Foon → Ludum Dare Explorer → LD29 → Feedback comment stats → Crefossus

Crefossus

Feedback comments for LD29

← LD27   LD30 →

Crefossus's games and stats for all events →

TimestampSince previousGameCrefossus's comment
Apr 28 02:17:00 Lost Villages I like the sound effects and the sense of progression but it feels a little tedious even with holding spacebar. Considering there is a fair amount of art and you managed to have an ending condition... good job overall :)
Apr 28 02:22:00 5m 00s Kill or Kill Wow I was into it so much I actually jumped when I got shot... Excellent work.
Apr 28 02:31:00 9m 00s The Big Blue Can't start because openAL32.dll is missing from your computer. I found this dll (https://dl.dropboxusercontent.com/u/86120857/OpenAL32.dll) and put it next to MonkeyGame.exe The fish aren't spawning when you dive for me, it's just an empty ocean.
Apr 28 02:37:00 6m 00s Switcher Wow I love the feeling of the horde chasing you!
Apr 28 02:46:00 9m 00s Logiki Not feeling the theme, but this could be a really great teaching tool and looks pretty slick. Unfortunately I can't remember what the symbols are as you get to the later challenges. Maybe it also could also use rewards in some shape or form?
Apr 28 02:51:00 5m 00s Forerunner Great sound design and teaching the player what to do with visual cues (when to diving underground). The difficult is fairly easy at first but then sharply gets hard - I get annihilated by those spinning things underground.
Apr 28 03:09:00 18m 00s Cave Invasion (Text-based) This is really well balanced overall and has a great tutorial area! Getting to the recommended level was a little long for the 2nd cave level.
Apr 28 03:14:00 5m 00s Necro Dividing was fun and the music is excellent, but the pace is little slow (or I'm missing something?).
Apr 28 03:20:00 6m 00s Strawberry in the Underworld Interesting level design and great audio/sfx.
Apr 28 03:25:00 5m 00s SHARK This was a lot of fun.
Apr 28 03:51:00 26m 00s Scuba Sam I love the player animation, so cute. The first and second level are ok to solve, but it gets a little tedious after that.
Apr 28 04:07:00 16m 00s Mole Empire I like shadows and mood (sound/fx) a lot. I'm kinda bad at the game though and the character moves slowly to reset so much :D
Apr 28 04:12:00 5m 00s Cubic Caves (Ludum Dare 48 Hours) The skills and visuals fx are great. F5/F6 is a little weird though, why not 1 2 3 near wasd? Has potential.
Apr 28 04:44:00 32m 00s Killer Without Color Although it's not completely finished, this was actually a lot of fun. The seals actually have pretty satisfying ai. Exploration (a dive to the bottom! - how moody.) and figuring out the movement mechanics was fun.
Apr 28 07:40:00 2h 56m Tentacle Potato Defence Pretty fun. The timing of the day/night cycle is pretty seemless, so good job there. It has had me playing for a while .
Apr 28 07:56:00 16m 00s Inside Look Activity Book Great fit to theme.
Apr 28 08:34:00 38m 00s Pressure Interesting. I like the feedback/increase in heartbeat and sky color. I got confused on the directions. Basically "hold space to get bubbles" means press space when the red spheres show up.
Apr 28 09:18:00 44m 00s 800bar I'm loving the particle effects and lighting. When you collide with something it feels buggy though. I also recommend posting the controls here in case your player doesn't memorize them (cough).
Apr 28 09:57:00 39m 00s Pipe Wars The submarine feels great and is appropriate movement as a sub but it's a little stressful on the hand. Maybe mouse control? It also gets a little tedious searching for them but when you finally get them all there is some reward/relief. <br/> <br/>(Just be careful not to press spacebar too fast!) Perhaps some extra objects/eye candy would help to keep the exploration feeling going. <br/> <br/>Great work on the models/particle effects!
