Foon → Ludum Dare Explorer → LD32 → Feedback comment stats → local minimum

local minimum

Feedback comments for LD32

← LD31   LD33 →

local minimum's games and stats for all events →

TimestampSince previousGamelocal minimum's comment
Apr 20 07:07:00 Machine Kiss Not surprising that your graphics looked really nice. Great job. If there was a setting 2x2 pixels per pixel it would have fit my screen snuggly and I could have marveled the details even more. I tried playing it twice after reading all the card descriptions. And I guess I was a bit unlucky or unskilled so that I never got to draw new cards while playing. Maybe it would be nice if the player could sacrifice something or put themself in a problematic position to be able to continue playing? E.g. skip over next two three waves (no points) and get max 3 new cards. Alternative, though not exclusively so, solution could be if the deck building remembered the 42 cards you previously selected so that you can just test your build again. A quick-build of the deck would also be sweet. In two versions. Random add cards from the ones selected as far as that is possible. Random select from all cards. It felt like the building aspects could be better balanced with such additions. It's a bit too much building and reading stats versus playing and having enough influence over how the play runs for my taste as it stands right now. However, in general. I liked it! I seem to most often like your stuff.
Apr 20 07:27:00 20m 00s (mental)fairy Hi there! You made it through the ordeal too. Great to see. I agree with you that the game got a bit easy after a while. But just the face that I could just keep space pressed and not have to hammer on it did help a lot. One tweak would be to have the mental frailty cubes be much weaker so only one or two enemies gone by would destroy them. Some weapons upgrades could be replaced by downgrade/fatigue. Possibly tied to loosing a cube. Like down 3 steps in weapons coolness. Along the lies of crazy ideas. What if the enemies came from all directions and you had to use up and down keys to rotate the board? Shots should probably be using global space in that case.
Apr 20 07:40:00 13m 00s DAGDROM Stunning game! Most fantastic. I did get stuck on the part where it said something about trusting your abilities. Maybe same place as you have your primary screen-shot from. So apart from that the novel mechanics there that I didn't get that could have been introduced in a kinder way, I really enjoyed the game. The introduction of how to play, the difficulty and its progression. Maybe add a white ring or some other distinct color around the slime level indicator since it doesn't look like a UI element when empty. I was wondering what that black dot that was following me was doing.
Apr 20 08:01:00 21m 00s Lalyvilley Starts good. I never heard of graphics settings _Maybe_ before. The part I figured out about the fighting was to keep the monsters on my right side and press against them. I think though that the player needs easing into the game a little more. Have a simple monster solo to start and some health to regenerate right after. Basically the ramping up of the difficulty was too harsh. I liked the 2x1 tile size and the graphics a lot though, so I think it comes down to some level design and improving on the general difficulty.
Apr 20 08:34:00 33m 00s G.R.A.V.I I liked the red lines running through the things. Could have done without the macho tone in the introduction. As for what the others said, I felt like I was maneuvering a battle cruiser. Never got passed the first button because I couldn't find my action button. Pressed all buttons on keyboard and mouse, yet nothing happened.
Apr 20 13:57:00 5h 23m Sower At first I was moving about (really liked the way the camera looked and moved felt similar to looking in microscopes) trying to find clusters of things to drop the bomb/seed on. However I then just tried dropping it in the center, and that gave me much better results. So I think the game mechanics could be improved by having much smaller primary blast and that targets doing secondary blasts if hit with enough force. That way it would allow for much more game-play. Good start though. And work on making it all feel like a microscope setting ^^
Apr 20 14:21:00 24m 00s Do as I say This definitely is a weapon in my book, and a really cool one at that. I had some issues about the collision mask since I kept aiming at the fellows rather than the indicator on top of them. It seemed more intuitive to me. When it got to not killing them I got stuck, didn't figure out how to do that. It was so much easier to just keep them running off onto the spikes. I really enjoyed it that far though, the mechanics and the art in particular. There are some tweaks that could be made so that the jumping is a bit more forgiving and that clicking on the Fire-button when the level title is showing (really cool display btw) doesn't fire an order but removes the title. Because after a few retries on a level, you really don't want an extra because you just instructed someone to the wrong death.
Apr 20 14:41:00 20m 00s A Knife Made Of Whispers Really cool game, somehow though my mind could not cope with learning what button for slash and what for jump and so on. Probably makes much sense if you have a controller and has played a lot of games like that. I wonder if it would be possible to reduce it to only two given that you can't jump with the light-thing. The first levels worked really smoothly, which says a lot since it introduced a quite unconventional mechanic.
