Foon → Ludum Dare Explorer → LD31 → Feedback comment stats → alfadur
Feedback comments for LD31
alfadur's games and stats for all events →
| Timestamp | Since previous | Game | alfadur's comment |
|---|---|---|---|
| Dec 9 04:36:00 | Santa Saves Christmas | I quite liked the movement mechanics in this one, with having to watch out to not trap yourself in ice and everything. Being rushed by snowmen on restart though... :) | |
| Dec 9 05:06:00 | 30m 00s | Mission Assault | This looks very good indeed! The darkness is a bit too extreme though, I feel that it would play smoother if turrets were easier to spot. |
| Dec 9 05:50:00 | 44m 00s | Screen One | Quite impressive collection of behaviors for the characters! No wonder it's very replayable, with all possible combinations to sit them around. Also the best use of theme I saw so far. |
| Dec 9 16:15:00 | 10h 25m | Go Out Screen | Nice puzzle, climbing over sideways furniture fells pretty original! The only minor quirk I see is that the puzzle interface is a bit counter-intuitive: the arrow points anticlockwise while the rooms rotate clockwise. |
| Dec 9 16:36:00 | 21m 00s | Color Code | Nice entry, haven't played the original one as well, but I can see how additional mechanics add a lot of possibilities. I wonder if the grid could be put to even more use, for example giving a bonus for matching with 4 neighbors at once. |
| Dec 9 16:59:00 | 23m 00s | Walk the Plank | Nice level progression, I actually find the rate of making distinctions finer established quite well. |
| Dec 9 17:54:00 | 55m 00s | Slope Challenge³ | Great idea, it seems like there's also a lot of potential for adding environmental hazards like jump pads or holes. |
| Dec 9 18:44:00 | 50m 00s | HexaPong | Nice improvement over planar paddle! I too feel that it starts a bit fast though, it wasn't until the ball has slowed down to about half the initial speed after some hit that I was able to appreciate the ability to vary impact angle by positioning paddles appropriately. |
| Dec 9 19:01:00 | 17m 00s | Rringo | Very nice aesthetics, especially the menu book! Unfortunately I'm unable to figure out how the aura colors correlate to effects, but I think this aura mechanic has great potential nevertheless. |
| Dec 9 19:17:00 | 16m 00s | Baa Ram Ewe | Impressive job! I kept expecting wolves to jump out of the trees though, would make a lot of sense. :) |
| Dec 9 20:50:00 | 1h 33m | Pipe Quest | Very impressive level design! Especially the last level which is pure frustration in a good sense. :) <br/>I must say the controls felt unusual at first, but after a while they became pretty natural. |
| Dec 9 21:39:00 | 49m 00s | King of the Castle | Nice, a very well-rounded game! I especially like how the King flies off the ladders when going up. :) |
| Dec 9 22:52:00 | 1h 13m | Bedungeoned | Great use of match mechanic! I only wish the monsters would have some memory to follow the player around the corners, so that it would be easier to lead them in traps. :) |
| Dec 9 23:31:00 | 39m 00s | On The Field | Nice idea! I think the gameplay would benefit from people having some inertia instead of beelining straight towards the cat. |
| Dec 10 00:02:00 | 31m 00s | Case #31 | Impressive movie props aesthetics! I'm not sure if it's intended, but ability to jump over cops and run away is nice too. :) |
| Dec 10 01:02:00 | 1h 00m | Stay Frosty | Some quality sniping mechanics in this game! It would be nice addition if the sniper had to escape somewhere after completing the mission, since right now it's a bit easy to get up close to the target and shoot without caring for consequences. |
| Dec 10 14:34:00 | 13h 32m | RailGunner | Well done for 18 hours! I like the contrast between the ships on different rails. Shooting down bullets might be a bit overpowered though, I accidentally found a spot a bit off the center where it was possible to just stay in one place holding the fire button. It would be nice if the bullets had a bit more sideways motion to them. |
| Dec 10 16:21:00 | 1h 47m | One Screen Universe | Cool concept! I suppose it was already planned, but it would be nice to have some penalty for going too far off the screen so that the player couldn't just fly off backwards while keeping shooting towards the center. |
| Dec 10 18:02:00 | 1h 41m | Much Ado About Pirates | Very impressive for a compo entry! I found the platforming puzzles pretty engaging. <br/>A small suggestion: it would be nice to have the ability to lock the cannon's direction. It's very much playable as it is, but when moving between screens using "cannonball flight" having to cross the whole screen with mouse is slightly inconvenient. |
| Dec 11 00:31:00 | 6h 29m | Galvatross | Well done, the combination of attacking down with mobs' high jumps creates quite challenging fighting mechanic! |
| Dec 11 05:04:00 | 4h 33m | A Fine White Line | Incredible job, as others have said it would be even greater given proper control feedback and more content. I especially liked how the towel is a bit hidden in plain sight with this art style, seems like it would be an interesting challenge to hide around other items similarly. |
| Dec 11 05:30:00 | 26m 00s | Smash the Game | Nice brawler! The camera zoom/inversion bonuses are quite cool as well. :) <br/>I'm not quite sure, but it seems like the characters would benefit from simple round shadows under them so that it would be easier to grasp their relative position. |
| Dec 11 06:07:00 | 37m 00s | LiliLight | Impressive job! Looks absolutely stunning. The fun thing is that I made a similar prototype a while ago, so if you're interested in additional battle-proven mechanics, here's a couple: <br/> <br/>Some kind of demons might leave footprints that are only visible in the spotlight to help player track them down. <br/> <br/>There could be windows in the walls that demons could escape through when they're about to be burned, just to enter back from the other side (I guess this only works when they're in limited quantities). |
| Dec 11 06:29:00 | 22m 00s | Thermonuclear War | Nice hacking puzzle! I didn't feel the single screen limitation to be really encumbering, more of a reason to think twice before entering a command. :) |
