Foon → Ludum Dare Explorer → LD30 → Feedback comment stats → pansapiens
Feedback comments for LD30
pansapiens's games and stats for all events →
| Timestamp | Since previous | Game | pansapiens's comment |
|---|---|---|---|
| Aug 26 09:27:00 | Data-Man | Great take on a dot muncher - great idea and generally well executed ! Wrapping everything round a sphere with variable height walls really changes the dynamics, since planning is harder due to the limited visibility, but not impossible. Sort of puts it somewhere between Pac-man and 3-demon, I guess. Other have mentioned the slowdown feature also - great design. Loved the music - but I don't think it quite fits the visual theme. Glitch-wise, I did find the occasional corner where I got stuck and could turn but not move. Might have been the result of some key mashing (PS, I'd love to play this on my OUYA :) ) | |
| Aug 26 10:25:00 | 58m 00s | Connect your Worlds | Love the little animation in the background - he kind of looks happy doing what he's doing. I lasted ~4 minutes before, just like IRL, I decided to neglect Facebook. But I got to 1k imaginary internet points on Reddit ! |
| Aug 27 06:06:00 | 19h 41m | Icarus Crisis | Once I figured it out, I quite enjoyed this - definitely one to keep fleshing out & polishing. <br/> <br/>I watched the tutorial video, and maybe I wasn't giving it my full attention, maybe I don't play enough board games, or maybe I'm just slow, but I still didn't quite get it. <br/> <br/>--- <br/>Here's my what I learned in my own words, in case it helps someone else get started: <br/> <br/>The key realization I needed to make was that it's like a poker machine or slot machine where you can lock columns. After I realized that the key mechanic made sense ! <br/> <br/>* The top panel with the three white dice shows how many dice of each "picture type" you need to win. The picture types are the "hit" (*), "perception" (@) and "chance" (?). <br/> <br/>* To commit a die, you 'lock' them by clicking on one of the colored versions in the bottom panel (you'll see the numbers in the top panel change eg 0/3 change to 1/3 ). <br/>Any _unlocked_ die randomly change to another picture type ('hit', 'perception' or 'chance') each roll (this is just like locking positions on a slot machine and pulling the handle for a second chance). <br/> <br/>* The probability of getting a particular picture when rolling the unlocked dice is determined by the color (see small not between top and bottom panels). <br/> <br/>(Also, in case it wasn't obvious, after your third roll, when the button changes to "Continue", you can still commit dice to the encounter and win it - this should probably be "auto win" if you happen to be holding the right dice after that third roll, since accidentally pressing continue when you should have effectively won is annoying). <br/> <br/>* When moving your soldiers around the map, the numbers on each tile indicate it's difficulty. <br/> <br/>All of this would probably be more obvious if there was an actual 3D dice rolling animation, or a slot machine roll over effect - but hey, can't do everything in 72 hours ! <br/> <br/>Tip: Make sure you do exploration (non-mission) tiles to build up your dice (you'll probably need at least one soldier with 8), else you won't be able to beat the final mission (and I was so close !). <br/> <br/>Extra points for not making the back story involve zombies ! <br/>(However, if humans themselves constructed the Icarus Gate, why does it have alien looking runes on it. Just sayin' :) ) |
| Aug 27 12:12:00 | 6h 06m | Cohack | Hey, this was good fun - simple and clearly described rules made it easy to pick up. The 'tail' rule restricting movement of other units is great and helps to make things interesting (no idea how unique it is in turn-based strategy, but I don't recall ever seeing it used). The AI or amount of opposing forces made this version probably a little too easy (if I can win on my first game), but it made for a good intro nonetheless. <br/> <br/>One thing you should do is colour code the enemy and friendly units so it's easy to figure out what's going on (not just on the minimap .. and with colour blindness friendly colours). I haven't read the other comments yet, but I'll be surprised if I'm not the first to request this (sorry if it's repetitive !). Nitpicking aside, seriously cool piece of work. |
