Foon → Ludum Dare Explorer → LD37 → Feedback comment stats → Zee
Feedback comments for LD37
Zee's games and stats for all events →
| Timestamp | Since previous | Game | Zee's comment |
|---|---|---|---|
| Dec 12 00:53:00 | BOSS ROOM | Hey, nice game! Smooth controls, and nice to look at. Short and nothing too complex, but fun while it lasted. | |
| Dec 12 17:10:00 | 16h 17m | Rat Chase | Kind of odd the feet don't actively chase the spiders, and the spiders just kinda run into them. Also I died a few times before I noticed the food bar, but overall, a solid entry. Fits the theme well. It's a fun little game. |
| Dec 12 17:19:00 | 9m 00s | Solitary Confinement | Breath in, breath out. Breath in, breath out. Breath in, breath out.... :P <br/> <br/>I ran into a weird bug where I couldn't control Mr confinement after breathing a couple of times, but I'm assuming that's part of the lore of going insane in solitary! Overall the game gave me a good chuckle! |
| Dec 12 17:32:00 | 13m 00s | Paper Airplane Attack | Took me awhile to get used to the controls! I ended up just flying onto the tables and doing a sweep along them to take out the tanks, since you don't lose health for collisions. <br/> <br/>The graphics are quite nice, and once I warmed up to the controls, I had fun. I would suggest some type of cross-hair though! |
| Dec 12 17:57:00 | 25m 00s | Portal Hotel | Worst hotel service ever! <br/> <br/>Onto the review, I dug the atmosphere, gave me Silent Hill vibes. The first time I saw the enemies, I got hit in the back, turned around, and made me jump a bit! The music helped fit the mood. Great ending though :P <br/> <br/>My main complaints are the randomization of the rooms sometimes had me spawning on top of enemies, or turrets spawning next to the portal, which forced me to take a hit going through it, since it takes a second to go to the next level. Not being able to see your health made the above two complaints worse, since I never knew how far away from death I was. Also, the gun should of had some sort of cool down. <br/> <br/>Overall, it didn't quite fit the theme, but was an enjoyable entry nonetheless. |
| Dec 12 18:21:00 | 24m 00s | Networking™ | I got a couple of chuckles, and entering a door labeled art on the side into freedom gave me a hardy laugh. I liked the fact it didn't matter what prompt you chose, since they don't care what you have to say. <br/> <br/>As commented before, the audio was quite low, had to jack up the sound on my headphones quite a bit! I'd suggest adding a volume slider. I feel the some of the conversation went on a bit too long, that work should have went into making more conversations. <br/> <br/>Even if the audio was low, I liked the fact you had voice acting in a compo! Everyone sounding the same fits into the theme of the game too! |
| Dec 12 18:36:00 | 15m 00s | antiroom | Dug the ending, the mechanics work well, and was fun while it lasted. I feel you spent a little too much time on the mechanics, and not enough time on what the game should be (Puzzles? Exploration? etc..). Although I enjoyed it for what it was! |
| Dec 12 19:13:00 | 37m 00s | The Mini-Man 3D | Music made me want to rip my ears out :P Also, the coin's collision detection could use some work, I feel like I run through them, and don't pick them up half the time. I'd also advise against using the default unity controller code, as it doesn't fit this type of game (doesn't allow fine movement). I'd also make the door light up or open, to signify that's where to go once you collect all the blue coins. <br/> <br/>Overall, a cool little platformer. Nice work on the environment! I had a lot fun while it lasted. Getting that last blue coin took me a bit! |
| Dec 12 19:44:00 | 31m 00s | Tangent | Great game! My favorite so far! Great visuals, great audio, and great game-play. Not really much to say other then amazing job! I felt the difficulty was well balanced, nothing too hard, or too soft. <br/> <br/>My only real complaints are that it feels more like you're teleporting to another room then the room changing when you click on a panel, which doesn't really fit the theme. I felt the room changing while walking through it worked better. The game-play is also nothing new and quite basic, however well done it is. <br/> <br/>You're also missing the source! <br/> <br/>Overall, I had a lot of fun! |
| Dec 12 22:13:00 | 2h 29m | Aperta Corporata | A nice relaxing game. The music fit really well with the mood. The posters giving you game-play instructions was a nice touch, but I was a little lost that the red tables meant meeting tables, and the paths were meant to be paths. Once I figured it out though, I had fun trying to minimize roots and paths. <br/> <br/>Not being able to select what you wanted, and having to choose between the pieces was a nice touch, forcing you to make sacrifices in the layout. Once I got into the green, there was little to do though. A way to use the money, or some type of end goal would have been nice. <br/> <br/>Overall, It's a nice starting point for a simulator or tycoon game! |
| Dec 12 22:32:00 | 19m 00s | levelone | Great concept, worked really well with the theme! I loved how the eyes followed you around! Was a neat touch. It lagged a little bit for me (on Fire Fox), but nothing unbearable. Game play simple but enjoyable, but the story is what made me stick around. <br/> <br/>Overall a solid entry. |
