Foon → Ludum Dare Explorer → LD39 → Feedback comment stats → spliter
Feedback comments for LD39
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| Timestamp | Since previous | Game | spliter's comment | |
|---|---|---|---|---|
| Jul 31 21:42:11 | Rolling out of power! | ♥ 1 | Love the idea of going faster the better you do and so automatically adjusting to your skill level. The movement is a bit simplistic though, having the ball behave more like a ball that rolls around might have given it a better feel. | |
| Jul 31 21:50:57 | 8m 46s | Thaka hu' a | ♥ 0 | It looks very nice, but feels like you could have used partnering up with someone to do the coding and sound while you're making the (very nice) art. |
| Jul 31 21:52:32 | 1m 35s | Run, Robot, Run: The search for power | ♥ 0 | unfortunately I'm unable to download this, when I try to it just shows an empty page that says "Our systems have detected unusual traffic from your computer network. Please try your request again later. Why did this happen?" You might want to host it somewhere else like on google drive, or itchio. |
| Jul 31 22:32:00 | 39m 28s | Power Rancher | ♥ 2 | It's a nice looking game, and definitely has some polish in it, however it seems it wasn't playtested. It's literally impossible to get past day 4. No matter what you buy, in what combinations, you'll always run out of energy because the energy requirement grows exponentially (10,20,40,80,160 etc), by day 5 it already asks you to give 160 units of power which you cannot deliver in a single day without buying the most expensive . Ff this got fixed and the power was increades linearly (10, 20, 30, 40, etc), it could have created a very nice gather-wait-improve loop. |
| Jul 31 22:40:56 | 8m 56s | Electric lovers | ♥ 2 | I live the idea of being damaged by your own sweat, though I'd change it so that when you stand you don't sweat, giving some more risk-reward choices to the player |
| Jul 31 23:01:52 | 20m 56s | Cryo Caper | ♥ 0 | I liked the FTL vibe, though the game could have used some mechanical polish. I've pretty much went from start to finish on a single run by disabling weapons, sensors and lowering AI. Additionally there seem to be very few choices the player can do. Sure the players can chose to enable and disable different systems, but there's nothing informing them on what might be the best choice (other than the sporadic change in scenery between asteroid field and the nebula). Having the players able to see the incoming threats be it on the minimap (or to keep with the atmosphere, a radar or proximity sensor) would allow players to make an actual decision whether they'll bet on activating weapons or shield or another component (the sensors could do that, so the player could decide whether to activate them and see incoming threats, or deactivate to reduce power usage), this would allow a more dynamic gameplay. Another thing that could be improved on would be representation of values. having a huge number for power and a smaller one for energy spent per day kind of means nothing so I appreciate that you added the counters for days until power runs out and days until destination. However that doesn't solve the original issue of big numbers. All in all, the game has lots of potential, especially in mechanics, if it was more polished. |
| Jul 31 23:15:22 | 13m 30s | Zo: Alien Invader | ♥ 0 | Not really sure what to do nor what the mechanics are. It seems you're supposed to go from city to city and destroy all of them, and you also have a tractor beam that doesn't seem to be doing anything, but in most levels I played you can't get to the end without running out of power. |
| Jul 31 23:26:22 | 11m 00s | Tiny Warlock | ♥ 1 | It's a bit too clusterfucky for me. It looks very nice, and the intro effect was really cool, but throughout 90% of the game I had no idea what was going on. |
| Jul 31 23:45:16 | 18m 54s | Devious Plant Commando | ♥ 1 | Really liked the game, my conly complaint is that there doesn't seem to be enough ammo to kill all plants, alternatively there doesn't seem to be any objective in the game (unless I missed something) |
