Foon → Ludum Dare Explorer → LD29 → Feedback comment stats → GAFBlizzard
Feedback comments for LD29
GAFBlizzard's games and stats for all events →
| Timestamp | Since previous | Game | GAFBlizzard's comment |
|---|---|---|---|
| Apr 28 02:19:00 | Upheaval!: Rise of the Earthbounds | I was confused by the cutscene skipping playing many messages rapid-fire, but I think that it may have been working correctly. I did not figure out how to break any blocks -- having S depend on the location of the mouse cursor is very confusing, and I seemed to be buying $30 picks and trying to break a rock above my character. I tried to time when the marker hit the green area (or the red area), but neither worked. Special note -- nice dialog box graphics. | |
| Apr 28 02:53:00 | 34m 00s | Ripple | Nice graphics and atmospheric level. The start reminded me of a horror game, though I forget the name, one where start in the snow and find the entrance to a strange underground area. In your game it turned out you go through the world into another world underneath. :P I'm not sure if there was a goal or a reason not to run all the time, but I made it to the house at the end, and saw a black screen afterwards when music started playing. |
| Apr 28 03:01:00 | 8m 00s | Deepeon | The font is really difficult to read, though perhaps that was intentional. The = button doesn't seem to work for mute, at least on Firefox. <br/> <br/>The overall style is very consistent, and the mood is good, though I'm personally not fond of the extreme low resolution. <br/> <br/>The game seems quite difficult to not have level-based restarts though. Running through the first few levels with no interaction just adds extra time, so I quit after dying 5 or 6 levels in. :P |
| Apr 28 03:13:00 | 12m 00s | Planet Scan-it | I died while reading the rules, and couldn't find a key to restart without reloading the webpage. :P The rules seem pretty complex to not be able to pause and review them, which is a bit frustrating combined with no easy way to restart after you die. <br/> <br/>The controls reminded me of Lunar Lander and were really tricky to maneuver precisely. I think I finally managed to put a drill down, and pick it up later with a green bar. It played a ding noise. I didn't see any science bar change however. <br/> <br/>The orbital mechanics and how the drill and moon can go rotating past are really neat conceptually though! |
| Apr 28 03:24:00 | 11m 00s | Submersion | The reset button 'R' doesn't seem to do anything, at least on Firefox. The music is cool, nice job! :) <br/> <br/>It would be nice to be able to press a button like 'H' to temporarily pause and review the controls. They are fiddly, more so than a normal FPS-style system, but I imagine that's on purpose. <br/> <br/>The first time I found a treasure chest I couldn't figure out how to pick it up and just tried driving near it, but I seemed to have gotten it afterwards, so it must have worked. Is there a notification sound or indication when it happens? <br/> <br/>Neat atmosphere. Overall the walls and controls counteract that a bit though. |
| Apr 28 03:38:00 | 14m 00s | Attack Of The Subterranean Village Eaters | Very impressive for 48 hours, and neat concept of the underground attacks hitting buildings. I was confused looking for coal but I guess it's invisible? <br/> <br/>It took a while to get enough wood up and running at the start, but then it wasn't bad once I spammed more woodcutters. The sonic emitters confused me (and what I think is an "emitter prime", the label cuts off short) -- I put two of them down, but they didn't seem to affect the underground pigs at all. They just ate my building and then started eating the emitter. :( |
| Apr 28 03:44:00 | 6m 00s | Sanctums | Nice art style! It was difficult to figure out what to do, and the jump (at least on Firefox) is super short, so I couldn't actually climb any platforms. I think it's a multiplayer thing where other people connect and you shoot at them. <br/> <br/>One minor bug, the sound stopped working for the shooting effect after I played with it for a minute. |
