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Feedback comments for LD38
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| Timestamp | Since previous | Game | ryte2byte's comment | |
|---|---|---|---|---|
| Apr 29 18:07:39 | Space Hummus | ♥ 1 | Cute game. Nice backstory. I wish the tutorial arrows on level 3 were thee from the start to show how to use gravity in the jump. | |
| May 1 16:35:50 | 46h 28m | Just You And Your Porch | ♥ 3 | I always appreciate finding some different (ie. not a platformer) at LD, and this certainly qualifies ;) I did manage to win, but had to go back and re-read the directions after tinkering with it for a bit. Having recently played Gods Among Us, I really, really love being able to see those resource bars! |
| May 1 16:53:48 | 17m 58s | RC kitchen Throwdown | ♥ 1 | Congrats on finishing your first LD! Quite an accomplishment! I agree that the original is too slow, but the car is very hard to control in the new one. |
| May 1 17:03:25 | 9m 37s | The Little World | ♥ 0 | Nice idea and it came out well. Maybe I missed it (still waking up), but I wasn't really sure what failed me out. Was losing on several fronts at the time, lol. Would be nice if the last screen told me which mechanic delivered the killing blow. |
| May 1 17:10:44 | 7m 19s | Whale Fall | ♥ 1 | I also had a problem where RNG just kinda screwed me. Also had a tough time getting stuck on the head & tail of the whales without being able to jump. Overall, a pretty frustrating Doodle Jump clone. |
| May 1 17:25:46 | 15m 02s | Unnatural Resources | ♥ 1 | A neat idea and shows restraint ( I would've complicated this to no end ;) ). Doesn't appear to be any kind of difficulty curve, though. |
| May 1 17:38:23 | 12m 37s | Antnator | ♥ 0 | Looks like a good, solid, retro platformer. Didn't past 2nd level. I felt that the ammo management was a little too severe. Great sound and graphics. |
| May 1 18:02:11 | 23m 48s | Bug Attack! | ♥ 2 | Kudos on pulling of a RTS for LD! Had fun with this! Reached Wave 16 but plan on giving it another go. I know it is asking a lot for a LD RTS, but really, really missed being able to double-click on a unit and select all of that type. |
| May 1 18:21:27 | 19m 16s | Colorfly | ♥ 1 | Not sure if I buy that this is the first game you've ever completed since you crammed a full blown 'art' game into 48hrs, but... Anyway, Amazing job here! I had the portal out of the 'top-down' worlds showing up after only coloring one tree rather than all of them. Not sure if bug or WAI. Great graphics, sound, and concept! Surprised to see the various types/modes in a LD Compo game. Heck of a job all around! Colorfly me impressd :) |
| May 1 18:53:47 | 32m 20s | Blackhole Escape INC | ♥ 0 | Kudos on building you own engine! I agree that adding strafe controls would be nice. Would have liked to have my inventory on a physical button in addition to the on-screen one. Still fiddling around to get a feel for everything, but, man, I really wish scrap collection was faster. Not really feeling that I'm a planet either, lol. Still, it is quite an achievement to pull off a whole survival/crafting game in 2 days! |
| May 1 19:18:59 | 25m 12s | The Land We Must Take (La Terre qu'il nous faut conquΓ©rir) | ♥ 1 | I love everything about the look of this game. The gameplay itself has some issues. I was able to blitz forward with cities and close off the map for the other player. Maybe some way to change already built tiles? Also, I have some doubts that there is any catching up once someone gets a good lead due to the territory control. Would take a ton more testing to sort all that out tho. |
| May 1 19:30:04 | 11m 05s | Cell Division | ♥ 1 | Alright, this is pretty great! Would like to see where my mouse cursor is on-screen, but other than that, its awesome! |
| May 1 19:39:25 | 9m 21s | Planetary Infestation | ♥ 1 | That's really super hard! I really want to move faster (or, at least, have the illusion of moving faster). I really, really, want to be able to shoot down enemy projectiles. I feel that system energy goes away a bit too fast and takes a bit too long to come back online. Heck of an achievement, tho! |
| May 1 20:02:32 | 23m 07s | Destroy The Dome | ♥ 1 | Very cool! I had trouble hitting the dome with anything other than grenades. Also would have liked my cursor locked to the game window. I kept dragging the edges around, lol. I love your backstory and "You play as a god of explosives who magically does not damage the city" got a laugh! |
| May 1 20:08:25 | 5m 53s | A World in a Shoebox... | ♥ 1 | You might want to add the basic controls to your game page. I had to fish around of the interact button that let me open the tutorial sign ;) Also, WOW, I have a hard time fighting all the baddies! |
| May 3 16:55:08 | 44h 46m | Libre | ♥ 3 | Well, you sure can set a mood ;) I feel that there's something missing in the puzzle mechanic tho. Like only having a certain number of inspections or a timer or something. I dunno, maybe I'm just too old school. Couple of changes I'd like to see would be faster transitions in to/out of inspection mode and a little pause after a line of dialog completes (My eyes are getting bad and I usually missed the last couple words squinting). Great job on getting all the bells and whistles of a full blown game squeezed into a Compo title! |
| May 3 17:42:18 | 47m 10s | Submerged | ♥ 4 | Okay, so this is TOTALLY my jam! Man, I just love building and playing sim/strategy games, which is stupid because they take forever to make and no one ever plays 'em long enough to appreciate the mechanics and .rant.rant.rant. Anyways, I had a blast here! Thank you so much!!! Also, dear worker #3: You want a pond?! The freaking world is flooding! Open a damn window! So, constructive feedback time: First thing I'd like to see is a pause button. I played your game for way too long, ran out of tea, and needed to go out for a smoke. Fortunately, I had built up pretty far, but would've been nice if just opening the Help screen would've paused. Another nice addition would've been some measure of progress. Levels build/sunk or maybe a sea level number. I dunno. Something that would allow players to brag "Hey, I got this far." Any other complaints would just be unfair for a Ludum Dare (especially Compo) game (Its a one trick pony, ya know). I need to stop now because this dang site is doing stupid scrolling stuff and I can't see what I'm typing. Anyway, it is a very cool foundation (er, no pun intended ;) )and a very neat concept for a city builder. Congrats! |
| May 3 18:17:31 | 35m 13s | The Adventure of Malvin | ♥ 1 | Looks neat, but I'm not coordinated enough to handle the wall-run jumps in the first level :( |
| May 3 18:25:42 | 8m 11s | War | ♥ 1 | So... I played that. I guess you win, lol. Was really turned off by difficulty getting started until I realized its a one-level game. Would like to be able to hit R to restart without waiting for the whole death animation to run. |
| May 3 18:36:31 | 10m 49s | Floppy McFloppyface | ♥ 1 | This is a great little adventure game full of love about how nice guys finish dead. |
| May 3 18:43:24 | 6m 53s | Something Something | ♥ 0 | Kudos on at least attempting to pull off an RTS is 48hrs. Quite a genre to take on in LD. It sure is a heck of a lot of progress for two days! I'm sure you'll get it next time! |
