Foon → Ludum Dare Explorer → LD30 → Feedback comment stats → plash
Feedback comments for LD30
plash's games and stats for all events →
| Timestamp | Since previous | Game | plash's comment |
|---|---|---|---|
| Aug 25 02:55:00 | devoid | Nice visual design. Reminds me of Eufloria. The transitions are super smooth. Good work on the controls, but it took me a while to realize I could drag to direct more ships. <br/> <br/>My usual nitpicking: <br/> <br/>- Music is repetitive, but the musical sound effects are a nice touch. <br/>- Ships aren't aligned with transit lines exactly. <br/>- As far as I can see, there're no new gameplay elements added. It's pretty dull with so few levels (unless my sleepless brain is playing tricks on me). | |
| Aug 25 03:04:00 | 9m 00s | Infected Dimesions | Top score: four thousand and something. Wasn't sure what to do at first. Needs more/better-placed platforms. It's really easy to get god mode without any effort -- the monsters just get stuck. The god mode text should have a countdown in seconds. I'm not sure what units were being displayed, but they weren't very useful for tactics. |
| Aug 25 03:12:00 | 8m 00s | Trade Empire | The only real way to fly: 100/100 space kittens in the cargo hold. <br/> <br/>This could be a thing. Less obscenely long floating-point values and music that isn't so repetitive. And ship upgrades. <br/> <br/>Nitpicks: <br/> <br/>- The reticle isn't centered on the player ship. <br/>- This music is really annoying! <br/>- I can't have all the space kittens. |
| Aug 26 02:33:00 | 23h 21m | State of Mind | Hey! Nice music. Always appreciate something that's not completely annoying and repetitive. Wacky enemies, shooting yin-yang symbols, got it, sombrero? Beyoncé? This is crazy. <br/> <br/>Nitpicks: <br/> <br/>- I wish I could shoot diagonally. <br/>- I can't tell when something has hit me, and the health isn't always readable. It should have a backdrop and a bound for the range of the health value. <br/>- Damn, I skipped the end screen by accident because I was pummeling Beyoncé with bullets. |
| Aug 26 02:35:00 | 2m 00s | Space Delver | I can't test this one! I can't find a download link. The links all point to the web player, but there's no web player plugin for Linux. <br/> <br/>Let me know if you get a download up. I'm on the LD IRC channel as plash and on Twitter as @komiga. <br/> <br/>Happy testing! |
| Aug 26 02:44:00 | 9m 00s | Saving Gray | Hmm, getting no sound and a ton of "java.lang.IllegalStateException: Line not open" exceptions on Linux (OpenJDK 7u65) and, uh, what I'd imagine to be weird behavior. I /think/ I got the black orb at one point, but I got stick on something or turned permanently black. Sorry, I can't rate this one! |
| Aug 26 03:33:00 | 49m 00s | Space Evolution | Hmm, not sure how to run this one on Linux. I'm getting this error with OpenJDK 6 and 7 installed: <br/> <br/>Exception in thread "main" java.lang.UnsupportedClassVersionError: main/Main : Unsupported major.minor version 52.0 <br/> <br/>I'm not a Java guy and I don't know how Java handles versioning, so I'm not sure what to try here. |
| Aug 26 03:48:00 | 15m 00s | Galaxy Train | High score: 1555. Man, this game is hard! I like to think the train is trying to counteract a drunk man at the controls. It's the only thing that can explain how difficult this is to control. Music wasn't too annoying or repetitive, and the voice-over /worked/. <br/> <br/>Nitpicks: <br/> <br/>- I want to go back to the galaxy map, and I can't figure out how that works. The first time I was pushed back to the map seemingly at random. The second time, I never was. Maybe I failed too hard. <br/>- This train is drunk. |
| Aug 26 03:53:00 | 5m 00s | Murder Between Worlds | I'm getting the error @avh4 has, but on Linux. I'm not sure what the dealio is. I have liblwjgl-java installed. |
| Aug 26 04:11:00 | 18m 00s | Or|Bit | Hmm. It feels like I should be able to counteract a hack, but I can't figure it out. It'd be nice to have a retry button when at the fail screen. There certainly seems to be a bug on the second level. I can hack up to the win-state planet and successfully hack it, but the previous planet's detection completes afterwards, causing the game state to change to failed. <br/> <br/>Nitpicks: <br/> <br/>- This could use some music. <br/>- I need a restart button. Sucks to have to reload the game and lose my progress. <br/>- It's hard to see when a hack will be detected, and it seems completely deterministic. i.e., there's only one way to win a level. This really needs some variability. |
