Foon → Ludum Dare Explorer → LD26 → Feedback comment stats → BrothersT
Feedback comments for LD26
BrothersT's games and stats for all events →
| Timestamp | Since previous | Game | BrothersT's comment |
|---|---|---|---|
| Apr 30 12:43:00 | Potato Dungeon | Great game! will definitely be coming back to finish this one :) | |
| May 1 14:56:00 | 26h 13m | True treasure of Kartoffelschloss | Nice! I like it. |
| May 1 15:01:00 | 5m 00s | MinimalJump | Haha, nasty game! I like it. I think because I pretty much made it to the end first time, despite the huge level. |
| May 1 15:06:00 | 5m 00s | _M_ | I got a black screen after the circle-click bit at the beginning :( |
| May 1 15:09:00 | 3m 00s | Schokoffel | hahaha, very nice! ultra minimal. paper gets left behind |
| May 1 15:12:00 | 3m 00s | WhiteSpace | doesn't work, pulsing does nothing. I can see the walls brifly if I turn, but for the most part I just appear to be in white space with a couple of lines around me! :( |
| May 1 15:18:00 | 6m 00s | Distradiction | Very nice! Clean and simple. |
| May 1 15:26:00 | 8m 00s | Steve Can't Zen | Haha really fun and really funny. Hurt my arm pressing the button though, but on the funny bits it only made it funnier. |
| May 1 15:34:00 | 8m 00s | DeaN | Very nice! but ran out of enemies after only 2 passed :( |
| May 1 15:38:00 | 4m 00s | INO | very nice and very simple. mega hard. |
| May 1 15:59:00 | 21m 00s | Ninja Instinct | Great game! maybe the collision detection could be better but that was fun nonetheless. |
| May 2 23:53:00 | 31h 54m | Slice | Nice. The shooting wasn't easy to use at first because (for instance) if you shoot upwards while moving left the bullet always seems to come late, so you always hit one space left of the mark. The enemies were kind of tedious to kill, since the ai just detected when you were adjacent to them, nothing more, and it took like 1 hits to kill one enemy even on the first level. But overall it was v. polished and I had fun playing! |
| May 3 00:20:00 | 27m 00s | CREPITUS | The mp5k was pretty much the only weapon that was worth using until the water gun. Not hard enough enemies I'd say, and losing felt like a real chore because you didn't really work that hard to get the high score, you just had to collect the coins, and mostly I died due to losing concentration or just trying out a new weapon which had a ridiculous reloading time. When I had to start again I didn't really fancy spending the time farming a load of easy enemies to see what the next weapon would be. Super Crate Box is fun because it's hard when you start to even get 4 crates, and when you gain a weapon you have it always. Having said all that, it's nice work for 2 days! I liked the graphics! |
| May 3 00:46:00 | 26m 00s | Orbfuscated | Great idea, shooting was a bit awkward. I wanted to be able to shot in 360 degrees and didn't really think the reloading added much to the experience. I think the idea has great potential for level design though. |
| May 3 17:34:00 | 16h 48m | Super 1-Bit Space Arena | Very Nice. It kind of throws you in the deep end. Maybe introducing one kind of enemy at a time and then pitting you against combinations could help to shallow out the learning curve. Fun game! |
| May 3 17:42:00 | 8m 00s | U | Really great, simple game. I didn't mind that there were so few levels really because it was well made enough for me to actually want more levels! :) |
| May 3 18:28:00 | 46m 00s | This is not a minimalist game | fantastic little game. Not that you copied it or anything but it reminds me of Evoland. I like the script though, how they are constantly amazed by the changes. Doesn't really need a walkthrough in my opinion but I guess you could get stuck if you were really impatient.. maybe. |
| May 3 18:43:00 | 15m 00s | Kriok | Nice puzzle game. Trying to get through a lot of games here so don't have time to properly rack my brains over this but It was certainly nice and hard but not too hard. |
| May 3 19:14:00 | 31m 00s | F*** This Job | Yay! Great fun, and very frustrating :P |
| May 3 19:25:00 | 11m 00s | Molbert | Nice idea, I tended to get stuck on top of the diamonds a lot though - unable to move. But I had fun, congrats! |
| May 3 19:37:00 | 12m 00s | KiraKiraRetro | I like how you've adapted rocks and gems into more of a linear platforming type idea. Kind of awkward in places though. These are the things I noticed. <br/> <br/>1) doesn't make sense that the rocks fall sideways off of things - at least there's no visual communication telling you to expect that because everything appears to be in a perfectly stacked grid. and also just avoiding the enemies and the rocks once you've made them fall is enough to think about (at least for an early level like that.) <br/> <br/>2) The timer could be more obvious, at first I thought I was just doing something wrong trying to get the level to progress so I kept going to the edge of the screen and dying, took me a few levels to notice the timer tucked away in a dark corner. <br/> <br/>That's all. Apart from that I really enjoyed it! Some sound would be nice too :) |
| May 3 20:26:00 | 49m 00s | Join | Great game! Coming back to play this later. |
| May 3 20:44:00 | 18m 00s | NinjaFlare | Yeah definitely could benefit from a score :P Really amazing style, seriously. I like the grappling hook but wish it was more forgiving maybe he should sling it even though it's going to miss, then you can see how much give it has. Perhaps there should be more of a point to killing enemies than just not to get hit, because I just end up running through them and playing it like Canabalt! Really nice game. |