Apr 20 15:15:00 34m 00s Blink Gun I really enjoyed playing this game. Great work. I didn't play all the way through though and the thing that made me give up wasn't really that it was too hard or that I didn't understand what to do. The character kept moving after letting go like if it was on an ice level. It should break the speed much faster in my opinion. There was a place in the beginning of the second or third level where you could get trapped and need to reset the level (supposed to drop a black box down a hole to open door). I think giving the user a quick reset level key would be nice (e.g. R) and in this particular case there was really no reason why the jump back should be impossible. <br/> <br/>The best part: The jump animation. I could jump all day.
Apr 20 15:27:00 12m 00s Microwave Man Great explosions! And the way the waves already shot moved when you moved the gun. Nice. The eternal mode was kind of unbalanced though. It was really hard in the beginning, but as soon as I got into a corner and focused the beam a bit it was all really easy. <br/> <br/>I think a nice touch would be if the focus of the gun drifted so that you continuously had to tweak it. The level design could have had some more work put in to it, but in general it is a great foundation to build upon.
Apr 20 15:47:00 20m 00s EDDA Fabulous! Such poems I constructed. I didn't fully read or understand what made a poem good or bad according to the crowd, but that didn't really matter so much. Most fun was in the poetry slam itself anyhow. <br/> <br/>The text was a bit hard to read though. If the font had had some border around its characters to make them stand out a bit better and maybe collect the completed lines float up to the top so you could easily read them without being covered of the next line's composition alternatives. <br/> <br/>It should also come with a handy screen-shot button if a poem turns out particularly good. Also, if there was a place for the best poem ever written according to the games metric...
Apr 20 18:45:00 2h 58m A Way Out I've seen typing games before as LD entries but this felt very new combining it with classic arcade game. I agree with the others that some more feedback on what to type might be helpful and also increasing the font a bit. Maybe have the current character to type slightly larger than the others too. <br/> <br/>I don't know if it is a good idea, but what if you could save up your shots. Either because you don't need to shoot at the moment or because the shot becomes extra powerful if it is a two or even three word shot. <br/> <br/>Oh almost forgot. Nice feeling with the words, the colors and the music.
Apr 20 19:07:00 22m 00s Alien Crab in the Ghostmaze Right when I started I thought: OK, I will need to complain about the controls, I won't be able to play this. 16 levels later showed that the controls worked surprisingly well though they were so hectic. <br/> <br/>I didn't find the first levels too easy at all, but maybe you could offer the player an option to skip the tutorial part and go directly to the chest and also jump some of the easy levels. E.g. express elevators. Character could say something about it when if player approaches. <br/> <br/>I really liked the character and the enemies. The audio fit snuggly and the effects were really nice. A really good entry.
Apr 20 19:18:00 11m 00s Padilla's Pancakes Great take on the theme. Quite fun game. The music got a bit annoying and it felt like there was lacking some indicator on how well or bad I was doing. One thing to play around with would be if they cried out their orders to reduce the running a bit. Nice game though.
Apr 20 19:41:00 23m 00s Geisterblut I really didn't understand the mechanism when shooting but apart from that, the volume on the music and that there was a bit too much intro text, this game was a blast to play. It was weird and strange in a very nice way.
Apr 20 20:21:00 40m 00s Rogue Paper Scissors Played to quite a bit down before I died because I was guessing I wound move before the enemy and thus morph to rock before the scissors got a chance to cut my bad. I was wrong. In general a surprisingly captivating simple game. The AI worked, but was a bit predictable. Beside the hunt or feel modes I would have been nice if the different types had different behaviors. Good game!
Apr 20 20:29:00 8m 00s You Are The Sun It's a very interesting idea to play as the sun emitting flairs but minding not to scourge the inhabitants. Just annoy them as much as possible. It could be the beginnings of a game where the goal is to use a multitude of powers to get the inhabitants of a planet really upset about their massive bad luck. Just as long as they don't feel directly targeted.
Apr 20 20:50:00 21m 00s SLICK LICKER It started out very overwhelmingly. It would have been nice to get some idea about the movement before the first enemy and then some mild introduction before all the chaos. I liked it though. The music was good, but tunes very short so the menu sound got a bit annoying (while writing this comment). I found myself at the bottom of the first level but I didn't really get what the exit was before I died. A good start for a game though.
Apr 20 21:03:00 13m 00s Here's a thought I tried it and first I didn't notice anything particular happening, but that was because I didn't have enough planks. I think it would have been nice to disband a tent and get a new one after a while. I would have liked to be able to control the speed of time too. It was moving way to slow when I was happy with my composition of the work-force. It has the beginnings of a nice micro-management game though.