Apr 29 02:24:00 16h 27m Operation Nereids Great job on the bubble particles and artwork. I also like how you made use of all directions in the level design, since it is a sub after all.
Apr 29 05:02:00 2h 38m StrataGEM I really like this game. The initial learning curve was steep but the controls are silky smooth. The music is relaxing/fitting. <br/>http://i.imgur.com/1bBOfJ9.png 1575 :D
Apr 29 05:14:00 12m 00s Beeneath The Surface I can't beelieve how many puns you got in this game. The combat had an interesting learning curve and it felt great to beat the game. The models are pretty good and orange background works (instead of just blank..I always have problems with that.) <br/> <br/>I also like the ambient noise (buzzing/outdoor air feel), but I'm not a fan of the music. It's a little too hectic.
Apr 29 06:20:00 1h 06m Do Not Drown I enjoyed the atmosphere, camera placement, and lighting/mood.
Apr 29 06:23:00 3m 00s deep down Good sound design. The sharks exploding is satisfying. The gameplay is a little sluggish, but it's a finished game. I also liked the stats at the end - that could go somewhere a la jetpackjoy ride missions.
Apr 29 06:43:00 20m 00s Office Simulator 2014 Excellent art style (and you did make a lot of art!) and humor. The audio was really good too. Coding/Program humor and boss humor were my favorite.
Apr 29 07:27:00 44m 00s UNDERQUEST Pretty good game design. I like how the controls are simple/constant but the gameplay can still be complex/changes. Definitely needs some audio/sfx. <br/> <br/>The last level is a little frustrating until I figured out you can just go straight to the end. (Are you supposed to be able to get the key by luring out the fast guy somehow?)
Apr 29 15:07:00 7h 40m Sail Great low poly and consistent artwork. I absolutely love the level design with the spyglass. This is so polished for compo...excellent work! <br/> <br/>I didn't figure out the fish icons on the treasure map until the last map though..I was searching crazy for those fish. Kinda funny. Also the very last spot/trigger for right-click must be small or I didn't understand because it took me about 10+ tries around that area.
Apr 29 15:20:00 13m 00s Bloodbath I like the feedback of the white blood cell/infectious best. Could use a sense of progress in each area (or I didn't get something).
Apr 30 11:11:00 19h 51m Damned Scouts! Cute graphics, satisfying level design.
Apr 30 12:39:00 1h 28m Deep Decent work overall and the main character is cute. Some pacing issues for me - It's a little slow going at the start but after it picks up it becomes fun.
Apr 30 12:56:00 17m 00s Forsaken Pit Totally impressive for 48 (especially multiplayer/leaderboard), yet the long range attacking and being able to spam attacks is a little odd. It's not so much that you can spam, it's that you need to right-click every time I think (and move like that too). <br/> <br/>Still super cool! Being able to choose a color is a good touch.
Apr 30 13:15:00 19m 00s The God Underneath I like thinking about the initial new gameplay/strategies although there is quickly a dominate one. Also the graphics are simple but polished/consistent which helps setting a good mood.
Apr 30 16:10:00 2h 55m The Sun And Moon I really enjoyed this (beat all 30)! Smooth responsive controls and I like the trail which sorta tells you your path in a way. <br/> <br/>For me it would be fun with a more adventure feel instead of puzzle driven since the speed is so much fun. You could really get some exploration on. <br/> <br/>Oh if you need a spoiler/solution for lvl 28: http://i.imgur.com/mpaRZvS.gif
Apr 30 16:27:00 17m 00s Read Between the Tropes I was able to follow the mech pilot plot a bit easier than the magical guardian (I just had to read both endings for the mech one :). I enjoyed the humor in the names based on ld48 in both stories! <br/> <br/>One interesting thing about this format is that you can't go back if you get confused - I guess I should learn to take my time.
May 1 09:10:00 16h 43m Elder Sub Great music, sfx, mood. Pretty cool you got multiple selection/pathfinding/rts elements working smoothly in this short amount of time. <br/> <br/>There is real potential in making an action based micro game.. like needing to swap guys in and out of the med bay paying careful attention to everyone's health. It just needs game balance and as everyone else has been saying - more stuff.
