Foon → Ludum Dare Explorer → LD34 → Feedback comment stats → FireSlash

FireSlash

Feedback comments for LD34

← LD32

FireSlash's games and stats for all events →

TimestampSince previousGameFireSlash's comment
Dec 14 03:36:00 Hello Darkness Using mines to kill monsters that pace in one direction forces unnecessary waiting at times. <br/> <br/>It would have also been nice if the spikes signaled their time to activation, as you again can only wait for them to pop to find out when they'll be up next. <br/> <br/>Areas felt a bit unnecessarily large, but it fits with the mood of the game.
Dec 14 03:42:00 6m 00s Ludum Party! Impressed in the quantity of minigames. Not all of them play super well, but in a wario-ware style packaging it's fitting and enjoyable. <br/> <br/>Also I lost to mr computer. Bad.
Dec 14 03:47:00 5m 00s Deceit It's weird mixing mouse and keyboard controls in a platformer. <br/> <br/>There's also an annoying physics behavior where if you try to jump while moving but are stuck on a ledge, you will only jump up, which; combined with a lack of ramps, makes it pretty annoying to move around. <br/> <br/>It also seems like early enemies have way too much health. <br/> <br/>Good audio, graphics set a nice mood as well.
Dec 14 03:50:00 3m 00s Moo.F.O. It's just the right amount of frustrating to control, where I can do fine if I'm careful, but I feel like I want to take shortcuts and go faster. <br/> <br/>Nice balance.
Dec 19 08:18:00 124h 28m Sam and Mas Two Button Attack Game - MULTIPLAYER ONLY, two people required to play To echo others, the lack of any kind of feedback makes the mechanics largely unclear. <br/> <br/>Even if you want to avoid animations, having something simple like a text log would at least explain the combat flow better. The only feedback you get right now is a few counters, which don't really tell you much about what's really going on.
Dec 19 08:24:00 6m 00s Gabriel can grow. The art is simple but consistent and clean. The sfx are also fairly on spot, though the death animation doesn't seem to match the sfx there particularly well. Minor niggle though. <br/> <br/>The largest issue I saw was the growing mechanic doesn't seem to really serve the player in any meaningful way. There was never really a reason NOT to grow, other than as a toggle to get through tight spaces. Without some kind of penalty or external need to optimize, it felt more like a gimmick than a gameplay mechanic. <br/> <br/>As an example, it might have been interesting if the player could only get larger, never able to shrink. This would force the player to make decisions on when to grow, and to strategically map out the level to ensure the narrow routes are solved first.
Dec 19 08:30:00 6m 00s Crazy Tornado City There's something oddly satisfying about tearing office buildings out of the ground. <br/> <br/>I'm not entirely sure what the power meter does, and there doesn't seem to be a clear goal or victory condition. But for something cobbled together in a day that's fairly easy to forgive. <br/> <br/>You should consider making a non-compo finished version, even if it is late.
Dec 19 08:36:00 6m 00s Spectral Sprinter I was wondering how long before I saw an endless runner! It's a great genre to play with for two button controls. <br/> <br/>The implementation here is a bit shaky in places. Jumping doesn't feel particularly solid (which is important for a runner), and the obstacles aren't clear. I thought I was grabbing a powerup of some kind, but it killed me. <br/> <br/>Music is really good.
Dec 19 08:42:00 6m 00s Beanstalkers Extreme: Takin' Out The Trash Cute graphics, multiple game sections, humor, and good music to boot. A fine example of a well done Jam entry <br/> <br/>If I had to complain, it's short without much replay value; but I enjoyed it none the less.
Dec 19 09:00:00 18m 00s My Best (Magical) Friend! It's rare to see a VN in LD. <br/> <br/>Judging one is also a bit tough, as there's a lot of writing to do, and little time to do it. <br/> <br/>The biggest things that stood out to me were the basics. The font was hard to read, the text appear would wrap mid-word (I'm guilty of this in my own game, so I can't reeeally dock you for this), and the moving text boxes are a bit tiresome when doing a lot of reading. <br/> <br/>The writing also felt a bit stiff, but this isn't surprising given the amount of time that was available. <br/> <br/>Overall very impressed with sheer content quantity and general quality of what was given. I would strongly encourage you to make a post-jam version of this and polish it up.
Dec 19 09:08:00 8m 00s RITUAL The art is simple, but managed to provide a really great atmosphere. <br/> <br/>It was certainly an interesting experience, though the flowers were a bit unclear (Was I even doing it right?). I guess I was since I cleared the game, though every time I felt a bit of apprehension when I pressed the bell, thinking I might have done it wrong. <br/> <br/>On second thought that might have been the point. Either way, good job!
Dec 19 09:12:00 4m 00s test This was more frustrating than fun. There isn't good mouse feedback, and I needed to read the description to understand why barriers couldn't be placed sometimes (Better feedback indicating it was intentionally failing would have helped, the score blink isn't too obvious) <br/> <br/>The auto-scroll also made it sometimes difficult to click on tiles or place barriers near the beginning. <br/> <br/>Overall interesting idea, but all I got out of it was a wrist cramp.
Dec 20 03:53:00 18h 41m リーソンのゲーム Leeson's Game A simple concept with a decent execution. It could have used more jazzing up and variety, and the difficulty curve is a bit slow, which quickly results in the player getting bored. <br/> <br/>Music is good, sfx are fairly simple and limited.
Dec 20 03:59:00 6m 00s Blink Graphics are very endearing, and the idea is good. However, I feel like the gameplay is severely hamstrung by the controls. <br/> <br/>It took me a while just to realize I had to have the aiming open to teleport, and being forced to rely on the slow rotation speed makes gameplay slow and frustrating. <br/> <br/>Mouse aiming would work well here, or as others have suggested, directional movement. An analog stick on a controller could also work.
Dec 20 04:03:00 4m 00s Mount FuJ It's really hard to aim the fireballs. The charge time is quick and there's no visual or audio feedback to indicate how far you are into the charge cycle. I quickly reverted to just spamming the keys as it seemed to be the most effective solution. <br/> <br/>Graphics are cute and well done!