Apr 21 17:22:00 20h 19m Ice Story ( koori monogatari 氷物語 ) Cute retro styled game with simple enough mechanics but quite challenging, at least for me. I had a hard time hitting the throwing back through the portal thing when carrying the dinos so I died a couple of times. The area around the portal should probably have much larger area where throwing is possible. It also happened that I jumped when trying to use throw through the portal. But as you said, there were some bugs to work out. It was a really nice game though. I would have liked some warning about the rocks (like hanging on top of screen or a shadow on the ground where they'll hit). Maybe the rocks should dazzle the dinos also, but only very shortly...
Apr 21 17:35:00 13m 00s bloodshot Fantastic again. First I was a bit surprised. I was running around for quite a while and feeling like it was not that hard of a game. Felt like I had missed something. The civilians. The do need a lot of that blood. Never got past saving two of them. But I'm pretty sure they don't deserve saving since they are so sloppy at maintaining their own blood. <br/> <br/>Here's an odd suggestion, odd in that it would make it harder. If the towers were slowly rotating. Now they are kind of safe. It would have been fun to know how many civilians one failed to save too. <br/> <br/>Graphics as usual. Stunning. Very smooth gameplay, though I agree with the other comments on that aiming was a bit hard.
Apr 21 18:07:00 32m 00s ScarKrow Stunning! The animations, the style, the music and the feeling of the dash-hit with the mouse. Perfect. I think I played through the game almost without using WASD, just moving with the weapon. Since it was so much easier to hit when standing still and since most places didn't need moving I just skipped it. Which is a bit of a pity since it would have been a nice extra touch to the game play. Part of this could be fixed by tweaking the level design a bit and another part would be to have the character aim better while running so that there's less of cost running around. Still great entry.
Apr 21 18:38:00 31m 00s The Way of the Unconventional Weapon Really nice graphics. The audio felt fitting, but it was a bit odd and annoying that it started over for each new view in the game. <br/> <br/>First rounds the opponents were really quite easy but then there came one hurling all sorts of things at me in rapid progression. So the ramping of the difficulty could do with some tweaking. <br/> <br/>Nice simple little fighting game though.
Apr 21 18:47:00 9m 00s Bane of Arthropods I had a really hard time moving about on the first level since the left movement was only possible after jump was initiated for jump left. Not very much seemed to happen either, the thing swarming around me didn't seem to have an effect. But maybe I didn't really understand the game, I'm sorry. So I gave up rather early, on the second level I suppose it was.
Apr 21 19:07:00 20m 00s Sinner Party It felt like a nice setting, feeding things in hell. But I found it way to hard to get even one piece into their mouths. And I'm not sure I like the fat pigs snoring stuff. For the game-play, I guess it would do good to not have a physics based test of if the food gets inside, but use a trigger and a test for if the mouth is open enough to warrant a successful throw. The way the food just flew through behind the counter was not very intuitive, so maybe add wall/collider there so missed food gets back one the counter. It might also do the game good to start with very few guests. All in view. And then either as the level progresses or at later dinner parties, add more sinners.
Apr 21 19:31:00 24m 00s Avian Days This was way way to hard. Especially as beginnings goes, but also with respect to collision detection on the spikes and such. Needs to be more forgiving towards the player. I really liked the bird feeding as weapon and I would have loved to get to play with it, but I didn't get past the introductory phase. And while I'm not a great platform-player, it's far from the first one I've played. Since I saw so little of the game, I can't give more feedback, but I did really like the birds!
Apr 21 20:04:00 33m 00s The Guardian I liked the style and the fact that the game was rather 2.5D when the movables turned. The weapon was great and so was the mood/music integration with the visuals. The shooting of cameras was a little annoying since it was hard to know where to stand to hit them, maybe add some UI assistance for the throw-trajectories if the pixels need to feel gravity. In general a very solid game. I didn't get really far but I did enjoy the experience.
Apr 21 20:22:00 18m 00s Evil Cupido: Haters gonna hate It was quite fun, but I was very close to just abandon it due to the webplayer here on LD being too large so that the RETRY was out of view. I had to refresh the game page and start from the beginning once before I found it. <br/> <br/>I think I would consider forcing the player to let go of the right button before registering it as an intention to move when switching scenes. It was way too easy to get out of the safe zone. And if it is the intent that one should try many times, connect something like R to retry or just reload after 1-2 second of the fail symbol. <br/> <br/>I agree with those other comments saying that it would have been nice to get some clearer indication of danger. Part of that problem could be solved with better retry mechanics. But you could also consider having the character indicate the danger somehow. <br/> <br/>Solid entry though!