| May 3 20:25:19 | 1h 41m | Small Planet | ♥ 0 | Nice little Spacewar clone! Love the 4v4 team deathmatch chaos. |
| May 3 20:36:12 | 10m 53s | Exhaust of Earth | ♥ 0 | Its a really cool idea and I like the view/graphics a lot, but I'm not feeling any sort of... build-up curve? Its just starts with a couple UFOs then, suddenly, the sky is full of 'em. After a couple runs I figured I should just cluster my defenses in one area to earn money rather than actually defending and that feels a little weird. I dunno. Its a different style of TD and would take a bunch of playtesting and experimenting to nail a learning curve down. Congrats on completing your first LD! You also did it with quite a cool entry! Very impressive. |
| May 3 21:11:05 | 34m 53s | Your Planet: Too Big | ♥ 1 | I like this concept a lot and the backstory is fun fluff. There's some really sticking spots for it being a puzzle game, though. Relying on physics feels like a huge mistake. I've when I perform the same move, I really expect to see the same results. This doesn't always happen. Also, I felt that some of the earlier puzzles (especially that second one) were more difficult than those in the middle. All that said, I think this is a great prototype and worth exploring further. Good job! |
| May 3 21:28:00 | 16m 55s | Myrddin | ♥ 1 | I love your music in this! Almost as much as I hate that friggin' hammer, lol. Its just so slow and doesn't feel like it hits very hard. I had a hard time fitting between the bullets from the boss. Was questioning if I was even supposed to by the time I hit the second boss. The lighting looked great! |
| May 3 21:49:47 | 21m 47s | A small world lost in a big universe | ♥ 1 | Just FYI, your file descriptions for the small window version are being cut off by Itch's template on my browser. There's no doubting you chops for nice aesthetics. The music and graphics are both spectacular. Not super thrilled with the game, honestly. Just kinda fly around and collect enough stars to hit the next level. The character switching mechanic that I loved at first quickly becomes a chore, especially the second, mostly empty level. Never actually had a problem with the hunger/fuel mechanic, either. Love the story and setting and AV fluff, I just think they need a new game to call home. |
| May 3 23:15:00 | 1h 25m | Little Asteroid | ♥ 1 | Really love the idea and it is a good start. Had too many problems with resources leaking through from other facilities. Love the way it makes music while it runs! |
| May 3 23:23:56 | 8m 56s | Solar Wind | ♥ 1 | Congrats on completing you first game! I like the variety of tricks to collecting the different planets, but the movement drove me absolutely bonkers. It didn't feel like my thrusters did much and then the radical force from colliding with some stuff was just rough. Thank goodness for the "radar" attachment to your ship. Good thinking! |
| May 3 23:35:00 | 11m 04s | My Purpose | ♥ 1 | Man, I'm getting too old for this stuff, lol. Couldn't beat level 2. This is a strange take on a space shooter. Not even really sure what to call the viewpoint. I do like being able to shoot wherever I want though. I loved how the outline of things represented their health! |
| May 3 23:59:38 | 24m 38s | Cosmos Minimus | ♥ 0 | Loved it! I'm pretty sure this is the first Metroidvania I've ever completed. I don't care for platformers, but being able to glitch my ship through the trickier parts of the planets made me happy. Its not a bug, its emergent gameplay!!! The system was as fun to explore as it was to exploit. Also, I could just sit there and play with that engine exhaust particle system all day. But, man, do I hate that map system more than I've hated any other, lol. |
| May 4 04:45:20 | 4h 45m | Nuclear Treehouse | ♥ 1 | Fun game. I'm assuming you were consciously making a Nuclear Throne clone from the name. Might want to look at that title and note the recoil and screen fx used to really give the guns some punch. I'm not sure it if was an issue on my system (since no one else mentioned it), but the pace of the game was very slow. Also, maybe the started gun should suck a little less ;) I loved the explosions! Shooting the enemy bullets to create my own safe zone was satisfying. Also, good job on all the bullet patterns! This is one of the aspects I see neglected most often. |
| May 4 05:03:12 | 17m 52s | RSV Resourcer | ♥ 0 | It is a very promising prototype. I get the general gist of it, but have had very little luck keeping it running for long. Firefox was just buggered altogether and not showing any of the moving holo-things. Chrome version nagged me about overclocking the CPU (wasn't even close) and then just stopped placing agents in any of the cryopods. I really like where this is going, both from a game and style standpoint. I'll give it another go after a clean reboot later. |
| May 4 05:18:34 | 15m 22s | Cryofailure | ♥ 0 | So... VR as in with VR headset, I guess. Just fired it up on my poor, headsetless rig and was stuck half-way in the ground with no control. After decades of games trumpeting "VR experiences" I guess I forgot there was finally a consumer model, lol. Gotta love the 21st century! Congrats on putting out something so cutting edge for LD Compo! Its been quite a while since I haven't met minimum system specs π |
| May 4 06:02:31 | 43m 57s | planetary billiards | ♥ 1 | So I'm a sucker for video game physics, ergo, I had a lot of fun playing with this :) Yeah, there's no denying that it's "Super Incomplete", but it is a good start! At minimum, all you're missing in a shot counter and something to acknowledge the victory condition. The gravity from the large planet was a fun surprise! |
| May 4 06:08:45 | 6m 14s | Orbitunes | ♥ 1 | This is a spectacularly fun toy to play with! It was satisfying trying to see how many little "riffs" I could get to sustain orbit at once. Fantastic job! |
| May 4 06:39:49 | 31m 04s | Routine | ♥ 1 | Love it! Not sure why I was such a sucker for it, though. Minimalist visuals and creepy music certainly help set a great tone. I've also spent waaaaay too much time lately playing Persona 4 and 5 back-to-back, so I guess I'm just a sucker for watching the calendar and counting the days until the stars align and my master plan is finally executed. Anyway, its a cool idea (Wikileaks: The Game!) and nicely executed. Kudos! |
| May 4 07:33:26 | 53m 37s | Clean the Dorm | ♥ 1 | This is really awe inspiring! Granted, I found your game from the technical article explaining how it was done, but, wow, seeing it in action is really something! Great job and a fun game! |
| May 6 16:47:24 | 57h 13m | World Conqueror: Rule the Seas | ♥ 1 | This is quite the tough little shooter! I would like to see the bullets and explosion in a different color to stand out more from the terrain. Your ship doesn't move much like a ship, but you'd probably have to redesign everything around it if it did, lol. |
| May 6 17:12:26 | 25m 02s | The Deific's Guide to Creating, Exploiting, and Destroying Pocket Worlds | ♥ 1 | Conceptually, I like this a lot! Execution wise... eh. Something about the collection of elements being done in 1st person and just kinda waiting and hoping that what you need happens to drift into a small enough area doesn't feel appropriate to the style. It was a good experiment, but IMO, not a successful one. I really love that concept and scene you set up. The book and the element system are both fantastic! Glad I'm not the only one talking into a mic to make his sound effects for LD, lol! |
