Foon → Ludum Dare Explorer → LD38 → Feedback comment stats → RockhopperGames
Feedback comments for LD38
RockhopperGames's games and stats for all events →
| Timestamp | Since previous | Game | RockhopperGames's comment | |
|---|---|---|---|---|
| Apr 25 14:37:37 | Path of the Rabbit | ♥ 5 | Have to say, I love all the hidden layers of complexity in this one! Over my time playing it, I went from "this is too easy" through "this is too hard" to "this is just right!" I don't know how you managed to goldilocks me with a single level, but I'm impressed! | |
| May 1 12:59:48 | 142h 22m | Tribal Tension (Twitch) | ♥ 1 | Twitch games are always so inventive, even when they game itself is simple, like with this one. The competitive nature of this game really makes the this game different to Twitch Plays games. How I see it, Twitch Plays games are all about bringing the commands from the chat window into the game. In this, though, the game is brought to the chat window, since everything you type will be visible to your opponents (and with lag, often a long time before they're actually executed). Gaming the chat window in this way really elevates the game beyond the simplistic gameplay of the main screen. Unfortunately, I wasn't able to form any alliances with other tribes in the time I was playing, but I'll check back later, and see if it's possible with different groups of players. If any of you have managed to pull it off, please let me know! |
| May 1 14:59:32 | 1h 59m | Fancy meeting you here | ♥ 2 | Just as Dr Frankenstein was pursued to the North Pole by his creation, so do my former colleagues pursue me with their insistent conversations! An excellent interpretation of the theme, and quite an evocative presentation! I do feel there's something missing in only showing the acquaintances likes and dislike, though. Perhaps in a more fleshed out version, you'd have to contend with your own sanity slipping as you are forced to talk about strawberry pies over and over, or require you to change the topic every time politics comes up. Regardless, this was a most disturbing experience! |
| May 2 13:38:07 | 22h 38m | Rock my Ship | ♥ 3 | Presentation wise, this game did very little to sell me on it, but once I got in I was actually really impressed! The conflicting desires to protect the planet and to allow it to get destroyed was a very interesting trade off! For this reason, I wonder if adding warning markers would actually be that good an idea, since being able to run around the planet faster once it's smaller was a unique for of progression. Maybe a very short warning, so reducing the planet's size is still useful? I also liked how the colour for the asteroids and planet was randomised every game. It was a small touch, but showed more care was put into the graphics than was immediately obvious. One problem I did have was with how ineffective the jump was, both for clearing craters and for getting past the spaceship. I'd suggest allowing players to have a larger jump, so they don't ever get stuck. This game was satisfying enough that I played it all the way through, so congratulations on that! |
| May 2 13:50:49 | 12m 42s | Ant Forts | ♥ 2 | I'm not sure I could find a real strategy for this game. The ant fort's didn't seem to cause any type of special attack or defensive measure, so I couldn't really see much advantage to building them rather than just letting the ants fight the bugs back at the nest. It also meant I couldn't find much reason to build in specific directions, apart from collecting resources. Maybe I was just missing something though? |
| May 3 10:11:37 | 20h 20m | Strangeness | ♥ 1 | I really like this type of game, and the mood it presents! Of course, with the time limitations, you couldn't develop it too much, but the surreal atmosphere was really enjoyable for me. One suggestion for if you want to work on this post-jam, I think an enemy that chases the player would add a real sense of menace that the current enemies are missing. A good showing for 72 hours though! |
| May 3 12:55:36 | 2h 43m | The Nedludd Club | ♥ 1 | What an excellent game, even if the theme was a little bit forced. It took me three playthroughs to get all the information to catch the real killer, but that gave me a chance to appreciate the schedule mechanics you'd added. Apart from general spelling and grammar issues, which are only to be expected in LD games, what I'd suggest changing is the phone needing a number typed in. It's the only number you call all game, and you don't even have the notepad when you're told it, so I'd suggest just having the phone call Toothpick automatically. The number wasn't in the walkthrough either, so if anyone's still looking, it's 531. Small issues aside, congratulations on putting together an excellent game here! |
| May 5 09:39:23 | 44h 43m | DEFEND YOUR TINY WORLD! v1.1 | ♥ 1 | This type of idea seems rather popular this Dare, but that's understandable. I did find the rotating effect a little nauseating, but perhaps that's something you can lean into? There's room for games that feel unpleasant out there too! My high score was 741, by the way, if anyone wants to challenge that ; ) |
| May 5 11:04:02 | 1h 24m | Carefulzilla | ♥ 0 | As others have said, the game could use a reset button (or a mute button. I didn't need one, but I know lots of people love to play on silent). Overall, this game was excellent though, with an excellent tone and presentation. Even without the reset button, I ended up replaying until I got down to 0 casualties! Oh, and your post on the front page said to leave a link to our games, so here's mine: https://ldjam.com/events/ludum-dare/38/50ft-by-50ft-or-how-i-died-in-space |
