Foon → Ludum Dare Explorer → LD18 → Feedback comment stats → Martoon
Feedback comments for LD18
Martoon's games and stats for all events →
| Timestamp | Since previous | Game | Martoon's comment |
|---|---|---|---|
| Aug 22 20:45:00 | Enemy Snooker | Love that it has achievements... er, I mean goals. It would be nice if there were some kind of sound effect and/or visual feedback when running into enemies, to show that they're damaging you. | |
| Aug 23 00:04:00 | 3h 19m | CounterAttack | @Redbone: exe is in binx86Release |
| Aug 23 17:44:00 | 17h 40m | PuzzaBOMB | This was a lot of fun! Sorry you didn't make it in time for the compo. I would have given this some good scores. <br/> <br/>A few years ago, I was lead programmer on a mini-golf construction set game at the studio where I worked. When I was just playing around getting the dynamics engine working (I was using ODE at that time), I had a big ball I could roll around a world filled with assorted shapes. It was fun just rolling it around, and I was thinking it would be nice to make a game out of that that wasn't another Super Monkey Ball. I never came up with an interesting enough concept. I think what you've got going here really works. I like it. |
| Aug 29 09:46:00 | 136h 02m | ARCANE | Like others said, controls were a little squirrelly. Overall, decent game. Fit the theme appropriately, etc. Definitely 5/5 for graphics and audio. The monochrome sprites, dithering, chip tunes and sfx, etc., are truly a thing of retro beauty. Nice work! |
| Aug 29 10:00:00 | 14m 00s | Deflector Beam | Looks like the start of something good. I like the weighty feel of the of beam. If you spent as much time on your game as you did on preparing awesome food, you'd have a AAA title. ;) |
| Aug 29 10:13:00 | 13m 00s | Graviton | Wow, nice work! My favorite of the games I've tried so far. Music is WAY too loud and grating, though, and I died a lot when enemies spawned too close (seems pretty much impossible to avoid them). Other than that, brilliant, beautiful game. And looks like both issues have been addressed in the fixed version (but voting on original). |
| Aug 29 10:33:00 | 20m 00s | Metagun | I think I know who's taking this compo. ;) Some really evil levels in there, though. |
| Aug 29 10:38:00 | 5m 00s | dance dance dance | Swing yer partner round and round... <br/> <br/>Really bizarre, and I love it. I see a lot of potential for expanding it. |
| Aug 30 09:02:00 | 22h 24m | iceFIREice | I didn't have a problem with moving through walls, since the gameplay hinged on that. It's just how the game worked. But it seemed to bother other people, and I can see how it's unexpected, so it'd be good to have it "make sense" in the setting and visuals somehow. What would be ideal is to have certain materials the player can pass through but enemies can't, certain materials enemies can but the player can't, and even certain ones just fire or just ice can, etc. Could provide a lot of puzzle depth in different levels. <br/> <br/>Overall, I really liked this game. I think it has a lot of potential. It could definitely use a lot more levels. At first, I thought the collision handling was glitchy and that enemies were getting snagged against walls and stuck in open space, but then realized it's because they stop moving when I'm too far away. <br/> <br/>An occasional screenshot and post on the blog during the compo would have been good for your Community score. <br/> <br/>Great entry. I hope you develop it further, and I look forward to more entries from you in future LDs. |
| Aug 30 09:08:00 | 6m 00s | Ol' Conjurer | Cute concept, and looks like it had potential! |
| Aug 30 10:06:00 | 58m 00s | D3SCENT | I got no sound. I assumed there was none, until I saw Spooner's comments. <br/> <br/>My big crate room experience was very frustrating. It basically went like this: <br/>Enter room. Try a few times to jump past the first turret, which was exceptionally tricky since I could only jump very high. After a couple tries, game locks up. Takes a long time to kill via task manager. Start game, go through intro and first convo with HAL, hit page up. <br/> <br/>Repeat. <br/> <br/>Finally get to crate in middle. Convo with HAL. Start to go left, get hit by turret. A few more attempts to get to crate again, lock up. Kill task, intro, etc. <br/> <br/>Repeat. Repeat. Repeat. REPEAT! Freakin' REPEAT! <br/> <br/>I couldn't take it anymore, so gave up. <br/> <br/>Overall, though, cute game with a lot of personality. Wish I could have heard the sound. And wish I could have seen the endings! :P |
| Sep 3 22:50:00 | 108h 44m | Hacking4Dummies | Crashes when launching. I have .Net Framework 4.0, so not sure what the problem is. Didn't vote since I can't run it. |
| Sep 3 22:54:00 | 4m 00s | The Lair of Fungal Wonder | I liked this one. Bit too hard for me, though. Played several times, and always got 11 or 12 out of 13 scanned, and didn't survive. <br/> <br/>The watercolor visuals are gorgeous, and the ambient music really works with it. The enemies giving you weapons you don't want was a cool twist. |
| Sep 4 21:49:00 | 22h 55m | Jellyfish Invaders | Simple, fun, gotta love two-button controls. |
| Sep 5 10:27:00 | 12h 38m | Smores Attack | Yeah, the throw worked for me the first time I ran it, but then never worked again. It's kind of hard to rate a game I can't really play. Cute graphics, though. |
| Sep 5 10:36:00 | 9m 00s | MegaTongue | To me, this looks like 20% of a really polished, nice game. Unfortunately, the other 80% is completely absent. |
| Sep 5 10:47:00 | 11m 00s | Lolcat. | I love blood-puking lolcat. Gameplay kind of lost me, though. Took me a while to figure out that the zombies started smiling when puked on (making the cause-effect more obvious there somehow would be nice), especially because the collision detection there seemed a bit wonky. Nice surrealism here, though. And good blogging. |
| Sep 5 11:03:00 | 16m 00s | Illusion | Really cute visuals. Like others said, the 3rd illusion was too easy to use. The pit never actually worked for me (I watched enemies walk right over it several times, and they never fell in). |