Foon → Ludum Dare Explorer → LD37 → Feedback comment stats → hunttis
Feedback comments for LD37
hunttis's games and stats for all events →
| Timestamp | Since previous | Game | hunttis's comment |
|---|---|---|---|
| Dec 14 12:22:00 | Reckless Redecoration | Very interesting! I liked the client screens :D <br/> <br/>I got the first client to be happy, but as the ones before, I couldn't figure out the wife :D <br/> <br/>Things I hoped I could do was rotating the furniture (probably left out for time reasons). <br/> <br/>This would work well on mobile, too. In addition, made me interested in the platform you made this! | |
| Dec 14 12:36:00 | 14m 00s | Keeper of the Altar | So far the game that I've played longest, upgraded all the weapons to max. While I think the weapons were great for being so crazy, the maxed out RPG made the levels a bit too easy :) <br/> <br/>Maybe the altar should destroy a bit more quickly to make the game end :D <br/> <br/>But in any case, I enjoyed it a lot, smooth controls, graphics that did the job they were supposed to (especially liked the persistent gore :D) and simple enough. Nice work! |
| Dec 14 12:42:00 | 6m 00s | sit down | Really frustrating, but funny idea :D <br/> <br/>The students moved perhaps a bit fast to be controllable, though it made me laugh when I had only one student to sit down and a small chain reaction later, everyone was running around :D |
| Dec 14 12:49:00 | 7m 00s | OctaRoom | Graphics were functional and the idea was simple enough. I could see this as a fun little LAN game with a lot of players. <br/> <br/>Played it with a bit of a gimped setup (just a laptop) and shooting was difficult with the trackpad (especially the second button :D ). <br/> <br/>Enemies felt like they wanted to kill me, so that was nice :D |
| Dec 14 12:57:00 | 8m 00s | Poopy R**mba | I can't believe it :D <br/> <br/>I laughed my bottom off when I saw this, as this has really happened to a friend of mine (well, the roomba probably wasn't actually vindictive, but the mess was still quite something :D). I'm guessing you've had it happen too? :D <br/> <br/>Aaaanyway, about the game: <br/>+ a new kind of a puzzler, which is always nice to see <br/>+ nice graphics + simple controls + easy to grasp <br/>- the sounds were a bit sharp for me - sometimes the roomba started from behind the level sign and I had to move first to find out where I start |
| Dec 14 13:03:00 | 6m 00s | The Labyrinth Room | Got a nice Gauntlet-vibe from this. Controls work alright, although I had some trouble figuring out how far do my fists reach. <br/> <br/>The camera is maybe zoomed a bit too close and the music is quite unnerving, to the point of madness :D |
| Dec 14 13:09:00 | 6m 00s | Scarehouse | Controls work alright, once you get the hang of them :) <br/> <br/>Also, the "radar" is a really nice addition, the camera would've been too close to survive without the radar. <br/> <br/>I think I managed to squeeze my way through the south wall (and outside the level) a few times when escaping from the monsters. <br/> <br/>Nice work! |
| Dec 14 13:21:00 | 12m 00s | Package Madness 2D | Edutainment in Ludum Dare, holy books of geography! My hat's off to you dear dev! :D <br/> <br/>The idea is sound, the controls a bit on the difficult side, and not making it too easy (not just plopping packages to country belts) is good! nice work! |
| Dec 14 13:26:00 | 5m 00s | PacTwist | The music was a big surprise, did you make it? :-o It could've been a bit longer, but nice work! <br/> <br/>The controls were a bit hard, and the instructions were a bit hard to read at the start of the game (maybe if the font had an outline or a shadow or something?), but the game was on the fresher side, even if really difficult :D |
| Dec 14 13:29:00 | 3m 00s | The Murder Room | Got some SmashTV-vibes off this one :D <br/> <br/>Controls work, graphics are clear, the challenge is there. Maybe some timed powerups would be nice to add to variation. |
| Dec 14 13:33:00 | 4m 00s | Company Incoming | Nice work! The speed of the character was quite fast, but it wasn't too hard to get a hang of the game. <br/> <br/>The font was a bit broken in the papers for some reason (at least in the embedded version). The comment about the sofa underside made me laugh out loud :D |
| Dec 14 13:42:00 | 9m 00s | The Last Fish | Well wasn't this a surprise :D At first I was kinda annoyed at the short music loop, but once day 2 arrived, I figured out where you were going with it and then it started to get really gloomy :D I think it would've been better if you wouldn't have noticed where the loop resets (there's a slight pause). <br/> <br/>Didn't survive the last day, couldn't quite reach everyone in time, but a funny (and gloomy) idea anyway :D |
| Jan 1 12:29:00 | 430h 47m | Father Hustler and his holy room | From what I gathered, you're supposed to gather the "flock" from all over the level and then bring them to a single place that you then defend. I think most of the confusion comes from the terms that you use.. It says "game starts in..." but you're already moving and gathering folks. Maybe rather use "Wave starts in..". I also think you have a lot of controls to deal with :D <br/> <br/>It's not a bad idea, just could've used some refinement. When you're working alone on something, everything is obvious to you, and you don't always remember to think what the game looks to someone completely new (happened to me at least twice :D ) |
| Jan 1 12:38:00 | 9m 00s | Time Passes | You rarely run into games in a jam that feel personal or this well written. I feel privileged to have run into this one, cheers :) |
| Jan 1 12:41:00 | 3m 00s | StompKid's Nightmare Land | Graphics look really good, but the game was really difficult. Hope you make a post on the ld-site for the post-jam version :) |
| Jan 1 12:56:00 | 15m 00s | Resources in a Room | The game is a bit repetitive and the crafting/gathering resources seems to be really random. That made the game just really a little bit odd. |
| Jan 1 13:02:00 | 6m 00s | Wall 'em up! | Cheers for participating! <br/> <br/>I think the game might be more interesting if the walls weren't randomized, rather the maze got increasingly more crowded with every cycle. Maybe with a scripted way of adding walls. |