| Aug 1 00:12:33 | 27m 17s | Enceladus Explorer | ♥ 3 | I'm a total sucker for science so I knew I was gonna like it, but it was better than I had expected. First off, I love the design of the probe and the way it moves is very natural. The atmosphere was great, completely selling the empty ocean. Design wise i have some critiques though. First off I like that you've added the tiny specks of light (algae?) you can collect for energy and to extend your stay down there. However after some time they become very scarce, stopping you from exploring. Second: even though tne environment is really nice and sells the idea of being in underwater ice caves very well, the distinction between cave walls, ceiling and bottom needs to be much clearer, otherwise is extremely easy to miss the passages to other areas. Third: this games' strongest feeling is exploration. I wanted to see more, i wanted to find the fish or worm that I know you had to put in there somewhere (if you didn't then come on. A game about exploring an existing alien world and NOT have it some kind of animal? How could you miss an opportunity like this?) However, despite that, the game pushes you to return to the surface to deliver your cargo. The light spots were a nice exception to that rule, encouraging me to explore more, but after a while they ran out so I had to return. All in all, really loved it, but could have gone one step further. |
| Aug 2 23:33:39 | 47h 21m | Power Stationed | ♥ 0 | Definitely one of the better games I've played so far. had a smile as soon as I realized just how ridiculous it was getting (granted, didn't win, but still had fun) |
| Aug 2 23:40:08 | 6m 29s | Goodnight, Wizardog | ♥ 0 | Unfortunately after a few rounds the wheels stop working for me and I can no longer attack the enemy. |
| Aug 3 00:32:25 | 52m 17s | Spare Crow | ♥ 1 | Very fun game, played it for over 20 minutes trying to beat it, you struck a pretty good balance between it being hard but not being too unfair. That said some thing definitely need an improvement: 1-The instructions aren't quite clear, it could use a little tutorial explaining stuff. 2-Every now and then, when I catch a rat or a mouse they just disappear 3-The order of the symbols in the UI and in the requirements is flipped, so I got contantly confused about what I actually needed. Having icons next to the requirements rather than names, and having them in the same order as in the HUD would definitely help. 4-at the beginning, it often happens that mice spawn in the bushes and start heading away from the level, resulting in long stretches of almost no mice until the rats appear, at which point you quickly lose your battery. 5- the upgrading menu definitely could use some icons, and a bit less text for the first 2 tries I had no idea you even could upgrade your crow/base, only on third one I accidentally pressed W, and then tried to click on those boxes. 6-The shield limits aren't well defined since it's a gradient. Having an actual circle instead would help. All in all, it needs more polish, which I guess you ran out of time for. Other than that I had loads of fun, The idea of having a battery that gives you a second shot is a great boon for first time players, and once you understand the mechanics of the game the core game loop of upgrading, grabbing enemies, collecting resources, recharging and crafting. I wholeheartedly encourage you to polish this up and release the game on a site like kongregate or ithio. |
| Aug 3 23:57:31 | 23h 25m | Give a Dog a Bone: Dog Petting Simulator | ♥ 3 | I have never felt dirtier when petting a dog. I think I need a bath |
| Aug 4 00:33:51 | 36m 20s | Galac'Song | ♥ 3 | Pretty good prototype here, I like how you used the theme to remove the powers rather than adding them. The bad thing here is the controls and the collision. For the most part the controls are fine and functional with the exception of of walljump. When walljumping the player will normally press in the direction they want to go, and then jump, in this game, however, if you do that you'll just fall off making it much harder than it needs to be (adding a bit of stickiness to the wall, or accepting a wall-jump after disconnecting from the wall for a split second, would have solved this). The other issue is the hitbox, the entire character contributes to the hitbox, making it much larger than it needs to be, especially with an awkwardly shaped character like this robot (ever notice how all platformers have a short character?). This could have also been ammended by making the hitbox a bit smaller than the character, especially the hitbox for detecting spikes (there's a rule in game design: if you have to cheat, cheat in player's favour). other than these two issues it seems like a pretty solid game. |
| Aug 4 00:56:11 | 22m 20s | Solar Miner | ♥ 1 | My only complaint is that there isn't more of it. |