| May 4 00:12:00 | 3h 28m | # | Niice man. Some of the puzzles are pretty satisfying to figure out, especially the blue box one at the end. Just wanted it to be longer! :) Nice music too. |
| May 4 00:23:00 | 11m 00s | Tulip | This is very addictive 8| Like a cross between the impossible game and bit trip runner. The thing that makes this good is the well thought out placement of the obstacles. |
| May 4 09:59:00 | 9h 36m | (Follow the) Line | Very nice. I'm a sucker for leaderboards :) Only way I can fault this is by saying that the really fast turning sections in the main game are impossible to do normally, it's not responsive enough to do it accurately. The only way to complete it is to just mash the keys when you get to a complicated corner, and it just does it for you. |
| May 4 10:06:00 | 7m 00s | KEY | Hmm, kinda wished there was a score or something. Don't really see the challenge, as long as you don't move much you can keep going forever. Death is a bit sudden too. Just had to hit 1 guy once. Nice graphics. |
| May 4 10:10:00 | 4m 00s | CHAMELEON RUN | Nice gameplay and music! |
| May 4 10:29:00 | 19m 00s | Persist | Nice game. A little easy but really well made. It was good how you laid out the level to show people what can hurt you and what can't - mainly by making jumps that are too long so you have to just go for it :) I didn't feel the character design fitted a bad guy. Couldn't really imagine him as an adult even. Looked like Casper the friendly ghost. <br/>Nice art! |
| May 4 11:37:00 | 1h 08m | F.I.P.S. | I really see the potential here, even though I don't quite know what the final objective of the game would be :) But yes, quite unfinished. Better luck next time! |
| May 4 12:10:00 | 33m 00s | Feint Signal | Nice game. People really have gone minimalist this time! Slight problem with collisions at one point but apart from that, quite fun. Only thing is I wished the pulsing of the screen was in time with the music. |
| May 4 13:00:00 | 50m 00s | Swimming Fool | The game mechanic is really fun! Unfortunately there was a lot wrong with the dialogue which really slowed the game down, which you've already addressed :) but I've got to mark based on the compo version! Everything else was nice. Graphics, music etc. congrats! |
| May 4 13:59:00 | 59m 00s | Dock Zone | Really fun, simple, puzzling game. The limitations of how far you can reach and where the planks can get you could be more obvious, but once you work it out it's clear that it's really well thought out :) |
| May 4 14:22:00 | 23m 00s | Mono | It's an ok jump motion but the character doesn't actually land where it looks like he lands, his legs are way out in front but he actually lands quite far back. Aside from the collisions with the walls being wrong, the zombie's hitboax is also too tall. he can get to from at least half your height above your head. Apart from that it's a really neat game, and I like the main character's design :) Don't see enough skinny characters. sort of reminds me of swords and sorcery. |
| May 4 14:35:00 | 13m 00s | Cimi Mal | Great game! Very clever. |
| May 5 09:12:00 | 18h 37m | IN THE minimal NEED OF A POTATO | When you slide you lurch forward before getting down to the floor so there was one bit where I had to slide through the gap but there wasn't enough of a run up to get down before I hit it. Hit boxes were a bit dodgy - It might even be an idea to forgive the player a pixel or two so that there's more "phew I got through" going on, than "bloody unforgiving game". Every time you step forward it carries on for a split second. which means if you're trying to line yourself up in that thin little chimney, it's not really in your power to control whether the player steps too far or not, unless you step back, and forwards, and back, and forwards, and again and again until you think you might be far away enough to not hit the wall when you step forwards again - and if you go too far or not far enough after that it's unbelievably frustrating because you know you've got to go through the whole process again. I like your idea about the colour zones doing different things. Just needs sharper controls. |
| May 5 09:31:00 | 19m 00s | Budget Squad | Really nice game. It made a lot more sense as soon as I realized there was a combo to sustain :P suddenly went form being really precious to absolutely throwing my life away. |
| May 5 09:45:00 | 14m 00s | Telekinetic Minimalist Cult 5: Packrat Nightmare | BREKKIN THE LAAAW. I loved this game, even though I found it impossible to play :P It was always unclear what you could sell and what you couldn't. on my last attempt I when in and out with about 5 different loads of stuff and only managed to sell like 1 thing. I got arrested every time too :( Really fun nonetheless :) |
| May 5 10:05:00 | 20m 00s | Cage's Ghost | Yeah nice. It's a little unclear what things do. I'm still not sure which one switched me from shooting horizontal to vertical, which give you a weapon upgrade and what the vials that the ghost drops even do. But quite fun, if a little unfair sometimes when you get trapped :) |
| May 5 11:50:00 | 1h 45m | Hito | Really nice :) The first two were quite hard and then the third one was really easy :P Really fun. |
| May 5 12:06:00 | 16m 00s | Cpt. Sqrjaw | GREAT game! So unforgiving though, would have been 5 stars for overall from me if the game was a little more forgiving. more life or something |
| May 5 12:27:00 | 21m 00s | Double Edged | Whoa, yeah, instantly thought of the scene from Samurai Jack when I saw this :) Really excited to play this, will try it out with my brother later. |
