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Feedback comments for LD37
Zemmi's games and stats for all events →
| Timestamp | Since previous | Game | Zemmi's comment |
|---|---|---|---|
| Dec 14 03:16:00 | AREA 51 | That was great! Boss music was awesome, nice going Jackass. <br/> <br/>I wish either my hitbox was smaller or the enemy bullets were slower, got pretty hard to dodge when fighting in corridors. | |
| Dec 14 03:40:00 | 24m 00s | The Employee | Beautifully done. Unfortunately ran into the same issue as oh_cripes where I couldn't turn off my alarm day 2, so my daily grind came to an early end. The stacks of paper blocking the doors until you finish work was so damn clever, loved it. |
| Dec 14 04:53:00 | 1h 13m | Fancy Goldfish | That cat really was an a-hole. Not really sure what the "Lack of self-control" death was caused by but the sheer variety of deaths was hilarious. |
| Dec 14 05:03:00 | 10m 00s | Flaming Garbage a Metaphor | The pixel art and audio in this are top-notch, great work. I like the concept but having a little variety in the gameplay would make it a lot more fun. Maybe if you could scoop water out of the toilet or sink for a big splash or something. |
| Dec 14 05:28:00 | 25m 00s | LudumDare OneRoom - Blackback Mountain | Getting health from your partner while close was really cool, made we want to keep him safe and stay by his side until he was inevitably devoured by zombies. <br/> <br/>I'm not sure but I think when selecting "Continue" it starts you from the beginning but shows the name of level you were last on. Like I continued from "The Final Day" and beat it really fast like it were level one, then the survival mode was completed as if it were just another level and loaded the next with no name anymore. <br/> <br/>Being able to shoot on the in-between scenes was a great touch. |
| Dec 14 05:40:00 | 12m 00s | Possessed Room | Oh man I really hope you do a version with audio. This was already great and sfx would aid so much more tension. Just like Kris, that first ghost really made me jump. |
| Dec 14 05:53:00 | 13m 00s | Room 007 | Wow I really love this. It felt really good when I found alternate solutions (or at least I think they weren't intended) like on level 4 rather than using the conveyor carpet you can use the map bed to flip into the wall, rebound and roll back under the bed and out. If you ever expand on this, I hope you do, more opportunities like that would be stellar. <br/> <br/>Room 007 is a great name as well. |
| Dec 14 06:41:00 | 48m 00s | Last Call | Fucking Jules. Should have just chugged that beer behind the counter himself if he wanted it so bad. Would have saved me from being murdered by Broptimus Prime. |
| Dec 14 07:13:00 | 32m 00s | Essay Writer 5000 | Had fun. Guy was bad and did not get his due. The sum was too big for god. SFX was fun and tit. |
| Dec 14 17:08:00 | 9h 55m | Apricot Drop | Thank you for making this. It is delightful. |
| Dec 14 20:45:00 | 3h 37m | Empty | I don't know what to say. But that was really, really good. <br/>d_:D_b |
| Dec 14 21:13:00 | 28m 00s | The Undersea Room of Jack Sisu | Submaroom was a great pun. I was mediocre. |
| Dec 14 22:24:00 | 1h 11m | The Chore | I got 3/4 endings. Pretty glad our relationship ended, it seemed awful. Although I might also leave someone who takes everything off the shelf, puts it in the sink, then throws it out. Is the 4th ending cleaning everything and finding the evidence? I never managed to pull that off. |
| Dec 18 17:54:00 | 91h 30m | Tripoly | That was a lot of fun. The sphere world is a great design for being able to see upcoming obstacles but still be able to get the camera up close to the environment. Would be nice if the keyboard input for Torpedoes was Space, Right-Click, or something that would let me continue strafing while firing. |
| Dec 20 21:32:00 | 51h 38m | Nest | Cool idea, I enjoyed it a lot when dealing with an area with lots of turns but the straightaways got a bit tedious. Had four screens up before stopping. Probably would have played to completion if the room was smaller with more obstacles / less straightaways. |
| Dec 20 21:45:00 | 13m 00s | JazzHole | Really dig that low leaning, cool as ice, jazz man. Being able to control his snapping or have to use the walking lean to duck under things would be pretty great. Unfortunately I had a lot of trouble with the timing on the snare drums, that boost jump is so hard to get. Almost beat the 4 snare section but fell after the last drum and spawned above a void in an area I hadn't seen before that looks like it introduces walking on walls, which would be sweet but I sucked to hard to make it there legit. |
| Dec 20 21:58:00 | 13m 00s | OneRoom72hoursChallenge | You don't really need the original files, not for Jam especially. But a lot of people appreciate the source code/project files being available to peruse. You can read all the rules here http://ludumdare.com/compo/rules/ xclementx may being saying that because they're on os/x and can't run an .exe without an emulator. <br/> <br/>I really wanted to check this game out, the creepy theatre and your alien look like cool scenes. Unfortunately when the key dropped off that guys neck I couldn't pick it up so I never made it out of the first room. |
| Dec 20 22:14:00 | 16m 00s | Moving-In Simulator 2016 | Super cool, so glad that you can fiddle with location and rotation while touching the ground. So many Tetris-like games don't do that and it is extremely frustrating when that feature is left out. It would be nice if instead of just the shadow it projected the collision-cube-grid at the location it was predicted to land. That would help a lot with planning for objects with nooks to fill. Had fun but only got 60% space efficiency on default room settings, those beds are huge and plentiful. People should just sleep outside. |
| Dec 24 23:52:00 | 97h 38m | iZbushka | That three headed dragon at the end is awesome. I wanna meet that guy and invite him into my house. |
| Dec 25 00:17:00 | 25m 00s | Portal Hotel | This is one of my favourite entries, really dig the aesthetic and that stun rod was so satisfying. It was nerve-wracking to wait for the ghost to crawl in close before I could shatter them. I would have preferred if the levels weren't procedural though, the fields of turrets that could get generated were a tad annoying. |