Foon → Ludum Dare Explorer → LD37 → Feedback comment stats → local minimum
Feedback comments for LD37
local minimum's games and stats for all events →
| Timestamp | Since previous | Game | local minimum's comment |
|---|---|---|---|
| Dec 12 22:04:00 | You're tearing me apart | I did watch the scene for comparison and while your game was satisfying and well made, the movie was something else entirely. <br/> <br/>I liked how your voice acting didn't really seem convinced of the line, much like the original. The 3D props really well created and the lighting nice. It would have been an extra plus if the camera had some of that cheap budge film feeling. <br/> <br/>I got 101 as score, but really score didn't feel that important. <br/> <br/>Nice and well crafted experience! | |
| Dec 13 18:25:00 | 20h 21m | One Room Dungeon | I got down to the icy levels where I finally could not evade the enemies any more. The game was challenging and quite fun. The character animation and references to other games in the enemies very nice. It took me a while before I figured out how it worked and then I played it keeping X pressed (though I really didn't understand what it was doing). It felt a bit unfair (but maybe that was part of the challenge), the way each level started. It would have been nice with a bit clearer visual feedback as to what corner you spawned in. All in all a very well made game though. |
| Dec 13 18:38:00 | 13m 00s | Line Them Up | Interesting mix, but I must really have misplaced my tetris skills. It was really hard keeping in mind that up means instant drop of the block, probably because up is just one of the navigation keys in the other mode. So I would really have preferred some alternative keys so that shoot button did the drop and down sped it down but not dropping while possibly up did rotating. Or something. Nice game though and really well made with regards to style. |
| Dec 13 18:51:00 | 13m 00s | Tangent | I really enjoyed the game, though it got a bit too hard towards the end. I found some trees but got quite confused about what to do there. The style was fantastic and I loved the music that came with the game. It would have been really nice if one didn't have to enter the computer tile to trigger the ability to warp in the cases when one spawned right on the spot where one wanted to go. Just a very minor detail. I don't know if there was a way to drop through the platforms, but it felt like there should have been. Really great entry though! |
| Dec 13 19:25:00 | 34m 00s | Walkie Talkie | Fantastically innovative idea really. And many of the levels were quite cool to play. It was, when I looked 2.5k levels so given that, it would be very nice with some way to scroll to the bottom really fast. I actually didn't manage to get to input anything myself, something I must have misunderstood, so possibly making that a little easier too. As always though, a treat to see what you come up with! |
| Dec 13 19:37:00 | 12m 00s | Little Dreams | I really dig the 3D assets you managed to create for the game. Even the little paper scraps. The dream sequences were of course the favorite, however it would really have helped to have an icon in the center of the screen when/where one could interact (with the bed). In the last dream sequence I played I fell behind the desk and then could never wake up. Possibly this was the end of the story, it could well be, but it should probably be made a bit more clear in that case. There were also some assets that I could walk into as little (pillow, penguin). Really enjoyed the game though, just putting it here in case you keep working on it. (Don't give up on 3D! And teams are great things!) |
| Dec 13 19:45:00 | 8m 00s | Little Black Spider | I built a spider-sanctuary out of the furniture and watched is run around with joy while I marveled at the graphics. The spider will live for ever in my version and very well organized room. Moving furniture around was oddly satisfying. |
| Dec 13 19:54:00 | 9m 00s | the room | I like the way you actually made a simple game for once without all the stress and rage and "Just one more try". Really cool mechanic this warping around thing and the way the character kind of melted into the floor. I very much enjoyed playing it through to the end. And I think it fit the game very well to be easy to complete. |
| Dec 13 20:14:00 | 20m 00s | Not Enough Meatballs | Playing, for a while I wasn't sure if it was online of single player. I like that confusion. Running around getting the ammo to be able to shoot was kind of fun. Nicely made. |
| Dec 14 17:15:00 | 21h 01m | One Is Not Like The Others | Annoying little things changing direction right as I'm about to click! I felt like it would have been nice if the hit-box for clicking on them were a little bit extended. For those of us who don't have lightening reflexes anymore it would be making it feel a bit more fair. The problem wasn't so much finding the odd colored but managing to click it. Kind of fun game though very frustrating. |
