Foon → Ludum Dare Explorer → LD38 → Feedback comment stats → Antti Haavikko

Antti Haavikko

Feedback comments for LD38

LD39 →

Antti Haavikko's games and stats for all events →

TimestampSince previousGameAntti Haavikko's comment
Apr 27 11:43:37 Mr-Vpn ♥ 0 Really cool concept! Played the fixed osx version and got stuck at key breaker part. Just like @yami-no-tenshi-8, one window got stuck on to left corner and also blocked me from accessing the readme file again. Still managed to reach it with some stair building and got the key breaker "opened" but either can't figure out what to do next or ran into another bug. And I'm pretty sure I already know what I need to do once I get access to that wall paper site @dunin mentioned.
May 15 10:36:34 430h 52m Vertical City ♥ 2 Pretty solid stuff. Even though there is no goal or anything to really build towards. Very good sandbox foundation but the game part is kind of missing. The visuals are quite nice and clean. The person sprite might need a bit more work ;) Adding parallax scrolling for the background city could be a nice touch. Ran into few weird and random issues. At first I got stuck and couldn't build past the third floor but then at some point clicking there started registering again and managed to build more. And right now I can't build anything else besides homes. The buttons for other stuff aren't focusing, I think something invisible is on top of them preventing the click events. Might actually be the same issue that was blocking me from building the fourth floor first.
May 15 11:42:30 1h 05m This Is Not Enough Planet! ♥ 1 The OSX download link is still (or again) throwing 403.
May 15 12:05:36 23m 06s Spike Spire ♥ 2 Harsh difficulty straight from the get-go. Gave up after making it to the top of the level few times. Jumping also feels a bit floaty for the pixel perfect jumps you need to perform. Maybe having a smaller hitbox for player/spikes would make the horizontal positioning less punishing. Separate jump button would have been nice and even restarting with any button after death. Also, having several different hand drawn frames of placeholder sprites for the "character" instead of one even semi finished sprite is kind of a weird choice. Pretty cool music. I'm kind of jealous as a solo game dev with zero musical talent.
May 15 12:37:11 31m 35s It's a Small World ♥ 1 Very cool. Really could have benefited from a full screen button, dunno why you decided to remove it from the web version. I'm on OSX so couldn't download and play full screen. The deadly pink asteroids and red hearts start looking quite similar when when the camera zooms out so far that they're only the size of a few pixels. Nice and responsive controls. Didn't bother reading all the instructions so I missed majority of the different jump mechanics but those weren't really needed anyway. Pretty much the only one of the ones I missed at first I found useful was the quick landing one. As some people have already mentioned, some kind of life system instead of instant failing would have been nice. Also some kind of multiplier system might be cool to entice more of the floor-is-lava-esque star jumping.
May 15 13:03:17 26m 06s Super Smash Globes ♥ 1 Played the OSX version and seemed to work ok. Ran into few issues but dunno if they're only present in the mac version. The most "breaking" bug was getting stuck at the end of completing the tutorial, nothing did anything and had to force quit and restart the app. All that sweet character customization lost :( Another visual glitch that was kind of annoying was that every sprite seemed to have randomish depths. Like water of my planet would appear in front of enemy planet and ground didn't and so on. Major props for adding character customization. I'm guessing you added it because you could then recycle the same character for player and enemies without getting repetitive.
May 15 14:10:14 1h 06m World Battles ♥ 1 Very nice! Simple visuals but they work. Bullets (both enemy and player) need to be bigger. A bit more details on the background would make it easier to notice the movements. In my opinion, everything has too much health and the timer between waves is unnecessary. Had to give up at this point: Screen Shot 2017-05-15 at 17.01.24.png The last enemy of a wave crashed into me and I couldn't move or damage it anymore. Well, I didn't have much room to plant any guns anyway especially since just having all the guns in one quadrant and keeping your enemies on that side seems to be the best strategy.
May 15 15:19:40 1h 09m DUCKTRON ♥ 1 Funny stuff. From the description and screenshots, I was expecting different kind of hacking. Or maybe it still is. So meta. Small delay on death would be nice to prevent skipping the end screen. Also would be cool to clear the starting area from other ducks. Quite ofter I would start a new game just to get whached on the face several times instantly before I could even move. By the way, what was your own HS?
May 15 15:46:00 26m 20s Lonely Rover ♥ 0 Yay, a game I actually managed to finish! The ending reminded me of Tetris, needs more russian folk music though ;) Almost didn't make it because of this stupid block decided to start bouncing around defying all laws of physics. Then finally I managed to grab it from the air and could then use it to get past the laser. lonely-rover-resized.gif I think the screen shake was because your camera is too strictly following the rover which is shaking while driving around. A simple addition of damping the camera movement would get rid of the shakiness.