| Aug 26 04:26:00 | 15m 00s | FLIP! | It feels like there's something missing from this. I'm not sure what. It needs some music to tide me over. The concept could go places if it were spiced up. <br/> <br/>Nitpicks: <br/> <br/>- Movement is /way/ too slow. My leg was shaking with impatience. <br/>- The levels aren't very challenging. They need something to make you plan out your moves. If it were tile-based, maybe a limit on the number of moves you can make? Like.. what's that called.. where you can't go back over tiles you've already been to.. |
| Aug 26 04:40:00 | 14m 00s | Portal DAGger | I got trapped! Nice music. I like the movement transitions; I thought it wasn't tile-based at first. <br/> <br/>Nitpick: <br/> <br/>- The screen can be a bit too much off center after a world transition. I'd have the screen position re-centered when you move to another world. |
| Aug 26 04:53:00 | 13m 00s | Sinister | The art in this is reaaaaaaaaaally great! I love the intro. It's perfect. The only nitpicks I have here are the music and the length. The music doesn't really fit the mood to me, and the game ends just when it was expanding. I can only imagine this would've been amazing with a team behind it in the Jam. Great work! |
| Aug 26 04:57:00 | 4m 00s | Planet Kung-Fu | Can't rate this one from Linuxlandia :( <br/> <br/>Let me know if you get a release up for us penguins. I'm plash on the LD IRC channel and @komiga on Twitter. |
| Aug 26 05:04:00 | 7m 00s | Gray Area | Nice. This was challenging. The music is really nice. I always appreciate something that doesn't feel repetitive. Good work. <br/> <br/>Nitpicks: <br/> <br/>- The audio needs some volume tuning, as Ohems says. <br/>- The wall-jumping is a bit hard to direct. |
| Aug 26 05:26:00 | 22m 00s | Oathkeeper | Works on my Ubuntu. Everyone's doing world transitions this time :D <br/> <br/>I got all the skills but couldn't figure out where to go or how to proceed. The AI is a nice touch, even if it's so simple. Most people don't try. <br/> <br/>Nitpicks: <br/> <br/>- The enemies get all bundled up at the spawn point when they fall off the platforms (as with the player). It's really annoying to respawn and have them all pummel you. <br/>- In the same vein, the enemy spawn is a bit too high. Though this is countered by the little damage they deal (or rather, the cooldown on taking damage). <br/>- I got stuck inside the green/purple tiles a few times. Quite disconcerting when a ton of things are flying and jumping into you! <br/>- I accidentally teleported a few times. I think it'd be better to use numbers instead of a cycle-and-execute control scheme to prevent accidental use of skills. |
| Aug 26 05:47:00 | 21m 00s | elemens | This is great. I got killed by a zombie twice, then threw a rock at him. The music is pretty good. This is the first entry I hummed along with. I'm not sure I have any nitpicks with this except for length, but that's par for the LD course :D |
| Aug 26 06:12:00 | 25m 00s | SHIT RUNNER | Haha. This is wacky. The voice-over fits. I'm liking this influx of VO. I found the easter egg :D <br/> <br/>Nitpicks: <br/> <br/>- Not enough Notch. |
| Aug 26 06:24:00 | 12m 00s | Telecaster | This needs some sound. A soundless world is a dull world. <br/> <br/>Nitpicks: <br/> <br/>- The text area is initially underneath all the planets. Bit annoying. |
| Aug 26 16:50:00 | 10h 26m | Our World | Neat. I completed 20 slices. The persistence is a clever touch; I'd like to see a world map or something. <br/> <br/>Nitpicks: <br/> <br/>- The player position is sometimes difficult to spot. |
| Aug 26 17:02:00 | 12m 00s | TERA - World's Intelligence | Ooh, all-powerful AI. This music reminds me of old sci-fi. <br/> <br/>Nitpicks: <br/> <br/>- The text at the top is sometimes hard to read. The backdrop should be less transparent. <br/>- I have to use my mouse to proceed? There should be keyboard controls for something like this. |