| May 5 14:34:25 | 3h 30m | small World of Underbury | ♥ 1 | Wow, this is a really impressive game! When I started I was really excited, but unfortunately I ended up feeling like I'd seen all the game had to offer by the time I was half way through. I think the mission based approach works much better for a command input compared to the old text adventure style, so good work there! Some thoughts for improving the pacing of it: First, I didn't notice much of an increase to the rewards when moving up the various tiers of society. More scaling there might help accelerate the game's later stages. Second, I felt like the kill command was somewhat disappointing, only granting you reputation and experience. I would have preferred it if killing was harder, but caused damage all the way up the tree when it happened. Perhaps equal to the resistance ranks of the victim divided by the tier of their superior? To me that would feel like taking out one of their assets. Finally, beat seemed a little bit underwhelming too. If that caused damage to the target too, and was riskier, it might be more fun to use. Overall, I was very impressed with this game though! |
| May 5 15:39:05 | 1h 04m | Smalltrek | ♥ 1 | An excellent little game! I was particularly impressed with how non-violent it was, but then I wound up in Gamma Sector >_< |
| May 5 16:48:27 | 1h 09m | Rickshaw World | ♥ 2 | An excellent little game! The tiny world theme belied a distressingly realistic game underneath! A few specific notes I picked out: I liked how the rickshaw slowed down when someone entered it, it helped give a feeling of exertion to holding down the movement keys. The diagonal movement might have been faster than the cardinal directions though, which came across a little game-y. Also, I was surprised the man who talked about 'never having received a handout' gave such a large tip, I expected him to give bugger all! Thanks for this little experience, and congratulations on making it within the time limit! |
| May 5 17:20:13 | 31m 46s | Libre | ♥ 2 | The mood was really excellent here, but I have to agree with the others that the puzzles really fell through. I'm sure you found it yourself while developing, but there just wasn't much room for depth with a simple pipe system like that. Unfortunately, hiding it behind the zoom in zoom out sections didn't help much. If it's not rude to ask, did you pick up on this yourselves while developing the game, but not have enough time to change it? The overall mood and presentation is top notch, so it's a shame that the mechanics let that down... |
| May 5 17:30:38 | 10m 25s | At It Like Rabbits! | ♥ 1 | It's clear you didn't have as much time as you would have liked to develop your idea, but I hope the learning experience was worth it anyway! Hopefully you can make something impressive out of this sometime! |
| May 5 17:47:06 | 16m 28s | SUN GOD | ♥ 2 | This game was a blast, I was smiling the whole way through! There were a few minor issues with spawning in empty space with no way to reach the goal in time, but that certainly wasn't a deal breaker. Allowing players to restart at any time would help there, though I could imagine that being exploited. Also the music might be improved by either allowing it to continue, or timing it to end cleanly shortly after the universe is devoured. Those are just my two cents. All in all, I really enjoyed this game. |
| May 5 18:00:40 | 13m 34s | Asteroid Survival | ♥ 0 | It's clear you ran out of time on this one, but I was able to make my own fun trying to spell out messages using generators before my food ran out. It turned out you hadn't implemented starvation either, but it was a very interesting experience up until that point! Also, another player who commented on my game also made a game about rabbits in space. Maybe the two of you would get on? Their game is here: https://ldjam.com/events/ludum-dare/38/at-it-like-rabbits |
| May 5 19:41:31 | 1h 40m | Candy Cave Quest | ♥ 0 | I'm glad the link is fixed now, because this game is really good! Even though it's only one room, I can tell you put in plenty of effort into the various objects and puzzles. The voice acting and writing is really pleasant, and creates a lovely mood overall. This left me with a big smile on my face! |
| May 8 11:24:13 | 63h 42m | Neuroso | ♥ 1 | I experienced a similar problem to @clegamecoop when playing the html5 version. I think the game can hang when the ghost starts growing. Was playing on firefox, btw. Now, the graphics and audio in this were top notch, and I'm a big fan of dreamscape games! A few improvements I would suggest include improving the contrast of the main menu (the text gradient means it's both lighter and darker than the background in some spots, which is pretty much the worst possible place for it to be) and letting players skip text with spacebar, so they don't have to take their hands off the movement controls to advance. This could cause trouble with players skipping text from trying to jump, but a solution to that would be to make it so that pressing the advance text button while the text is still typing will just reveal all the text before skipping it. This would help players who don't want to sit through the typing effect too. Also, I have to say that ending it with a jump scare didn't seem fair to the mood you'd created. Otherwise this is a thoroughly interesting game. |
