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Feedback comments for LD29
Mental Atrophy's games and stats for all events →
| Timestamp | Since previous | Game | Mental Atrophy's comment |
|---|---|---|---|
| Apr 28 02:45:00 | One Cold Night | The snow looks great and conveys depth really well. I was only able to find one person between my three attempts. I am sort of unclear on how the sniffing helps. Nice work overall. | |
| Apr 28 02:52:00 | 7m 00s | DeepStep | Cool idea, though I seemed to have some synchonization issues on my end. The rhythm of the mover and the music went out of sync pretty early on. I was generally terrible at timing the direction and found it easier to just hold the button. |
| Apr 28 03:11:00 | 19m 00s | Gems of the Deep | Hey, we nearly made the same game. The zoom really helped with finding the gems. |
| Apr 28 03:41:00 | 30m 00s | Giant Pumpkin | A five ton pumpkin is pretty absurd, and I could probably do a lot better now that I know how it all works. The art is really pro. |
| Apr 28 04:32:00 | 51m 00s | Revenge of the Kraken | Air squid. I must be tired because flopping the tentacles around is hilarious. |
| Apr 28 04:40:00 | 8m 00s | Root Command | Very simple and intuitive controls. Nice job. |
| Apr 28 16:34:00 | 11h 54m | Insane Grandpa | Nice ending. Great graphics. The range on the cane attack is super short which made it difficult to attack without colliding with the enemy. |
| Apr 28 16:53:00 | 19m 00s | Beneath the Earth | The player physics are really harsh, making jumping a lot harder than it needs to be. Gravity is too powerful. There are also a lot of collision issues, where I'd have to jump to unstuck myself out of the floor. |
| Apr 28 16:59:00 | 6m 00s | Deep breath | There's not a lot going on her, but at least you got something done on time for the compo--that's meaningful in and of itself. |
| Apr 28 21:47:00 | 4h 48m | Fragment | I don't get it. I've played four times seeing if I missed something, but after the initial text fades away nothing else happens until the timer runs out and the screen reds out. On my first play, I managed to locate another small paragraph, but that's the only time. |
| Apr 28 22:12:00 | 25m 00s | Ground control to major Tomashevsky | Pretty good overall. The audio was great, especially during the intro. I liked the narration as I continued to explore deeper. I ended up not using the light, since it seemed to obscure more than illuminate. The multiple gameplay phases, between landing the ship, planting the flag, and utilizing various tools was enough to sell me on the idea that I really was a spaceman landing on Neptune. |
| Apr 28 22:25:00 | 13m 00s | Above and Below | I get the same error as Seraphina. |
| Apr 28 23:08:00 | 43m 00s | Under My Bed | Nice game. I got to around 400 before deciding it wasn't getting hard enough fast enough, but I am definitely a fan of these simple diversions compared to some of the more complex jam games. My strategy was to always be looking a direction, even if there were no monsters present, because I figured I always had a 25% chance the next one to appear would be in that slot. Nice job. |
| Apr 28 23:15:00 | 7m 00s | Eat'em all | Once you get hit by one jellyfish it is really hard to recover. |
| Apr 29 00:20:00 | 1h 05m | Digging up Daisy | Very nice and reasonably challenging. There's some luck involved but you can still employ some strategy to push luck in your favor within the drill limit. Wasn't a fan of the music, but the graphics were nice and the vibrant colors against black fit the whole muerte theme. |
| Apr 29 00:27:00 | 7m 00s | Gravedigger 20XX | Oh, man. I am getting destroyed here. I will have to go dig out a gamepad because my keyboard skills aren't up to the challenge. It looks great so far, though. |
| Apr 29 00:34:00 | 7m 00s | Asteroid Munchers | It's pretty dark. Not so dark that it's unplayable, but I had a hard time making out the asteroid shape without changing my display settings. |
| Apr 29 00:41:00 | 7m 00s | Walrus, Mole, Puncher | Ha. I didn't read the description very closely so it took me a moment to understand the goal. First I tried punching the walrus, and then I ran around for a minute just slamming the moles upwards. I was pretty content with that, but once I figured it out I definitely had a lot more fun. Very fun. |
| Apr 29 00:49:00 | 8m 00s | Submarine of Death | Your nephew is brilliant. Unless he's like 27-years-old. Unless he's handicapped... then I'm just an asshole. |