| Dec 13 06:23:00 | 7h 51m | Cave In | Neat game! Gives me a c64 / old school computer vibe! Simple, but enough there to make it fun. The music and sound effects fit the style. <br/> <br/>My main complaint is the controls. The delay between moves is somewhat too long, and I often waste a turn by accidentally doing the same move twice because I started to spam the key to compensate the delay. It would also be nice to be able to face a direction without walking as well in certain situations. For example, when an monster is a block behind you. <br/> <br/>Other then that though, it's a solid entry! I enjoyed it quite a bit! |
| Dec 14 04:24:00 | 22h 01m | Sneaking and Squeaking | I love the name! The extras were a nice touch! So were the little story bits for the opening and ending. Charming from start to finish! <br/> <br/>Only real complaint I have is jump timing. You should give some leeway so you can jump at the edge of a platform, before you start falling. This makes the block part a bit obnoxious, since the timing can become fairly strict, and you have to jump earlier then you expect. It would have also been nice to have additional movement mechanics, such as a wall kick or run, to make the movement more mouse like and separate it from the other games of this type. <br/> <br/>But other then those two things, it's a great entry all around. The small touches is really what makes the game stand out. I'll be sure to go back and try to get the remaining unlocks I missed. |
| Dec 14 05:29:00 | 1h 05m | Mindspace | Hey, neat little walking simulator! It's kind of hard to judge/compare these with the other games in the dare, but I think they definitely have a place in it! The lighting effects were very well done, and were a nice touch and paired with the music, it sets the tone well! Overall, I think you accomplished your goal of telling a story and setting a mood. <br/> <br/>While impressive, the lighting seemed to lag the game and bug out at times. Being able to run and jump around like a traditional platformer also subtracts from the tone and theme of the game, and didn't serve much of a purpose. <br/> <br/>The lack of any player involvement at all is sort of odd. Other games of this genre, say, Dear Esther or Moirai, usually have something for the player to do, even if it's just walking from A to B. Having the player interact to move along the story is what ties these games together. Think how effect Moirai would have been without the choice at the end? Or Dear Esther if it was on rails? Having meaningful interaction is what immerses the player into the world, even if it's something small. It's what separates a walking sim from a movie or a book. <br/> <br/>Not to sound all negative, again, I think you accomplished your goal. Good luck with your finals and soon to be created indie company! |
| Dec 14 06:18:00 | 49m 00s | Detective Noword and the case of the floor tiles | Pretty fun detective game! It looks great, and a fairly nice story to go along with it. The graphics and music fit the style well. While relatively simple, the game-play works well and kept me entertained throughout! <br/> <br/>My main issue is the grammar and sentence structure in some of the dialogue. Some sentences I had to reread a couple of times to understand the meaning. I would definitely have a native speaker proof read next time! Sometimes I had to redo the puzzle or click on random things because I misunderstood what was written. I'd also include the source as a download, sure it's HTML / JavaScript, but it's more convenient and easier for someone who's just starting out to delve in and learn from the source. <br/> <br/>Overall, it was a nice relaxing game. A great entry! |
| Dec 14 10:16:00 | 3h 58m | Geometry Encounters | I'm also having issues with the download link! Follow random-storykeeper's advice, and use another service! You can also use google drive if you have a g-mail account. |
| Dec 14 17:12:00 | 6h 56m | Escape Your Room | Great job for a first game! With what you've learned, I'm sure your next one will be even better! |
| Dec 15 07:51:00 | 14h 39m | Ghost In the room | Basic and short, but there's something there! I dug having to turn to shoot, it created an interesting mechanic trying to line up the shots. The screen shaking added to the impact of the bullets, which was a nice touch. <br/> <br/>As others have said, I'd move the shoot button to space, since you don't use the mouse at all. If you're going to work on the game post dare, I would also increase the goal to be a tad more complex. For example, find the key, and the door, and then enter the door to go the the next level. Or find multiple objects. Something to differentiate it from other top down shooters. <br/> <br/>Overall, as others said, it's a solid foundation, but more work needs to be done, but good job so far! |
| Dec 15 08:18:00 | 27m 00s | The 5th Room | Hey, a great looking entry, combined with the music, gave it a pretty interesting atmosphere. The puzzles weren't very involved, but served there purpose of pacing the notes. Overall, it really reminded me of the original Resident Evil and Silent Hill games, which I really enjoyed. <br/> <br/>The mouse controls needs to be fixed; the sensitivity was way to high. It could be tough to interact with the objects, especially considering the closer you are to the objects, the harder it is to interact with them. Some of the notes could have also used a proof read. I also wish the puzzles went a little deeper. <br/> <br/>I found a small bug, after opening the hidden wall, you can walk into the painting and go on the other side of the door. You kind of get stuck in a little closet, but you can walk back if you're persistent enough. <br/> <br/>Aside from those problems, I really enjoyed it. Nice work! |