May 1 11:54:00 2h 44m Aztec Pretty fun at first with a story to boot. However the difficulty didn't seem to increase as it was extremely easy to group and kill them while moving and not taking damage. I couldn't tell if there was anything different to come so I left. <br/> <br/>Controls are a little wonky- could use an option to strafe+mouse look instead of turn to rotate. However considering the time constraints the controls do work smoothly enough. <br/> <br/>Great job overall!!
May 1 12:02:00 8m 00s Kontroise Great fun after figuring out how to use the space drift/strafe properly. Spot on difficulty ramp throughout levels. I enjoyed the fancy effects with nice graphics and the integration of text to speech for a futuristic game. <br/> <br/>On theme: would be interesting to see the failed prototypes (I'm assuming the space drill was first from a digging/underground proto?)
May 1 14:47:00 2h 45m They Launched a Probe! This is crazy impressive! Collecting the science was super satisfying and really not all that hard/that much code. There is just that initial difficulty curve that needs to get addressed. If the player diligently reads the bitbucket guide that helps, but all that info needs to be in game somehow. <br/> <br/>Some ideas: <br/>Introducing the three systems one at a time. Also giving more feedback on screen. Uncommenting the debug info works right now, but maybe that should happen by default when you open the code menu (like the colored thrust/velocity info do - label those?). <br/>Flashing out of energy and displaying text if it remains drained for a while - "you can access how much energy you have left by using input.systems.energy". <br/>A reset all script button. <br/>Control+s saves.
May 2 19:25:00 28h 38m UHP Undeground Facility Interesting combat - as I found multiple tactics to overcome your enemies. I like how initially you learn that avoiding can be useful. Perhaps slightly less ammo overall so spending it or finding ammo is more meaningful. You can have that moment when you're like OH CRAP out of machine gun bullets... switch to pistol. "I'm such a smart player". <br/> <br/>Nice particles and the rotating/facing you floor tiles are neat. I will say I thought that floor near the green floor tile was a wall at first. <br/> <br/>Movement is a little boring - not sure if it's just slow or what. Sprint maybe (and you can't shoot then?)? <br/> <br/>Great job with the difficulty considering the length of the game, although for me it depends heavily on the oldschool game design of memorize what's coming. That's valid though and it does this fairly effectively. <br/> <br/>Pretty amazing what you accomplished in this time span! I had fun watching your timelapse :)
May 2 22:44:00 3h 19m Underground The difficulty needs to be tuned a little bit for having only 3 lives. Collision box could be a little smaller so you don't collide with transparent pixels. <br/> <br/>Liked the sound when it was working. <br/> <br/>It was super fun and got me to edit the javascript to add more lives so I could finally beat it! It was really rewarding when I finally beat it.
May 2 22:48:00 4m 00s Klein Bottle Asteroids Was interesting to have each level change the way space works. Although the enemies are a little repetitive. The ending felt rewarding.
May 2 23:04:00 16m 00s ExploitedMiner I like the lighting effects and the floating ui to show your gold. Like the different mood from underground to above ground. Good feedback for where you can dig/cant (red/green) <br/> <br/>Could improve by showing controls (left was q and right was d for me.) Is there a build/place block?
May 2 23:20:00 16m 00s Sand Runner Arena Like the main mechanic of rolling and the timing puzzles.
May 2 23:42:00 22m 00s Le Ver Really like the mood, lighting, and overall feel of the game. The writing is excellent and art is well done (a couple of seams here and there. Could give the player more choice, feels like your'e on rails a bit.
May 3 00:03:00 21m 00s In Hiding Loved the lighting and floorboard shadows as well as the heartbeat that all set the mood. Very intense options and decisions although in the end. <br/> <br/>A viewer on twitch said I should say "I couldn't even win when I choked the baby :(" Which is true.