| Aug 26 17:06:00 | 4m 00s | UltraRealistic Moon Wrecking Ball Simulator | I'm unable to play this on Linux due to missing Java applet support for Chromium. Let me know if you release a .jar. |
| Aug 26 17:28:00 | 22m 00s | Satellites | Wow! This is a fun game. The later levels are really difficult. Also, thanks for the non-repetitive music. Always appreciated. <br/> <br/>Nitpicks: <br/> <br/>- It's easy to forget where the main satellites are, or if you're even connecting them. I think it'd be helpful to change the signal line color when the path is connecting the main satellites. <br/>- The music /is/ good, but I think the mood is a bit off from what I'd expect in a game like this. |
| Aug 26 17:58:00 | 30m 00s | Elemental | This is an incredible piece of game for 48 hours. I was surprised this wasn't done by a team in the Jam! <br/> <br/>The art is fantastic. I really love the world transitions. The typing/strength battle system is challenging but fun. The arrow key/dexterity system was much harder for me. I didn't understand the battle system at first, and I think it's missing some indicator for enemy health, but it was challenging and enjoyable. <br/> <br/>Bug: I can't type "zap" in the strength/typing battle system. Quite annoying when you have to wait for it to go off screen before you can type the next word. <br/> <br/>Nitpicks: <br/> <br/>- I sometimes have to make smaller movements to reset my action bar. It's rather annoying when I'm trying to get to something far off. <br/>- Maybe it's just me, but the arrow key/dexterity battle system feels off. I'm not entirely sure when I'm supposed to press the arrow keys. |
| Aug 26 19:20:00 | 1h 22m | Heroes on Wings of Steel and Fire | The Linux build works. I was expecting this to be much faster-paced. The removal of ships & weapons when you die is interesting. It'd probably fit better if you had to plan out your approach based on the enemy types in the following levels. The music is alright. It fits the mood, and doesn't get annoying (the important part). <br/> <br/>Nitpicks: <br/> <br/>- Text before ship selection scrolls too fast for me to read, and doesn't stop moving at the end. On top of that, the background doesn't make for easy reading. <br/>- '/' for fire, not '?'! |
| Aug 26 19:55:00 | 35m 00s | Hypnagogia | Great little piece. I'm always impressed by this team's visual quality and consistency. Shame it doesn't have much depth. Fleshing out the life of Morgan would make this game. I think you could even fit in some VN-style gameplay to the wake state. <br/> <br/>Nitpicks: <br/> <br/>- The control scheme for the dream state is a bit meh. The graphic style for the dream state reminds me of The Binding of Isaac -- maybe its movement/combat style would fit here as well. |
| Aug 26 21:23:00 | 1h 28m | Super Shaker X | Foba Butt for space president! This is a fun little thing. At first I thought the screen shake was a touch too vigorous, but it discourages bullet spamming, so it's totally OK. <br/> <br/>Great work on the animations. Text and AI could use some work. Enemies get stuck on walls too much, but it's passable considering this is LD :D <br/> <br/>Nitpicks: <br/> <br/>- The only music that annoyed me was on Rocky Moon. Repetitive no-no! <br/>- No playable space kitten. |
| Aug 27 08:18:00 | 10h 55m | Lotus | Interesting puzzle. It wasn't entirely clear how the controls worked at first. I think what this needs is feedback to the player. Perhaps it's just my Linux, but I'm not getting any audio. Is there any? I think it is a crucial missing piece to this. <br/> <br/>Nitpicks: <br/> <br/>- The yellow outlines (and a few others) are very difficult differentiate on the white background. |
| Aug 27 09:28:00 | 1h 10m | Leif & Fitzberri | A really difficult platformer. I love the cover art, but I gave up before seeing the end art :( <br/> <br/>Nitpicks: <br/> <br/>- The platforms are a bit glitchy in some places. Can't put too much blame on y'all, though. This is LD :D |
