Foon → Ludum Dare Explorer → LD28 → Feedback comment stats → AlexVsCoding
Feedback comments for LD28
AlexVsCoding's games and stats for all events →
| Timestamp | Since previous | Game | AlexVsCoding's comment |
|---|---|---|---|
| Dec 18 19:18:00 | Science Ship Cleomedes | 1. I thought that the assigning of letters to the different options was a nice touch, although I found myself pressing those keys instead of the spacebar. Having those as options for activation in game would be great. <br/>2. The stars moving in the background made me feel like I was flying through a blizzard which felt awesome and gave a real sense of speed. <br/>3. Would've liked to have seen the asteroids spin but a petty thing really. <br/>4. Definitely think the story added to experience - seeing that distance counter slowly drop reminded me of apollo 13 with the astronauts being so far from earth. <br/>5. Have to admit I waited a little while to see if staying in the cutscene would reduce the distance, but unfortunately not! What would've been really cool is you slow down to drifting speed for cutscenes then activate the engines. <br/>6. What would've also been nice is allowing you to offset the speed of the ship (how long it takes between stages) to give you a quicker time between weapons. <br/>7. Do feel it got a bit extreme on the second section with the space pirates - after just making it through the asteroid field made facing the same chaos but with the addition of lasers too much, especially since the previous section had to be replayed. <br/> <br/>Overall an enjoyable experience which definitely filled me with a real sense of desperation, especially upon realizing how hopelessly outgunned I was against the space pirates. <br/> <br/>Thanks for building and good luck! | |
| Dec 18 19:51:00 | 33m 00s | One way out | 1. Whilst I wanted to keep trying to play this one, I died from attempting to jump over a static boulder which killed my player. Felt very unsatisfying for a game that I really wanted to explore as a human. It may have been worth making it clear to the player in game that you only had one life. Something as simple as a speech bubble saying "If I die, I'm not going to get a second chance! <br/>2. To have one life forever for a game is not a familiar thing for many players (whilst I do think its a really neat idea). <br/>3. What would be a fair way to counter the permadeath would be if you cause the death of someone e.g. push someone as a ghost into a pit you can claim their body and give yourself another chance at getting a shot of escape. On the other hand, maybe even more interesting if you had to help them escape by lowering things out of their reach and flicking switches in a poltergeist-like way. <br/>4. I definitely think that spawning players as ghosts next to a dead body would be far less distressing for the player (e.g. thinking you're still playing as the explorer when actually you're guaranteed to die. <br/>5. I find the character quite lovable by the way. The smile on his face despite the circumstances and his googly eyes are full of life, obviously contrasted by the cold, shakey image of his dead state. Real good job with that one. <br/>6. Potentially an opening stage of your character entering the cave to introduce the controls followed by a long fall/cave collapse to get them where they need to be to start the game. <br/>7. Loved the art style - had definite vibes of the Mr Skops levels from the original Rayman. <br/> <br/>Thanks for the contribution and I'll be paying attention to what you lot produce in the future, real good stuff! |
| Dec 18 20:45:00 | 54m 00s | One Wish | Lovely little game - did genuinely like how there was a variety of different wishes from the ridiculous to the meaningful. Was a little difficult to choose between the more personal ones but the game offset the guilt with amusing ones. <br/>With it coming up to Christmas, it's a nice reminder of what really matters and what is just trivial. <br/> <br/>Hilarious twist by the way of how to end sadness on the final day! |
| Dec 18 22:03:00 | 1h 18m | Charon | 1. Love the graphics - gave off vibes of the monsters off Ghouls n' Ghosts. Took a little bit of time to figure out the mechanics but once I got the hang of it was a nice little adventure venturing the depths of the underworld. <br/>2. The initial audio is a little painful as I was wearing headphones. <br/>3. Whilst I had no idea what the words were written but they fitted the theme and were unique enough to get a rough idea for directions. <br/> <br/>Nice little puzzle worth the extra time to figure out. Thanks for making this! |
| Dec 19 00:09:00 | 2h 06m | You only get one COLOUR | 1. Got to say, the thing that really sells the game to me, as basic as they are is the sound effects. They're hilarious!! Reminds me of the robot noises my Grandad used to make when I'd poke the different moles on his face. <br/>2. I like the feeling on jumping and quickly hammering through the different options to find the right answer - a definite thrill to that, I found the sahara level the most enjoyable for that. <br/>3. The level about going to different planets finished me off - ended up spamming the keys in frustration. Feel that the difficulty curve on that level was way too steep. <br/>4. Nice story to it - there if you want it but not shoved in your face so you can immerse yourself in it or just focus on the puzzle. <br/>5. Would love to see what the community could do with a level editor for