| Apr 28 03:50:00 | 6m 00s | Emotion Lord: Within The Heart | Nice music! What did you use to create it? <br/> <br/>The mouse sensitivity (firefox) is really high. An option to adjust that might be nice. <br/> <br/>Interesting idea, but there didn't seem to be any downside to emotion vision (or upside to having it off). <br/> <br/>The bigest problem I found was after I picked up a pink heart 2 or 3 rooms in, the only way to move forwards was with a blue heart, and I couldn't get rid of the pink heart. I tried putting the pink heart back, and trying to grab a blue heart, but neither approach seemed to get rid of the emotion. |
| Apr 28 03:58:00 | 8m 00s | Mole Position | At least on Firefox, the framerate very quickly gets really bad, so I couldn't really play long. <br/> <br/>I also couldn't figure out what to do with the treasure chest. I dug up to the one on the right (digging up doesn't seem to require the 'x' key), and it fell down, but I didn't find any way to break it open. Then I tried digging down, and got trapped underneath it on the bottom right. :P |
| Apr 28 04:46:00 | 48m 00s | Small Town | Some minor notes: There's a typo (instead of "magnificent") in the sky text, and if you press left/right/left/right the car seems to jump ahead. <br/> <br/>I couldn't get Z to jump either inside or outside of the car. I also got stuck after sleeping in a building and nothing seemed to let me back out. Neat style, but seems a bit buggy right now. |
| Apr 28 04:51:00 | 5m 00s | Flood Trap | Decent text-based adventure game, though it gets pretty click-heavy. It has promise if the rooms had more description. Without landmarks a lot of them seemed the same. I died once, but being able to immediately go back to where I made a mistake was nice. I also found one room without content. I managed to escape in the end! |
| Apr 28 04:59:00 | 8m 00s | Side B, Track 1 | Nice graphics and neat idea with the tile flipping. Unfortunately the bike seemed to randomly flip over or get stuck sometimes, and once it got stuck upside down like a beetle. 'R' seemed to reset it which was nice, but I notice your Controls listing does not mention that. <br/> <br/>It was also difficult to tell why enemies were resetting, and hard to see the edge of the map until you were on it. <br/> <br/>Tron is always neat for a theme! |
| Apr 28 05:04:00 | 5m 00s | Anomaly #LD48 | Nice graphics and clever idea. Having to control TWO characters at once is rough. <br/> <br/>One problem I noticed was that it seemed possible for the random level generation to make a gap so wide, you cannot jump over it -- unless it requires a max held-down jump at the last minute, and I just did it wrong? |
| Apr 28 05:12:00 | 8m 00s | Beneath The Sea | Enjoyable music and audio feel, the game made me smile. The bombs also felt powerful. One minor thing that would make it even better would be if the bombs made some sort of explosion sprite (or at least some sort of effect) when they kill a summons. This might also help differentiate between the normal weapon and more advanced weapons. <br/> <br/>The main problem I saw, which also got me killed multiple times, was that sometimes the ship randomly stops firing. It's not overheated (I got the whistle noise when I overheated, and I'm pretty sure I had an empty meter in this case), and I had ammo (or an infinite weapon)...but mouse clicks no longer register. |
| Apr 28 05:27:00 | 15m 00s | Revenge of the Kraken | Entertaining idea. I really liked that ramming the ships with boost would knock them in the air, and that you can go flying out of the water like some sort of tentacled whale. <br/> <br/>The controllable tentacles were a novel concept but didn't seem to add much to the game, since I basically just tried to run into the ships and wave my tentacles around. <br/> <br/>I was a little disappointed I couldn't launch myself out of the water and die beached on the shore. |
| Apr 28 06:06:00 | 39m 00s | Beneath the Trolls | This is my favorite Ludum Dare 29 game I have played thus far. Not only is everything super polished, but there are a ton of levels. <br/> <br/>I especially liked all the little design details. One level didn't have enemies shooting when it would have been too frustrating. The switch mechanics were varied. The enemy bomb indicators are a good idea. The instant air dash mechanic is awesome. <br/> <br/>Pretty much my only complaint was that the very last level (17), you briefly get a final score screen, and clicking resets to the start of that level rather than showing you an overall final score/congratulations screen. <br/> <br/>Great job, I'm very impressed this was done in only a weekend. |