May 15 16:19:49 33m 49s A Small Planet ♥ 0 Loved it! The coldness & "you can now enter cold" felt unnecessary and forced. It would work in a game with enemies or some kind of obstacles but not really when you only need to just walk in a direction for a minute or so. But the rest was a truly enjoyable experience. Kinda was wishing for more involved and harder puzzles with the introduced mechanics but of course compo offers some design limitations. There is a lot more you could do with just the doors, switches and rocks. And you used the drill just as a glorified key. Could have included some puzzles designed around it like stair building à la Zelda 2. But oh well, I guess the game is good when you finish it wanting more :)
May 16 15:47:45 23h 27m Greyer ♥ 1 Very interesting ____! After three tries, still couldn't get all the collectibles. Got 9 of them on the last try and saw the final one in the beginning but couldn't figure out how to reach it. Slow progress and constant message popups don't really encourage me to try a 4th time. Also, I'm not a huge fan of the super floaty jumping physics you had going on. Other than that and despite the expectations of the game itself, very good job!
May 16 16:08:37 20m 52s Aim for the Star ♥ 1 Golf with planets. Sure, why the heck not. At first sight, I was expecting the other planets to have their own gravitational pulls and then was kind of disappointed when it didn't happen only to realize than the black holes did almost exactly that later on. Nice amount of levels. Not too little and not so many either that it would get repetitive without the introduction of new mechanics. So much more you could do with it though. Good game! Who would say no to a few rounds of mini-golf?
May 16 16:24:03 15m 26s coollapse ♥ 1 Interesting mechanic which you could do a lot more with. I think the ball should be a bit smaller so drilling down one block wide holes would be not that pixel perfect. Something as simple as making the game endless and having the red blocks spawn randomly one at a time around the board might be pretty cool(lapse). Loved the music!
May 16 17:23:23 59m 20s Quest Island ♥ 3 Dear diary. I'm writing this as I'm wandering around the fishing pole cave and can't find the way out. I wonder if I'll ever see the light of day again. I want to give up but I can't because this game reminds me of Zelda 2 and no matter how much people bash it, I still love it. See, even the main character looks kinda familiar... bagu.gif So, I made it out. Took a lot longer than I'd like to admit. Kinda dreading the idea of entering the cave next to that previous one. Someone give me breadcrumbs... Okay, that was a lot easier. I kept a mental note of where the exit was at all times. This might be a fine point to break the 4th wall and discuss game mechanics. One in particular and that is allowing to skip/fastforward the speech texts. So many "you looked all arounds". So some dude just thanked me for something and gave me a toch. Sweet, that would have been nice when I was stuck on that stupid dark cave. Anyways, was that the laundry dude? I don't think I found his loundry... Another cave! Piece of cake with the torch. Seems to be empty though. Maybe I need to find something else first... Strange feeling of deja vu. Another random person just thanked me for nothing and gave me a torch which I already had. Thanks for nothing, grey dude! Seriously pink girl? You too... --- So I'm officially giving up now. Dunno what grand adventures I missed. Loved and hated it at the same time. World could have been smaller since it was mostly empty anyway. Would have fit the theme better also...
May 16 17:37:47 14m 24s A small word but there can be only one (unfinished) ♥ 0 And still no download link :(
May 16 17:48:18 10m 31s Wabbits Great Escape ♥ 0 Yup, no wabbit hole on level two made it impossible to pass. Dunno if it was intentional but every time I got a carrot, the fox circling it aggroed on me and then freezed in its tracks after few seconds. Grabbing carrots was also a bit wonky. Obviously, having more complex movement paths for the foxes and tweaking their sight cones would make it better. Also would have liked it more if you could move by holding the button down instead of needing the spam click.
May 16 18:03:56 15m 38s Bantam! ♥ 1 Would have loved to see more flying stuff. The ship looked sweet and it controlled beautifully. It just felt just right. Too bad it was pretty much just a level select. And as other people have already mentioned, can't say the same about the platforming sections. After a bit I found myself just standing still and wailing on enemies but even that failed since dodging enemy bullets was sometimes near impossible with the controls and they had way too much health.
May 16 18:38:14 34m 18s Simple platformer with color changing mechanic ♥ 0 Very unique and awesome game mechanic. I don't think I've ever seen anything remotely similar to it. Also, possibly the best title of this whole LD. The difficulty spiked up pretty hard on level 5. Could have eased it up a bit more gradually. And then there were the last two levels where like half of the level was just a red herring and not needed at all. And at this point I went and played it again to recall what level number I'm supposed to talk about. Still cool the 2nd time through... Very clever design on level 6 teaching about fall/jump without any messages or tutorial. Seriously, can't praise this enough! Awesome idea. Just needs a bit of visual polish, audio and loads of levels and I'd see myself playing this for hours.
May 17 12:44:49 18h 06m Murder ♥ 1 Didn't first quite understand the whole looking down thing but tried again after reading the comments and it made a lor more sense. Cool mechanic poking fun at some stealth games like Hitman. Visuals looked nice and sharp. Star HUD felt kinda out of place being the only non-pixelated piece of graphic on the screen. The stabbing delay was awkward especially with the small hitbox. Cloudn't find any buttons for stab/look on the keyboard. Moving at least had alt keys but would have preferred to play with keyboard only since mouse was only used for the buttons.