| Aug 29 20:14:00 | 58h 46m | Arched Dimension | Nice work on the title screen. The aesthetic here is great. I was surprised to see the hanging crystals effected by the player character -- neat! The music is just above the barrier for acceptance for me. I usually raise a fuss about repetition, but this piece is only missing some variety. <br/> <br/>The platforming works fairly well, though I fell into the void by jumping too far a handful of times. I think there needs to be more variety in the platforms to settle the mood; maybe just taller base platforms. The goal wasn't very inspired, and enemies were practically worthless. My summary judgement would be: great mood, not enough feedback, and unchallenging gameplay. <br/> <br/>Nitpicks: <br/> <br/>- The text is much too small (especially on a 1920x1080 display). <br/>- Feedback is nonexistent. The only audio I'm hearing is the music -- the environment is aurally empty. Effects for player character jump/attack/step would add a lot, not to mention damage-taken effects for the enemies. <br/>- Some platforms below the player character were not visible due to the screen shifting with the player as the player jumped. |
| Aug 29 20:20:00 | 6m 00s | SWARM | Score: 118500! Kills: 149! <br/> <br/>The laser effect is nice, but it stopped appearing once ~3 drones started appearing. Probably just my browser (yay, web!). This is quite challenging on its own, but I think it could use another mechanic. Maybe have the drones shoot lasers that you have to deflect! <br/> <br/>Nitpicks: <br/> <br/>- No space kittens. |
| Aug 29 21:27:00 | 1h 07m | SpaceWorlds | The usual space shooter. Movement is pleasing. Graphics are fitting. Music is thorough and expressive; no annoying repetition. The one fuss I'll raise is lack of feedback: there are no fire sounds or damage sounds for the player or the enemies. (This may be a bug; I do see shoot_sound.wav in the assets, but I've never heard it in-game.) <br/> <br/>While being a solid concept, this offers little compelling challenge. <br/> <br/>Nitpicks: <br/> <br/>- The game should not quit when the player dies (according to qualia, this is normal, despite lookup errors on my Ubuntu). Show me my final score and offer to restart. <br/>- I should be able to press space at the title screen to start the game. The mouse is used nowhere else in the control scheme. <br/> <br/> <br/>P.S. To programmers: I get an undefined destructor lookup for sf::Image::~Image() when the player dies, followed by the game closing. My system is Ubuntu 14.04 x86_64 with SFML 2.1 from the Ubuntu repositories. My word of advice: always build against stable or bundle your libraries. Running through GDB, the process still exits normally. Here's the error verbatim: <br/> <br/>symbol lookup error: ./SpaceWorlds: undefined symbol: _ZN2sf5ImageD1Ev |
| Aug 29 22:26:00 | 59m 00s | Intergalactopol | Wow! This is challenging. Bullet range is so short :< <br/> <br/>The respawn delay does feel too long, but I can't complain too much when I have infinite lives. Music is a touch too repetitive, but the sound effects give it accent. |
| Aug 29 22:43:00 | 17m 00s | disconnected_worlds | This is so cute! The music is perfect. The graphics are consistent and charming. The interaction sounds for characters have the right inflection, but it doesn't feel like they fit the characters or the world. <br/> <br/>Nitpicks: <br/> <br/>- The text is hard to read at times. I think it'd work a lot better if it were either backdropped with white or a world-contrasting color & thicker. |
| Sep 5 03:40:00 | 148h 57m | Orbit | Well done. This is aesthetically what I would want out of a game like this. I think it misses the mark in a few crucial ways, though. <br/> <br/>1. The player has no way of knowing how much energy the tractor beam has for a level until trying. This should be part of the interface. Related to the second point, this causes me to restart more often than I should (and I'm already restarting frequently). <br/> <br/>2. The control scheme is spread across two devices. Why? The primary mechanic in the game uses the mouse (the tractor beam) and the menus are also traversed with the mouse. It seems arbitrary to me that the space bar is used to restart the level. For something like this, it makes no sense. It is inevitable (at least in my case) that the player will want to restart the level -- likely frequently. It should be local to the device they are already using to interact with the game. <br/> <br/>3. I don't know if this was wholly intentional, but the removal of an orbit line once a body has sunk into orbit removes