Foon → Ludum Dare Explorer → LD29 → Feedback comment stats → pikkpoiss
Feedback comments for LD29
pikkpoiss's games and stats for all events →
| Timestamp | Since previous | Game | pikkpoiss's comment |
|---|---|---|---|
| Apr 30 04:43:00 | Indigestion | First level seemed most original, I would have liked to see more exploration of that gameplay. The premise was funny, good use of humor and mood. | |
| Apr 30 04:58:00 | 15m 00s | tell my story | Pressing 'D' seemed to cause the character just to walk right forever. I didn't seem to be able to actually pick up gold pieces. Atmosphere was really nice though, I could see this be pretty interesting if you saw the character evolve more somehow, but I didn't have too much patience to walk slowly for more than 5 minutes without doing much more than holding down. |
| Apr 30 05:05:00 | 7m 00s | Super Surface Shape Shifter | This was fun :) I do wish the controls were more obvious though - took me a while to realize I could drag the entities, and I should have read more carefully because I didn't quite get that I had to match shape or color right away. Felt like my wrist was getting pretty tired playing on my laptop trackpad so I feel like a mouse is very much needed for this game. |
| Apr 30 05:16:00 | 11m 00s | Wireside | Wow, there's so much work put into this game! Controls were a little bit fussy but I got used to them. The switching mechanic wasn't immediately obvious and then I got stuck in cyberspace, but I figured things out after that. I really love a good strategy RPG and this seems like an awesome execution with a lot of potential. |
| May 1 04:44:00 | 23h 28m | Dark Maze Escape | I liked the randomly-generated aspect, as it seems like a good way to add complexity without having to design a huge level. Respawning was well implemented and got me back into the game fast, which was good because I kept dying :) I think the controls probably work a lot better on a mobile device, my trackpad was difficult to aim with. |
| May 1 05:00:00 | 16m 00s | The Oubliette Within | I liked the aesthetic a lot, and liked how the main level was a bit more of a departure from standard tile-based games. The jumping and moving felt good, but the aiming was a bit fussy with a trackpad. <br/> <br/>I'll admit that I didn't quite get how the levels mapped to the collectibles, nor how the dialog mapped to needing to shoot all the characters in each level, might be more interesting with different types of gameplay based off of the tormentor. But I did get pretty engrossed with finding the treasures, I'm a sucker for that kind of mechanic :) |
| May 1 05:11:00 | 11m 00s | Vaults Inc | Wow, the aesthetic is really cool and I love the idea. Great sound too. Many of my games seemed to end after one turn though - maybe there should be some minimum amount of moves, or maybe games should just end when you run out of money? |
| May 6 02:12:00 | 117h 01m | Surfin' Hot | The 3D waves and the 2D surfer worked surprisingly well together. The soundtrack certainly brought me back to old NES-style games. Gameplay was somewhat simple, but you threw enough tricky objectives in there that it didn't get dull - nice work! |
| May 6 02:33:00 | 21m 00s | Dig Dig My Friend | Felt pretty easy to zone out and just enjoy zooming around in circles with the keyboard picking up coins. There's something so satisfying about picking up the coins, which kept me playing. I guess the coins disappear though, so eventually my circle got big enough that zooming around wasn't fast enough to pick up all the coins each time through, even though I was adding more diggers and upgrading them all the time, I was losing all the gains just because I couldn't pick stuff up fast enough. This is where better control over the diggers would be appreciated, it was hard to rebalance them over to the same part of the map (but I guess part of the challenge of the game). Thanks! |
| May 6 02:53:00 | 20m 00s | The Missing Potato | I liked the lighting effects, they helped add a lot of mood to the game. I would've loved to be able to point my flashlight in different directions (maybe this was possible, but nothing I tried seemed to make it work). Really funny moments, like when I tried to throw a potato at the hungry person and it killed them. For the boss fight, some kind of damage indicator (even flashing when I hit it) would've helped me figure out what to do. Nice work! |
| May 6 02:59:00 | 6m 00s | Escape to Below | Nice take on missile command. The difficulty ramped up really quickly! (Or maybe I'm just really bad at missile command) The "hopping" missiles were pretty cool, but a huge pain to hit. |