May 3 00:22:00 19m 00s Daisy's dog is dead Great audio and there is a lot of feedback for the different actions. The collision was a little sketchy and frustrating at times but for 48h it's fine. Also the design reminds me of snail bob.
May 3 01:21:00 59m 00s Doomsday Bunker Really impressive! I loved the micromanagement aspect and base building options. Having to leave the base strategically to collect resources and plan your base made this great. Amazing UI <br/> <br/>Possibly improve: sound sfx and maybe lighting effects for above ground/underground difference. Air raid blocks notification blocks text for building - perhaps a separate window?
May 3 01:36:00 15m 00s Beneath The Ice Vector graphics very stylish many little polish features like the player body animation for reeling in fish. Love the ending! <br/> <br/>Maybe test out a different input? Like a circular option?
May 3 02:03:00 27m 00s IO - Reflection/Puzzler Love the multiple solutions and the length of the game is impressive. Pretty polished graphics. <br/> <br/>Could teach the portals using only one first. The text on the the bomb could have contrast or you could put a background. <br/> <br/>Would make a really cool cellphone game for sure.
May 3 02:27:00 24m 00s Colony 31 Love the mood including the intro and ending vista. Love the animations and slick artwork. <br/> <br/>A few glitches in collision and the button/switch. Knowing the solution but having to redo it is a little tedious.
May 3 02:40:00 13m 00s Quantum Tunnelling The mood is great - I especially like the lighting change when you die. The ui and and controls were slick and responsive. <br/> <br/>I wish there was more to do besides collect resources and not run out of fuel.
May 3 03:01:00 21m 00s SnakeFormer - Half Snake, Half Platformer Amazing, I had to play twice! Really satisfying loved the sound effects, lighting, music and gameplay!
May 3 03:35:00 34m 00s Dig Hard Love the way the camera is programmed, detail in the animations (like spawn animation), and intense gameplay. Minimalist, clean ui works well. <br/> <br/>Even if you play poorly it's still amazing. <br/> <br/>Every effect is well designed (like the mines flashing and exploding) <br/> <br/>Could use a background for the sky. Graphics are a little flat.
May 3 04:17:00 42m 00s Foundation I like the level design for the 3rd level where you throw the dynamite down the passageway and baiting the flower into the hole. <br/> <br/> <br/>Just needs to polish up and finish everything (animations sounds etc). The core gameplay mechanic works but needs a little tweaking to be more exciting.
May 3 06:26:00 2h 09m Eskimo Run Great job overall. The difficulty was a little bit much and while I adored the red fish initially ... it came back to block what may have been a successful me once or twice. <br/> <br/>Loved the graphics overall but they could use a unifying look (anti-aliased/pixelated). <br/> <br/>I got addicted to it so that's a good thing.. I think.
May 5 10:38:00 52h 12m Digging up Daisy I really love the art - it is consistently lovely. Bomb/radar are fun gameplay elements. Not sure how you programmed the pixel clearing aspect but that's done well too. <br/> <br/>Possibly make the first level not as deep so there isn't a chance for the player to get bored if they miss the coffin. <br/> <br/>I missed the directions on the 2nd level somehow so making clear objectives/forcing the player to use both the bomb and the radar in the tutorial is probably necessary. (I did figure that out later by reading the LD page though). Also if the player gets really lucky and goes left fast they may complete the 2nd level without reading those. <br/> <br/>The gameplay was a little slow for me to try more than a handful of times without filling up with rage, even if there was some strategy with using radar to avoid dots and use bombs.
May 5 11:08:00 30m 00s Submarine of Death Like the thought that went into the collisions (instead of rage inducing bounding box) and the artwork is stylish/consistent. <br/>The gameplay could use some kind of resource management or thought provoking enemies/ai as time goes on.