| May 8 12:57:27 | 1h 33m | liftoff | ♥ 1 | I do love space trading games, and the soundtrack for this one was very pleasant indeed. Unfortunately, even following your advice the best I could, I still ended up losing fuel at an alarming rate. I just can't figure out which planets to go to... I saw a few people mentioning that the physics feel odd, and I definitely got that sense too, but from what I saw, I can't help but wonder if it was the foreground layer doing it? Sometimes it felt a lot like I was being carried by a stream, even when a planet was capturing me with its gravity. That might be something worth looking in to. Congratulations on getting this done in the 48 hours, though! It looks like you had to work hard! |
| May 8 14:06:03 | 1h 08m | Submersible | ♥ 0 | I really enjoy this type of game, so thumbs up from me! For something made in 48 hours, this is pretty great! Perhaps the one addition I'd recommend (that hasn't been covered by other people) is some menacing metal creaking, and terrifying scraping noises when you crunch against a stalagmite! |
| May 8 14:28:13 | 22m 10s | Raven Delivery Service | ♥ 1 | Wow, this game is really really good! Single player is a lot to keep in mind when trying to optimise your production, mixing in a dollop of excitement to go with the cute! With how stressful it can be working under those time limits, I hope the witches get some time off once the level ends! |
| May 8 14:55:47 | 27m 34s | Angelic Design | ♥ 2 | You have a very interesting idea here, and one you managed to develop surprisingly far given the time limit! As for things I would improve, I feel like the timescale could be a little slower, so I had more time to read the information about all the races and what they're doing. Also, a hotkey to pause the game would help alleviate a lot of the stress when you see messages you didn't expect popping up. Overall, though, I thought this was a really pleasant experience, and a very creative approach to the theme! |
| May 9 17:25:25 | 26h 29m | The Deific's Guide to Creating, Exploiting, and Destroying Pocket Worlds | ♥ 2 | I hope you don't mind me being harsh here, but I want to give you the best advice I can. First of all, while I've seen a few games in the "mix elements together" micro-genre before, I've never seen one in 3D, so full points for Innovation. Of course, straying so far from the path is risky, and the execution here has somewhat fallen through because of it. As other commenters have said, adding goals and closing in the place space could help, but I think you should also consider why it should be in 3D. One reason I saw suggested above was adding a landscape to navigate instead of a white void. Another I could think of could be if you could manipulate how the elements moved. My thought was it could be interesting if you could cash in worlds with certain elements for objects to place around the play space (fire and mud for a statue that attracts orbs of a certain type, wind and action for a fan that blows elements in a direction, sand and water for a pit that traps elements in it, stuff like that). Perhaps something like that could help provide a reason for the players to gather these elements too? If you do decide to continue with this game, I think there's a lot of room for you to explore, so hopefully you could make something real interesting! |
| May 9 17:47:54 | 22m 29s | Slightly Angry Max | ♥ 3 | Congratulations on your first Ludum Dare! While the idea of this one isn't anything new, the presentation is top notch, and it's clear you put some work into balancing the game! It looked like you even had more bosses to spice things up when I thought I had things under control. One thing that wasn't mentioned in the how to play, though, was that powerups block bullets, so I wasn't sure if that was a bug, or a way to help provide cover. I got to 6810 points, which looks like it's higher than anyone else who's posted their high scores here yet, so I'll let that be a gauntlet to anyone else who wants to compete!~ |
| May 9 18:01:49 | 13m 55s | Hopper | ♥ 2 | What an excellent game! Normally I try and leave advice on what could be improved, but apart from making more levels exploring some of the concepts, there's nothing I feel needs to be added! I had a wonderful time playing this! |
| May 10 13:45:03 | 19h 43m | Naarrow | ♥ 1 | It's amazing that you managed to put this all together in 48 hours, even if the difficulty on some of the rooms drove me further up the wall than the climb powerup! D:< I did get through it in the end, but for me my favourite moment was at the start, descending into the depths of the facility. It did a really good job at setting the tone through gameplay, and I would have loved to see more of that. That you managed to put together a feature complete metroidvania in 48 hours really is something though! |
| May 10 14:33:35 | 48m 32s | A.M.O.R.V. | ♥ 1 | Well that was a trip and a half! I have to ask, was the movement initially a bug you decided to keep as a feature, or did you plan for it to be like that from the start? Personally, I enjoyed the game, but I think a more abstract theme would have suited it better. Of course, that might have been hard given the theme of the Dare. The music was excellent, by the way! |