Apr 21 20:57:00 35m 00s DJ ALIEN Mission:Save The World Those graphics! Loved them. Can't say I got the feel for what I was doing or why, but it might just be me not being so disco. I had fun!
Apr 21 21:07:00 10m 00s Run Giraffe Run I liked the choice of the protagonist and in the beginning it felt quite intuitive, but then I kept getting reset to the beginning of the stage without really realizing what had killed me and why it was dangerous. It was a bit odd to walk on floating pee but that didn't matter so much as why it dragged me to its center after i jumped off it. Still, I kind of enjoyed the game and the basic movement controls worked nicely.
Apr 22 20:31:00 23h 24m Animal Jousting I didn't bother too much with the fighting mechanics, I was having too much fun just seeing how you built your mounted animals. Gorilla with pug as weapon seemed hard to beat. Naturally. Very fun. Only a pity one didn't get to see the clash and the looser flying away. I didn't really get if there was a limit to how many cards could be drawn from the deck to fill out the hand and since I didn't see any limit to it, the draw two cards seemed no so useful. If drawing extra cards cost something more obviously. Or maybe add a card that allows for other cards to be trashed while still maintaining the turn? I got to 6 victory points, and it would have been nice with an indicator showing the first to (now) 7 in game. But other than that, a fantastically fun game.
Apr 22 20:42:00 11m 00s Just another sketch on the wall I got around a corner with a recycle thing arrow pointing back and a monster I couldn't pass. And I so so dearly didn't want to get stuck. Really interesting feeling and style for a platform game. You should seriously consider extending on this and making it ramp up the difficulty a little kinder so people like me can get further. It wasn't always super-clear what was an obstacle and what was not and since space is kind of a default jump button compared to up it did hinder a bit. I would rather have liked X and C for jump and shoot. The mechanics for throw/shooting was really nice though! Brilliant to have hit, if not hit the catch and if not catch get back to where you started. I think this might be the best game I've played or if not the best then certainly top 3! Get working on a full version. Now! Please
Apr 23 18:10:00 21h 28m KNIGHT The mirror and the graphics was really really good. The difficulty and the action speed of the character could do with some further tweaking. Maybe a visual effect showing what can be reflected in the mirror. I downed some monsters, but it was quite hard. One idea could be that the mirror actually consumes the enemy it reflects so that you can temporarily incapacitate one and use against the other. Only that leaves the problem of getting rid of the last one. <br/> <br/>And the obvious, it would do very good with music. <br/> <br/>It was a nice play.
Apr 23 18:31:00 21m 00s Bioterrorism I was about to get ready to complain about the difficulty but somehow I managed to complete the game. And I'm not that great of a gamer so it can't be that bad. It was nice. The fighting was a bit too random and it would have been nice to know the range of weapons beforehand, not only when hovering enemies. That the units didn't really move on the grid was a surprise and it might have been better to display a circle, showing the range of each move action. When you are down to only have one unit you can be lucky to get two turns in a row with that unit (I think) and that felt a bit unfair. <br/> <br/>A good game though! After all I played it to the end.
Apr 23 18:44:00 13m 00s Jump Gun It is really interesting idea. And I think it could be built upon to make something truly fun. But it will be a narrow road where the details of how easy it is to climb a vertical wall or if it feels frustrating. One thing could be to let the character not move physically realistic, but let the character hover a slight moment before start to fall. It would be interesting with tilted surfaces as well. In general, it will be interesting to see where you take this. Good job!
Apr 23 19:03:00 19m 00s Out Of Mind Wow! Great game, top notch actually. One of the best games I've played this LD. I might be a little biased since my game feels mood kinship with yours. Really nice work with the effects, both graphics and visuals. Got to level 4 and I tried it several times before giving up. It was also great to see such diversity in the enemy behavior. The thing that I kept thinking though was that I would have wanted it as a rogue-like and just add a recuperation factor that sets in after some seconds without enemy contact. Really happy to have played it and hope you continue working on it afterwards.
Apr 23 19:19:00 16m 00s Dr. U and the bottomless PIT Most things great about this one. It was a bit hard to play with one hand (my cat had claimed the other). Music was extremely well made and most details of the game taken very nice care of. The phone intro to mechanics was a nice touch too. I wonder if the game could have been restricted to three buttons though (might have been my one-handed playing thinking), but to just have left and right and action and that action would cycle between umbrella fold out and smash-collaps to free fall. It could be worth a try at least. Great game. Hope you had as fun making it as I had playing.