valuable information from the player's view. I want to know where that field goes when the body I've thrown into it influences the larger body's position. I want feedback that will tell me how to change my approach when I fail (and I am likely to fail the first time I try a level). I can watch the bodies and make adjustments, sure, but I can't *really* see how far off I am from the mark. I prefer to not make specific suggestions, but I would point out that you could even add information to orbit lines by changing their representation when a body falls into it. In the jam build, however, changing the representation won't be very valuable as there are not too many orbits to keep track of. <br/> <br/>All said, the only thing I felt was *missing* was music. <br/> <br/>Contrary to ViliX, the x86_64 binary worked on my Ubuntu 14.04 system. <br/> <br/>I concur with jacobalbano in regards to screen transitions being unclear. You could, however, make it more clear just by means of sound. I also concur with tacospice about the tractor beam. It paints the wrong picture. <br/> <br/>Completion: all levels. <br/> <br/>Nitpicks: <br/> <br/>- Level difficulty is inconsistent. Also, I didn't have to use my tractor beam on one level. <br/> <br/>- As mentioned above, separation of controls. That said, good work on using the primary input device on the menus. Too often I see non-primary controls used *only* for menus. <br/> <br/>- Linux archive does not retain the executable bit. This is a minor fuss, but nothing us Linux users can't handle. We do, however, appreciate archive formats that make less work for us. (If you have no idea what I'm talking about, don't worry about it.) <br/> <br/>P.S. Regarding the menu state bug: I don't think anyone would raise a fuss if you made a new release to fix it. Bug fixing is permitted in the rules. |
| Sep 5 04:01:00 | 21m 00s | Afterlife Dance Party | Ha! This is cute. The dance moves are adorable. <br/> <br/>My one mechanical annoyance is that I'm not sure what the extents of the character hitboxes are. Granted this is somewhat moot since collisions occur when I'm scarcely able to pay attention individual spirits, and by that point they are effectively bound to collide with me. <br/> <br/>Longest dance: 2m12s. <br/> <br/>Nitpicks: <br/> <br/>- It does not appear that there is a way to restart the game once bossman comes back. Let me dance, Wertle, let me dance! <br/> <br/>- Cutscenes are timed well enough, but I would like to have control over them. Since it isn't voiced, my expectation was that I would be given a frame and could signal the next frame by giving input. Nitpicks, nitpicks! <br/> <br/>Thank you for commenting on my entry. |
| Sep 5 04:42:00 | 41m 00s | This Little Piggy... | Oh yes. This is fantastic. So wacky and unexpected. <br/> <br/>As others have noted, the combat part of this is severely lacking feedback. In the frantic mess of the pig invasion, it was difficult to see where my bullets were even going, and I couldn't tell when I killed an enemy. <br/> <br/>Great work on the art & music! <br/> <br/>Nitpicks: <br/> <br/>- The Linux archive does not retain the executable bit for the game binary. Having seen this for multiple Unity games, I suspect the blame is fully to place on Unity. It is a minor inconvenience. |
| Sep 5 05:15:00 | 33m 00s | Matters of Perspective | Ooh, neat. I love the secret area in the third level. This mechanic could be used to great effect. <br/> <br/>Only a few criticisms here: <br/> <br/>1. The transition between perspectives takes a smidgen too long. <br/> <br/>2. Mouse sensitivity is *extremely* low. <br/> <br/>3. The player character light is too intense. Since most perspective changes occur right next to a surface, the emittance is unsettling. <br/> <br/>Completion: three levels and three easter eggs! <br/> <br/>Nitpicks: <br/> <br/>- The game window does not release the mouse in the 3D perspective when the user has switched to a different window in Linux. I have not tested this on Windows. <br/> <br/>- The Linux archive does not retain the executable bit for the game binary. Having seen this for multiple Unity games, I suspect the blame is fully on Unity. It is a minor inconvenience. |