| Apr 28 06:14:00 | 8m 00s | Sea of Sorrows | You might want to add a note on the submission page that Left and Right are the only controls (as far as I know). It took me a few seconds to figure out what was going on while I pressed keys. :P <br/> <br/>The mood is good and the idea is probably promising, but I feel sorry for the fish, who cannot win and who apparently managed to become trapped in an area with walls on ALL side. |
| Apr 28 06:20:00 | 6m 00s | Beneath The Lab | Clever ideas -- I muddled my way through some of the transparent or fallthrough mechanics, but probably wasn't smart enough to comprehend them completely. <br/> <br/>Unfortunately in my opinion the voiceover is primarily annoying, and the game would have been better with only music. Also, even with my mouse sensitivity all the way down, turning is really fast. It would be nice to have an option to lower that. |
| Apr 28 06:25:00 | 5m 00s | Above and Beyond | Interesting idea. I was not fond of how you have to drain one emotion to use another one, and I wasn't sure what the different colors of enemies around the body meant. The graphics are nice! |
| Apr 28 06:35:00 | 10m 00s | Subocula | Interesting concept, and very creepy mood as a result. The mechanics were pretty simple, and if you want to avoid overusing the vision ability, there is a lot of downtime while you wait for it to cool down. I realize it might be too easy, but maybe something else could balance it. |
| Apr 28 06:49:00 | 14m 00s | Deepweb | Good concept, nice puzzle game. Reminds me of combinatorics and graph theory. <br/> <br/>The main two suggestions I have are that either you should be able to restart a failed mission instead of the entire series, or money should carry over. Maybe I was mistaken, but it felt like any profit I got from finishing a mission early didn't help with the next mission, and then it hurt to lose all the fancy tools I had gained. Promising ideas though! |
| Apr 28 06:54:00 | 5m 00s | You Must SMASH! | Decent idea, some more variety or a win condition might help make it more interesting. I did not like the horizontal speed the character reaches, since it felt a bit like ice skating. |
| Apr 28 06:57:00 | 3m 00s | Wriggle Worm | It looks decent and works pretty well, but the mechanic gets old quickly. Having different enemy types, or something the player could do besides dodging and boosting (shield? heal?) could make things more fun. |
| Apr 28 07:11:00 | 14m 00s | COVERUP | Cute game, a little bit annoying music, and creative mechanic that's like a shell game with a lot of shells. The guys in the suits probably want to keep tabs on everyone so they don't have to go through this hassle. :P |
| Apr 28 07:39:00 | 28m 00s | Sail | First, a couple of minor issues: I had to fullscreen the Unity web player in Firefox, because for this game right click brought up the menu. I think there's some way to have right click work even in windowed mode, but I don't know it myself. Also, the hook sound is kind of annoying and it's slow. Last complaint, the treasure in the star was hard to find compared to the map. :P <br/> <br/>That said, really well done. The graphical style is great, the boat controls are great, the music is soothing, and the whole thing is cute. Being able to look at the map from overhead while looking at the map is very helpful! |
| Apr 28 07:49:00 | 10m 00s | Cry Baby | The idea of crying and throwing tears is funny, and the graphics are cute and consistent. Unfortunately, every platform having a pixel down on each edge makes the controls SUPER frustrating, since you can either get stuck on the front side, or slide off the back and get stuck. The loss-of-balance animation plays, but you can't jump or run back on. Maybe that was on purpose, but I felt like it hurt the game more than helped it. Also, I noticed a robot did not respawn when I retried. I'm not sure if that was intentional or not. |
| Apr 28 07:58:00 | 9m 00s | Inside Look Activity Book | This is impressive and creative, but in the "Please seek psychological help" way rather than the "This is a good thing" way. :/ I realize it may be artistic expression, but please consider it. |
| Apr 28 08:04:00 | 6m 00s | Sink or Swim | Looks nice, but I think it would be better with more positive rewards instead of becoming a gradually more obese and unwieldy fish who is doomed to die. :P <br/> <br/>I like the way the seaweed moves when you brush against it, though going near it is a bad idea. |