this. If you've seen the game TimeFukc the level editor for that adds a whole new dimension to that game (I know I know, 48 hours). <br/>6. The controls did feel a little sticky at times - there were points where I'd switch colour and the accompanying key I'd pressed to move in a certain direction would keep applying (e.g. would continue moving left past where I wanted to land. This on the levels later on which required absolute accuracy this had enough of an effect on gameplay to make me quit. <br/>7. What would be nice for the less experienced player would be to for every time they fail, increase the saturation of the background for that level, so when people are really getting screwed over they can see what the next colour needed to be. I found it very difficult co-ordinating between the colour choice and the jumping simultaneously so maybe having this as a basic aid would still require the player to choose the right colour but with an idea of what's coming next. Then once you've completed the level you could set that saturation back to zero so no indication is given. <br/> <br/>Hope this is some useful feedback and thanks for making a cool game for me to play! |
| Dec 19 00:39:00 | 30m 00s | Troika | 1. Got to say, when I saw those trees move for the first time, I knew it was going to be a beautiful game. The dull blues against that yellow golden sky really bring out the silhouettes. <br/>2. Sprites were beautifully drawn, just could've done with a consistent death animation to accompany. <br/>3. Enjoyed the depth of the puzzles - the variety of powers allowed for multiple routes through the level, many times killing myself just so I could go back and experience the other 2. <br/>4. I'm a slight hypocrite for saying it (considering my game lacked this) but some sound I feel would've added atmosphere and depending on sound effects, scale to the scene. <br/>5. I would've liked something to collect in the level, especially since it was so much fun to fly around by alternating quickly the black orb power that something to gather would be the cherry on the cake. <br/> <br/>Thanks for making this and will look into your other work to see what else you've made! |
| Dec 19 14:24:00 | 13h 45m | Prime Mover | Fantastic game - oh my god those levels are so irritating! Gave up after the 4 way collision level. <br/>1. Love the effect of the level exploding at the end if you mess up. Reminds me of the minefield scene off Finding Nemo. <br/>2. Feel that the game would play beautifully on a device, although I think you might lose the panic of not being able to get your mouse across the screen in time to stop a ball which (despite it's annoyance) is a essential part of the gameplay. <br/>3. There was a couple of times where I'd be selecting one ball and would press in a certain direction only to find that I'd' selected another ball with no effect on movement for the original. Don't know if reducing the collision radius of the cursor would help this or not. <br/>4. An excellent choice with the audio for the game. Those meaty sound effects gave a certain satisfaction to winning and even losing. <br/>5. Think the difficulty curve could've been a little gentler, but I appreciate that this is a game jam so hopefully a future investment. <br/>5. Visuals were clean and crisp. <br/>6. Tutorial was genius - the best things in life are the simplest. <br/>7. Not sure if intentional but the level with the windmill of death there is a hole in the back of the level and the players can loop around. After the previous level felt a bit of a cop-out. Might want to check it out since I can see on the screenshots of yours there is a wall there. <br/> <br/>Definitely think that this game deserves more attention. Comment on some more games and I'm sure you'll get some more feedback! |
| Dec 19 15:08:00 | 44m 00s | Panacea | Love the colour scheme for the game! Felt like firework pollination. <br/>1. The anticipation of waiting for the enemy orbs to gather enough in the centre at the beginning reminded me of the Crash mode on Burnout 3. Was a good call to let the player take their time and choose when to initiate. <br/>2. Game definitely gave of the feeling of being an architect of your own destruction - was a definite panic moment when the orbs began to just explode themselves and spread. <br/>3. Liked that you had the grid area but didn't limit the player to it - was chasing a string of orbs out of there one time and thought it would stop me but was pleased to find that wasn't the case. <br/>4. Music was peaceful for such a chaotic game, gave off a doctor who-ish vibe. Good Stuff! <br/>5. Think that once you've died, the remaining exploding people should be added to the score. <br/>6. A slight noise when you infect individuals would be good, maybe even increase the pitch as your multiplier increases. <br/>7. Would be interested to see if local multiplayer could be implemented - seeing players attempting to seal each other off and destroy one another would be fascinating. <br/>8. Would've liked to see many many many many colour explosions or if you could figure it out, a different colour depending on how far down the chain it went. <br/>E.g <br/>first exploded orb = blue <br/>second exploded orb (as a result of the first) = green <br/>third exploded orb (as a result of the second) = Red. <br/>With that you'd get distinguishable waves of colour which would look awesome. <br/> <br/>Great work, thanks for making this and hope to see more from the project! |