| Sep 5 06:00:00 | 45m 00s | The Verse | Very, very neat. The music gives this the perfect mood of meditative strategy, and the aesthetic is fantastic. Although this world-to-world colonization system has been done by many (e.g., Eufloria and other Ludum Darians), this puts a nice spin on it. <br/> <br/>Extra credit for using SuperCollider! I'd love to be able to make music with it some day. <br/> <br/>A few criticisms: <br/> <br/>1. The window is too small. This would be more immersive if I could resize the window or go fullscreen. This is a huge factor. <br/> <br/>2. The Verse constantly shifting makes it hard to gather and send off precise amounts of a fleet. <br/> <br/>Nitpicks: <br/> <br/>- I can't press escape at the menu to quit the game, and there is no exit button. Minor. <br/> <br/>- There are are multitude of empty lines emitted to stdout. Bothersome and unexpected in a terminal. (This is caused by a strangely placed print("") in your love.update() function.) |
| Sep 7 00:41:00 | 42h 41m | Omnis | Cool style. Not enough rupees. <br/> <br/>Few criticisms: <br/> <br/>- This is frustratingly difficult, even with a controller. Apart from staying away from worshiper attack, I feel that the player attack is what makes it most frustrating. It's hard to direct the attack, especially while trying to stay away from aggro. <br/> <br/>- Camera angle on the left path is too occluded; it's easy to fall off of the path. <br/> <br/>(P.S. The .tar.gz repackage for us Linux people is much appreciated.) |
| Sep 12 21:39:00 | 140h 58m | Get Physical | This is an excellent & challenging mechanic. The music placed the mood very well. There was a big leap in difficulty at one level, though it's a better progression than most LD games. <br/> <br/>Nitpicks: <br/> <br/>- The exit and portal graphics don't fit with the rest of the game. <br/> <br/>- Linux package does not retain executable bit. |
| Sep 12 23:53:00 | 2h 14m | Translation Points | This game is hard to follow. <br/> <br/>A few issues in particular: <br/> <br/>- Apart from counting translations relative to the mothership world (which is easy to lose track of), there's no way to tell where you are. It also seems like the thief ship can make a translation point to any world, thereby increasing the difficulty of tracking it down. <br/> <br/>- The text is poorly positioned. It is very difficult to read, and some of the timing is too quick in the beginning. <br/> <br/>- The control scheme is unusual. I should not have to use both the mouse and the keyboard to control the ship. Direction becomes useless; the only thing you can realistically do is move forward. <br/> <br/>- The player can get stuck in a translation point -- moving between the two worlds repeatedly until the translation point decays -- rather easily. |
| Sep 13 00:28:00 | 35m 00s | Pogo the Universe | I like the music, but not the theme. Mechanics are too frustrating. <br/> <br/>On the very first world, it was unclear (or rather, seemingly ineffective) that I could push the player away from the planet, and I got stuck in an ear-murdering tiny-jump position where the only way out was to restart. |
| Sep 13 00:40:00 | 12m 00s | Inverted | Endless Runner | A twitch-motion game.. with only one dimension of movement and only one key; not too compelling. Maybe more variability in the game world (powerups, powerdowns, etc.) would make it better. The music isn't my jam, but it fits the game well enough. Spontaneous death is really bothersome. |
| Sep 13 01:03:00 | 23m 00s | Legacy of Lamas | Is 1.11 only bug fixes or was it created during the compo as well? I've been playing the first one. <br/> <br/>Hard to see what's going on with this small resolution. <br/> <br/>The character is able to move one whole tile outside of the ground.. in any direction. Some parts of the music do not belong. It sounds like it's part of the game world (e.g., the player taking damage or enemies chirping), but it's not. I didn't realize that until it repeated a few times when I wasn't doing anything. <br/> <br/>I don't think I was able to find either of the shopkeepers, but I suspect the red thing that floated towards you and replicated your.. missiles was supposed to be one of them. <br/> <br/>Overall, I'm really not sure what this thing is, nor what purpose the face-backwards character has. |