| Apr 28 08:07:00 | 3m 00s | A boy and his Hellworm | I didn't rate because it didn't work in Firefox 28.0, sorry. :( |
| Apr 29 01:38:00 | 17h 31m | Hyper Spike Smash!!!!!!!!!!!!!!!!!!!111!!!!!!!!!!!!! | Amusing. I like the mechanic of absorbing shots. :P |
| Apr 29 02:10:00 | 32m 00s | Speed of Light | I assume the only control was the up arrow? It took me a minute to figure out the timing. Nice for 3 hours. :) |
| Apr 29 03:53:00 | 1h 43m | NanoMed | The concept of immunizing yourself before ramming an enemy to destroy them is neat. Getting enemies kind of stuck to you and taking a lot of damage is not so fun. :P |
| Apr 29 04:01:00 | 8m 00s | Auger | Neat graphics, but the mouse sensitivity is super high (Unity web plugin, Firefox) and the mining laser takes super long to destroy anything. I got down into the Minecraft-esque area and found a crystal, but it was quite frustrating figuring out which blocks were in my way, and waiting for the mining to finish. |
| May 3 04:10:00 | 96h 09m | Crustacean Farm | Oddly addictive. Became very laggy 4-7 days in, on Firefox 28.0. I was never sure if wheat/stone/wood/trees did much. |
| May 3 04:22:00 | 12m 00s | Tokelau | The concept of supporting a village with digging is cool. Unfortunately it seems super slow to dig, especially to dig gold blocks. Also, my gold generation did not seem to increase even when I put trees next to houses. |
| May 3 04:30:00 | 8m 00s | Woodcutter's Folly | Cute graphics. The engine seemed very laggy (Firefox 28.0). The hit sound seemed to be about 0.25 seconds behind when the player would touch the ground, and controls were very floaty. |
| May 3 04:35:00 | 5m 00s | Sub Memory | Learning Unity and 3D at the last minute is brave. The idea was creative. :P |
| May 3 04:46:00 | 11m 00s | Beneath The Surface | Clever idea. There didn't seem to be any reason not to fire constantly, so an auto-fire mode might be nice to save the player's mouse finger. Although, it was hard to see where you were firing, so a more crosshair-shaped crosshair might help. It was also quite difficult to rotate properly to reach the firing missiles, though I imagine that was intentional. The missiles hitting the shield with no way to heal or dodge was a bit frustrating. |
| May 3 05:01:00 | 15m 00s | StrataGEM | Good idea, not actually very difficult to pick up. The single most important suggestion I would make is that there be a counter of the number of dark hexagons left. They are hard enough to see as it is, and the game over seems very abrupt (with no retry button) because it is hard to know how many moves you have left. I assume the game can be won if all layers are cleared, but I did not reach that point. I was also not sure what the dark hexagons meant. |
| May 3 05:56:00 | 55m 00s | Dungeon Jelly | First off, this is really good, and I guess that is why my complaints feel so frustrating. It could have been AWESOME but for a few things. For one thing, sound effects or music would be nice and could reduce stress. For another thing, the jelly bits look really nice when you kill jellies, but they make it hard to see, especially when the level is filled with them and you suddenly enter a new level, and those bits are still around. <br/> <br/>Perhaps most importantly, the game feels super arbitrary. Yes there's the color wheel...but which color wheel? Red seems to be "more" opposite blue than green on some wheels, and blue opposite yellow. But purple/yellow are apparently paired? I'm probably crazy, but sometimes it felt like single hits would kill, and other times it took multiple hits. <br/> <br/>Early levels would be great for introducing the concept if you stuck with color opposites...but only early levels, apparently everything dies in a single hit, making the multiple hits in later levels very confusing. <br/> <br/>Ultimately the game made me want to largely avoid combat at all, and it becomes an exercise in repeatedly running through early levels and seeing whether the apparently arbitrary jelly spawn/goal spawn/jelly movements in later levels decide to humor you as opposed to completely trap you or block the goal. <br/> <br/>If some of these things were addressed, this could be a great game though. Sorry to be so negative. |