| Apr 29 01:37:00 | 48m 00s | Hyper Spike Smash!!!!!!!!!!!!!!!!!!!111!!!!!!!!!!!!! | Masterpiece. |
| Apr 29 15:16:00 | 13h 39m | ScubaBear | Really fantastic. Entries like this always make me so jealous. The dynamic/contextual music was a great touch, and the treasure/stage progression relationship was rock solid. |
| Apr 29 19:31:00 | 4h 15m | Aquifer | I did it. It only took me like 700 seconds because I'm so smart. It seemed like any time I got a T-Shape I had to just wait it out for something else. |
| Apr 29 19:45:00 | 14m 00s | Soulitude | Pretty short, but the reality-phasing could be expanded into something really neat given time--as it stands there's not a lot of gameplay to be consumed. The parallax backgrounds looked great. |
| Apr 29 19:55:00 | 10m 00s | A Peas-ful Night's Rest | Nice physics-based gameplay and one of the most unique games I've played this compo. |
| Apr 29 20:04:00 | 9m 00s | Space to go | Very cool way to visualize a one-button rhythm game. |
| Apr 29 20:28:00 | 24m 00s | Sundiver | I had similar problems as other posters--had a hard time avoiding the meteor things that try to collide with your star. Aesthetically it looks really nice. |
| Apr 29 21:31:00 | 1h 03m | Deep South Motel | Great graphics with the vehicle silhouettes against the colorful background. |
| Apr 29 21:59:00 | 28m 00s | Beneath The Town: LD 29 Roguelike | A good start for a standard roguelike and always nice to see another Pygame entry. I ran into the stairwell bug the first time. Also, it seemed like about half the orcs/goblins were completely docile and just let me have my way with them. |
| Apr 29 22:16:00 | 17m 00s | Escape the Segfault | The green flicker on the platforms was a nice, simple way to make the game look nicer. <br/> <br/>General movement felt good, although the way the knight snaps to a platform when he jumps through it is awkward. Instead he should pass through it while moving upwards, but not actually stand on it until he descends. You should be able to do this just by checking his y-velocity to determine how he is colliding with the platform. If it's positive and his previous position was above the platform, then land on its surface--otherwise pass through it. <br/> <br/>Other than that, the game is pretty simple and probably too lengthy for its mechanics. |
| Apr 29 22:25:00 | 9m 00s | Beneath The Surface | This idea works pretty well, although I was unable to defeat stage 5. I like how turrets reveal their position when they fire, but because the different layers are rotating independently there's some complexity to predicting their location. |
| Apr 29 23:20:00 | 55m 00s | The Fields | I chose to sacrifice bunnies for the greater good instead of carefully plotting the minefield. My strategy was just to jump towards the goal if I dug a red spot and take my chances. It's a humorous skin on a slightly more simplistic Minesweeper, and the artwork was very good. |
| Apr 30 00:25:00 | 1h 05m | Beyond The Surface The Chaos Rises | I finished the game. As far as I could tell, the general strategy was just to select the card with the highest number of rolls to increase your chances of winning. Since I didn't appear to be rolling against anything but myself, there seemed to be no depth to my decision making, but I could be misunderstanding the mechanics. Also, when you get too many cards they start to go offscreen, obscuring the description of any special abilities. |
| Apr 30 00:50:00 | 25m 00s | Leak | I am so bad at this. I'm going to try a few more times, though. I have no meaningful feedback--sorry--except that maybe the rooms could be labeled by function. |
| Apr 30 14:53:00 | 14h 03m | Small sacrifice | This is a really rough experience and it took me many tries to kill the green monster (my final result was ~7000 frames). Without any sort of acceleration on the player, it is very difficult to make the sort of small movements needed for these types of games. The boss moves very quickly, and without any sort of impact feedback I am always uncertain if my bullets are connecting or if the boss's superior speed allowed it to dodge. |
| Apr 30 15:00:00 | 7m 00s | Underground | Some diagonal motion that allows the player to slide against walls would be helpful. As it is, it's easy to get caught on corners when trying to enter doorways, and then getting so surrounded by ghosts that it becomes difficult to get out of that position. |
| Apr 30 15:10:00 | 10m 00s | Where Gods Sleep | I think a sense of space is pretty important for exploration games, and the way the player sort of teleports to unobservable anchor points defeats my spatial awareness. |