| May 15 09:01:00 | 114h 27m | The Glass Marble Tour | ♥ 1 | This was really nice, and I appreciated that it was kept abstract the whole way through. While I agree it needs a little something more, I can see how hard it would be to come up with what. A possible thought I had would be making the stars only appear as you walk by them, and needing to paint in a certain amount of them before the level exit appears. Perhaps you could go further then and have them split up at certain points to help paint the stars faster? Either way, congratulations on your first game! |
| May 15 09:23:52 | 22m 52s | Super Smash Globes | ♥ 1 | From the title, I wasn't expecting a puzzle game, and from the level of polish, I wasn't expecting this to be a compo entry! You've obviously put in a ton of work to this, so congratulations! I enjoyed it a bunch, though it was a little bit disappointing that the best strategy was just to find a wall to bounce off and wait for your foe to come to you... Still a remarkably developed entry! |
| May 15 12:30:06 | 3h 06m | My idea of A Small World | ♥ 1 | Simplicity can be a virtue, and this game shows how good it can be when no aspect of the project is overscoped! With so little to critique, the only thing I'd bring up is that restarting the game doesn't clear the stage from the last round. So if you restart too quick after a particularly hectic game, you can get squashed by a giant polaroid immediately. Congratulations on such a superbly simple game! |
| May 15 12:49:34 | 19m 28s | Space Balls | ♥ 1 | I really enjoyed this game, even with the loose control of the photon. I did end up overshooting a little, and having to come back to hit the eyeball from behind, which I don't think is possible though ; P On the whole, I had a great time here! |
| May 15 13:04:17 | 14m 43s | Tiny Tily Tile World | ♥ 1 | When I first saw this, I thought it was papercraft! Congratulations on putting together a simple enough artstyle that is still very appealing! As for the game itself, I enjoy experimental games like this, and there definitely was a decent range of interactions available to try, so I enjoyed myself with this one. I think I would have preferred a little more granularity on the tiles so I had more room to create interesting landscapes, and maybe a few more interactions with the humans, but on the whole I enjoyed my time with this game! |
| May 15 13:15:21 | 11m 04s | Samhain: Fly Away Home | ♥ 3 | Gosh, what an utterly adorable game!~ If I had to criticise any part of it, it would be that slowing down from the maximum speed can be tricky, but that could have been intentional to fit with the icy theme. I was smiling the whole way through, so obviously this was a good job! |
| May 15 15:00:30 | 1h 45m | Ascension: A God's Test | ♥ 5 | You've obviously put in a lot of work here, but unfortunately the game is still rather obtuse. I managed to get to the end, but I never managed to figure out how to power the various statues. I had the water one going for a while, but none of the other statues ever worked for me, even when next to villages. Some more feedback there would have been helpful... |
| May 15 16:08:19 | 1h 07m | It's a Small World | ♥ 1 | Aww, it's a shame you didn't get very far with this one! The presentation is excellent, and the idea is very clever, nut unfortunately there's not much else to comment on yet. One thing I did notice for if you want to expand this at some point, jumping and interacting being on the same button might be a little troublesome if intractable objects and jumping sections get too close, and it also means you can't hop around when walking through town... Hope you had fun working on this, none the less! |
| May 15 20:54:24 | 4h 46m | Platform Styx | ♥ 4 | Wow, this game is 100% my jam, and nails the presentation too! I'm particularly impressed that you managed to model the arm and the skull in the time limit, along with all the other simpler items! I don't really have much to criticise here, so I don't have much else to say beyond congratulations on your first Ludum Dare, and keep doing what you're doing! |
| May 17 16:55:56 | 44h 01m | coollapse | ♥ 0 | What a strange and atmospheric game! I am curious as to whether there was something else you intended to add but didn't have time for, but as it is, this was a very interesting little experience! |
| May 17 17:00:43 | 4m 47s | Tiny Buckler | ♥ 0 | Creative weapon games are always fun, so good work there! I can't help but question why it was a shield instead of just a boomerang, though? Perhaps if you worked on this further, you could add a risk/reward element where you're immune to projectiles while holding the shield, to emphasise its defensive elements? |
| May 17 18:05:34 | 1h 04m | Transistor Soup | ♥ 1 | As a circuit puzzle game, this is a reasonably simple but well developed for a game made in 72 hours. As a jam game it's functional and impressive, but I have to question where you would take this if you wanted to continue working on it. It doesn't seem like it's intuitive enough (or slow enough in the early levels) to teach anyone who doesn't already understand circuitry, but it doesn't seem complicated enough to challenge anyone who already knows what all these parts are. If you were to keep working on it, I'd suggest moving strongly in either of those directions. Just to be clear, I'm being a little harsh here only because most of my other thoughts have already been covered by other commenters. On the whole, I agree with them that this is a very well made game for its type. I just wanted to give you some more granular feedback rather than just asking for a clear button! : ) |