| May 6 17:35:15 | 22m 49s | Gold N' Steam | ♥ 1 | I love it! There's something super satisfying about little AI things moving boxes to make money. Also, who doesn't love trains? At first I was all like, "I'm never gonna crash a train. I got this down." Then my hubris kicked in a a trashed 3 very expensive trains in 30 seconds, lol. In the tutorial, some of the text didn't line up with the button properly (Playing at 1080). No biggie, just FYI. UI scaling is the devil π As for improvements, just the obvious: More levels with more complicated routes. Oh, and my secret weapon for sound in LD? A microphone. You can make tons of sounds fast with just your mouth and some tweaking in Audacity. Heck, one time I even used a voice recorder app on my phone that synched with Dropbox! |
| May 6 17:42:57 | 7m 42s | A World of Death! | ♥ 1 | Funny story: This is exactly what my nephew wanted me to do when he heard the theme! This game is probably better than it has any right to be π I had a blast! Lighting and water are both outstanding! My only real gripe is how hard it is to see the baddies sometimes once they're in the boat. Kudos on having two uses for the umbrella! Very clever. |
| May 6 17:57:22 | 14m 25s | The Clearing | ♥ 1 | So, you bit off a bit more than you could chew in 48hrs, eh? Yeah, we've all been there π Hey, at least you got the sound done! A lot of folks don't get that far. Aside from the obvious rushed nature of it all, I really didn't like the way the player controlled. It felt more appropriate to vehicle of some kind than a person. It also really feels like I'm doomed regardless. I need to go to the river to get food, but as soon as I'm not at home to chase monkeys, they're gonna take the little food I have. |
| May 6 18:08:27 | 11m 05s | A.M.O.R.V. | ♥ 1 | I couldn't play a ton of this. Yeah, the camera. Even putting that aside, the controls. I mean, are the controls getting wacky in some specific way? It feels more like fighting gimbal lock than a game mechanic. There's also no indicate when its kicking in leaving me to wonder if its me or a bug or what the game is supposed to do. Kudos on finding time to get some music and backstory in there! |
| May 6 18:23:43 | 15m 16s | Little Unsuitable Journey | ♥ 1 | Nice looking, stylized environment to walk around it. I liked the little villages a lot! Had a super hard time picking stuff up. The range felt very short and interaction zone too small. I also died/continued TONS! Not sure if this was possible to be finished without dying or not. Maybe I should've just camped the fruit trees or something... |
| May 6 18:37:14 | 13m 31s | Ctrl + S the World! | ♥ 1 | So, congrats on winning "Best Title Pandering to a Bunch of Nerd Programmers"! π I love your game! Its tough, but not so demanding you can't get that hang of it quickly. The 'keypad-swipe' controls is innovative and satisfying to pull off. Color-coding the enemies based on the direction of swipe needed to take 'em out is brilliant and the swipe sound effect is adorable. I especially loved your 'hand-drawn' UI! Only real nit to pick would be that I'd like to either toggle the shield off/on or just have shield work while the spacebar is held down. Might make it a bit too easy, but it was the only control that bugged me. First LD, huh? You sure have set the bar high for yourself! |
| May 6 18:50:05 | 12m 51s | A small world in danger | ♥ 0 | Man, this thing goes for the balls the first time you try it! Its fine, I got 'em all on the second go, but, dang was I scared that first game, lol. The UI text for the towers was too small and, IMO, the wrong color (white on light blue). Also, not sure if it was a bug on my end or not, but I didn't see any kind of bullet graphics. I enjoy the spectacle of TD games and really missed it in this one. Congrats on completing your first LD! That's quite a feat and you should feel proud for having survived! |
| May 6 19:08:39 | 18m 34s | Dwelling | ♥ 1 | Super polished with great controls. You're obviously no stranger to pixel-platformers ;) Lots of original stuff going on here, too! Sadly, the give/take mechanic just didn't click with me. I always felt that the best (frequently, only) way forward was to cry myself to death and respawn. |
| May 6 19:24:56 | 16m 17s | Leucos | ♥ 1 | Lots of fun! Fairly traditional, but well executed. Great variety in the enemy types. They were all distictive in both form and function. Loved the recoil forcing caution to avoid falling. That speed powerup is suicide, though, lol. The background elements are superb! I'm honestly shocked as to how well dressed this scene is. |
| May 6 19:56:06 | 31m 10s | Small World Sim | ♥ 2 | I love these types of games! Plan on spending a lot more time with it soon (Gotta go fix the plumbing right now :( ). I love the day/night cycle and that you can actually rotate around the planet all while keeping a very pixely 2D perspective. Very inventive. Additionally, you certainly nailed the whole 'city-builder style music' thing! Its perfect! Also, huge props for the bonus that gave me cash because I didn't think about building a shop first time around. The one problem I had was with the build/pick building buttons. I was constantly building with the last thing via the Build button. Maybe those two options should just be combined. I know how you were trying to save some clicking, but it just adds to the UI confusion. Additionally, I would love an up/down arrow next to each stat to show the way it is trending. Very impressed you managed to pull this off in such a short time! Kudos! |
| May 7 06:57:09 | 11h 01m | Memory:Leak | ♥ 3 | Lots of mixed feeling on this one. First and foremost, I feel your 'show, don't tell' early tutorial levels do not work at all. I had no idea what was happening on the first 'real' level (3 or so?). I really liked the art style until about level 7 where I needed to fish out the tiles that needed pops added. Then it was just this giant puddle of mush. More tiles should stand out like the Altar does. I liked the look of the isometric UI buttons, but it felt like the 'hit box' for them was far too small and led to many misclicks when things got heated. I also wasn't a fan of the 'whack-a-mole' style re-popping that dominates late game. SUPER DUPER KUDOS for putting in mute, pause, and menu buttons! There were such welcome niceties I usually don't see in a LD title. All that said, it is an interesting experiment and I'm glad I played it. Thanks! |
| May 7 07:05:33 | 8m 24s | Acquaintances | ♥ 4 | A very cute game! I tell ya though, my poor eyes started breaking down at level three, lol. Achievement box could be smaller or somewhere other than the middle of the screen (or maybe just have an OK button), but that's just nit-picking. The very first achievement for Introvert made me laugh and realize that I should actually be doing something at that point in time. A great little nudge in the right direction for the player! I was also impressed with the metropolitan flavor of all the people's responses. Yeah, there's not much to the gameplay itself, but you did everything with great style, variety, and humor. |