| Apr 30 15:18:00 | 8m 00s | Holy Moly | I had the same performance issue in Firefox, with the game steadily becoming more unplayable the longer the game was running. |
| Apr 30 15:55:00 | 37m 00s | The Sun And Moon | Very excellent. Clever mechanic, smooth controls/physics, and a really robust amount of content--none of which felt like filler. |
| Apr 30 18:05:00 | 2h 10m | Deep Diver | Great art and gameplay. My general strategy was to avoid leaving any line near the edges, so that I wouldn't get ambushed. I also prioritized going deeper over clearing an entire row, since getting the bottom rows was more difficult and I'd inevitably have retract to clear some sharks/jellies anyway. |
| Apr 30 20:36:00 | 2h 31m | 800bar | I thought this played pretty well. The controls/physics felt pretty spot-on for a 2D submarine game. I liked the wobble on the spotlight which, along with the bubble particles, enhanced the overall atmosphere. It is a simple game, but a pretty good one. The only major thing I caught was with collisions as previous users already mentioned, which became more noticeable on Stage 2's narrow passages. |
| Apr 30 21:15:00 | 39m 00s | Fist of Truth | Heh... It made me smile, but this isn't a very good game which you probably already knew when you conceived it. |
| Apr 30 21:57:00 | 42m 00s | StrataGEM | This was really great but also really hard. It took me a few attempts just to understand effective ways to slide and rotate for the desired result in the fewest number of turns. I already mentioned it in chat and you acknowledged plans, but I'll mention it again that a pentagon monitor that shows the current status would be very useful--at least a number indicating how many moves remain until total failure. |
| Apr 30 22:53:00 | 56m 00s | Surf Camp: The Legend of the Surf Ace | This game was so pitted. I have nothing constructive to say, except that it was super dope and my favorite jam entry thus far. |
| May 1 16:11:00 | 17h 18m | Kraken | This is definitely mechanically similar to 80s arcade and Atari games. I think that, overall, you've achieved your goal which is easily the most important part of Ludum Dare. <br/> <br/>Unfortunately, that doesn't necessarily make the game very much fun. <br/> <br/>Paddle motion could use some acceleration, both to give motion more weight and to allow finer control over small motions. <br/> <br/>The slow projectile speed coupled with the 1-bullet allowance makes missing excruciating--and while this encourages deliberate/efficient player action, deliberacy works best with more cerebral games than simple action ones. <br/> <br/>There didn't appear to be much variety in treasure velocity on a moment-to-moment basis (maybe it was increasing steadily over time?). If treasure fell at varying speeds, it would make the player's decision making more dynamic, since the priority of actions they can take would shift. As it is, the slow treasure speed means they can be pretty safely ignored until the last moment. <br/> <br/>So, congratulations on creating a pretty authentic-feeling Atari game, but I think it needs a few tweaks to be a fun game. |
| May 1 16:29:00 | 18m 00s | Divernaut | I didn't look at the screenshots before playing, so the sidescrolling portions were a pleasant surprise. This could be like a reverse-Blaster Master, where the exploration-oriented gameplay is top-down while the high-action phase is from the side. Enemy variety was pretty good and mixing things up with the harpoon-immune crab was a good touch. Terminal velocity could be a little higher in the sidescrolling bits--you reach it pretty quickly while descending, which makes the physics feel a bit stiff. |
| May 1 23:55:00 | 7h 26m | Fight The Infection | Somewhere at like the 270s mark the screen just suddenly filled with highspeed badguys and seemed sort of impossible to overcome. Something neat to do might be having your white blood cell change the yellow blood cells back when they collide, making the movement speed level more useful than just allowing you to pickup DNA faster. |
| May 3 18:19:00 | 42h 24m | Tokelau | Unsure what to do. The Dig button seems unresponsive. |
| May 4 18:06:00 | 23h 47m | FFFFFF... The Game of Corporate Misanthropy | My coworkers are almost as annoying as the background music. |
| May 4 18:13:00 | 7m 00s | the digging game | You have some groundwork laid out to make a game, but in its current state there's not a lot going on. The software also seems to run slower as you dig deeper. |