| Dec 11 15:25:00 | 8h 56m | Little Office Troubles | These are certainly very original controls, the resulting gameplay is quite refreshing. Well done! |
| Dec 11 15:43:00 | 18m 00s | Desk Top! | Great entry! Seems like there's also a lot of room for extension, the gameplay obviously calls for moving obstacles next. :) |
| Dec 11 16:03:00 | 20m 00s | Node Alpha | Great puzzle! 45degree rotation is quite unusual for a square grid, seems to work very well. |
| Dec 11 16:20:00 | 17m 00s | Mini Thief | Great stealth game! Slipping past the guards and running off to hide in the secret room feels quite good. |
| Dec 11 16:50:00 | 30m 00s | Scratch Track | A well polished rhythm game! Spinning record sounds quite fun as well. For extra hardcoreness you could make lanes spin at different speeds. :) |
| Dec 11 21:33:00 | 4h 43m | Yuki and Snow | Impressive presentation! All the little detail create very nice atmosphere. <br/> <br/>Unfortunately I wasn't able to solve the puzzle without the hints as well. It's seems that, along the lines of what torcado194 said, the design is at odds with the common setup for password puzzles: there's one item that has the password, another one that maps the password symbols to some other symbols, and the third item for entering the resulting symbols. Since the book acts as two former ones combined, there's a lot of space for possible interpretations (my most reasonable theory was that the numbers in the book are sums of the numbers assigned to a pair of symbols near them, but it obviously didn't quite work out). <br/>Sorry for the long rant, I just thought it was interesting to think why is it hard to figure out the solution. |
| Dec 12 00:54:00 | 3h 21m | Sales Pitch | It's cool how the same items are used for different purposes during all 3 stages. Very impressive for speed-gamedev! |
| Dec 12 01:33:00 | 39m 00s | Chess Chatter | Nice story, and presentation generally feels very polished. Also, story branch based on what character thinks seems quite original. |
| Dec 12 01:52:00 | 19m 00s | Screen Space: 0 | > get back to work <br/>That action doesnt apply at the moment. <br/>:D <br/> <br/>Cool adventure idea, I think if it was to be extended it would be nice to have some ways to recover a bit of screen zooming, right now it gets out of hand pretty quickly. |
| Dec 12 02:30:00 | 38m 00s | Mini Minotaur | Very impressive! A sliding puzzle rises to a whole new level of tension when you're about to get killed by minotaur. :) |
| Dec 12 03:10:00 | 40m 00s | Gaia vs Humanity | Very cool idea! The balance is the hardest thing to get right for this kind of games, so I think for a jam game it's balanced quite nicely already. I wonder though if there's a way to also make a meaningful positive feedback loop for Gaia Energy generation. Maybe something like ability to build natural wonders that give additional energy until Humanity reclaim them? Could make gameplay a bit more dynamic. |
| Dec 12 03:46:00 | 36m 00s | Poltergeist | Nice idea with distance! As it's been said, it would be much improved by having ways to significantly reduce fear, that way it would be more balanced gameplay where action would need to be selected carefully. Great start nevertheless! |
| Dec 12 04:06:00 | 20m 00s | Beat+Trak | Awesome rhythm game! I don't think I've ever seen the ability to collect notes partially, feel very original. As others have mentioned it's not quite obvious which cursor is which at start, this ambiguity however naturally leads to the question: wouldn't it be totally insane to have several note-collecting cursors at once? :D <br/>All in all, impressive job, good luck with making the next version! |
| Dec 12 05:06:00 | 1h 00m | Patricia I | Nice Game&Watch-like! The setting is quite unusual. :) <br/>One thing I noticed is that either I'm extremely unlucky or the fish never goes to the rightmost cat. |
| Dec 13 01:29:00 | 20h 23m | Snowball Tunning | This is actually pretty cool! I think there's a lot of unexplored terrain with this tuning mechanic. Nice job for a mere 6 hours! |
| Dec 13 01:53:00 | 24m 00s | Turn a cave! | Nice idea! Apart from dead ends the generator does a good job on creating challenge, I feel I had to do just about right amount of backtracking to get where I tried to. |
| Dec 13 02:05:00 | 12m 00s | Dot Dungeon | Very nice dungeon crawler! Would be nice to give player some room when spawning though, both for monsters and items. When a chest spawns directly on top of you and opens right away, it kinda cancels the effect of intrigue. :) |
| Dec 14 00:41:00 | 22h 36m | Escape Character | This is just awesome! Everything fits together pretty much perfectly. <br/>Had to play it twice to find the exit from the End window. :) |
| Dec 14 01:41:00 | 1h 00m | Houston, We've Got a Problem | Impressive start, I feel this could become really great if taken in the right direction! Looking forward to see how the interaction with colonists develops. Also, when you mention how predators will attack from different sides, does it include attacking from above as well? :) |
| Dec 21 01:52:00 | 168h 11m | Communications Control | This plays quite nicely, if a bit slow, I would definitely like to see more of it! Though it desperately needs a log if players are to make sense of what's happening in longer scenarios. <br/> <br/>While not really compo-related, I played the new version for a bit, and it felt like there's room for putting the command line to more extensive use. For example, instead of scanning a ship's engine automatically, there could be a two step process: first scan the ship to discover its parts, then scan a specific part to discover its state. <br/> <br/>Also, it won't let you run "INTERCEPT MC-BETH". :) |
| Dec 25 23:39:00 | 117h 47m | Musing About | Such games with multiple feedback loops are quite hard to balance, so an admirable job on making it feel about the right difficulty! On the 3rd try after having more or less understood how the stats work I managed to complete it in 5 days 4 hours, but it's |