| May 7 07:33:49 | 28m 16s | Planet04 | ♥ 1 | I like the idea and the graphics. The music was also very pleasant. Added to the sense of urgency but wasn't overwhelming. I am also having the same problem with orders not disappearing when filled (Window 7 x64). On the upside, I can fill and order multiple times. On the downside, I always get hit with the penalty. Makes for a pretty hard game! Driving controls were a bit of a mess, but, ya know, welcome to LD, lol. |
| May 7 08:05:26 | 31m 37s | Too Small For Us | ♥ 2 | So, let me get this straight: Someone said "Make a game in 48hrs based on this here 'Small World' theme," and you went, "Okay, I'm gonna make No Man's Sky!"?!?! Dang, you got some moxie! I just can't help but be in awe (and, perhaps, a little frightened) of you. Its also a testament to the results that, even at this level of fidelity, hopping from planet to planet in the solar system is quite a wonderful feeling and an impressive sight. On the downside, ship controls are kinda funky and I died a couple times after exiting my ship and, I guess, clipping through the planet. Starting over kinda sucked. Still worth the ride though! |
| May 7 08:46:59 | 41m 33s | Communitas | ♥ 1 | I'm not sure that I get it. Actually, I'm pretty sure that I don't. Is this some kind of social experiment? There doesn't really seem to be any kind of actual city-builder mechanics because states other than score and population aren't shown. |
| May 7 17:42:50 | 8h 55m | A Cage of Love | ♥ 1 | I'm not sure why you hate the player so much in a game about the perils of love. Maybe that's the point. Hmmm... Anyway, day 1 has a problem with the to message pop-up locking controls while baddies are spawned in a complete circle around the player. Day 2's big sticky wicket was the timing on that friggin' black collider. Also, all the game's colliders in general have some issues (like point-blank shots not working). The trigger on the tree also feels wrong (you have to go above and behind it a little). Things were alright on day 3, but the movement (hard-stop collisions on the environment and not being able to move on diagonals) drove me crazy and made the whole map a chore to navigate. I chose the girl in the end. Would have liked to see the other ending as well, but I don't want to play through again. The story is merely okay, mostly due to the writing quality. Character, building, and prop sprites are fantastic and I liked the low drone the shadows make when nearby. |
| May 7 18:03:13 | 20m 23s | A Game with Bees | ♥ 1 | Well, I'm pretty confused after giving this several tries. There just isn't much feedback as to what is or isn't working. Reading through the comments now, I see Smiling Cat has pretty much locked things down. You should totally listen to everything he said. You have a whole lot of screen and you're not using it for anything. How about putting the flowers there so I can watch my workers work rather than them moving off-screen? Oh, and your web build run is WAY to large of a window! I liked the parallax background and you background music a lot! |
| May 7 18:25:13 | 22m 00s | Zika Battle | ♥ 1 | I played your game! Space shooters are fun! Here's a little list of suggestions that I think would improve it: * I don't like smoothing/inertia on the player in these types of games. I like 'em to feel tight and precicse. This one is a bit floaty coasting to a stop. * Needs to have difficulty. Ideally, you'd have a hand-made progression of enemy waves, but even some kind of '+1 dude every so often' would help. Right now it gets boring fast with just 1 or 2 enemies on screen. * Ya know that dude that flies off the top of the screen? I hate him. He needs to stay on the map! * It doesn't take much to make a background repeat. GIMP is a free art program and has Filter/Map/Make Seamless (I think). Doesn't always look great, but won't be as jarring as it is now. *Old-school games get old-school mechanics. One-hit kills and player gets a number of lives goes great with this genre! ...And, of course, all the stuff you don't have time to get to in a LD game π |
| May 7 18:47:22 | 22m 09s | Alone | ♥ 1 | You are SO freaking lucky you put the gum table screenshot on this page, lol! I like this a lot. Finished it. Not a huge fan of the 'right-click' to close message box thing, but not super annoyed either. That effect on the room transition is to die for! Your writing was good and, overall, the game is rather charming. |
| May 7 19:01:20 | 13m 58s | Every Man's Sky | ♥ 1 | Neat little experiment. I wish there was some way to abort the creation window. Sometimes I realized it was going to put something where I didn't want it to go. Could use a lot more things to place also. Maybe some kind of 'stardust' particle to show movement and give a sense of speed? |
| May 7 19:19:16 | 17m 56s | 3rd Antmendment | ♥ 1 | Made it to Wave 14. Fun little game. It conveys it's sense of scale well. There was always a feeling of dread when a person's shadow loomed over me. I think it take a little too long to get going. Was pretty dull at the beginning. I was always concerned about being immediately killed again after respawning. Only happened once, but was frustrating. Might be nice to have a little safe zone to respawn in. I also had trouble getting pickups when they were at the height of their little bobble movement. Not sure if this was by design or just and oversight. Your game's title card (the image on this page) is fantastic! Edit: Oh, and please lock the cursor to the window! It would help a lot with steering. |
| May 7 19:29:16 | 10m 00s | Blood Cell Defender | ♥ 0 | Yay, I won! Wasn't sure if it was going to possible by the end, lol. This is a good looking little game! Since you don't have a screenshot on this page, I was pretty shocked to see it upon launch. Simple, but very effective! Only real complaint would be that up/down should be up/down! I was able to remap in the Unity launcher, but still... Speeding up didn't actually seem to do much anyway. |
| May 7 20:02:52 | 33m 36s | Orbital Swing | ♥ 0 | I love slingshotting around the system! Took me a while to get the hang on it, but once I did, it was tons of fun! I wish there was something else to do, though. Maybe just some points to pick up or whatever. |
| May 7 20:14:37 | 11m 45s | Faroeste | ♥ 0 | Hooray for the 4hr prototype! So... too easy! All I really had to do was draw and wait for him to draw and then shoot. I was usually my own worst enemy. Maybe he should star faking out from the start. Perhaps some kind of meter that only lets you hold a draw for a period of time (I dunno, something like 'nerve' or 'moxie'). Anyways, kudos for actually completing something in the little time you had! |
| May 7 20:20:27 | 5m 50s | Way Too Small | ♥ 1 | Alright, that's pretty good. Had lots of fun smashing things and the ending was both appropriate and hysterical. Would have loved to see this expanded several levels and get really nuts (Katamari-style!). |
| May 7 20:41:36 | 21m 09s | Off Grid 81 | ♥ 1 | I played through Level 11 (E:95, P:88). It sure is pretty. Could definitely use some zoom control (or auto zoom-out) for higher level play. Like most building games, there's something satisfying about just building out and making all the pieces fit together. Sadly, I never felt challenged and there may be just too many ways for these pieces to connect. Maybe its just all the time I spent playing Carcasonne, lol. I feel that it is one interesting mechanic away from being a cool game. |