| May 6 04:57:00 | 1h 58m | Dark Depths | Wow, this was a fantastic entry! I love the way the mood and tension ratchet up the further you go. The art style was perfect and managed to seem bright and cartoony up top and scary and dark lower down. I did wish for a more streamlined switching mechanism, but running around the ship did add to the tension. Great that you were able to put in a polished menu/instruction system too. |
| May 7 06:08:00 | 25h 11m | Ramen Master | I like the idea of trying to figure out the ingredients which would suit the customer's request, but got too hung up on the difficulty of dragging items fast enough that I didn't really get to think about what I was doing. Adjusting the timing and accuracy constraints would help I think, but this is a promising start! |
| May 7 06:31:00 | 23m 00s | Pearl Dive | Got 89 pearls. Is it possible to get every pearl in each level? Nice work on level design and ramping up the difficulty. I liked having to plot my way through and try to time air pocket refills for maximum benefit. |
| May 7 06:38:00 | 7m 00s | No Hawking | The white hole effects were pretty cool and overall I got similar feeling to the game Flow, which is awesome. However, the white holes themselves wound up being pretty difficult. I think adding some sort of obvious indication about how well the player is doing / progress through the level/game would help. |
| May 8 03:21:00 | 20h 43m | WWE(Worms War Evolution) | I really liked the concept! Like a deathmatch game of Snake. The game itself is really fun, and I was really impressed with the AI given the short timeframe. |
| May 8 03:28:00 | 7m 00s | Focus Shift | Such a cool mechanic! The simple graphics are nicely misleading - the depth of this game ramps up a lot and I'm sure there's tons of additional stuff you could do. Great work. |
| May 8 03:33:00 | 5m 00s | Hold On: Your Last Breath | I like the idea of a game you have to play along with in real life. But what are the blocks supposed to do? Should I have someone throw a pillow at me every time I hit a block? ;) |
| May 9 04:56:00 | 25h 23m | Dagfin | Nice world-building given the short amount of time! Forcing the player to wander into the dark on purpose in level 1 is twisted, and really made me feel alone and lost :) Kind of wish there was a checkpoint before the lava, because I died right away. Level 2 felt a little thin, but I certainly could feel this being really cool once it were fleshed out. |
| May 9 05:02:00 | 6m 00s | Deep Sea Mission | Reminded me of having to balance energy to different systems in TIE fighter. I wish moving around would have been a bit smoother, and I really wanted to upgrade my ship, but I liked how the levels progressed with new challenges to overcome. |
| May 9 05:15:00 | 13m 00s | Lost Beneath | The lighting effects were really effective, and I loved how the torch gets darker as you run out of fuel. Once I figured I could double jump, the game got a lot less frustrating :) I do feel like the sticky walls could use some work though, I kept trying to wall jump with no success. Otherwise, I had a lot of fun navigating the levels and liked the false paths to waste time on. |
| May 9 05:21:00 | 6m 00s | Planetary Fruit Miner | What does the raccoon do? I dunno! But it's awesome. Nice use of the theme and a really original idea. I like the idea of balancing discovery tools vs. retrieval tools. Wish I had a better sense of which fruits were worth more though - I basically forgot as soon as I started playing. |
| May 10 05:34:00 | 24h 13m | Under the Hood | This was fun! The only frustrating bit was getting killed by randomly spawning groups which seemed to pop up right underneath me 5-6 times in a row. But I found myself getting pretty into the gameplay, just... need... a... little... more... size :) |
| May 10 05:39:00 | 5m 00s | Water Miner | Wow, what a gorgeous game. I really dug the texture work and it looks way more polished than it should be given the short time frame. The digging seemed cool, unfortunately it ran relatively choppily on a Mac Air (underpowered, I know) so it was tough to play. Loved the sound effects though :) |
| May 10 05:48:00 | 9m 00s | Two Dimensional | Fun game! It was easy to pick up but the difficulty curve got pretty steep, so that by level 2 I was already feeling like I was in the middle of a ton of chaos. Somehow you still made it responsive enough so that it was possible to narrowly escape things, which was really satisfying. |
| May 10 05:52:00 | 4m 00s | Superficial | Nice and moody, I guess I wish there had been some more of a game. From a technical point of view, the walking animation was pretty slick (hard to do that many frames in my experience) and the rain particle system was cool. |
