Foon → Ludum Dare Explorer → LD23 → Feedback comment stats → Jesper Oskarsson

Jesper Oskarsson

Feedback comments for LD23

← LD20   LD26 →

Jesper Oskarsson's games and stats for all events →

TimestampSince previousGameJesper Oskarsson's comment
Apr 26 20:57:00 Soul Searchin' First of all, great concept and superb execution! <br/> <br/>It really felt like you took the time to explore the mechanic and it was fun and interesting all the way to the end. <br/> <br/>There were some parts which I personally found annoying though... <br/> <br/>such as places where you were forced to jump and shrink in the air to get into. It felt like I was jumping and falling to quickly and it just became a kind of jerking motion trying to mash the buttons to get in. It wasn't satisfying at all. If it had taken more time to jump so that you could get some time to time your shrinking I think it could be immensely satisfying. Or you could make it easier to jump into the "groove" at the edge when you are bigger. <br/> <br/>The box jumping at the end where you could shrink while you jumped was totally awesome the first time I tried it. Then I realized you had to go back to press a button and when I tried to jump on them again I just couldn't get past them, it kept me there for at least 5 minutes. I think if there had been a little more room between the boxes and ceiling then it would have been easier and making it easy to jump on them I think would give more players that awesome feeling I had of jumping and shrinking all the way through. :) <br/> <br/>Finally the part of the game that is on your left smaller screenshot got me stuck for a long time as I couldn't figure out what to do. It wasn't until a friend showed me where to look that I saw the red button at the bottom. <br/> <br/>Anyways, I totally loved the game, especially the narration and the twist at the end was great!
Apr 27 13:22:00 16h 25m Nexus Rails I really liked the idea! Also it was quite satisfying blasting through the level like that. <br/> <br/>The only real issue I had was that I couldn't always figure out what happened when I teleported back. Were there places where the level was actually constructed to teleport me somewhere or was it always that I failed to jump in time? <br/> <br/>The solution I can think of is making you stop when you fail and then increase the speed again giving you some kind of feedback that you failed and had to start over. <br/> <br/>So, I really liked it and if the level had been a bit longer it could have kept me occupied for a while. Good work! :)
Apr 27 14:55:00 1h 33m Snowglobe Fun concept! <br/> <br/>I liked how you introduced the concept of the key, but it felt like you should have had a level directly after that utilizing a key so that I had to use it after learning what it was. <br/> <br/>The sleigh was really fun, but I must say that placing a star at the bottom of the pool was quite devilish. ;) <br/> <br/>The collision didn't always work for me if I was moving too fast. This made the last level difficult to complete if you bounced because you would fall down through the floor to the level under it if you didn't fall on the bounce tile. The same thing happened on the 7th level if I jumped down on the left side to avoid the "bouncer". <br/> <br/>A count-down timer would really help as it felt a bit random when you would fail because the time was up. <br/> <br/>Also I really liked the intro screen and the way you shake the snow globe to start a level, it really builds the mood! <br/> <br/>Good job! :)
Apr 27 18:41:00 3h 46m Micro Warfare I loved the concept! The simulation is kinda interesting to play with and as has been said already it doesn't need a whole lot more to make it an interesting game.
Apr 27 19:50:00 1h 09m Tiny Ranger Great mood and theme! <br/> <br/>The window was a bit too big for my screen so I couldn't see the photon meter at the bottom. But after realizing this and removing my windows task bar I didn't have any more technical problems. <br/> <br/>Gameplay wise I think there's a lot of potential as a space invaderish kind of game, but after I figured out that I could just move next to a sucker and shoot the game became really easy and I stopped playing after 5 planets with no variation other than more suckers. <br/> <br/>I'm not sure if you're supposed fire at the enemy when they're not "sucking" but I think this could work if they didn't blink as fast. Also I think a bit of horizontal movement on the suckers could go a long way to make it more challenging. <br/> <br/>Anyways, I loved the mood in the game and it felt really well polished with the instruction screen being a really nice touch. Also the the planet "map" in the corner was really cool. Good work!
Apr 27 21:08:00 1h 18m This Town (ABEFTTOU) I found this really fun to play when I figured out how to play. I figure you need to do as much as possible in the beginning because later the speed is to great to be able to afford slowing down. <br/> <br/>It felt a bit too random though, I couldn't really figure out a way to play to win. I managed to win twice, once by just mashing out energy and getting lucky with the timing and the other one I got a lot of nukes. <br/> <br/>The game has potential though! Good work!
