Foon → Ludum Dare Explorer → LD30 → Feedback comment stats → racarate
Feedback comments for LD30
racarate's games and stats for all events →
| Timestamp | Since previous | Game | racarate's comment |
|---|---|---|---|
| Aug 27 03:00:00 | ICCC | the music and writing are snarky and nice, but the way the tooltip covers the cursor make it so difficult to tell what's going on! the text that pops up comes and goes so fast i have no idea what it's saying either. i'll play some more (+rate) but just wanted to give first impressions. | |
| Aug 27 03:17:00 | 17m 00s | Karma Cycle | that was really confusing! i liked the flavor text about the witches, but it was so strange that i had to look at the text to see whether or not i had selected a planet. i got pretty close to planet z but then days reset for some reason i don't understand. <br/> <br/>just to learn, i repeatedly clicked on DEFEND FAMILIARS while hanging out on my home planet and it seems the other familiar just randomly wanders around without threatening my witch. also, determining which planets were connected to which other planets was impossible for me, not sure if that was intentional or not. |
| Aug 27 03:34:00 | 17m 00s | Connected Worlds | the colors were garish, but the level design was pretty nice... had a lot more fun than i assumed i would based on the screenshot and description. also, your game deserves a better name than just the theme! |
| Aug 27 20:21:00 | 16h 47m | Red Entity | whoa <br/> <br/>that was ridiculous <br/> <br/>like a mix of aces wild + gunstar heroes <br/> <br/>only complaint is that getting hit didn't feel like getting hit <br/> <br/>that is, it felt like monsters/bullets were just gliding through me <br/> <br/>and the gun sound was ehhh <br/> <br/>but overall yeah |
| Aug 30 16:49:00 | 68h 28m | Lullaby | that was really evocative. <br/> <br/>i liked how soft the music was, it really drew me in. i felt myself trying to hear, trying to decipher. <br/> <br/>channel 13 was my favorite, very warioware. |
| Sep 14 04:25:00 | 347h 36m | The Makers Hand | i really liked your music... didn't realize i could WASD move until the second game... played a few sessions but could never afford pipes to heaven. i really liked the handmade look though. |
| Sep 14 04:45:00 | 20m 00s | WorldWar of Connectidia | whoa <br/> <br/>that was a lot of... stuff! nicely ambitious, to link three different style game. the tutorial was way overwhelming, but i think that's just because the game has a lot going on. i had to start-quit-start-quit-start-mash-buttons to figure out how the game worked. <br/> <br/>the ending screen was hilariously wordy too. <br/> <br/>the game itself, i wish the action were more crunchy. i think i enjoyed the brawl aspects more than the management part (i just spammed on farmers and didn't really build any towers) <br/> <br/>the music was wonderfully retro. <br/> <br/>i did get lost a few times, since the map is so indistinct maybe some sort of radar would have been nice. <br/> <br/>also, props on using LOVE. |
| Sep 14 04:54:00 | 9m 00s | Your world! | neat! my perception was that i had to slowly build my army, slay creeps for gold and decide when (and whether or not) to buy that 800 gold unit. i felt like i was on the field of a faraway fantasyscape, with a maxfield parrish sunrise illuminating the final battle. <br/> <br/>i learned from your game that only four units is enough to stop and think about what kind of shopping to do. it's interesting that so much dillemma can come from so little. <br/> <br/>great sprite art, but by putting the build user interface at the top left my eyes were away from the action of the game. also i noticed 'hover over' an icon had the same treatment as 'building' an icon which was a little confusing. <br/> <br/>the music was nicely intense, but it was a really short loop. the sfx, i probably would have thickened up a bit (or brought down in the mix). <br/> <br/>overall, very nice game. oh, and my favorite part was the text THE WORLD CONNECTORS. |
| Sep 14 05:25:00 | 31m 00s | Double Take | i like the windows 95 aesthetic! |
| Sep 14 05:33:00 | 8m 00s | Asteroid Rage | my impression of the game was being stranded in an overwhelming crowd, just on the edge of being crushed. the green radar button was a beacon of hope that i wanted to satisfy if i could just manage to stay alive one more moment. <br/> <br/>watching the flags on the asteroids, i learned that maybe space is the answer to our political struggles here on earth. <br/> <br/>just adding three sfxr sounds -- shot, destroyed asteroid, destroyed ship -- would have gone a long way towards enveloping me. (and maybe not restart the audio when the player dies, as the player dies so much). <br/> <br/>thanks for putting this out there! |
| Sep 14 05:36:00 | 3m 00s | Linked | i won't lie, i spent a lot of time making them dance with the down button |
| Sep 14 05:45:00 | 9m 00s | Starpiercer | nice! good infinite runner, main model was slick. also enjoyed the wipeout-style soundtrack. did not understand what the point of the spacebar was, hoped it would cancel the slo-mo effect but i'm unsure. |
| Sep 15 21:35:00 | 39h 50m | This Little Piggy... | hahaha, your game went from making me hungry to making me want to visit outer space |
| Sep 15 23:19:00 | 1h 44m | @tiny_astro_naut | hahaha, i like it... the narrative was very non-linear. for example, was the rocketship turning into a dog; did it discover a dog; or perhaps the twitter hard-cut took us to a metaphorical representation of rocketship as dog (or perhaps dog as rocketship). <br/> <br/>i appreciate your attempt to humanize the void. |
| Sep 15 23:28:00 | 9m 00s | Planck Jump | that was a really cool idea, reminded me of carnage heat for the the playstation. i wish there would have been more to explore. |
| Sep 16 00:01:00 | 33m 00s | The Hoverator | very extreme-g! <br/> <br/>everything looked really cool. i liked how it felt, especially how quickly you could turn. the feel of the bike was a bit overcorrect-ey at first, but i actually like my racing games like that (initial D seems that way to me). <br/> <br/>the impact effect when you got hit was very good. not a lot of LD games have a good impact hit like that. <br/> <br/>the sensation of speed was okay, but i almost with there was some futuristic speedometer to better gauge my speed... it would have been nice for when i was just-edging around some corners. <br/> <br/>my main complaint would be the input mapping. spacebar would have been a lot better for wasd shooting (on my macbook the control key is on the left side of the keyboard). spacebar would have also been better for restarting (there is no insert key on a mac keyboard so i had to close the page then re-open it). <br/> <br/>also, your colors for the level and player and monsters were so pretty but then you used programmer 'full-on' red and green for the special effects and UI, maybe it would look cooler if they matched? <br/> <br/>oh, and maybe thicken up the sfx a little bit... sfxr can sound juicy if you just double or triple track some slight variations. <br/> <br/>nice job, thank you for making this! |
| Sep 16 00:53:00 | 52m 00s | Where Did The Stars Go? | mmmm my favorite music so far... i want to grow plants into forever |