May 5 19:43:00 8h 35m Magma Dropper I like the amount of levels and the water creation mechanic. I think you could have used this a little more in the level design (like blocking off an area with lava that has a bunch of coins) You can see the amount of work that went into this so you should be proud :D <br/> <br/>Everything just needs a bit more polish - more sound fx (and maybe a brighter sound for the coin collection?) Sometimes you can't see where you're falling and because falling means you need to start the entire game over, this is painful! Try less saturated colors/less UI elements ?
May 5 20:05:00 22m 00s Surface Come I liked the control scheme and the interesting choice of skipping multiple obstacles or not. <br/> <br/>A little slow at the start after the first try - maybe make these levels a little shorter? <br/> <br/>Music helps keep up the energy level even though it gets a little repetitive. Could use sound FX.
May 10 21:44:00 121h 39m The Dead rest Beneath Us The dark values, blues, lighting, and overall graphics help keep up the dreary mood to the game. All of the modeling and the number of environments is very impressive for 48 hr to me. <br/> <br/>The drawback is that it's not really "fun" nor is it meant to be I suppose...Although I did think of an achievements like "do a flip" for the underwater guy. <br/> <br/>Also since you were going so much for mood I feel like sound fx/sound design could really have really pushed it even further. The music worked ok, but it could have been a little more depressing/moody. So little time though!
May 11 04:49:00 7h 05m Super Scrool Bros The way the level advancing and death could use some polish. You should have to get pinched against a wall to die instead of just touching the left. I liked the music a lot, but it could use sound effects.
May 11 08:26:00 3h 37m Tiny Haunt I love the sound fx, death effects, possession glow, polished art overall (Besides maybe the explosion icon/hand). <br/> <br/>On level complete should have a next level button and menu button. <br/> <br/>The boxes/w hand are a little overpowered compared to the arrow. Maybe make it so the boxes can't actually kill guys with armor but can kill regular ones? <br/> <br/>Maybe sometimes you could have an arrow generator and if the arrow gets destroyed it respawns? Maybe like portal boxes? It's a little annoying to have to control the arrow sometimes (although the dominate strategy is just blow them up to knock them into spikes/throw boxes at them). <br/> <br/>With a little balancing and more levels/challenge this could be really great! Or maybe you could offer challenges like kill them all with the arrow/box/whatever, or something...
May 19 22:40:00 206h 14m Kraken Pool Party A little tough to judge with only only player. I love the art style. Smashing objects felt satisfying.
May 19 22:49:00 9m 00s Must Thrive I like the color scheme and fonts. The rays shooting out to collect the fish felt nice. I can see where the camera work is going with giving leading space but because it controls where you're moving, it feels odd. <br/> <br/>Audio is really high pitch, could use music.
May 19 22:58:00 9m 00s Harold's Musical Hamventure I really like the tilesets. Walk animation feels a bit weird sometimes. I liked where you were going with the sounds syncing up with eachother. <br/> <br/>I love the detail in the idle pig animation.
May 19 23:08:00 10m 00s Lonely Boy Really like the audio but it's missing some sound effects. Extremely innovative but also slightly lacking in fun. I think the blindness also works against you as much as it works for the mood and theme of the game. <br/> <br/>The art was very well done, especially the player footsteps and drawing the walls. <br/> <br/>The writing was excellent and provided a good direction for the player.
May 19 23:19:00 11m 00s Collapsing Cave The controls on the ship once you got the thruster was interesting and innovative. I like the detail in the player ship but the background leaves a lot to be desired. <br/> <br/>Was fun to dodge the rocks (especially with thruster movement although I wasn't sure that was helping really) but the lag made it a title difficult. <br/> <br/>More graphical or sound feedback in general for the actions you take or incur (damage/score/menus)
May 19 23:25:00 6m 00s Under The Rig I love particle effects, especially the trail of the bullets and the explosions. <br/> <br/>I like how you can hold down mouse or tap if things get too close, however maybe if you choose to risk being close and your bullets are getting destroyed the rate of fire could go up. <br/> <br/>The best feeling in the game is when you're falling rapidly during that initial part. Maybe you could capitalize this in your gameplay instead of having it all at the bottom of the ocean. <br/> <br/>The enemies got a little repetitive after a while.