| Dec 14 17:38:00 | 23m 00s | The Eternal Empire | I quite well managed to reduce religion and army while building a welfare state. That was all that mattered. <br/> <br/>The tool-tip kept hiding under text and was even simply hiding entirely at points. In a way I don't know if getting to know beforehand the outcome of the actions in exact detail was good dramatically though. <br/> <br/>After a while the tasks were repeated without variation, and I get very well the problem with content in the context of Ludum, but I think it would have been beneficial to limit the length of the game a bit with respect to this. |
| Dec 14 17:54:00 | 16m 00s | The Rocket Man | This I liked. The feeling of it was building up to was nicely constructed. How it wasn't sure the level of evil the friendly robot harbored. The fact that it didn't really look like I was in space. Well played. <br/> <br/>It would have been nice if the UI of the screen didn't shine through doors (e.g. use a world canvas instead) and it would have been nice to play with the players height or height of the terminal a bit so that one could click the actual button and still see the progress messages completely. <br/> <br/>Well made game! |
| Dec 14 18:07:00 | 13m 00s | Recyclinator | This is a manual labor horror game! Running back and forth like crazy trying to pick and throw things into their respective bins. I think it would have been more rewarding if the character didn't simply drop the contents but actually threw it. It was also quite hard to pick things up once dropped. Tossing things around feels like it would have fit the feeling of the game. I managed to scrape up to a box and fill it up, but once I used it once it felt like it got lost and that mean I went -5 on buying the box. Maybe it would eventually return or was but I lost it. Any way, it felt like a bit of a bummer after having worked so hard for that box. Since there were different things on the lines and several target holes and the game was called recyclinator, I was also expecting my job to be sorting the incoming goods, which made the start a bit confusing. <br/> <br/>Cool concept though and I think with some more effort it could become a quite hilarious physics management manual labor simulator. |
| Dec 14 18:16:00 | 9m 00s | The Walking Closet | I must say that the thing I appreciated the most was to sound of the closet as it was walking around. As with all your 3D models this month, very cool thing with the animate inanimate household stuff. <br/> <br/>It was a bit annoying swapping to small size somehow, maybe have it be modal to toggle small/big on pressing rather than having to keep the button pressed. <br/> <br/>Really quite amazing to have those people procedurally generated and dressed/undressed during a Ludum. <br/> <br/>Great work! |
| Dec 14 18:30:00 | 14m 00s | The Employee | I very much liked this game. I liked how there weren't any obvious ups and downs in the life of the character. It all just kind of blended forward in a very predictable way. I got to the third day and then, I must say I don't know if this was intended or not, I got stuck working at the computer and while the game told me I could use space, all it did was make me work some more. The touch on the escape was really fitting though. So even if this was not an intended ending it was a good one and I'm quite happy with it. <br/> <br/>Great job! |
| Dec 14 18:41:00 | 11m 00s | Bouncing Balls with the Boing Boing Boys | I really dig the bounciness in the game. I wish it was a little bit easier to be rewarded with extra powerful jumps and bounci-bounce from jumping while impacting with a wall. It would also have been cool it the players would be bouncing off one and another and if bouncing one the wall (either by one of the fired missiles or the players) could cause other missiles to change directions. In other words more chaos. <br/> <br/>I actually managed to loose against myself (the character standing still won)! <br/> <br/>It was quite confusing on the start screen that I couldn't used WASD if I was using the controller. <br/> <br/>Quite promising game if one had someone to play against. |
| Dec 16 20:49:00 | 50h 08m | Rubi's Room | I really like this idea even if I was a bit skeptic to start due to my inability to figure out the rubic's. But your version was much more forgiving, at least in the easy-mode (though I actually played it without rotating so I guess it should qualify as hard-mode. <br/> <br/>One obvious problem with the game is the ability too see what is happening around you and it feels like it would work better in VR that way. I got many points behind my back from simply being a bit irregular about how I shuffled things. <br/> <br/>Still I was enjoying myself and playing it to the very end. <br/> <br/>So I think, though I've yet to try VR this side of the year 2000, that it would be more natural in that setting. <br/> <br/>It would be quite easy to expand the concept, just as you did with the moving animals, one could have the task of making sure that some in-animate halves turn animate and that the right sorts collide in the right way. <br/> <br/>Great idea really! |
