Foon → Ludum Dare Explorer → LD32 → Feedback comment stats → Park
Feedback comments for LD32
Park's games and stats for all events →
| Timestamp | Since previous | Game | Park's comment |
|---|---|---|---|
| Apr 20 04:02:00 | Pogo Dojo | I'm pretty confident that this will turn out to be one of the most unconventional weapons I experience today. :D <br/> <br/>The zoom effect while doing tricks is very cool, I struggled to land where I wanted to between the zoom, timescale, and fast gravity & enemy speeds though. If any one of those factors were adjusted down I think it would handle better. <br/> <br/>Well done! | |
| Apr 20 04:20:00 | 18m 00s | Bad Tummy Bunny | Quite cute I enjoyed the music a lot. Just wish the jump height charged when held a bit faster so I could zip around more nimbly. (・ัᗜ・ั) |
| Apr 20 07:10:00 | 2h 50m | Lalyvilley | I figured out the dogs (`・ω・´)” but I haven't gone past the second locked door yet. Fun game! Cute style. Great work! |
| Apr 20 08:26:00 | 1h 16m | Ridiculous Bird Hunting | It's a bit inconvenient that clicking to begin the wave also shoots the gun, especially when the Falcon wipes the early waves and sends you right back to the results. :P <br/> <br/>Great color choices, enjoyed the mood and sounds a lot. :) |
| Apr 20 21:36:00 | 13h 10m | They Come from Behind | Yeah I also had to stop playing because the cutscenes take too long, even though I enjoyed the rest. Nice work. |
| Apr 20 22:20:00 | 44m 00s | Dino Bombing | Excellent, no element felt like it was short of what it needed to be, a very solid experience with polish. Enjoyed the screenshake, appreciated that the music alternated between on and off to prevent repetitiveness, loved the egggenerator and evolutionizer. ヽ(^。^)丿 The opening sequence was amusing too! |
| Apr 20 22:41:00 | 21m 00s | Ding Dang Doom | That was very fun, great job all around. The threats and execution felt well balanced and meaningful, it's not easy to accomplish! (*•̀ᴗ•́*)و ̑̑ Especially commend you for the nice tutorial and flavor text. |
| Apr 20 22:55:00 | 14m 00s | Their Own Worst Enemies | Very cool, I enjoyed it! Nice work! (^∇^)ノ♪ |
| Apr 20 23:08:00 | 13m 00s | Burgers Floating Through Space | Condiments would be much easier to access from the row of number keys, it's unreasonable to control the ship with one hand and reach the scattered letters with the other. Matching the condiment name to the letter on the keyboard isn't meaningful to gameplay anyway. <br/> <br/>The idea is pretty fun though, it has potential. |
| Apr 20 23:53:00 | 45m 00s | Spaced | Yeah, add controls so people can play it. ╰(°ㅂ°)╯ |
| Apr 21 01:32:00 | 1h 39m | Billy McMath Solves Problems | That was absolutely fantastic. I'm still laughing, everything is perfect!@! |
| Apr 21 06:45:00 | 5h 13m | Terraform Junction VS | Great concept, really needed to sit and think for a while about how to possibly make turns favorable when construction is randomized. Messing with the opponent seems pretty risky without a solid grasp of how resources will follow the paths. My first play turned the map into an incomprehensible mess. :P |
| Apr 21 07:06:00 | 21m 00s | Tinka The Turtle | I'm inclined to agree about the head-hurting, the short vertical height is mostly to blame, since your movement extends beyond the frame. Imagining the position of objects in rotation while filtering out the moving water pattern.. <br/> <br/>The water pattern, while unreliable as a spacial reference, does look entirely fabulous. :) Well hidden seams, and just the right level of variation, it's great work. Pleasing color choices overall too. |
| Apr 21 07:32:00 | 26m 00s | Trouble Cliff | Rightclick wasn't working in the WebPlayer (it brought up the unity player settings click-menu instead) but the game was fun. I enjoyed the character expressions! |
| Apr 21 15:35:00 | 8h 03m | FINGERSLINGER | Clever and effective. :) |
| Apr 21 16:19:00 | 44m 00s | Bubble Becky | Really good, the controls could be smoothed out a little - allowing up + a direction while stuck to a wall to jump diagonally rather than pressing up then air-controlling would be fantastic. Some of the platforming puzzles were a bit unintuitive because of low ceilings or small ledges that provided or prevented the little bit of height needed. <br/> <br/>But, those fine tunings are basically trivial compared to what you've accomplished, you have a fun system in place, nice art, and excellent audio. Great jam game ヾ(^∇^ |