| Aug 27 13:57:00 | 1h 45m | Souzou Cliff | Wonderful artwork, both the pixel art (love those trees!) and the character busts / concept art. I did find the double platforming pretty tough (the slippery ol' Unity CharacterController capsule doesn't help :/ ). It shows that you have a dedicated writer thinking about the story and dialog too - great work. <br/> <br/>Minor nitpicks, and somewhat personal preference - I'm not a fan of pressing "up" as jump in platformers. An arrow key + X or space to jump option would be welcome. Also it would nice to be able to advance story dialog boxes with a key rather than grabbing for the mouse. |
| Aug 28 05:32:00 | 15h 35m | The Hoverator | Controls felt great, and I even managed to not fall off. You know you've built a good foundation when it's fun just to cruise around. Excellent music too, although the 'coin pickup' sound was a little loud/harsh in comparison. |
| Aug 28 05:39:00 | 7m 00s | BingaR - Story driven platformer | Loved the look of the funny totem god (just can't get enough of HUFNUF). I guess ultimately you bit off more than you could chew in 48 hours (easy to do) since the story and gameplay didn't really go anywhere, but what you have is a pretty good start. |
| Aug 28 05:51:00 | 12m 00s | Arrow Rain | Love that low poly faceted look, and the feel of the bow (controls, animation, physics and audio combined) is great. While not perfect, the boss behaviors were decent too. A little more feedback on whether a boss hit was successful would be good. Overall, I liked what is there, but I think you could have got more mileage by having a level or three with lots of smaller enemies to shoot, followed by the boss. I'd also reverse the order of the bosses, since the attack sequence required to beat the Minotaur seems less complex (just shoot it anywhere ?) compared with the Golem. |
| Aug 28 05:55:00 | 4m 00s | Lethal Reflection | My favorite LD30 game so far (and will honestly be hard to top). I don't think I need to say much here - we chatted on Twitch about the mechanics. It feels pretty unique and is awesome fun ! |
| Aug 28 06:06:00 | 11m 00s | Nexxuz | Having a community of Minecrafters build the levels collaboratively really paid off - looks wonderful with lots of detail. I would have liked the powerups to better fit the theme of the rest of the environment (tough if you still want them to stand out, but there must be a solution). Also, I think it would look better if the voxel size and lighting on the ship matched the rest of the level - as it is, it sort of feels like it's not part of the level but overlaid on top (like Superman on a blue screen chroma key). Still very pretty nonetheless. |
| Aug 29 03:31:00 | 21h 25m | One Ship Two Ship Redshift Blueshift | I found this pretty tough in one player mode, but it feels like it would be a blast with two players. Great clean pixel art, good visual feedback and awesome chiptunage. Great job ! |
| Aug 29 03:37:00 | 6m 00s | Planet Rush | Great simple concept - the timing was tricky but I still found it a little addictive trying to survive for more than a few triples. Nice work ! |
| Aug 29 04:23:00 | 46m 00s | A Galaxy United | I liked the movement animations of the robots - very cute. The design of the central 'all three' level was solid too. The control scheme for Baz seemed a little weird though - probably just making W = Jump, without the unlocking would have worked better for me. I hit a few collision glitches too - managed to get Baz stuck beneath the ground :) |
| Aug 29 04:28:00 | 5m 00s | Hypnagogia | Wonderful graphics, nicely crafted mood and exceptionally well written. Don't ask me why but I'm in love with the look of those health bars !(??) The dreamstate gameplay got a little tedious after a while since I didn't find it especially challenging, and there weren't many 'interesting decisions' to be made during combat, but it was worth it to progress the story. |
| Aug 29 04:33:00 | 5m 00s | Ghostnet | Great concept and quite funny. I think the first hacking wave should be easier and shorter, just to introduce the player into how it's done and what is going on. I didn't hear the music (latest Firefox on Windows), which probably added to the confusion (it seemed like that first wave would never end). |