| Dec 16 21:50:00 | 1h 01m | Sonder | Well made puzzle. I did a couple of rounds of it and it was really quite complex in an interesting way. I wish the story text didn't animate like it was because I basically looked away or clicked through waiting for it to be done. Not really sure why it felt so hard on my eyes. The sofas also kind of looked like they had room for three people so there was a bit of confusion in the beginning before I got the hang of the tile system. I did enjoy solving the levels I played through though. <br/> <br/>Nice game all in all. |
| Dec 16 22:23:00 | 33m 00s | Escape The Room | I wouldn't have expected to enjoy this as much as I did. But instead I found myself a bit saddened about completing it. <br/> <br/>Some things I thought about in no particular order: <br/> <br/>* Give your jar-file a proper name, we are all playing many Ludum Games. <br/> <br/>* It would have been neat if one could use 'e' to also toggle out of explore mode. <br/> <br/>* I really wanted to burn or dig up be bushes. Maybe buying something from the shop for a lot of coin. <br/> <br/>* On one level I bought the map, but I instantly regretted having done that since the dynamic lighting was so nice and the whole exploration kind of got ruined knowing the map. <br/> <br/>* I really enjoyed that it was non-violent, but it would have been cool with more types of interactions and possibly dynamic changes. <br/> <br/>The music and mood was really good so I'd say you have a really good start here. |
| Dec 16 22:38:00 | 15m 00s | RAINWATER (is free) | As I kid I used to be better like games like these, but now they are really hard! First play-through, I didn't notice that there were two barrels I could collect water and it felt a bit strange having filled up the one I thought I had and have to keep running around and eventually loosing. Second time, I noticed the second barrel (maybe there would have been more after filling that one up too?). In any case it could have been nice if all barrels with remaining space would light up as you were collecting water. Possibly switching color to indicate if you could put part of what you have in the bucket but loose some if you put it in barrel A but in barrel B it would still all fit. <br/> <br/>Cool arcade game, and with some online high-score board it could turn out quite addictive. |
| Dec 16 22:54:00 | 16m 00s | Dungeon Protector | Hexagons are really nice and you used them well to make a quite complex puzzle game. I played a couple of levels (4-5?) before the game got the better of me. It took me a little while before I noticed the different enemy-types, but that could have been my fault not paying enough attention. Once I figured out I didn't have to deal with all the enemies in the same way, the game became both more understandable and interesting. Having doors to the room also confused the game objectives on the first level. Or was escape also an option? Nice puzzle game. |
| Dec 16 23:01:00 | 7m 00s | sweet dreams... | Even though I must say I object to spider killing games, it was very well made. I let them have a free all you can bite round for fairness. I did really like how you played with the lighting, as well as increasing the amount of spiders, making the game ever harder. Possibly you should limit so player can't get negative scores (or have the laser overheat/be out of order for a while if you hit zero). A bit of combo bonuses and some general online high-score would also increase the reason to play more. You had a variety of speed on the spiders, but you could also have some rare spiders that are more laser resistant. Nice game though, even if it had me killing spiders. |
| Dec 17 13:16:00 | 14h 15m | Word Decor | First off, just to be sure. I didn't hear any music or sounds on Firefox. Just in case there's something wrong with your web-build, as there was the option to rate audio. <br/> <br/>I made several thousands worth of negative dollars on the first 11 levels. And I think it kind of broke the setting of the game that you lost coin just thinking about the solution. I'm OK with loosing for selecting each letter I selected (in case I did wrong), that bit felt right. The hint would also cost even when it didn't actually hint (in the case you were spelling the wrong word). So for this scenario, I think it would have been fair to either just reset the word entirely and give the user the first letter, or without a cost just indicate that the user was on the wrong track. The friendliest version of the hint would be that it would erase your suggesting up until it got in sync with the solution and in case there were some letters left, possibly also add the next letter. Because in general I feel like the game should make it hard to get negative results, because having played ten levels and just loosing more and more told me that I sucked and it and that didn't make me wanna continue playing. <br/> <br/>So don't take it wrong. It is a neat spelling game, but I think it needs to be a little easier on the player and motivate the player to keep playing by giving the player points in most cases unless the player has failed 2-3 times on a room. If you want to keep speed as a feature, I would have bonuses for being fast instead of punishment for being slow. |