May 19 23:35:00 10m 00s Overcharged The controls are a little difficult. Maybe the level design could allow for a difficulty pacing. The use of theme as well integrated as a core mechanic. Very innovative. <br/> <br/>The directions could tell you that space is jump! Somehow I didn't try that :D <br/> <br/>Could use music a little abrasive audio.
May 19 23:42:00 7m 00s The Sunken City I know you said it's not a game, but it definitely needs some kind of challenge or risk element. I like the exploration and the movement feels pretty good (although maybe he could be sinking?). <br/> <br/>The animations and 3d art are all very impressive for 48h. <br/>I like the mood the music and fog/colors create. <br/> <br/>Slick menu ui for losing.
May 19 23:56:00 14m 00s Attack Of The Subterranean Village Eaters The balance is reasonable although definitely punishing for first time players. It's hard to understand what's going without models or a little more feedback - maybe your building flashes red? I thought the buildings were just on timers for the first half of the game. <br/> <br/>The theme is well integrated with switching views and is a core mechanic. <br/> <br/>Great job overall you really got a lot into 48h. <br/> <br/>Lacking music that might really help out.
May 20 00:04:00 8m 00s Driller I like the feel of the rotation of the driller (Feels like a machine). The lighting effects and having different values for the ore is a great start. The drill is almost totally polished so good job on that. <br/> <br/>Unfortunately you just needed to finish the game win/lose... some element of risk or even a timer counting down could have worked.
May 20 00:14:00 10m 00s Mine Jumper The level could feel more dynamic if there were a few elements: perhaps the camera could zoom out as you go faster and if the track had different slopes that could work well. Music could help pump up the adrenaline too. <br/> <br/>I like how the hitboxes are forgiving (Even though the duck animation feels slow I never felt penalized for any close calls). <br/> <br/>Overall the graphics are consistent and polished, great job here.
May 20 00:22:00 8m 00s Grimy Little Game A little mind numbing yet slightly satisfying the first play or two. Gameplay seems a little limited because of the field and no new enemies or interactions going on. I like the use of the theme and especially the scale of the keyboard art. <br/> <br/>Camera seems to get suck a bit sometimes. <br/> <br/>Music works well although is repetitive. <br/> <br/>Could use death or other animations. Overall it seems kind flat.
May 20 00:34:00 12m 00s Let the Tree Live I like the minimalism in design and initial color scheme. <br/> <br/>The purple is a little loud and makes the text hard to read. <br/> <br/>I loved figuring it out initially and there was about 10 seconds where I was super excited to have a strategy based on this. <br/> <br/>Perhaps introducing new game play elements would alleviate the boredom(pruning things the the circle is attracted to an d animates towards otherwise?). I feel like there wasn't a whole lot of choice in the solution and the dominate strategy of clicking as fast wins (unless I'm missing something?)
May 20 00:44:00 10m 00s SuperSubSkin Heartbeat and audio helped set the mood. I like how the walls turned green when you infect the human, but sometimes there was a slowdown that I couldn't pinpoint. Whatever does this needs a bit more feedback so that it's clear.
May 20 00:54:00 10m 00s River of Souls Lighting was great and help set the mood (along with the dialogue). It could have used some music to really push the mood over the edge. <br/> <br/>It was an interesting way to tell a story although somehow I didn't realize that collecting the objects progressed the story - it was just constantly progressing until near the end. That's when I realized I was actually in control the whole time. <br/> <br/>The mouse was a little laggy although the trails were beautiful. <br/> <br/>Excellent graphics and detail (like the skulls on the sides).
May 20 00:59:00 5m 00s Under Arctic The camera could give the player space depening on which way they're facing. I hit an iceberg and had no idea it was there! Exploring downward was fun until I died.