| May 9 06:15:08 | 33h 33m | A Small Hell | ♥ 1 | When I first saw the screenshot, I was all "Oh, man, another platformer for me to suck at" but, then, BLAMMO, adventure game! Woot! So, first off, I think the window for the web version on Itch is setup for the wrong resolution. It cut off the extreme left and right on my screen. Full screen button fixes it, but, ya know, FYI. I thought this was a fun little adventure. I liked the investigative aspect of it as opposed to the usual inventory stuff. It was fun to try and keep all the details in my head (because I didn't find the journal button until after the game was over. Derp!) Loved the look and feel of stuff as well. I know its a simple trick, but the eyeballs were my favorites. Speaking of simple tricks, I also got a chuckle out of the ghost that was afraid of ghosts. Also, kudos to getting a flickering/constantly shifting color effect going on without creating something seizure inducing! |
| May 9 06:31:30 | 16m 22s | The World of Zolcraft π | ♥ 1 | Okay, so I actually applauded at the end, lol! This whole experience was a fresh and welcome surprise from start to finish! I loved it! I'm glad you didn't blow the concept in your game description. The sheer number of times I started to groan about what I was seeing on the screen and then the realization that I had just been set up was phenomenal. Kudos! |
| May 9 06:47:37 | 16m 07s | Chunk World | ♥ 1 | Quite and ambitious project you started here! Sadly, there isn't a ton for me to play around with at the moment. I'm rather shocked at the extent to which you created... er, menu stuff. Things like the color picker for crosshair colors, ya know? Would not have expected that to be on your list of features! I had a couple UX issues with what you do have here. First off, it took me FOREVER to figure out new construction placement was centered on my character and not the cursor. Another other issue is that I would like to hold down the mouse button when harvesting materials rather than clicking over and over again. Kudos for having the moxie to take on a project like this for LD Compo! |
| May 9 07:11:49 | 24m 12s | Marco Polo | ♥ 1 | Certainly an atmospheric experience! Quite an accomplishment! I loved the Marco/Polo gimmick! The 'other' Polo response to your call is quite sinister. I think it'd take more time to figure out some audio tricks to do justice to the system, but it is a very cool idea! I'll be honest: A lot of the hot-spots for movement drove me completely batty. As an example, I thought I figured out that to get out from looking behind rocks It was kinda upper left. Then I hit one that had the 'move back' spot in the upper middle. The hot-spots for the wires in the ship were incredibly odd as well. |
| May 9 07:24:32 | 12m 43s | E.(a)T. | ♥ 1 | Fun little arcade game. Always neat to run around a sphere! The graphics are great, especially the main character. This game sure does ramp up quick! Not totally thrilled with eating and kicking being on the same button. I guess its to avoid what I was trying to do, which was camping a good bit of fruit until I was hungry. Something about kicking felt a little awkward. Can't put my finger on it and it might have to do with the camera view as well. Getting a good running punt on one of those lil' suckers feels great, though! Oddly enough, I got stuck at the "Enter your name" part at the end. I typed stuff in and hit Enter, then it just sat there. Hitting Escape at that point dumped me out of the program altogether. |
| May 9 07:33:51 | 9m 19s | AstroGunner | ♥ 1 | Wow, that's a mean little shooter ya got there! Of course, its not half as mean as the camera system π It is really neat to watch all the projectiles curve around the planet, especially once you get the spread-shot. |
| May 10 17:29:18 | 33h 55m | CircuitWorld | ♥ 0 | Like this a ton! I played with those little electronic boxes with the spring connectors a ton when I was a like, so this brought back happy thoughts for me. Its not necessary, but I would have like to see a little green 'ghost' wire where I was going to build. More of a polish suggestion than anything truely useful. Also, I did run out of wires on the 3rd(?) puzzle and didn't know I even had a finite amount of wire. Not sure if this wasn't pointed out in the tutorial or I missed it because I played first thing in the morning ;) Anyway, it is a good prototype and I could see it going all kinds of interesting places if expanded upon. |
| May 10 18:04:02 | 34m 44s | Little Fortune Planet | ♥ 2 | A very fun toy and a spectacular set of particle systems! I think calling this a card game is pretty far off the mark. Don't get me wrong, this title is better for having them, I'm simply commenting on the fact you labeled this as a card game. You're missing some kind of event to add ground mass back to the planet. Once I lost my core (which happens after a single play of 'Hollow Earth', especially if there are ICBMs bouncing around), it was impossible to get anything more than a small ball back. |
| May 10 18:26:24 | 22m 22s | Angery Ships Only | ♥ 2 | Okay, right out of the gate, the 'Next' button for the tutorial is in the middle-left?! I'm a pretty open-minded guy, but... Yeah, WTF? I love the base concept. I'm a sucker for indirect control games, so this was right up my alley. I could see this expanded in a huge number of ways. The modular damage system in particular is a very cool idea. Couldn't crack the third wave after a bunch of tries, though. Would have like to see more slots available for ships in further waves. I assume this probably got scrapped due to time (much like the 'Available Budget' not really being a factor). LD is a harsh mistress, lol! Oh, and, of course, shout out to the rockin' soundtrack! Congrats on surviving your first Ludum Dare! Be proud! |
| May 10 18:39:17 | 12m 53s | Colonial Kart World | ♥ 1 | Wow, really impressed you got that water system done, let alone a game on top of it! I love the design on the ships. Great job crossing kart racer aesthetics with wooden ships! I really would have loved a HP bar on the ships. Also, maybe the crosshair for the cannons should always be there and just change in color when an enemy is under it. Perhaps a little radial cooldown bar on the crosshair for cannon reloading as well. I guess while I'm suggesting stuff I should mention that kart racers traditionally have power-up π |
| May 10 18:56:34 | 17m 17s | Natural Killer Prototype | ♥ 1 | An interesting concept, but I can't say I'm a fan of the execution. Not sure how WASD was supposed to move me. I just ended up using mouse and E and playing it like a space shooter. Except with gravity for some reason... The stuff getting stuck to your ship (er, ya know, cell. Whatever) is just the worst! They are far too large, distracting, and constantly clipping through the camera plane. While the visuals are good, there is something a little... motion-sicky about them (I almost never have motion sickness issues). The audio, however, is all around superb! Again, a cool concept, but perhaps a bit too alien for it's own good (Especially after reading your info/directions above after playing for a good while). Heck, maybe just ditching the 3rd person viewpoint would be the answer. You've definitely got something, but you need to figure out a way to tame this beast. |