| Aug 30 00:32:00 | 19h 59m | Stanley Squeaks and the Emerald Burrito | Great fun ! Love the little mouse & his idle animations, very cute. I think you did well to strongly hint at the block destruction mechanic, without making it so explicit that it was obvious from the beginning what was going to happen; that moment when I realized what was going on ... *facepalm* :) |
| Aug 30 00:32:00 | 0s | Crossworld Club | Lot's of LOLs here - great work ! |
| Aug 30 00:35:00 | 3m 00s | The Beginning | I really like the simple design of the corridors - just by throwing a few triangles protruding from the sides it becomes stylish and interesting. |
| Aug 30 06:08:00 | 5h 33m | Road Rage | Great fun, cool pixel art (muscle cars !) and I love that progressive soundtrack. I sort of zoned out and kept playing for longer than I would have expected :) I think it would feel fairer if the player hitbox was a little smaller, I seemed to clip logs too easily with the back of the car when changing lanes. <br/>(Twitch streamed http://www.twitch.tv/omgwtfgames/c/5029045 from ~44:45) |
| Aug 30 06:16:00 | 8m 00s | One | This is a bit like patting your head and rubbing your belly at the same time ! I liked the minimal style & choice of complementary colours. One suggestion that could make it feel less frustrating and confusing would be to highlight the side of the box corresponding to the key pressed - I kept forgetting which box was WASD and which was arrows, but this would alleviate that, especially as future levels got more complex. <br/>(Twitch stream here: http://www.twitch.tv/omgwtfgames/c/5029045 from ~22:20). |
| Aug 30 06:25:00 | 9m 00s | world-walker | Love the characters uniform - reminds me of the original Star Trek outfits. I think I noticed a bug - when switching worlds for the second time, the platforms don't seem to change (or the starting world should have the dark background ?). |
| Aug 30 06:30:00 | 5m 00s | I Think I Broke Something | Quite good fun - pretty punishing until you get used to jumping in portals whenever you get the chance. I could just be me, but I'd prefer if the shoot/move controls were switched, since after playing various FPSs my brain is hardwired to move with WASD - I had to swap hands so my arms were crossed ! Gamepad support (left stick move, right stick shoot) would be great for this too. <br/>(Twitch streamed here: http://www.twitch.tv/omgwtfgames/c/5029045 ~38 min) |
| Aug 30 06:36:00 | 6m 00s | sflda | Great that you finally took the plunge. Learn what you can from it so next time we will see "alde", the awesome-ludum-dare-entry ! |
| Aug 30 06:42:00 | 6m 00s | Crystal planet | Looks pretty, but I'm not sure I entirely got how to play. Even when I thought I understood (and had accidentally won), it seemed impossible to match the signal and target by changing generator orb colours. |
| Aug 30 06:59:00 | 17m 00s | Soul'd Out | Very cute little character sprites :) This is an interesting mechanic to explore, although I found switching my gaze constantly between two panels a little distracting. One alternative would be to overlay the left and right panels (with the underworld one being more transparent) .. maybe with the spirit-you slightly trailing the position of the real-you. It may become too cluttered to look at like this, but tweaked right it could turn out feeling more natural. |
| Aug 30 07:03:00 | 4m 00s | Trappy Tomb | Fun idea (and actually fun to play). Lot's of LOLs at some of those messages ("Balls !"). Bug-wise, I seemed to hit a few collision issues, ending up inside the walls after jumping (latest Firefox, Win7). |
| Sep 6 04:47:00 | 165h 44m | ServerSphereICE | Great visual effect - I can't quite decide if it's a scrolling UV or a cubemap reflection (might have to have a peek at the source :P ). Liked the atmosphere set by the background sound and the crunchy explosions too. I wasn't a huge fan of the control scheme, I didn't like having to find the player again after looking around - maybe locking the mouse to only look up/down not left/right would simplify things. |
| Sep 7 10:42:00 | 29h 55m | SpaceWorlds | I like the planet pixel art, great music and the feel of the ship control is pretty nice. Design-wise, what I think would make it better is if (1) red planets were insta-death so flying around needs to be more accurate and dangerous (2) make green planets become depleted after some amount of shield recharge (10% ? 20% ?) - this would force the player to go seeking green planets, rather than just camping around one and shooting stuff. |