| Apr 21 17:13:00 | 54m 00s | Glatto Boy | Very interesting, I agree that some systems need to be smoothed out. The enemies spawning immediately without a warning animation or an identifiable "spawn point" sprite causes many inconveniences (the number of times I died by an enemy spawning on my head after I sucked one up is a little embarrassing). <br/> <br/>Controls for gliding are a bit awkward since it seems impossible to do on flat ground, not sure if that might be a frames related thing, but I could only glide by jumping from a decent height and mashing J. The input key graphics were nice hints, some visual to represent the desired action would also be helpful polish (I wasn't sure at first what JJJJ would equate to when I didn't do it successfully; a charged jump, a double jump?). <br/> <br/>Well, those things aside, I still spent a good time in the game, the art, music, and mood are all quite pleasing, and Glatto is a very cute companion. The world engaged my curiosity. With more polish and user-experience design I think many people would enjoy this game! Good work! ヾ(^∇^ |
| Apr 21 17:34:00 | 21m 00s | battle star | One of the most fun gameplays I've experienced this jam, really enjoyed the potential to develop some skill at the game, and wielding the battle star in an effective, beautiful way had a lot of appeal. My best score was 53, on average around 17-20. Very good work, Omaha. ・◡・ <br/> <br/>Making the "Battle Star" text at the top larger on replay, or adding some "click to play" text in the center would solve the confusion talecrafter experienced, I sometimes forgot to click again myself while playing a few dozen times. (〃 ̄ω ̄〃ゞ |
| Apr 21 18:06:00 | 32m 00s | Mecha Cop 2875 | Fun game, I enjoyed the flying mech a lot. I think the number of civilians and blocky level design are holding back the enjoyment of the other mechs, I used each of them once but stuck with the flying mech for the precision of it's fire and better angles around civies. <br/> <br/>Ranked A/S basically by letting the enemies kill the civilians between us before opening fire. Letting the criminals walk through civilian hitboxes or otherwise designing groups of civilians to roam within specific bounds might free up the space that a player feels free to mech dash and open fire. <br/> <br/>Altogether great accomplishment, especially given the time. ・ᴗ・ |
| Apr 21 22:21:00 | 4h 15m | NOPAEW | Great work, feels like a complete experience. Although the audio is minimal the quality may be much higher than you give yourself credit for. ・ᴗ・ Also, lovely color choices! The trap tiles took me a while to recognize, but it was fine after I got into the flow. |
| Apr 21 23:06:00 | 45m 00s | Blink Gun | Short but very complete experience. I liked the way the player box rolled around, it seemed like there was also some unique collision solution based on your rotation while jumping onto the corner of platforms - or did I imagine it? Well, very smooth controls and collisions at any rate. <br/> <br/>Possibly there could be a minimalistic sound effect while swapping and jumping - something subtle that wouldn't interrupt the nice mood. <br/> <br/>Other than that, no suggestions.. this was excellent work. ( ̄▽ ̄)ノ |
| Apr 30 22:38:00 | 215h 32m | Weapon Shortage | That was fun, although the frame rate was low on my mid-range laptop. I think this caused some problems when I sometimes had about 3 frames during an attack, since it really lowers the collision opportunities. Dragging and rotating objects during crafting also became tedious with low frames. <br/> <br/>Maybe that's a web player problem..? |
| Apr 30 23:28:00 | 50m 00s | Ghost Alone | Awesome. I'm a bit sad that the menu music doesn't play during more sections, because it sounds excellent! <br/> <br/>Perhaps the ghost's smoke trails could glow more brightly, either in the violet hue it currently uses or maybe in a ghostly cyan. Partially for supernatural effect, partially for improved visibility. <br/> <br/>The destructible credits were a great touch. ;) <br/> <br/>Also.. high five for the good bookshelf asset. That piece of furniture demands quite a bit more time than other props to get right. I really half-assed it in my game. (⸝⸝^▽^⸝⸝)ゞ |