| May 10 20:07:26 | 1h 10m | Ant Detective | ♥ 0 | Pretty good! Had me laugh out lout a couple times, even when I could see the gag coming. Man, do I feel sorry for your modelers trying to get all this done under the deadline! Somebody had too much fun with the analysis machine in the hatchery :wink" Also really liked the posters on Anti-Ant. Oh, I did push my luck just to see if it was possible to be killed (there was no hit reaction on the player) and was kinda surprised I died. Not sure if this is appropriate for what should fall under the (no disrespect intended) 'Walking Simulator' genre. No biggie, just an odd choice for your game's style. I guess I should poke the issue of the broken fingers on the player's idle, but I'm not gonna. Kudos on pulling this thing off! I had a fun time! |
| May 10 20:23:44 | 16m 18s | Small Mart | ♥ 0 | You should probably have a 'Press Space to Continue' prompt on the first tutorial screen. Had to mash a lot of buttons before I found it, lol. Too many LD games played this week for me to have any clue as to what 'standard' controls are anymore! Also, kinda strange the the tutorial for the Small Mart gameplay section to happen on the second visit to the store. Actually, I'm not really sure why there is the first visit section at all. One more nit to pick: I did not like the slide-y movement at all. Not just from a control standpoint, but the retro visuals really play against expectations for this sort of movement. It was very jarring and strange. Alright, now that that's out of the way, I loved both the gameplay and backstory/fluff! Totally wasn't expecting a stealth-ish experience from the screenshots. Graphics and audio were top notch! |
| May 10 20:43:39 | 19m 55s | Dung Beetle | ♥ 3 | Hats off to the modeling/skinning of your bug! It is simply fantastic. Sorry, but I really didn't like the game very much. Just using what felt like default game engine physics to push a ball wasn't an engaging experience for me. I mean, I love playing with video game physics, but this just reminded me of some minigame section that they'd shoehorn into early 360/PS3 console games where you had to push a ball around pits for a level for the sake of variety. I'll be honest, I quit after trying the level with the wind puffs. Oh, also you recommend a controller (I agree wholeheartedly!) but the main menu does not take controller input. Super nice to look at, but not a fun game to play. |
| May 10 21:10:08 | 26m 29s | Down the Rabbit Hole | ♥ 5 | This is super great! I loved it. It is a fantastic concept and you created so many levels in such a short amount of time. I'll admit, I could take or leave the Gameboy inspired presentation, but it at least makes it unique. I played before reading the instructions and found it very intuitive. It is a bit of a strange thing that the levels are in a random order. I would like to have some measure of progress/score. Simply keeping a level counter on the screen would probably suffice. Also, that level with the TONS of bunnies: Not a fan. It takes FAR to long for all of them to move. Like, "I walked away and made dinner while the bunnies were moving" too long (True story!) Kudos on making one of the most solid and complete entries I've played from this LD! |
| May 11 04:36:31 | 7h 26m | Be Like Bee | ♥ 0 | I was a busy bee! Still, having a hard time getting more than 12. Mini-map is a great help! Control is a little strange. Forward momentum actually changes based on where front is pointing even after I stop pressing W. Also, strafe controls are very, very slow. Finally, I feel a slight bump when collecting flowers. Not sure if by design or from using colliders instead of triggers. |
| May 11 10:42:43 | 6h 06m | Shroom Island | ♥ 1 | An attack as well as an enemy hit effect is sorely needed. Enemies can also stack on top of each other, which doesn't feel right. I thought that the run/stamina bar is far too long. I guess it is nice for the player, but seems a little overly generous. I love the terraforming concept! Perhaps the 'corrupted' terrain should hurt or slow down the player. The music is amazing! Congratulations on finishing your first Ludum Dare! You should all be very proud! |
| May 11 19:12:58 | 8h 30m | Haven - The Small World | ♥ 1 | Very good and moody. The music really helps sell this 'last bastion of humanity' setting. Graphics are also excellent. The title screen is particularly striking! I found it odd that some item descriptions don't change after 'taking' from them, like the locker constantly stating the you found your aspirin. I would like to click through the introduction at my own pace ('any key to continue') as opposed to waiting for a timer. I also like it in adventure games when I can double-click to instantly move to the connected scene. There are a couple typos (enought vs enough), but I kinda feel bad even mentioning them considering the amount of text you've got in here. It is a real shame the game ends where it does, but we all understand how demanding LD's clock is π |
| May 11 19:52:43 | 39m 45s | Until Tomorrow | ♥ 1 | Good little game. The fact is was more of a 'walking simulator' (no disrespect intended) than an RPG was a fun surprise and played against my expectations. You sure produced a ton of art in a short time! Kudos! Humor was good throughout and the ending is great. Also enjoyed the fact that there was so much movement amongst the characters during conversations. It really helps sell the scene. The one puzzle area was expertly crafted! Movement controls really frustrated me. They felt far too sensitive. |
| May 12 03:58:00 | 8h 05m | ATLANTIS | ♥ 3 | Think I had a bad run. Got all the towers lit and the boat never showed. I thought it was odd that the endgame dragged on so long π I could swear the camera pointed to it during the little blurb after the towers were lit, but it was definitely wasn't there my next turn. Also, the defense shrines (pay 2 mana, -1 calamity) weren't working at endgame (the only time I tried to use them). Anyway, a couple little nits to pick. I'd really like to see the action icons near the active character rather than off on the side. I sat there mashing on characters for a while before noticing them (the buttons don't exactly stand out, either). Randomly generating the map seems like a bad idea for a puzzle game. I guess time will tell, but there does seem to be a pretty wide variety in heights it can throw together. The intro tutorial window is quite an infodump (and an unformatted one at that). I would have liked it on the Esc/Pause menu to refresh my memory (Kudos on having the time to have a pause screen at all, though!). It also takes far too long for the 'sinking' phase to pass (and the sfx is grating), especially endgame where you have to sit through it twice in a row. Standing NEXT to a building to interact with it is counter-intuitive to anyone who's ever played a strategy game. Now I'm sure I'm going to be the polar opposite to the LD crowd that thrives on pixel puzzle platformers, but I really disliked the art for both the terrain and buildings. It is an interesting experiment, but, man, did I find it ugly, particularly the ground textures. There's some nice pallet-shifting animation on the castle to give it a bit of life (which is great!), but you spend too much time staring at them too closely. Too low res, maybe? I didn't understand the icons over the character's heads, either. I really had to stare at the crown icon (I think its a crown. The 'I'm holding the baby' icon) before understanding what it was. The province borders, once I figured out what they were, were so distracting as to drive me bonkers. Static lines on the map would have been just fine. Um... Geez, I'm sorry. I honestly didn't expect to rant this much. It is a very interesting experiment, both visually and mechanically, and simply oozing with polish (maybe a bit too much polish? (Looking at you, province borders!)), but I feel the game itself has a long way to go. |
