythm though, and perhaps how the music is played (although if you move at a constant rate you could just sync up the track to match the sub position). <br/>Initial presentation/menu feels very doomy, which is good. | ||
| Hungry Derivatives Advancing Collapse | Got 25, although I focused on getting as far as possible since it was very hard and unrewarding to grab the tiny "shiny" due to limited depth perception. After a while I ran into a huge hole across almost the whole map, so I failed. <br/>The sounds are probably the best part of this thing, creating a really odd atmosphere which makes me think of Metroid. <br/>Graphics are kind of neat. <br/>I didn't really understand what was going on while playing... the best strategy seemed to be holding the down+Z buttons and moving left/right to sort of hit the edge of blocks that were higher up than you, so you got a crazy jump boost. Staying around in one place for more than a few seconds seemed to result in the level extending vertically to the point where you couldn't really proceed, but it wasn't very clear. <br/>Cute title screen. | ||
| SuperShred | It's typing. The sounds are kind of annoying, but acceptable. Perhaps you should have put in some custom and witty text related to the compo, would have made it more fun than typing some arbitrary old play scripts or whatever. I ended up typing unserscore several times even though I knew I shouldn't. Difficulty didn't increase fast enough, maybe it should have sensed typing speed and moved the string along at a suitable pace? Sometimes I had to wait for new characters to scroll in. | ||
| Stickman’s Escape | Short, but at least I managed to beat it :) <br/>A little bit puzzly and a little bit stressful/twitchy with the impending doom. You should really have made a bunch more levels. <br/>The graphics look pretty good, even though they smell of cheap photoshop filters :P <br/>Awkward having to reach for space to get to the next level. Mouse click would have been more sensible since it's already used for gameplay. | ||
| In Another Realm | I die. I melt and I die. Oh, then I get a level where I walk two steps to finish. A little bit random, and no way to avoid fighting if there's someone in the way - he won't move. Would be neat if I could place a decoy or something to lure enemies around for when I'm too weak to fight. Got a little bit of adrenaline flowing in some cases when the magma was catching up with me. | ||
| Shifter | Got bored after 700k something, sitting in a corner. Kind of trippy "music", some of it. Gameplay is obviously sketchy at best. Perhaps if the polygon didn't move quite so erratically, if you had a chance of predicting and avoiding its movement (at least initially, it could speed up as time went on). | ||
| PET THAT KITTEN! | *cries* <br/>I'm always looking for games to try out with my X360 controller, but this thing attempted to install .NET 3.something which swamped my admittedly tiny C: drive... Can't run the game, remains to be seen if I can reclaim my drive space. <br/>Looks kind of cute from the screenshot. | ||
| Walla Zombies! | Could not find a windows download (both links lead to the same OSX file?) | ||
| Wall Of Corpses | The invaders! They're beaming up! Good thing we have a teleporting lawn to retrieve our humble collection of rocks. <br/>Kind of mindless clicking here, could have been more fun if attackers took less hits, if I had more rocks, and if there was something more to it than showering rocks all over the place. <br/>Games like this needs a few "special elements" that happen from time to time, breaking up the monotony (think bonus saucer in space invaders, or some extra quick/tough enemy, or sending one of your artillerymen off to the stonewerks to get more ammo) | ||
| Run Moron | Wohoo flash. It's cute but non-gamey. What's there is rather smooth. <br/>Maybe you could have made the shots a bit more random and gradually speeding up the fire rate to make it challenging? Then it would suddenly be a moderately worthwhile game instead of a simple test. | ||
| Save Those People! | Yay, it worked in openoffice. Very poor framerate, and clicking was generally quite unresponsive. I finished a few levels, got bored and clicked around randomly which made me lose. | ||
| Wall | I've won. I've lost. I think I've exhausted the possibilities with this game. Crazy sounds. | ||
| AWoRaFED rc1 | Well... I walk. I try to hit the blue things as they don't seem to kill me. After a while I die anyway. | ||
| abandon compo release | On windows: <br/> <br/>Traceback (most recent call last): <br/> File "abandon.py", line 627, in <module> <br/> states.append(titleState()) <br/> File "abandon.py", line 117, in __init__ <br/> group=foreground) <br/>TypeError: __init__() got an unexpected keyword argument 'anchor_x' | ||
| Walled Off | Ok, it runs. But that's about it :) <br/>You said there were some game mechanics going on behind the scenes, but none of that is seen in the visuals, so I can't really say anything. Food ambition was relatively high, but not 5 high! ;) | ||
| Run Away Little Bouncies | Installed pymunk. Needed msvcr90.dll so I downloaded it. Then it crashed out with a runtime error on python.exe. N/A |