Foon → Ludum Dare Explorer → LD38 → Feedback comment stats → dalbinblue
Feedback comments for LD38
dalbinblue's games and stats for all events →
| Timestamp | Since previous | Game | dalbinblue's comment | |
|---|---|---|---|---|
| May 7 19:02:14 | Teddy The Tardigrade | ♥ 4 | Nifty little growth game. Took me two tried to get through (I got shot too many times on the farm stage before I realized I could jump up over the farm house). Really did like the slightly unsettling music. There were a few inconsistencies mechanics that were confusing though. First, movement speed seemed to work oddly. Sometimes walking became incredibly slow, second most smaller enemies are consumed on touching them from any orientation, but the soldiers in the last scene won't be consumed if you jump on them. Not sure why but with the slow horizontal movement sometimes I thought I was going to get shot too much before I could get off the soldiers and eat them from the ground level. | |
| May 7 19:28:28 | 26m 14s | Party in Buntingville | ♥ 1 | Hehe, a very funny and unique concept, and a pretty out of the box interpretation of the theme. I don't think I have much constructive criticism on this game, it is very well made. The only thing I would mention is that in a few levels the ducks, geese, or whatever they are spawn at the same point as the player and end up blocking movement for a while right off the bat. I got two failures off the bat before I could even really move. |
| May 7 20:40:47 | 1h 12m | A Tiny Place | ♥ 0 | Okay, so I initially had the same glitch issues as others. Going through the clear data option does fix the issues people have stated. My guess is that you have something uninitialized by default that is good on your system because of persistent data. As a simple fix for the purposes of the game jam you can just run the clear data route in start so that others can play (you can fix this now as game breaking bugs can be fixed after the 48 hours). In addition here is some constructive criticism: - It wasn't initially obvious that robots reaching the other side of the screen kill you. An extra line in the help screen. Likewise it wasn't obvious what finished a level. Have a countdown on the level or again information in help would have reduced the confusion. - The Polynesian (?) robots introduced in level 4 can be impossible to hit. At times they can start running at the bottom side of the screen and the time it takes to turn and shoot them is too slow until you are completely powered up. At level 4 that felt a little unfair. |