| Sep 7 10:48:00 | 6m 00s | Wallrun Dot Love | Great fun and nicely 'juiced'. Wall running makes it feel like I'm controlling a superhero. Those enemies sure aren't your garden variety Goomba :) |
| Sep 7 10:54:00 | 6m 00s | Daydream Runaway | Every time I was just about to ragequit, I'd continue just a little longer and make some progress. I like how rather than just dying and restarting, pickups just get returned to the playfield upon collision - it kept me trying when I was close but not quite nailing it. Third level and I was done though - a shallower difficulty curve would have been welcome. |
| Sep 7 11:02:00 | 8m 00s | Split//Maze | Quite mesmerizing in endless mode. Love that level complete sound .. satisfying, and familiar in some way but I can't put my finger on it. |
| Sep 7 11:07:00 | 5m 00s | ConnectTheWorlds | Some very amusing dialog text in there - lots of great references :) I would have never though that Lunar Lander could be made fresh by stringing together levels with a story and some powerups ! Great work. |
| Sep 7 11:11:00 | 4m 00s | FACED | Really enjoyed playing this - puzzlers like this sometimes break my brain a little to quickly, but this one worked for me (the nice set of tutorial intro levels was well done). Love the whimsical faces, and the happy/sad transition was the perfect way to convey information. Thanks for sharing ! |
| Sep 7 11:20:00 | 9m 00s | Odyssey | Cool mechanic - and just as I thought you'd milked it .. a new thing ! Great work. |
| Sep 7 11:24:00 | 4m 00s | Schizophrenia | Great use of the theme. I suspect it was intentional in the design (to ultimately encourage impressive speedruns), but I felt the run speed was too fast. A few nicely designed platform-toggling challenges in there though, great stuff. |
| Sep 9 01:26:00 | 38h 02m | Join Us! | Fun once I got the hang of it - the bullet wrapping makes for an interesting feedback loop. Sometimes it helps you out, but since they can also hit your ship it pays to be accurate - creates an interesting tension :) Love that background music too. |
| Sep 9 01:40:00 | 14m 00s | WORLD WARPER | Nice one ! Kudos for trying something a little different on the technical front too - doing everything with 'pixel fields' looks cool (feels like something from the 'demo' scene). Oh, also pretty fun to play, and I love that (abundant?) thumping background music :) |
| Sep 9 01:49:00 | 9m 00s | Planet Bouncer | Interesting gameplay. I feel like the design of the levels didn't exploit it as well as it could have - they felt a little randoms rather than a 'problem to be solved' if that makes any sense. Still, great job, it is only 48 hours after all ! |
| Sep 9 01:55:00 | 6m 00s | Lorries In SPAAAAACE! | I found it a little easy to win, but it has the foundations of a great little trading game. I would have liked some indicator on the planets I already owned, and maybe also little icons to indicate what they want to buy/sell to save so much clicking. I crushed the spirits of the galaxy's inhabitants in 7 min, 36 seconds (after one false start where I overstocked on Gorillas :) ). |
| Sep 9 01:57:00 | 2m 00s | Line Crossing | So very very freaky. Love it (and just now I re-read and see there are ten endings .. better play again :) ). |
| Sep 15 05:11:00 | 147h 14m | STREAM | Nice looking planet textures (especially the Jupiter-like one). I think the system and rules you have in place have real potential, but I agree that you didn't exploit it fully to find the fun in 48 hours. Maybe adding some elements (random idea: enemy satellites that orbit to try and intercept the message, insta-death if they do) would make it more interesting. Also, since it's mostly mouse driven, I'd like to be able to drag (or mouse wheel ?) to rotate your satellites. |
| Sep 15 05:15:00 | 4m 00s | Super Shaker X | Really nicely juiced (particles, screen shake), all adds up to a great feel. I guess I would have liked some progress indicator for each planet - never quite sure how far I was to completion. |
| Sep 15 09:49:00 | 4h 34m | Color Wheel | Great classic roguelike - I like all the little character sprites. |
| Sep 15 09:51:00 | 2m 00s | A Light In The Darkness | Great fun - didn't get to try multiplayer, but I was able to beat it reasonably easily solo. |