| Dec 16 04:05:00 | 19h 47m | Don't Stop Me | Nice to see an entry have an ending! <br/> <br/>Took me a few tries to get the hang of it. Seems like after a certain point, you have to close up shop and hope for the best, since once there's too many ships outside, opening the doors more or less guarantees death. So, if you don't kill a good amount of them before they really start spawning, you pretty much have to restart. Once I figured this out, it was actually quite rewarding, and gave you a feeling of being overwhelmed and on the run, which added to the overall atmosphere. <br/> <br/>At least that's what I thought at first. After I beat it, I decide to try again. I was able to destroy every ship almost instantly, and had barely any resistance at all. Before I got the hang of it, the game could be quite frustrating since you're pretty much helpless. If the doors are open and the ship sends a bullet straight through, it's a guaranteed death since the doors close so slow. If the ship decides to hang out above the roof and refuses to come down, you can't do anything but watch the health whittle away. When the ship it did come down, you'd have to hope it moved into a good angle, and it didn't move too erratically to actually aim at it. <br/> <br/>Basically, It could feel like it was down to luck, and you'd have to hope either A: the ships cooperate and allow you to destroy them, or B: You can destroy enough and tank the health before they overwhelm you. In summary, I think the ship AI might have been too random, and could either subtract from the atmosphere, or leave the player in a frustrating experience. <br/> <br/>Don't get me wrong, overall, I think you did a great job, and I really enjoyed it. The graphics really help set the mood, and the room being a space ship was a neat touch. Figuring out the game, and the feeling of hoping the ship launch before I was shot down was a really fun experience. |
| Dec 16 17:23:00 | 13h 18m | Jade's Gauntlet | The concept of having each wave be a different challenge was a great one. It separated it from all the other wave based top down shooters the dare received. The music and announcer also were a nice touch. The animations could use some touch up, but overall, the graphics were very well done. I really liked the gem's effect. <br/> <br/>The main problem I had was shooting up or down. If you're facing the monster in a straight line, you'll miss because the arrow shoots too much to the left or right. Meaning you have to re-position yourself after each shot, since the zombie also re-position itself to face you dead on. It became pretty tedious, especially since aiming left or right didn't have this problem. <br/> <br/>Overall, despite it having only three waves, it was quite fun. Good job! |
| Dec 16 18:24:00 | 1h 01m | Out of Breath | A great starting point for a survival game! Having to wait for the rescue ship after placing the beacon was a nice touch! Giving the plants a dual purpose, for harvesting and oxygen was a great idea. With a few tweaks and additional mechanic, such as base management (such as watering the plants, and base building), I could see it becoming something special. (The literal martian :P) <br/> <br/>A couple of small critiques. It was too easy to fill the energy (hunger?) meter. Since food is so abundant in the boxes, and you're constantly on the lookout for them, which made the mechanic of eating the plants useless. The chips always spawning in the same location was also odd, since it was too easy to "cheat" and just go on a few suicide runs to find out where they were. As said before, you also forgot to add what the metal did in the in-game tutorial! <br/> <br/>Overall, great job! I look forward to where you continue with it! |
| Jan 1 15:57:00 | 381h 33m | Furni-Chore | Once I got the hang of the rules, it was quite a fun and relaxing puzzler! Once the difficulty kicked in, I had a lot of fun working on the rooms! Levels 13 and 14 took me a while to solve, but they were a fun challenge. The music really added to the game's overall tone and relaxation, it really sets the mood! <br/> <br/>(Below, I wrote more then expected, must of been the drinks on New Years :P ) <br/> <br/>My only real complaints are UI issues. The coffee table was quite hard to pick out, since it blends in with the black background of furniture picker. Having to click on the black dot to pickup the furniture seemed counter-intuitive (why not just the object itself?). I often had a hard time picking up the love seats, since the dot is only on a single side. Meaning I often clicked the wrong side and started to drag, only for me to realize I didn't actually pick up the seat. <br/> <br/>Having to use the space bar to move to the next level became quite tedious since the entire game is controlled with the mouse. I often moved my left hand anyway from the keyboard to a more comfortable position, or to rest my head. I would consider adding a button or a click to continue instead. These are nitpicks, I know, but they did become small points of frustration after awhile. <br/> <br/>Other then the UI issues, I really enjoyed my time with the game. It was a great concept, and a great execution of it! |
