Foon → Ludum Dare Explorer → LD22 → Feedback comment stats → DDRKirby(ISQ)

DDRKirby(ISQ)

Feedback comments for LD22

LD23 →

DDRKirby(ISQ)'s games and stats for all events →

TimestampSince previousGameDDRKirby(ISQ)'s comment
Jan 7 14:44:00 needle in a hay stack Nice effort...but hopefully you can spend more than 4 hours next time ;P
Jan 7 14:53:00 9m 00s Nihil Good concept, could perhaps be a bit more easily playable but I dig the atmosphere this tries to evoke. <br/> <br/>As mentioned, shame on you for including a huge .wav file ;) Also, it would be nice if your background audio was normalized.
Jan 7 14:59:00 6m 00s In the Ruins of R'lyeh Interesting idea!
Jan 7 15:03:00 4m 00s The Search Interesting concept! Not quite the best fit for LD judging but oh well. Might help to provide a little bit more direction to new players.
Jan 7 15:10:00 7m 00s I don't want to be alone! Seemed pretty buggy when I tried (falling through the floor, etc) so it wasn't very playable, but I do love those pretty glowy stars in the sky ;P <br/> <br/>AFAIK, it should be possible to package a Mono app without requiring mono to be installed on the target windows machine. I don't know about monogame specifically, but my entry uses SDL.net with mono and works fine in my experience.
Jan 7 15:13:00 3m 00s Priorities Sound effects would have easily made this 5 times better. ;) Love the concept and the up and down motion of the limo, haha...
Jan 7 15:20:00 7m 00s Fly Away Home Nice job on the sega-style-ish graphics! Would have liked to see some sounds/music, even if it was bad music ;P
Jan 7 15:32:00 12m 00s The Purging oh my god I killed the kitten. <br/> <br/>While the core gameplay could maybe use some tweaking, I really applaud the amount of polish here given that this is an LD entry. The lighting effects, and the screen transitions in particular. Oh man, the first time I noticed the smooth screen transition I definitely smiled. <br/> <br/>Other minor nitpicks: <br/>-Bottom-right UI icons weren't quite too self-explanatory, though I could guess. <br/>-Moving slower while shooting seemed like an interesting mechanic but I quickly realized you could essentially negate it by just tapping fire after each cooldown.
Jan 7 15:44:00 12m 00s The ghost who wants to be alone As noted, the difficulty could probably use some tweaking (this coming from someone who 1CCs Touhou games). Remember, you have to balance your game for people who didn't develop and playtest it! <br/> <br/>Despite that, this is actually pretty fun; controls felt natural and smooth and dodging the first boss's bullet patterns felt pretty natural--it was the smaller enemies that got me...
Jan 7 15:50:00 6m 00s Alone As stated, you need to provide your source code. Also, way to mislead us with your screenshot ;P <br/> <br/>Interesting art style, that's about all I can say...
Jan 7 15:55:00 5m 00s Robotic Surrogation Yeah, this would have been much more enjoyable with standard WASD up/down/left/right movement. However, there is something to be said about the sheer joy of strafing and madly clicking the mouse to shoot bullets along with the accompanying sound effect.
Jan 8 04:53:00 12h 58m Robot Armageddon! Whoo, it's like I'm back in the oooooooooold days. Really simple concept, but surprisingly fun! I can't say I agree with the choice of input scheme though since you can easily run into keyboard lockups (granted, dual-analog joysticks would solve that, but not all of us have those lying around D:).
Jan 8 05:05:00 12m 00s Lonely Space Marshal I know it probably wasn't intended, but I was thoroughly amused by the fact that by holding both arrow keys your character does the walking animation in place. <br/> <br/>Not a bad attempt, but some quick easy gameplay changes would have made it more enjoyable, for example making movement faster and jumping less "floaty".
Jan 8 05:14:00 9m 00s Skull Hunt Haha, neat and fun for what it is. Kind of small in scope and pretty rough, but not bad all around considering. I thoroughly enjoyed getting to throw objects at different angles while jumping...
Jan 8 05:29:00 15m 00s Party Quest: Never Go It Alone Haha, great job on this one, very nice all around. Really it just needs catchy chiptune music and it would be golden. Aside from that though, combat was fun despite being simple, the humor was snappy (i smirked at the skyrim joke), etc. I don't know if I agree with the use of inertia in movement but it didn't matter too much to me. I appreciated the objective bar at top; that's definitely nice for LD-type games. And overall just nice job making something polished! :)
Jan 8 05:44:00 15m 00s Aurea Oceanus Very nice creation of atmosphere. I liked the restriction of field of vision, I think it worked really well here. Gameplay obviously leaves a little bit to be desired, but good job regardless :)
Jan 8 05:56:00 12m 00s A dark dream Potential was there, though it's a little too rough around the edges unfortunately. With some more work/attention to details/polish/gameplay tweaking this could be pretty cool perhaps. <br/> <br/>I'm quite partial to the linking of narrative with game mechanics (did that in my own entry, actually), so thumbs up for that. There was actually once time when for a split instant I started to actually visualize the outline of the level, a la echolocation, so that was really cool, but it was only a split second. So, the idea was there, I think.
Jan 8 06:18:00 22m 00s Planet Earth Is Blue Some glaring balance issues, as mentioned, but really not bad overall. You should mention that the bomb is rechargable and not a one-time use thing. <br/> <br/>I don't know if I agree with your control/perspective scheme, but it worked fine, with the exception of how you handled stage boundaries, which I found to be extremely disorienting. <br/> <br/>Parallax backgrounds were a great touch ;)