Apr 23 19:44:00 25m 00s 5 Days with Tiffany The music was nice and fitting and most of the graphics too. The game was both quite easy and hard. The latter mostly because of the collision detection for bumping into the enemies and when the hoop caught someone. It wasn't really clear to me. If I understood the right side it was completely passive except the "choice" of when to spawn someone through the hoop. But since everyone was running around on the left side it seemed more like a random factor I had very little control over. The play on the stereotypes of girls wanting to be still and have tea parties while the boys likes to run around. That these are different worlds. And so on. It really didn't sit well with me. I'm sorry.
Apr 24 20:33:00 24h 49m Expand-O-Ray Good game. I like the idea to physically alter your environment very much and it feels like it has potential. The controls, or more specifically, the physics of the robot was a bit funky. The ability to get stuck to vertical features due to the friction of the rigidbody seemed to not fit the expectations. I would opt for removing the friction completely and instead decay velocity as soon as the player lets go of the horizontal axis. I played it to the end and it also felt like the stages were lacking in puzzle design or enemies or count down timer or something. It was a bit too straight forward. For the gun, if the resizable block don't allow for stacking several shots, it'd be great with some feedback (i.e. animation) that indication transition and readiness besides just the size change. Don't get me wrong. It was a good game and I had fun playing it.
Apr 24 20:46:00 13m 00s Scary Rocks Superb arcade game. Very much fun and well balance and... I don't know, kind of perfect. Well, it'd be nice to have a clear indicator of which bubble is up to pop if one just places a new one. It took me one retry to figure out what made the meteors explode at times and that the purpose was to divert and/or shoot at the others. So it might be good with a first time play instruction about the rotation and shooting. Not on every replay though. Got 1165. Don't know how that stands. Oh it would also be cool if there were bonuses for e.g. trapping two in the same bubble and then using both to shoot down two different meteors.
Apr 29 18:27:00 117h 41m Robot Restores Nature The music and how well it and the concept/art played together was the thing I liked the most. But there was some sort of reaction to the mouse, though not really (or maybe just an illusion of it) so the controls need working with. Really feels like something that should either have mouse + keys or one set of keys for each hand. Then the world design... just having added some more in all directions of the content you created would have added a lot to the feeling. I started out heading down left through the whole and almost thought there were absolutely no more features than the ones I saw at the beginning. The water meter was rather sluggish too. So I think instant refill would probably have worked better (or very fast refill) given the few sprites used. I would also suggest having the meter empty to signify empty. But it was nice, and the growth animations were really nice. So if you added more assets, maybe switched to procedural world building. You could add a loose-condition for having gone without seeing green for too long (which would entail keep finding water and making plants grow).
Apr 29 18:36:00 9m 00s Gluebie Nice little game, the level design could do with some tweaking to make it more puzzly. Or if the enemies remembered seeing the player for some turns after player left sight. That would also make it more challenging. I was about to complain about that GB and M were an odd set of keys, but I never used M so it kind of worked. I see that it was nice with the letters relating to the things they invoked, but I still would switch M for space at least. The music was nice and I liked the glue a lot. Fun game.
May 5 17:22:00 142h 46m I'm sorry, I'm jealous I didn't appreciate the plot, but the basic premise, speed chatting up people like a hurried detective has some promise too it. As other's said, you probably need a second walking dimension. If not 2D movement at least doors to press up to get into other rooms. Then I wonder if the mechanics wouldn't be more fun if they were made more general. Finds three clues and discover a suitable weapon (should probably be a visual hint of what is a suitable weapon upon getting the third clue). Then get the revenge before time runs out. So finally, the plot: I think my fun-meter would go up 10-folds if the revenges were specifically for things typically not "needing" revenges.
May 6 15:06:00 21h 44m Beacons I think the mechanics could make for an interesting game, but it feels a bit unpolished (though definitely playable). I think it would do the game good to have the trigger for when a blue enters the light to be much larger than it is at the moment. It would also be good if the beacons were removable (e.g. by clicking on them). If you make the global light much dimmer and make the range to the target light larger and placed a bit above ground you would get some mean shadows that would kind of remove the need for the particle system you currently use. Just some thoughts. Nice game mechanics though!
May 7 16:37:00 25h 31m CamWeapon I like the idea. I found a code but couldn't enter it. It definitely is an idea worth tinkering with. The use of very simple means, the blocky protrusions on the walls and such combined with colors was also really nice.
May 7 16:45:00 8m 00s Destroy&Oppress It loads, music starts playing but then it crashes. Graphics driver lost contact with... something.