Foon → Ludum Dare Explorer → LD36 → Feedback comment stats → NIGIC

NIGIC

Feedback comments for LD36

← LD35   LD37 →

NIGIC's games and stats for all events →

TimestampSince previousGameNIGIC's comment
Sep 17 16:10:00 GRAVIQUATRO As mentionned previously, it's a bit on the slow side, and doesn't seem to look for an end condition. <br/> <br/>The added rule adds a lot of depth and complexity to the game. One thing I feel is missing is letting the player choose not to change the gravity on their turn; although there's already enough options as is, so it's not much of an issue. <br/> <br/>Thematically, I get that it's supposed to be "lost technology", but it doesn't really pop out much within the game. Then again, I'm not sure how one could push that further... <br/> <br/>Game is smooth, and looks nice. For the purpose of a two-player board game, it works great. Sound fits in flawlessly. Good job!
Sep 17 16:43:00 33m 00s Modus Catapultus Took me a while to figure this one out. First time through, I shot down both my ally and my base fort before getting destroyed myself. Also had some issues with stones not always spawning for me to shoot (though that seems to have been fixed in the post-jam version). <br/> <br/>It's an interesting old-school type of game. Once you've grasped the mechanics, they work nicely and make for an entertaining experience. <br/> <br/>Visuals give all the necessary information effectively, though a sharper contrast between friend and foe would be great. Sound effects give a satisfying weight to your attacks; you may want to add some to the shooting action itself. Pretty good overall. <br/> <br/>Good work
Sep 17 17:00:00 17m 00s VÄlnad Ugh. For an exploration-type game, tank controls should be avoided when they're not justified. <br/> <br/>Sounds and visuals fit nicely, and gave all the necessary information. Gave the game the right mood. <br/> <br/>The puzzle was interesting, though the mirror things turning as they were lit up could quickly become annoying if the game was much longer. <br/> <br/>I'd be curious to see more out of this. Solid game overall. Good job!
Sep 17 17:28:00 28m 00s AfroRPG Building complex mechanics from scratch in the short allocated time can be hard, especially if you're not used to it. What's here is quite stable, and looks and sounds pretty good. There's definite potential. <br/> <br/>As far as mechanics go, there are two issues that may need to be adressed if you take this further: <br/>- The attack range is short. Really short. Forces you to take damage in order to kill enemies. <br/>- There is no knockback on hit. Knockback helps give weight to attacks, and helps keep the enemy away from the player, reducing the first issue's overall impact.
Sep 17 17:56:00 28m 00s Brigit Fall The font size is fine. Makes things easy to read quickly. One thing I'd suggest would be to add breaks in the text, with just a "Continue" option, making sure it doesn't flow beyond the screen. <br/> <br/>What's presented of the world and story is pretty good. The pacing feels a bit rushed, and lacks focus, though. The scenes don't connect much to one another, and the story keeps jumping around with no breathing time. <br/> <br/>I guess that was a necessary sacrifice to get the full plot in within the deadlines, and I do appreciate that we actually got a full story from start to finish. <br/> <br/>Was a nice experience. Good job!
Sep 17 18:52:00 56m 00s The Temple of the Clockwork One The difficulty jumps all over the place, which is unfortunate. The puzzle for unlocking the secret ending was pretty clever. (Though I'll admit I had to look at the assets to even know it was a thing.) <br/> <br/>Visuals were good. So was the flavor text. <br/> <br/>There were a few issues (coughgrindcough) but overall this was a pretty solid entry.