| May 10 06:06:00 | 14m 00s | Something Beneath the Surface (Sea's will) | Really beautiful. I didn't quite know what to do, but enjoyed exploring the world and figuring it out. Took me several tries to eventually get down to the bottom without crashing, the controls were maybe a little too floaty, or I could've used some sort of buoyancy indicator. But the mood and atmosphere with the music were great. |
| May 10 06:27:00 | 21m 00s | The Sea Has No Claim | I saw the premise for this right after the compo was over and it came up a few times in random conversations afterward, mostly in the "I can't believe I didn't even consider a lost plane premise given all the news" and also "games should be made to help people empathize with social issues" kinds of conversations. Thank you for making a deep game which doesn't just sensationalize a recent news story but rather helps convey the frustration and anxiety of those searching for a lost plane. <br/> <br/>It also works "as just a game" too - the gameplay was immersive enough that I really felt like I wanted to master it, and in later levels when I was homing in on a wreck and finally got it, there was palatable joy in rescuing folks. Really nice work. |
| May 17 16:27:00 | 178h 00m | Deep Dungeon | The sprite work was really good, nice work there. The combat mechanics became a little bit frustrating when fighting groups of enemies, I think because you could get hit multiple times at once and all of a sudden the character's life would drop a lot, so I had to pick off enemies one by one and that slowed things down a lot. Maybe adding a short period of invulnerability after you get hit would help? Eventually I ran through each level though, and dodging bats was pretty fun :) |
| May 17 16:32:00 | 5m 00s | RoBroMiner | This reminded me of the board game Ricochet Robots, but the falling rocks was an awesome addition. Great idea and execution! |
| May 17 18:10:00 | 1h 38m | Extinction | I wasn't sure whether placement affected things and my cave jammers died like flies, but I found myself enjoying the "let's build a bunch of these and see if people die slower" gameplay. Cool that you got this much done in 48 hours. |
| May 18 18:54:00 | 24h 44m | Surf's Down | Got really difficult! The one shot on screen at a time thing was interesting, since I could try to stay right over a shark and keep shooting rapidly, but in practice I died a lot more trying it than I felt like I benefitted from being able to kill a shark fast. Would be cool if there were markers at certain depths to let you know milestones as you descended. |
| May 18 19:01:00 | 7m 00s | Wormonger | Aside from being the weirdest game I've seen so far, this idea is pretty cool, and I'd love to see a game more fleshed out around the idea of stalking targets underground and popping up to get them. I'm not completely sure what I was supposed to eat or not, though. |
| May 18 19:10:00 | 9m 00s | Cave Ghost | A fun and tense game. It's satisfying luring a ton of ghosts and using the TNT. It would be nice to see some sort of explosion graphic for the TNT to have a better idea of its area of effect. |
| May 19 00:07:00 | 4h 57m | Tetrix Zone | The idea of navigating around a tetris field is pretty cool, although I wanted to see some mechanism to line up rows of blocks and make them vanish, like tetris. Jumping seemed a bit weird, and going left and jumping felt like some invisible current was pushing against me. |
| May 19 04:31:00 | 4h 24m | Underminers Inc. | This was great, I'm so impressed that the AI actually puts up a really difficult fight. Obviously there are a few rough spots with the UI but all the systems seem to work together and I found myself playing a lot longer than I expected to. Nice work! |
| May 19 04:36:00 | 5m 00s | Super Iceberg Hero | Best sentient aggressive iceberg simulator I've ever played |
| May 19 04:45:00 | 9m 00s | Down the snail hole | It took me so long to figure out you needed to select ants to do anything. The digging mechanic was cool and fighting was easier than I expected. Wish there was a fast way to select ants though, jugging the selection was frustrating. Beautiful and simple sprite graphics on the walls and dig icons, and I liked the music too. |
| May 19 04:51:00 | 6m 00s | Underwall | Nice first attempt! I really liked the art style for the player and skeletons, and the music brought me into the world well. I do wish the controls were tightened up a bit, and throwing rocks felt a bit off since I would throw the rock over the head of any enemy I was on the same level of. |