| May 5 12:31:00 | 4m 00s | P27 | Very simple and effective. |
| May 5 12:34:00 | 3m 00s | Ten Space | Oh man, that's so much fun. Simple, original and satisfying to ping those shapes :P |
| May 5 18:59:00 | 6h 25m | Arco | Very minimalistic! I can see why others may have given up, but I am determined and stuck at it. I think the controls are forgiving enough to give a bit of a challenge. The music was fitting, and I liked how the rotation added an extra dimension to the simple rhythm game formula. <br/> <br/>I'm just a bit unsure if I actually completed the game. I think I played 4 or 5 levels, and this was followed by a "level" where all parts of each segment were filled by the computer, after which nothing happened except for the continuing expanding squares. |
| May 5 19:11:00 | 12m 00s | Minimallist | Nice graphics, but it took way too long to collect 100 pieces of gold, so I had to give up at 45 unfortunately. |
| May 5 19:23:00 | 12m 00s | Pillar | An interesting idea with the blocks, although I can see that the game is incomplete. If the two spells did something distinctly different, I wasn't sure what it was though. And fun cartoony graphics :) |
| May 5 19:40:00 | 17m 00s | DownGrade | I love the Cheetahmen-style controls, graphics and difficulty level. All that was missing was the funky soundtrack ;) That said, it was a bit too difficult, especially after I accidentally reduced my sight range! It became almost impossible to play after that, since I kept falling down holes. |
| May 16 17:59:00 | 262h 19m | Minimal Force | This is the third iteration of this idea that I've seen these games and I have to say that some of your ideas are much more interesting than the other games I've seen. I especially like the loss of the left button. I like the music too and you've clearly put a lot of thought into the puzzles. <br/> <br/>I think that hints are a really bad way to go in games. Especially if the hint is something that you actually are unlikely to find out on your own and need to know to complete the game. <br/> <br/>For example on the level where you lose your left key it would be very useful to know that you can destroy arrows with your sword - you wouldn't just think to do it because in real life you wouldn't think to just swipe an arrow out of midair with a sword. It wouldn't work in real life so why should it work or be the obvious thing to do in a game? I discovered you could do it purely by accident, and it's not satisfying when you discover something by accident, I want to find it out by thinking! :) <br/> <br/>However, the hint that you can destroy arrows with your sword comes in the level after, which tells me that you don't actually need it on the level where you lose your left key. But as I tried for about 20 minutes to complete the level without using my sword, I can safely say that without the sword your only hope is to run up as fast as you can, over and over again and hope that once you get to the top the zombie and the archer won't hit you back down. <br/> <br/>I would suggest showing an NPC swiping an arrow out of the way, so you'd think to do the same yourself, or create an impossible situation where it's very clear that you're not going to get past the arrows without trying something else. Alternatively you could just tell the player you can hit arrows instead of hiding it in a hint box! <br/> <br/>Also the boss was kind of tricky because there didn't seem to be anything I could do get the archer to aim at the boss - he seemed to just aim straight for me, no matter how close I managed to get to the boss, and when he did hit the boss it seemed to be random. <br/> <br/>Oh I liked the shield too! I really had fun playing the game apart from when there didn't seem to be anything I could do apart from try the same thing over and over! <br/> <br/>Thanks for playing our game! I left a reply to your comment if you'd like to see it. <br/> <br/>Cheers! <br/>Rob |
| May 24 23:12:00 | 197h 13m | Minty Relaxation | Don't worry it's not similar to Canabalt :P I you don't see people saying "it's very similar to Super Mario" just because something's a side-scrolling platformer. Anyway I really liked the game but just a couple of points: <br/> <br/>- I wasn't really sure of what the objective was, even when I found out that you could get points by slamming the beginning or end of an island I still wasn't sure why it got me points ie. what the context of the game was, surrounded with all this other stuff happening - It's like if you were doing a test in a room filled with interesting looking stuff and you were given points for consecutively hitting the third brick on the wall from the left with a tennis ball - you wouldn't think "sweet! doing this gets me points!" you'd think "what the hell am I doing here and why does doing this get me points and why should I care?". And the fact that there was both a distance meter and a points meter made me even less sure if what I was doing was really the right thing. I think just stick to one scoring system next time maybe? <br/> <br/>- Despite it being confusing I liked the gameplay, esp. the slamming on islands (otherwise it pretty much would have just been a slight variation on canabalt) But the fact that you bounce off the ground at completely random velocities meant you could bounce with no velocity at all, meaning inevitably you would just hardly bounce every so often and die and no amount of skill could save you, which was very frustrating. <br/> <br/>Despite this you've got a really high score in fun! And well deserved. I think if you fixed these problems it would be a REALLY addictive game. |