| Dec 17 15:18:00 | 2h 02m | Claustrophobia | Alright, that was extremely hard, but I managed to get to wave five at the least. I didn't fully grasp if it was me being hit the made the room smaller or me being bad at slaying. Not that it fully mattered, but it would have been nice to get better feedback on that part of the mechanics. Sometimes the enemy spawned a bit too close to the character so that I basically didn't stand a chance, it would have been nice to have them start a bit further away (say 50% of possible max distance up to possible max distance). Maybe there was some indicator on when a gun was ready to be fired again but I didn't see it. That would have been nice given that the gun was so frustratingly (in a good way) slow to start with. A "reloaded"-sound would suffice. <br/> <br/>Fun entry! |
| Dec 17 15:33:00 | 15m 00s | Velocity Glyph | I really liked how the ships started hovering in the title screen and then too their feel during the game, but as others have noted. It was way way to slow speeds and the AI fell behind very quickly because it was so slow and thus easy to maintain near perfect heading. <br/> <br/>I think it would be nice if the ships had a boost that was recharging over time and that also made it more precarious with staying on the track/not flipping around and generally being able to do anything but going straight forward. <br/> <br/>On my screen I couldn't really see the UI elements when standing ready to start, so I would suggest having the camera be more distant when the ship isn't moving and closer later. Possibly the faster you go. Possibly also changing field of view with speed and/or acceleration. <br/> <br/>The ride was also more bumpy than I would expect from hovering. Maybe this would solve itself with higher speeds...Else, whatever mechanism that causes the ship to stay on the track should probably not accelerate it that fast towards its optimal position when overshooting it. <br/> <br/>Good start on a racing game though! |
| Dec 18 11:52:00 | 20h 19m | Stormy Night | 24650 I got on the final endless thingy. I did die one or two times getting there but was happy to see the game so kind as to let me keep my cash and try again at the same level. I really like how it started out easy also. I decided to spend all my points on upping the gun and its fire rate. In the beginning I was also clicking the mouse for each shot but again really happy to notice that the game allowed me to just have it pressed. I was on edge throughout the play, and I typically don't fancy these kind of tower defense/survive waves of onslaught type of games. This time was fun though. So great work. |
| Dec 20 18:47:00 | 54h 55m | Peekaboo I Duck You | It really is the beginning of a great mood here. I like what you did with the graphics, the light and the flat but solid props. I wonder how much you would want to focus on gamification and how much should be on mode though. It was fun to through a duck and it kind of seems reasonable to collect a star, but lighting up like a Christmas tree might be a little too much game. I don't know though. <br/> <br/>Again, nice feel. |
| Dec 20 18:55:00 | 8m 00s | The last one standing | I really like the idea of alternative controllers for games and so I would assume it makes much more sense there. I would imagine it will be a bit unfair as the layout is now for whoever sits to the left will have better view of the cup approaching. Maybe some chair swapping if you do bad or so? What happens if you drink from someone's cup after they were done? <br/> <br/>I didn't understand why there were more than one button bound per player or if that made any difference. <br/> <br/>Interesting concept though. |
| Dec 20 19:10:00 | 15m 00s | For Whom The Bear Roars | To be honest, I was looking forward to play this with the graphics in the screenshots but the game-play feels very half done. There's nothing wrong at all with the premise, can you maintain your health, sanity doing work from your room. The core of the mechanics, to select what you do each day and then get some stat-changes afterwards. It is also fine. But there's some drive missing here, the progression needs be intriguingly narrated and/or the game design/choices and management be made more interesting. I don't know if there was something wrong on my side, but I didn't get any audio, and I think that would really have helped with the mood and engagement. |
| Dec 21 16:52:00 | 21h 42m | Alien Night | I finally remembered checking the game out while on Linux! So here are my thoughts. <br/> <br/>I guess I could have read the instructions better, but I thought that 'X' was the button I was supposed to press for fire starting aiming. <br/> <br/>It would have been nice to have a modal legend that let you know what you were seeing only when you were seeing it in game. I did like the modal aspect of the aiming itself. <br/> <br/>In the same vein, it would have been very nice if player, non-player turn was visible somehow in game since non-player turn took a little while (possibly change floor-tiles and/or player). <br/> <br/>"_" wasn't explained, and I kind of wanted to loot it but there was no looting. I did get that it was dead alien though, but should probably be included. <br/> <br/>When it comes to feedback, whenever health changed it would be good to flash it. Took me a while to notice I was getting hit. And here it would also be good if there was a feedback on hit. E.g. change background color temporarily. Also when hitting walls. After playing I wasn't clear on if all shots hit or if there was some chance involved. <br/> <br/>On difficulty, because there were many things to get acquainted with, it started out too hard. I barely made it out of the room I started in. Downed a handful of aliens, but I would recommend first level be much much smaller and easier, so that you give the player a sense of progress and investment until you start to really corner and challenge them. <br/> <br/>I died without understanding why, as others' have reported. <br/> <br/>That was a long post of thoughts. Don't mistake them for me not liking the game though. I did like where it was heading! |
