Foon → Ludum Dare Explorer → LD22 → Feedback comment stats → mildmojo

mildmojo

Feedback comments for LD22

LD23 →

mildmojo's games and stats for all events →

TimestampSince previousGamemildmojo's comment
Dec 19 15:58:00 Bodge's Island Did you post any journal entries? The journal links on entry pages have been broken for a while. <br/> <br/>I've built some Ruby+OpenGL games, but cross-platform packaging and distribution was always a PITA. I've been interested in the JRuby + Java game libs stack for a while now, but haven't had time to play with it. <br/> <br/>What did you think of that combination? And how did you package it? Warbler?
Dec 19 19:16:00 3h 18m The Square Animation and arrow controls seem really fluid. <br/> <br/>Needs to disable typeahead find for the keypresses to work. Every time I press 'A' to jump, the find-in-page box captures all further keystrokes. (Firefox 8.0.1, but any browser w/typeahead, really) <br/> <br/>In general, this means returning false from your key handler functions. If you're using a framework, it probably has a disableTypeAheadFind() method of some sort.
Dec 21 18:44:00 47h 28m Final Trip Soccer Very nicely done. Interesting control mechanic. It got easier after I figured out that you could charge up a kick with magic sparkly power. Still very difficult. <br/> <br/>Most of the time, I was running up to position for a kick and the ball would roll out of range by the time I started the kick or I would get too close and nudge it away before I had a chance to kick it. <br/> <br/>I think it might work better if you could run around holding space. When you got close enough to the ball, the character could stop moving, stop the ball, and begin a kick.
Jan 3 15:04:00 308h 20m Minicraft I grew wheat, I baked bread, I swam in the ocean, I crafted tons of weapons, I dug holes, I found a staircase surrounded by impenetrable rock... and that was all I could do. Quite nice implementation, but I wanted it to have a goal or an ending or an indication of progress.
Jan 4 17:52:00 26h 48m Alone I watched the playthrough since I don't have Unity. Really nice work on the writing in the questions! I was eager to read each one after the next, and the choice at the end was always like a smart punchline. Now I am THIRSTY.
Jan 4 23:02:00 5h 10m The Last Adventurer Very nice! Definitely gave me that "one more play" feeling, especially on the jelly cube massacre stage. You got a lot of mileage out of the sprite x/y squishing animation--I'll have to "borrow" that technique at some point. =) <br/> <br/>Highlighting characters was tricky. I think I would've skipped the isometric circle in favor of a player-facing rectangular lasso. In particular, the circle grew strangely if you started it near the bottom of the screen. <br/> <br/>My frenetic clicks to move the party out of harm's way were often interpreted as drags, deselecting the whole group just in time to get nailed by an enemy. I'd suggest increasing the minimum drag distance to start a new lasso, or leave the current highlighting intact until a new lasso touches the first character. Whatever RTS games usually do. <br/> <br/>The shadows were immensely helpful in figuring out where a sprite was in relation to the party, but I think the mana/hp/xp balls should have bigger hitboxes or lie on the ground. Sometimes a ball would pass through my entire party even though the sprites touched. <br/> <br/>On the whole, this is a great HTML5 example. Congrats for designing &amp; cobbling it together so quickly.
Jan 12 07:39:00 176h 37m Solitary Sand I've wanted to do an audio-only 3D game like this for years. Nice work, though I agree that a smaller, more closed-in environment would work better