Foon → Ludum Dare Explorer → LD36 → Feedback comment stats → ramoncb
Feedback comments for LD36
ramoncb's games and stats for all events →
| Timestamp | Since previous | Game | ramoncb's comment |
|---|---|---|---|
| Aug 31 04:07:00 | Lost Earth | Good job! Create a game in only 30 hours, start-to-end, is already a feat! You managed to program by code (no logic-bricks, like in Gamemaker) the gameplay, and made a title screen and put some music! <br/> <br/>About the physics, the character needs more friction, but what really worry me is the collision with the ground, it does look like that each tile has collision... <br/> <br/>Maybe you should try to separate the graphics of the collision. Draw all tiles first, then create a big hitbox matching that group of tiles. It will be less collisions to check and will end the bug when the character suddenly stop. <br/> <br/>Sorry my broken english. ^^ | |
| Aug 31 04:48:00 | 41m 00s | Smart Again | Good job! Create a puzzle game for the compo is challenging! <br/> <br/>For a future update, the game could use some visual hint about where to use the torch and the soup, like a arrow for example. Some text/action triggers could been bigger, or the text automatically be shown when the player get near. Maybe highlight even more the objects and force the player to remember how to build the axe and ladder. <br/> <br/>Keep working on it! And sorry my broken english. ^^' |
| Sep 1 03:01:00 | 22h 13m | Light of the Ancient | First of all, the graphics are impressive! All the lighting and animation! Good job! <br/> <br/>You probably already know but the character needs friction, he's too fast! It seems that the game will have a lot of puzzles using physics simulation, so you gonna need that interaction with objects to be really tight. I figured out that I need to put that reflexive rock on the cart... but couldn't make it happen, maybe I'm just terrible, but I really tried ^^' <br/> <br/>I think that not everything need to be physics based, the cart could get just the x of the player and use it to move with him, the rock could automatically align with the cart too. Think about the way the old 2D Zelda/Castlevania had physics. <br/> <br/>Another thing: maybe you should test the controls with the arrow keys instead of WASD+Space... I personally think that 2D platformers kind of not fit very well with the first-person scheme, but you shouldn't mind with my preferences! You probably will want to implement control configuration and this will be enough. <br/> <br/>Keep up the good work! And sorry my broken english! ^^ |
| Sep 1 03:35:00 | 34m 00s | YOBBO BBQ! | Good job! The music has the right mood and was fun to watch the characters interacting with each other. <br/> <br/>I think that the game have potential; the survival elements of the gameplay could make it really fun, maybe also adding some crafting system to objects, for example, with the dino and pig bones you build an axe to cut the tree. <br/> <br/>Keep up the good work! And sorry my broken english. ^^ |
| Sep 2 04:40:00 | 25h 05m | Gladius: The Destroyer | Good job! Loved the graphics, the style seems similar of some MS-DOS games, PC games from the 90's; but in a good way, they could be a good reference if you want to develop this game further. <br/> <br/>The title screen need an info about how to start the game, you could write 'press Enter to start' or change the input for spacebar/F/R. <br/> <br/>In my opinion, the keyboard controls are complicated, two hands too much close one of each other, change the A/D to arrow keys, R/F to D/F, this could to be better. <br/> <br/>About the gameplay, I think that the jump could be higher. For a future update, maybe would be cool to have some more combat mechanics: like defend on the exact moment of a enemy starting an attack, with one (quick) hitbox at the beggining of the player defense, if this hitbox collide against the enemy attack hitbox, make the player automatically counter-attack, like thrusting with the shield. <br/> <br/>Keep up the good work! And sorry my broken english. ^^' |
| Sep 2 04:58:00 | 18m 00s | Bobby Bow | Good job! <br/> <br/>In this kind of game, the character needs to be a little more faster than the enemies. Think about Doom (1993), but top-down. The only true advantage of the player is just that he is faster, is not in the health bar/guns/power-ups. <br/> <br/>Talking about power-ups, maybe in a future update, you could add some itens, or the classic "money + buy upgrades between wave of enemies", those things are key to making this kind of games addicting. <br/> <br/>Sorry my broken english. ^^ |
| Sep 2 05:28:00 | 30m 00s | Archer Defense | Good job! The idea of upgrade the character with some sort of rpg stats instead of "get money and buy upgrades" is neat, maybe in the future you could add an inventory with potions or equipment to improve those stats. <br/> <br/>I know it is unrealistic for a bow, but maybe would be better not have to hold the left button to shoot, you already have to upgrade the attack speed. Another thing: those spiders and rats are just too fast, maybe I'm just bad but you should really let the player move in a future update, I was pretty much dead in all waves. ^^' <br/> <br/>Keep working on it! And sorry my bad english. ^^ |
| Sep 3 04:26:00 | 22h 58m | Explojan Horse | Impressive! Your entry is probably the most well polished that I have played until now! <br/> <br/>The graphics are just perfect, the only complaint is the lack of v-sync in fullscreen (with alt+tab). The gameplay is addicting, in a future update you could make some upgrades for the horse, like traps on his legs, maybe some itens like wood to fix a hole or build another platformer on him. I know is inaccurate, but maybe a giant as enemy? <br/> <br/>Anyway, good job! And you should totally keep developing this game! Sorry my broken english. ^^ |