Apr 27 21:57:00 49m 00s Worlds in Cards Really cool, I love these kinds of puzzles! <br/>Except for the lack of levels it felt complete and polished. The only thing that's missing I guess is audio. <br/> <br/>One thing that I found annoying was that I couldn't figure out why certain cards could be swapped and others not. If there is some kind of rule behind that it would probably be beneficial to make this more apparent or maybe just making cards which cannot be swapped another color. <br/> <br/>Great job!
Apr 27 23:05:00 1h 08m Tiny Shogi 48 I'd really like to play this but the links are broken for me.
Apr 28 20:33:00 21h 28m A Drop of Water As said previously, this has the potential of becoming a fun game, if you could actually escape the creature at the end and if maybe making the orbs give you a speed boost it could become interesting. <br/> <br/>But that you feel like you've learned a lot is really the main thing. Good work!
Apr 28 23:24:00 2h 51m Drop of Life Really cool concept. Very polished but the scrolling was quite annoying to use. <br/> <br/>Even though it is fun to play around with there was too much unpredictable behaviour trying to remove the red drops that it was very hard to remove them completely. <br/> <br/>I don't know much about CA but maybe it would be possible to add a sort of "bomb" value with special rules that you could embed into a glider and then would "explode", removing enemy drops withing a radius. <br/> <br/>Anyways, nice concept and well executed. Good work!
Apr 29 18:53:00 19h 29m Lilac.27 The game feels really well thought out and it's quite fun to play. The help signs were simple but effective and helped give it a polished feel. <br/> <br/>What I found to be the most distracting was how the rotation of the camera didn't work at times as it felt like it was colliding into the planet. This almost made it unplayable at times with the last planet being the worst. I haven't looked at the sources but how I would solve the rotation would be to make the player object always face the planet with LookAt and have the camera as a child object and simply rotate it around an axis. <br/> <br/>Also I couldn't quite figure out how the shooting was supposed to work, considering the start menu I'd say the arrow lands where you point but it wasn't apparent to me as it some times didn't work and I would have to aim above or below to hit the enemy. <br/> <br/>I really liked the graphics though, there was just the right amount of bloom to give it a softer feel in my opinion and I especially liked the terrain. <br/> <br/>Using 2D billboards for the character and enemies was great, reminds me of old playstation games. A full 3D model would probably not have added anything so it was a good choice. :) <br/> <br/>Also I liked how there was a final boss at the end, you really felt overwhelmed which I think is good for a boss fight. <br/> <br/>Excellent work!
Apr 29 20:28:00 1h 35m Bottlecolonies I love this entry! I just wished it had more levels! <br/> <br/>Here are some thoughts I had while playing: <br/> <br/>* To me the writing GET: 100 implies that I need to get 100 points to finish the level which had me confused for a while as I finished levels even if I didn't have "enough" points. Being more explicit about it being some sort of high-score would be nice. Also I would place the score count next to it to make it easier to compare and understand the relation. <br/> <br/>* The discard button didn't make much sense to me at first as I would loose 20 points from using it but placing a building in a bad place would at the most cost me 4 points. But after realizing there are situations where you can't place 1x2 parks, I appreciate the necessity. It still seems like a boarder case for me as a player but I'm not sure how one would go about designing around it and it's only my humble opinion. :) <br/> <br/>* One case where it did something unnecessary though is when there's no possible way you can place a 1x2 or 2x1 park but one is still added to the list. It happened to me a few times and it felt a bit frustrating as I couldn't do anything about it. <br/> <br/>* Loosing the game reaching a score of zero seemed a bit arbitrary to me and it didn't really seem to fill any function. I think the game would work just as well without it as the motivation for playing don't seem to be surviving the level but more getting the highest score possible which is the real challenge. <br/> <br/>* As have been said before, some special bonuses would be nice but I still think it would hold up as it is now with a few more levels. <br/> <br/>All in all, a really great entry. Nice concept that was fun to play. The graphics fit the game well and so did the music (which reminded me of the soundtrack for Dwarf Fortress which I'm very found of). <br/> <br/>Awesome work!