May 17 13:08:14 23m 25s B-M0X ♥ 0 Super simple and short. Seemed like the best way to play was to click randomly until you find a "known" star then keep clicking randomly on the line until you found a match. Distances seemed to be pretty random and no help at all. Also the planet count can be false positive and I think I even once won with a candidate with 14 planets. Would need more depth for the triangulation system and a bit more stuff to do. Loved the hand drawn graphics and the music fit the mood very well.
May 17 13:22:37 14m 23s Rickshaw World ♥ 1 Would have liked to have more contrast between passanger text and the ground. Compared to "driver" text, it was a lot harder to read. Also would have been nice to be able to control the camera. Could at least have fiddled with it and checked out some vistas while going for the next passanger.
May 17 13:41:31 18m 54s Space Caves ♥ 0 Looked super awesome, especially the animations. Sounds effects fit the feel well too. Of course some music would have been nice. First tried with keyboard. Got frustrated after few deaths and plugged in a controller. The control was so much better after that. Was the pit stop supposed to be a checkpoint or what? Did not seem to do anything for me.
May 17 13:50:38 9m 07s Ctrl + S the World! ♥ 0 Why not allow other keys to be used instead of numpad? Plenty of unused keys left even on a numpadless keyboard.
May 17 14:14:57 24m 19s The Shifting Catacombs of Mu'ralagh ♥ 1 Loved the look and sound of it. Very nice indeed! As others have pointed out, jumping could be better but wasn't really an issue with the current puzzles that required it. It was made harder by playing on higher resolution which resulted in everything being super tiny. Played a second time through with 800x600 fullscreen and it was a lot better. So yeah. Beat it (twice) wanting more...
May 17 14:21:30 6m 33s Gravitational Gravityness ♥ 0 Cool tech demo but you forgot to include a game with it. Could work as a Scorched Earth type game. All you need is piece of tape on screen for each player and some manual rules enforcement ;)
May 17 15:47:37 1h 26m Escape to the Stars ♥ 0 Very nice! Beautiful sprite work and sounds were sweet too. Gameplay was solid also, got me a few tries to get used to slow paced and patience requiring play style. Made it to the second phase after several tries and wasn't really patient enough to try again after failing there. My biggest issue was the controls. Didn't quite work with a laptop with no actual mouse. Even having WASD as an alternative would help a lot being right handed and needing to play with touchpad. Switching the O and X button positions would have been better since you mainly just wanna dump your inventory to ship/npc to make some room and doing that now under constant pressure from enemies is hard enough. Maybe even pausing the action when chatting with npc or fiddling with the inventory considering all the inventory management that is needed. Then the enemies. Slimes were no big deal. Dunno if the shrooms were on a timer or popped up randomly, either way could have used bit of a warning animation before popping up. Bots were a bit too tanky compared to other enemies. Every time had like only few of those items when others were already capped. Will probably try again when on a computer with actual mouse and keyboard.
May 17 15:59:45 12m 08s Escape From The Bottle ♥ 1 Pretty neat little metroidvania. You mentioned something about sounds but I didn't hear anything (played the web version). The fullscreen on the web version was non-functional. Also, some of the texts that appeared on screen were weirdly stretched.
May 17 16:15:59 16m 14s A Giant's Tale ♥ 0 Can't interact on the left one but can on the right: giant.gif Interesting idea. It was pretty hand-holdy straight up giving up all the solutions to the already easy puzzles. Would have wanted more and harder puzzles. Also would have been cool to be able to walk when all stretched out.
May 17 18:32:32 2h 16m Dwelling ♥ 1 The jam version of the game on itch.io straight up refused to load up for me and I tried Chrome, Firefox and Safari. Probably just my computer having issues with flash though. Got the post jam build working as a standalone swf. Totally adorable graphics and rock solid audio as well. Controls felt perfect. PS4 controller on OSX had the same button mappings as you described for the 360 controller. So all in all, nothing to bark at.
May 17 18:57:55 25m 23s Titanomachy ♥ 0 Just played against myself to see what the game is like. First time I got stuck. For some reason the active player could not play the last rock tile on their hand. Screen Shot 2017-05-17 at 21.42.07.png Restarted after that and didn't run to that issue again. Allowing the player to skip the intro would be nice. The game looks and sounds very nice and polished. I'm super impressed on how much you got done on 48 hours. The only thing that kinda felt out of place was the solid slab of color under an unit after placed on the board. Not sure how it would really play out in an actual duel. Seems like it would have quite a lot of strategy and depth involved. Is it supposed to be played so that both player know what their opponent has in their hand or no? If not, it would require some new state between player turns to work as a hotseat multiplayer.
May 18 07:34:09 12h 36m FUEL ♥ 1 Beat it with hard mode on (using touchpad instead of an actual mouse). Liked it. The controls were pretty much perfect. The only thing I would change game design wise is the player hitbox (for collisions, obviously for pickups it's fine). I'm more into touhou style hitboxes where the colliding area is way smaller than the player sprite/model so it feels more fair. That way every single collision that happens seem more fair and surviving some super close call looking situations makes the player feel great. All around solid entry. Good job!