| May 1 00:25:00 | 57m 00s | Specter Snap | Great work, some satisfying mechanics and great interpretation of the theme. The core experience stands above many of the games I played. <br/> <br/>The jump sound could be a little bit softer or smoother, and some of the high notes in the music also seem a little out of tune. It adds some to the ghostly mood, but ultimately it's the main reason I needed a break from playing. Otherwise, kind of got a Secret of Mana (NES) vibe from the music - pretty cool. Maybe a different instrument sample would smooth it out..? <br/> <br/>For visuals, you could try adjusting the shadows toward blue-greens, blue-violet, or a cool red-violet instead of grey. It will add a punch of life and energy to the setting for the least effort. Bonus points for randomly selecting between a background preset for replay variety. Maaaybe even try pulling the background into darker mid-range values instead of light values, and adjust black UI elements to be white if necessary. <br/> <br/>Hope those suggestions might be usefulヽ(^。^) It's already a solid game with tons of potential. |
| May 1 00:40:00 | 15m 00s | Loli Mechaslayer | Yeah, quite good graphics! ヽ(^。^) It's unfortunate that the boss has no dynamic attack patterns or movement behaviors, and the HP is just.. too high, or maybe the player's damage is too low. Even with some dynamic boss AI, I don't think I would stick around to try and beat him if it turned into a grind. Hope you can figure out the collision the bugs! |
| May 1 01:03:00 | 23m 00s | Throw them out! | Wish I could play on Mac! ;o |
| May 1 02:12:00 | 1h 09m | Newt Scoot | Kinda wish the player moved a tiiiny bit faster or otherwise had more lenient collisions vs the environment. Otherwise, great game with some nice strategic options by managing the doors and position of objects. The raccoon that ran around opening doors was cute. ヾ(^ ^ゞ |
| May 1 02:35:00 | 23m 00s | Floyd the Pufferfish: Slayer of Squid | Splat sound is funny, cute graphics too. A smaller hitbox for the fish might be nice, I didn't expect the end of my tail to take damage. Pretty fun overall. ・ᴗ・ |
| May 1 03:05:00 | 30m 00s | Badass Inc | Maybe you mean "Room service", I'm not sure what Groom service is, if not an intentional joke. It adds character, so I think I would leave it. (〃⌒∇⌒) <br/> <br/>Fantastic game. ・ᴗ・ |
| May 1 03:59:00 | 54m 00s | Kodama - frail echoes | Hey, this is really good.. I think it's the only game that provides an emotional response besides humor so far. You made a beautiful game. I hope more people can play it. <br/> <br/> <br/> <br/>I also needed to add .zip to the Mac download, maybe you could add that to the source file for future players? |
| May 1 07:59:00 | 4h 00m | Mable: The Journey | Very cool mechanic, the jumping mob gives me the most trouble if I'm going fast. It's satisfying to cover as much ground as possible and get small boosts by recalling the sword regularly. The the "stretching" of the sword sprite when it gets pulled back is super satisfying. <br/> <br/>The Devlog looks like it's going in a puzzle / exploration direction instead of a runner. Although I'm a fan of that type of game, I'm not sure if I would enjoy this mechanic as much at a constrained pace. It could be a fun action platformer if the human form has robust combat mechanics, but I was kind of excited for this particular build because there are so many action puzzle platformers already out there. ల(*´= ◡ =`*) <br/> <br/>That said, I can't immediately think of tons of features that could be added to an action runner other than running boss creatures. With bosses using dashing, jumping attacks, projectiles, or bullet patterns there is a -decent- amount of gameplay to be explored, but... <br/> <br/>Well, I'm not on TIG, but I wanted to drop an opinion in the bucket somehow. (= ̄∇ ̄)ノ <br/> <br/>Whichever way it goes, best of luck with future development! I enjoyed your game immensely! |
| May 3 06:20:00 | 46h 21m | Mass-X | Heeey, when I run the app on my Mac (OSX 10.7.5) the app window just shows my hard drive's directory, like an html directory. I think I recognize a few other mac users in the comments, so I wonder what happened when I ran it.. Tried the download twice, same result. <br/> <br/>I'm afraid I can't run the HTML5 version either, because I set Firefox to always show the mouse, and the mechanic seems to only work if it's hidden.. Not sure where I can adjust that setting, although I scanned through about:config and the googlenets for solutions. |