| Jan 2 07:52:00 | 15h 55m | Code Red | The graphics and the audio really help set the atmosphere of the game. I really dug the eating for health mechanic as well, it's a neat twist. <br/> <br/>Since most of the comments stated the good parts, I'll focus on some criticisms. <br/> <br/>The main thing holding the game back is the controls. I had to look back at the dare page to find out some things. I didn't know you could sprint, for example, since it never says so in game, and I didn't know eating gave back health at first. Once I figured these things out, the game became much more enjoyable, but there were still a few issues. <br/> <br/>Having the press up to climb was really finicky, sometimes, I just couldn't grab the wall, or I would grab and jump off instantly. Scream seemed useless, as I'd mostly just get shot to death when I tried to use it, and running slash seemed to be much more effective. Also, slashing would sometimes bug out and I would fling way more then I was supposed to. The controls could also be a bit sluggish, If I missed a grab or slashed while I wasn't running, you can't turn around until the animation is finished, causing me to just slash or grab in place a few times. The grab range is really tiny, but you get used to it. <br/> <br/>Other then those issues though, It was an enjoyable experience. Great work! |
| Jan 2 08:46:00 | 54m 00s | Surveillance | The game sets the mood and atmosphere very well; The voice over was a nice touch and adds quite a bit to it. Right now, it's a simple game, but an interesting concept. It feels more like a prototype, a proof of concept that should be built upon, but it's still a solid idea. <br/> <br/>My main complaint is the lack of feedback. I couldn't really tell if I started to record or not. You also have a lack of feedback on what the suspects are actually doing, so I ended up just recording whenever two were on screen. It's also maybe a bit too bare-bones. It needs more objectives and "stuff to do." <br/> <br/>It feels like it's missing the feature(s) that turn it from a prototype into a game. Obvious stuff would be to add more screens or controllable cameras. Less obvious game-play ideas would be adding sound, where you can only listen to one screen at a time, and limited film to record, so you can't just record 24/7. Trying to find who the suspect is could also be an interesting twist for a level, and being careful not to record any corruption by officials still the favor of the state could add an interesting twist. <br/> <br/>Overall, it's a great prototype. |
| Jan 2 11:39:00 | 2h 53m | Fateful Cavern | Overall a fairly solid entry, with tried and true game-play. Not too much to say other then it plays well. Not being able to shoot diagonally didn't bother me, I felt the controls worked well. <br/> <br/>I liked the no shooting song, but the main song kind of gets repetitive after a few loops. I almost feel like they should have been swapped, since it seems like the more urgent song should be played when you can't shoot. <br/> <br/>It was a bit confusing how you heal, and why you can't shoot. After a bit, I assumed it was time/score based, but it could have been more clear on why. The difficulty also ramps up quite a bit once you reach the dragon. Seemingly out of nowhere. <br/> <br/>A fun entry, if a bit simple. Nice work! |
| Jan 2 11:53:00 | 14m 00s | Room Zero | Not bad for 14 hours! Quite a decent length too! I was actually quite surprised it lasted as long. The game-play is fairly basic, but it works for a 14 hour entry. <br/> <br/>My only real complaints are that it didn't really fit the theme. The jump height and player speed might have been a bit too much, but it played well otherwise. The graphics weren't too bad, if a bit basic, but it fit the game-play well. Other then that, the game was a bit on the easy side, and maybe a little too simple, but still fun. <br/> <br/>Overall, it was a fun few minutes. Nice job! |
| Jan 2 13:23:00 | 1h 30m | Spot the Different | Let Firewerk know she did a great job! |
| Jan 2 23:08:00 | 9h 45m | My Son's Adventure | Really nice use of the theme! The bleak setting and mood, along with the plot, really set it apart from the rest of the entries. Every game needs a phone to mother option! <br/> <br/>I had an issue with how long it took once you called your son. It got somewhat tedious at times, but I kind of feel that was the point. The game was also a bit confusing at times, and took a little while to understand what I was doing. <br/> <br/>The main problem, was how little there was to actually manage. A possibility would be managing your own needs in conjunction with your son's needs, which would also be a nice metaphor. As it is now, it's maybe a bit too simple and easy to maintain. <br/> <br/>Overall, an it's interesting experience, Great job! |
| Jan 2 23:20:00 | 12m 00s | Unfinished: A-OK Heist | Hey, great work! The important part of the dare is that you all had fun and learned something! It's better to show something then nothing at all! While I can't say it's the best game of the dare, it's great that you were able to work together and show something! Keep on at it, and try the next dare! |