| May 13 00:57:23 | 20h 59m | Minos' Pond | ♥ 1 | I love sims and city-builders. I need to spend a bunch more time with this one to really get a feel for if everything is working nicely or not, but it seems to be a very promising start. I love the Minos and their different environments and how cooperation is the key to survival. Also, WOW, look at all the art you made in a LD game! Now I'm gonna rip your UI to shreds. Sorry. I REALLY don't like that the X button is what you use to confirm building something. Very counter-intuitive. Feels like that would be a cancel button. There's also a problem with your building placement ghosts showing on the green terrain or even on some of the buildings. There should always be some way to cancel building placement as well. Oh, and tooltips or an infobox available when choosing stuff. I'm not gonna remember what all these things are when starting out. Not thrilled with the UI being semi-transparent at all, either. It is a great start! City-builders at just super UI heavy and you need to get that beast tamed. |
| May 13 01:32:17 | 34m 54s | Afterbirth | ♥ 1 | I've been grinning from ear-to-ear ever since firing this up! I admire your restraint in not going over-the-top gross with this concept and just letting it shine in innocent silliness. Little too short, little too easy (kinda wish it was an infinite runner), but, man, did it make me happy. |
| May 13 02:01:09 | 28m 52s | ChronoCombat | ♥ 2 | First of all, this is a very, very cool concept. I could see this with a dozen people playing and the experienced ones know that standing still is a strangely viable defense. I see the collisions have already been mentioned, so I'll skip that. Ludum Dare is a harsh mistress! I am not sure if an FPS camera is the best fit for this game. Top-down would give a much better overview of the engagement as well as making players easier to hit (because it is rather difficult right now). It would save a bunch of fighting with the replay camera as well. On a similar note, I'd definitely move to a 1-shot kill system. Maybe even a AOE on shots. Think Quake Rocket Arena but with this odd simultaneous turn structure. I'd also ditch the real time bullet movement and replace it with... oh, I don't know, a dashed line or something to show how far it will move in the the turn (But ONLY for the first turn so players can run into their own bomb :) ). It is a neat prototype. Thanks for sharing! Oh, and it might be worth posting that tip about playing solo in two browser windows on the game page. There may be other folks as dim as I am ;) |
| May 13 02:34:11 | 33m 02s | Id's Journey | ♥ 1 | OMG, I've never been so happy to see the word YOU WIN before in my life. Geez, that's hard! I mean, surfing the teapots is kinda tough, but, dang, the jumps coming off of the giant teapot with the purple tip makes me want to throat-punch orphan bunnies! I like the candle gimick. The amount of air control you have while jumping is strangely out of place for a FPS. Once I discovered it, it was kinda nice, though. The visuals are just bonkers. I'm not sure if there's some kind of shader voodoo going on if it is just horribly broken UVs on the models, but it sure is alien. But, of course, the real star of the show here is the music. It pretty much sells the whole show. So, its a rather difficult 'art game' FPS platformer. A horrible idea executed very, very well π BTW, Ran the Win64 version on Windows 7 X64 with no problems at all. |
| May 13 05:55:08 | 3h 20m | Planetary Garden | ♥ 1 | Your sound effects are all over the place in there. Would like to have those normalized. Other than that... Well, let's just say I don't get the appeal of clicker games. |
| May 13 06:04:29 | 9m 21s | Bedroom Fishing | ♥ 1 | I thought this was rather fun! The 3D models looked nice. I liked swinging the line/hook around. It was too easy to complete before timer ran out. The electric fish sound is too loud. Sorry, but I found all of the music to be very annoying. |
| May 13 06:16:15 | 11m 46s | Five Minute Fire Fight | ♥ 1 | The tutorial is borderline broken. It flies through the screen when you hit the mouse button. You probably used something like GetButton as opposed to GetButtonDown. The AI is very hard to beat due to it's reaction time. For a '5 minute firefight' it felt more like a stalemate most of the time. When a building was eventually destroyed, the AI grabbed the spot long before I could even get my mouse in position. That said, I love the idea! Maybe with some tweaks to the AI and some more places to build (vertical cities?), it would be an good game. |
| May 13 19:36:13 | 13h 19m | Spider Collider | ♥ 1 | I found a bug. There's this thorax-banging spider in every level I played. Sorry. This is, like, the 100th game I've reviewed and I'm a little cheeky. This is fantastic! I'm a sucker for those old vector CRTs (I have a little dream that I'll own my own Asteroids machine someday). I don't think you quite pulled it off (missing the flickering and bright overlap points), but I am delighted you tried. The music is FANTASTIC! THANK YOU for not just slapping a freaking chiptune track in there. There just aren't enough screaming guitars in video games anymore. I also enjoyed the gameplay. I did complete all the levels. Had some trouble with the second one until I figured out I could wrap around the screen. The grapple in a good idea, but one I got the rhythm of things (Meaning, I guess, I was pretty much invisible as long as I was airborne), I barely used it. Great game. I would have played more levels. EDIT: Oh, I forgot one little complaint. Sometimes left/right was backwards from what I expected. I know, tough problem to solve on the spheres, but wanted to mention it. |
| May 13 19:54:03 | 17m 50s | Virulence | ♥ 1 | I really like the idea of this (memories of the early parts of Spore), but the execution is pretty lacking. Just from the start, the color key for the parts should be on the build screen, not just in a little pop-up. Also, just start the player with a color block. There's no point in mousewheeling away from the unplaceable block. Also, I need to know which direction forward is. So... controls problem. Like, all the control problems. I get how you were going for a 'swimmy' feel to it, but it was frustrating. Acceleration too low, turn speed too high. Couple this with enemies that are VERY aggressive, and I honestly couldn't get very far. I see other players have done much better, so maybe just me. Maybe all it would take is changing to a more camera relative control system (ie. up is up). Music was excellent! |
| May 13 20:23:16 | 29m 13s | Of Course I Remember You! | ♥ 2 | This is super, super great! Also, bonus points for the Zardoz quote. The whole 'build your response' thing from the limited visual clues is brilliant! Also make fun Mad-Libs. Simlish SFX equally smart and the music is charming. Couple little nit-picks: The number of people who pop up seems to be random. This leads to impossible game sessions. It also too a while to understand that the timer fills up. Yeah, I understand that its filling up with urine, but it is still counter-intuitive. A wholly original concept wonderfully executed. Great job! |