| Dec 21 17:29:00 | 37m 00s | Captain's Room | I played the game to the end. It got me thinking of Tomb Raider but without the adrenaline. I liked the sound effects of the birds and the sea. The graphics was really neat and reflected the feeling of being inside the boat looking out through one of its small round windows even if the game was top-down. <br/> <br/>It was quite slow and peaceful and in that sense it was a bit confusing that there was so much thunder going on. A while it felt like it was guarding the artifacts. Depending on the way you want to go with the game, I would either reduce those quite a lot or if this is to build up to a storm, that the waves would be felt on the boat and its direction. Maybe one could sink if one doesn't care for the direction of waves. But I get, that it is a lot to ask for a Ludum. <br/> <br/>I enjoyed the narration and the navigation. But on one side I kind of feel like the world was a bit too large for the current content, on the other hand I did sail it to the end. So I'm obviously confused on that point. <br/> <br/>Anyways, I much enjoyed playing it. |
| Dec 21 17:51:00 | 22m 00s | Tales of Sir Salamander | I found it hard to control the salamander and couldn't really get over how the jumping stopped the momentum. I fell down the hole some times before giving up. <br/> <br/>I think the first color-gate puzzle should be made safe, and be less complex and all changes happen only to items that remain visible to the player. Right now they swap mostly (only?) out of view, and that adds a level of complexity that isn't really fair to the player at the beginning of a game. <br/> <br/>Interesting concept though. |
| Dec 21 20:41:00 | 2h 50m | Hotel To Hell | You seem to have broken your links... |
| Dec 21 20:59:00 | 18m 00s | The Shifting Theatre | I got past the first stage, but not very far on the second. It was a bit too evil to have the first wall to wall climb/jump thing be over lava. It would have been better if the player got to be acquainted with the mechanics in several increasingly difficult steps and simpler repetitions before demanding such skills. I don't really know if I understood how it worked because sometimes the fellow was climbing up the wall for a while and if that was intended it would have been really good to understand. Managing to actually jump back and forth or just jump and grab same again or get on-top was really tricky. Tricky in the sense that the controls need to become easier or more intuitive for the player. <br/> <br/>The camera transitions for going up felt a bit abrupt too. <br/> <br/>Otherwise I can see it being a fun platformer. |
| Dec 22 19:26:00 | 22h 27m | cubica woo | I kind of enjoyed playing this game. It did feel kind of impossible to grab the full meter-thingy but quite easy to lead. I think my actions didn't really affect the opponents which was a bit of a pity, because it would have made it more engaging. E.g. if you are not connected to your origin, you die. I also think the want to keep playing would have increased if I had been able to reach the full meter or get really close. What if when you max your meter, the game levels up and enemies move faster? And some rewarding feedback and score. Also something showing if the game actually resets your score each time or if you are progressing and making more and more total. I would opt for the latter. <br/> <br/>To sum it up: Cute and fun arcade game. |
| Dec 23 21:33:00 | 26h 07m | Non Euclidean Room | I really dig the concept of the game and great work on getting the portal system to work so nicely. The shader really gave the game an Escher feel too! It felt a bit hard on the eyes though, so I would not have managed to play a much longer. It was really a nice experience just walking around and feeling the confusion and marvel at what direction the stairs may actually be going. Really well made. <br/> <br/>The puzzle aspect felt like it should need some more work, in case you decide to keep working on it. The final thingy that I activated was the one located over the gate and I solved it by jumping from a ledge higher up. That kind of felt like I was breaking the premise of the game. The other things needing activation was also quite easy to reach and didn't take much thinking about things. However, as I started, I very much enjoyed the experience and the strangeness of the place and I can see a superb puzzle game in the making, should you continue working on it. |