Jan 8 06:50:00 32m 00s A Life Apart Level design leaves a lot to be desired--you need to think more carefully about how people are going to play your game and realize that you need to "force" them to notice/realize your mechanics and level paths. <br/> <br/>Despite that, the narrative was good, although the connection to the theme was a little indirect. You had some really nice touches towards the end there, so thumbs up for that.
Jan 8 07:24:00 34m 00s AB-ALONE Intro should be skippable for replayability's sake. <br/> <br/>Well-made, I can tell a lot of effort went into this. It was actually quite fun trying to figure out what to do and what was possible, there was a really neat sense of exploration. <br/> <br/>I think forgoing tooltips or tutorials was the "right" choice, but when you do that you need to take extra care to make things more obvious to the player through clever visual/etc design. This takes some thought, but for example, you could have easily gave the coconuts a different shade, or outlined them to draw the player's attention to them. You don't have to overdo it, but you have to at least give the player a hint. <br/> <br/>Had to look in the guide before I ever saw the blue thing, so that's something else that players won't get without being clued in somehow. I also didn't realize how the canopy worked, but that's not quite as big a deal. <br/> <br/>One last thing, I would have personally liked to see a background music track that was more ominous to project a feeling of "alone on an island and you have no idea what to do". The one you have is more "okay let's set out and see what we can do!" which is also valid, but I personally would have preferred a different mood.
Jan 8 07:52:00 28m 00s Va Unan Nice art! Try for better gameplay next time ;) And your intro could use some work as well.
Jan 8 08:00:00 8m 00s Enslaving Davement Difficulty in platformers needs to be handled in well-thought out ways (see VVVVVV, IWBTG), and I think that was your main weakness here. Ignoring that, though, the graphics look pretty decent for an LD entry, and that background chip track is lovely.
Jan 8 08:08:00 8m 00s Space Station 1: No Program Interesting idea; needs work before becoming a fun game..
Jan 8 08:14:00 6m 00s Loneliness I liked the idea of color-changes in response to mood. <br/> <br/>Don't be so sloppy next time ;)
Jan 8 08:19:00 5m 00s I Hate Being Delicious Interesting idea, despite being rather insubstantial.
Jan 8 08:51:00 32m 00s [Greeble] Trampoline partyyyy! <br/> <br/>Pretty plain gameplay, but I do dig the art style.
Jan 8 08:59:00 8m 00s The Word Alone Well done! Turning interesting concepts into games and having the end result be really fun is always awesome. This is very well polished as well, can't say any complaints really.
Jan 8 09:10:00 11m 00s Abandoned Great job! Having tried my hand at a 2D platform puzzler myself, I have newfound appreciation for good design such as this. My only complaint (besides the short scope/lack of additional mechanics, which is understandable given the time constraint) is that i would have liked to see the end exit goal differentiated a little bit more from the rest of the background elements.
Jan 8 09:29:00 19m 00s Minicraft If you had made this during the NES era, ........ <br/> <br/>Anyways, charming art style, though it feels as if "something" is missing from gameplay.
Jan 8 09:53:00 24m 00s /follow You guys have the most beautiful game logo ever. Your team really came together and shone on this one--music and art were excellent, top-notch for an LD entry. <br/> <br/>The "action" sequences were a pretty risky design choice IMO, but I think it ended up working in the end. Yeah, you guys already know that more scenario/dialogue/narrative work would be nice, but what do you expect from an LD entry anyways? Also, I know it wasn't part of the compo, but I appreciated the addition of the alternate ending...
Jan 9 06:00:00 20h 07m alone I art Charming! Gameplay isn't quite there but this is still really really neat regardless :)
Jan 9 23:31:00 17h 31m Alone (Except for some Snakes) Neat! I admit it's kind of easy to get a boring/"false start" run where you just die really fast, but after trying again I got into a pretty intense situation and I saw the fun in it. I might suggest something like discrete hit points and an invulnerability counter as opposed to hunger/life that drains quickly over time, so that you can still give that feeling of "oh shit, get out of here!!!!" without running into the case of "oh sh--wait i'm dead already, oh well." Creating planks to divert the snakes was kind of interesting. Nice job on the procedural generation.
Jan 10 00:00:00 29m 00s ASSAULT THE DARK FORTRESS Very impressive! As stated by yourself you probably should have limited the scope of your game more so that you could focus on the finer details like polish and more guiding the player through your game. Despite that, the graphics are really charming and it's just really fun to play! The only thing that bothered me about the graphics was the guys who move towards you at an arbitrary angle seemed to not quite fit the visual aesthetic as much because of how their sprites moved. I appreciated the strafe ability too. Scenario in the beginning maybe could have been emphasized a little bit more, but I'm not going to nitpick too much on narrative for an LD entry. <br/> <br/>Also, needs music, needs music, deserves an awesome chiptune music track or two. =D
Jan 10 00:27:00 27m 00s You're Alone. Haha, obviously rough around the edges, but I like your take on the theme, for sure.