| May 13 20:42:03 | 18m 47s | Tiny Hero | ♥ 1 | This is really cool. I always like seeing reductionist twists on established genres and this one does it both RPGs and Tower Defense! Those spiders can suck it, though ;) . I don't know what agility does. |
| May 15 17:28:14 | 44h 46m | Statera | ♥ 3 | Played the web build and got a giant, pink "You're missing a texture" skybox. I would like to see the reason I lost on the Game Over screen. Pretty sure the rhinos got out of control, but I can't be watching the counter constantly. I know it is a LD game and you couldn't have sorted it out in time, but the pacing is all over the place and when the balance tips, it tips hard. A very good game with an original concept executed very well. |
| May 15 17:54:55 | 26m 41s | Sim Sperm | ♥ 1 | I am become Life; Destroyer of credit ratings. You'll understand after your third grandchild. Silly and meaningful. You picked an very interesting idea and did it justice. This would have been too easy to nosedive into parody or crude humor. I appreciate the route you took artistically. Kudos! Map design could use a little work. There was no point in the lower portion. Worse, there is a gap down there I could leave through and just cruise around outside. There were some very interesting learning moments. First, the follow the pack mentality works well to guide players through. Secondly, I liked learning that the guys in the lead aren't going to make it. There's an interesting strategy to winning this game that I appreciated. I'm sure it goes without saying that the music is great. Since you've got some audio chops there, it would've been nice if you could have fit in some light 'tinks' to 'wumps' when an agent hits a wall or dies or something, just to round out the soundscape. EDIT: Oh, you could've done better on the name. I'm looking at the link title "The Best Game Ever Conceived" and my mind is racing with punny possibilities. Little sorry you played it save with "Sim Sperm". |
| May 15 18:20:11 | 25m 16s | Anthill Multitask | ♥ 2 | I love this! I'd imagine that an early build of this had the player doing all four games at once, yeah? If you do a post-jam version, you might want to consider throwing that back in as an optional 'Chaos' mode. Simple and charming with a really neat twist. Great ramp up and tutorial. A couple little complaints: Once the tutorial is over it is possible to start with the 4th puzzle. On my first play this happened. As I had never seen the ! screen before, I thought I failed at something in the mini-game. Also not sure if a one-miss-fail mechanic is the best idea. |
| May 15 18:43:18 | 23m 07s | Aliens vs Rng | ♥ 1 | I like the idea a ton. A cool twist on... what do they call these? 'Life Simulators"? Ya know, the a 'Monster Loves You' type game. It is a good start but pretty rough. I wish there had been more time to see where you went with it. Definitely worth continuing to build on. One concern about the UI: The power/menu and RNG/restart buttons are right under the event responses. I could see someone accidentally double-clicking and losing their progress. |
| May 15 18:58:09 | 14m 51s | MiniRacer | ♥ 0 | Well... Its a start. There isn't an actual game here. Just a little car with wonky controls (no reverse, you can drive on your side) and some coins. Speaking of coins, did you know that the player's points persists even if the game is closed out and restarted? There is nothing to race against, not even a timer. I got excited when I dove off the table, thinking 'Oh, there's a whole secret world under here and this is gonna turn all Frog Fractions," but nope. The music is cool and catchy and I'm very impressed with how many 3d models you were able to generate. It is a shame you didn't actually have time to complete the game. |
| May 16 04:33:55 | 9h 35m | Planets of Zoltcon | ♥ 1 | Very impressive graphically, but the controls and collisions are a bit of a mess. I think a little more air control is called for (well, ya know, more than none) for the areas you set up. Had several instances of getting stuck on the sides of the platforms also (and a couple in overhead platforms but, to your credit, the game caught those and respawned me). The music is great. Shame there wasn't more sound. Even a little 'woosh from the jetpack would've been welcome. Anyway, I'm not great at platformers and didn't finish. If the controls were better, I probably would've toughed it out. |
| May 16 04:45:10 | 11m 15s | War of Quiz! | ♥ 2 | A quiz game?! Don't think I've ever seen on on LD before (There MUST have been several by now, but this was a total surprise to me). The game part itself works fine and the presentation is nice, it just has one rather major problem: The fake answers aren't even remotely plausible. This kinda breaks the whole game as the correct answer is almost always obvious. I appreciate that creating content tough during LD, but this REALLY needs a custom set of alternate answers for each question. |
| May 16 05:03:57 | 18m 47s | Plutus | ♥ 1 | A) THIS is how you start a video game! B) Cosmic Katamari? Yes, please! Also, I totally applaud you decision to opt out of audio in order to use that music! It was the right decision for the game you envisioned. EDIT: Yes, I LOLed at "You are now bigger than Uranus" like a frickin' 6 year-old. |
| May 16 06:47:24 | 1h 43m | Digital Backwater | ♥ 0 | These social experiments are always a hard sell. I must admit, I'm glad to have walked in on this once after folks had been tinkering with it for a while. Avis sure seems to have had fun π Kudos on getting all of this implemented in a day. Shame there wasn't more of a community goal other than 'do whatever'. |
| May 16 07:00:05 | 12m 41s | Draw a Small World | ♥ 3 | I am shocked that these comments are not full of pictures! What a shame. Lemme fix that... draw.png Even in Ludum Dare, where stuff I've never thought I'd ever see is commonplace, this one surprised me. I love the idea of there being a whole page of these... Visual Mad Libs. Kudos! |
| May 16 08:00:41 | 1h 00m | Spike Spire | ♥ 2 | I have to admit, I felt better after seeing the comments here. I suck at platformers, and this one did unspeakable things to me. Thanks goodness the music was so great considering how long it took to just get a quarter of the way through. Instant respawning would go a long way towards keeping the player dialed in, me thinks. |
| May 17 17:24:57 | 33h 24m | A Giant Hitch | ♥ 1 | It looks like I played and rated your game a while ago, but forgot to leave some feedback. Whoops! This was a fun romp! I'm intrigued by the notion of a 'walking simulator' (rolling simulator? Thumping sim?) interspersed with quick little no-fail mini-games like your lunch or work sequences. Its a great way to add a little variety without adding complexity. Sure, this title is fun and charming, but my favorite part was how you reinforced the sense of scale throughout. The kaiju-esque flop down Main Street is easily the standout, but the thump and screen shake presented across the whole journey cemented the... reality of your character's girth. Even the lunch mini-game plays to how much it takes to feed Giant. It was amusing to ride along with this absurd character on his ordinary day. I loved it! |