| Sep 3 05:30:00 | 1h 04m | Allan | Good job! The game have a very cool mood, it's a dark-cyberpunk-zelda-dungeon! <br/> <br/>First of all: don't close the game when I die! <br/> <br/>The character already have disadvantage against the sentries, he is in the dark, when he sees a sentry it's almost too late, he probably will have to dodge a bullet; until here this mechanic is alright. But by decreasing the lighting when the player is already getting hurt... is no good, the moment he is in need to avoid a bullet... his field of view is getting short, 'it's already hard and getting even more hard'. <br/> <br/>Maybe in a future update, the crates could look for how much hearts the player have; if the answer is only one (or a half), drop another heart. Also, the sentry don't need to hurt the player after destroyed (or put some fire on the remains). <br/> <br/>The game is cool and can become even more, and I think it's already impressive the fact that you made your own engine. Keep working on it! And sorry my broken english. ^^' |
| Sep 3 06:38:00 | 1h 08m | Ancient Drone | The game have a nice mood and quite a lot of content, including a boss fight! Good job! <br/> <br/>You probably already know but there's something with the physics wrong. Not always I was able to jump, I don't know how do you confirms that the character is on ground but maybe casting two rays down, each one almost on the left and right edge of the physical body, could do the trick. If anyone of the two collides with ground you are ready to jump. Also, the falling speed (without the glide) seems too strong. <br/> <br/>Maybe in a update you could improve the camera, make it follow the mouse cursor instead of the player? That will need some test. The orb moving to the cursor position is cool but... broke the game, the enemies are no match for her! Maybe adding some time limit to this, or making that mechanic become a power-up would be better. <br/> <br/>Also, the life time of the arrows should not vary for the same kind of enemy, the player will expect one behavior and will see another; do make one archer with a different color (for him and the arrow), or some statue spitting a fireball. The player can stay above the birds, perhaps this is an opportunity to use them as moving platforms; maybe you can hide itens on a high place that can only be reached using the birds! <br/> <br/>Keep up the good work! And sorry my broken english. ^^ |
| Sep 5 03:30:00 | 44h 52m | Roma Evolution [Zen Experience Type Game] | Good job! You have implemented a lot of stuff, even for a jam entry! I imagine that was not easy to make the AI and day/night cycle! <br/> <br/>I don't know much about how works the game mechanics for a resource management game but I think that things like 'technology' and 'defense' are important to be properly listed, since the battles are not won just by the size of the army. <br/> <br/>Maybe in a future update you could list those things like ranks (A,B,C,D), and tell how much the tower (knowing one day before the attack) influences the defense. Also, tell the size and attack power of the barbarians. Perhaps the tutorial could be a little slower too. <br/> <br/>I think you already have a good base to make the game even more complex and interesting. Keep working on it! And sorry my broken english. ^^ |
| Sep 5 03:54:00 | 24m 00s | Village Store | Good job! It's quite addicting! <br/> <br/>For a end user...the math part of the puzzle may be frustrating, not everyone is fast with math. Perhaps if you change the number for something, like coins, could be better? Like this: each product is a red/blue/green coin; it will be like six coins at max, right? Much more fast to calculate. <br/> <br/>Also, I saw that you tried to teach the player on the go, this worked with the alcohol/kid stuff; but for teach the rotate mechanic would be better if it was only one large product for a more horizontal bag, and a pop-up text about this. <br/> <br/>One more thing: maybe starting a new timer to do the math (after complete the bag), could be better? <br/> <br/>Anyway, the game is good and you should keep working on it! Sorry my broken english. ^^ |
| Sep 19 04:42:00 | 336h 48m | Left Behind | Good job, very atmosferic! As people have already pointed out, this entry seems a very nice start for a "first person puzzle + horror" experience. <br/> <br/>It's tempting to imagine these robots exploring an alien planet; finding out a crazy cave that looks like a Salvador Dali painting! Then something goes really bad with the mission and so on. <br/> <br/>You should totally try to build some puzzles and game mechanics around the sounds and lights that the robots can do! Maybe make that works like some form of language, add one crazy dialog system between them and some alien form. There's a lot of things you can do with you already have! <br/> <br/>One thing: the rotation of the robots should not have acceleration, make it stop when the player release the key. I know that will make them less realistic, but changing this will avoid some people getting motion sickness. <br/> <br/>Sorry my broken english! ^^' |
| Sep 19 04:56:00 | 14m 00s | farm defence | Good job! Mixing a top-down shooter with resources management seems a very good idea, this can be quite addicting with further development. <br/> <br/>Maybe in the future you could add an HUD with point-and-click options to build stuff, an animation for the player when he gets hurt, and I really think that this game will work better with guns/ammo and upgrades for both player and the created bases. <br/> <br/>Keep up the good work! and sorry my broken english! ^^' |