Foon → Ludum Dare Explorer → LD39 → Feedback comment stats → zchen
Feedback comments for LD39
zchen's games and stats for all events →
| Timestamp | Since previous | Game | zchen's comment | |
|---|---|---|---|---|
| Aug 1 01:20:53 | A Night at Grandpa's | ♥ 0 | Good job on the sound effects to create the atmosphere and mood, it's so important for a horror game. The art had a good effect too. The first time I saw the old ladies in the first room it freaked me out a little bit, a good stark contrast to the innocence of the art style. The gameplay felt more like a matter of luck and skill since using the light drained energy so quickly and getting hurt in the dark didn't feel very fair. If you decide to build on this idea in the future you can definitely do more with the sound in gameplay, i.e. the sound of something hazardous getting louder if players get closer to it to give players a chance to navigate in the dark. Good job! | |
| Aug 1 01:31:42 | 10m 49s | Ready, HANDHELD! | ♥ 0 | Interesting little game. I enjoyed the game slowing down and growing darker when you're running out of batteries. It was a cool effect and created a some tension and urgency when moving through the level. I'm not sure what the 'coins' did, I skipped picking them up in the second level. Good amount of content created for 48 hours! There's like almost a full second of delay when pressing the jump button for me. I'm not sure if it's just my device but for a platformer that was the most frustrating thing about this game; having to do precise jumps with a delay in the controls. Also the collision with the walls were a bit strange. There were times where the character would get caught by the side of the walls and even allow players to jump off the sides, I'm not sure if it's a wall jump feature or not since there was no feedback for it. |
| Aug 1 01:46:09 | 14m 27s | No Colors Here - My First Ludum Dare! =] | ♥ 1 | The camouflage mechanic doesn't feel very useful. It makes it so that I don't lose but it seems like the enemies still follow me so I'll lose eventually. I ended up winning by just getting the first generator then outrunning the enemies to get the rest. Maybe if the camouflage mechanic did something to distract enemies so that you can run away it would feel better to use. |
| Aug 1 02:09:57 | 23m 48s | Cellephant | ♥ 2 | Impressive work on the generator. I initially felt like the progression was too slow but now that I know it was generated I'm quite impressed and feel like there's some potential with some balancing. The levels did get a bit tedious and stopped being engaging around the level 30+ mark for me. I quickly got bored of working out the perfect path every time. A new game play element to change up the experience would help but I'd imagine it would make the generator a lot more complicated. Good work! |
| Aug 1 02:24:53 | 14m 56s | Dear Leader's Love Powered Peace Bomb | ♥ 1 | Neat little game, my highest score would be around 2500. It would be good to let players see what they scored after they lost since I'm so focused on dodging in the game I won't actually keep track of the score. Good job! |
| Aug 1 02:34:34 | 9m 41s | Sea Life | ♥ 0 | Good job on the message. For me Sea Life was more about getting the message across than the game play before of how things were balanced. It did that for me in the short ~5 minutes of the game I played. |
| Aug 1 02:47:15 | 12m 41s | Recapitate | ♥ 1 | Awesome job on the gameplay, audio and art. They were all quite polished for 48 hours of work. I think you have a neat little mechanic with the head attacking. If you plan on working on it any more I think it would work well if there was a way to recall your head back to you early. This would give players a chance to do more skilled attacks against different enemies. Good job! |
| Aug 1 03:34:03 | 46m 48s | HE BEAT HER. | ♥ 3 | Super impressed by this game! The art is amazing for a game jam entry. There were parts of the game which got me pretty engrossed, especially when I'll be chasing down a lead. The audio did a great job setting the mood too. Good design sense with providing hints. I'm not a big adventure/story game player so it took me awhile to realize I could do certain actions. I even managed to get a 'justice' ending without using some actions (I took a peek at the walkthrough after I finished). I would have liked to be able to play the game from just my keyboard, especially since the main interaction is through typing. I'm not sure if it's possible right now but I often had to switch to my mouse to click on stuff, i.e. when I lost. Overall I'm really impressed with the polish of this game. Keep up the good work, I look forward to seeing what else you make in the future! 👍 |
| Aug 1 04:13:48 | 39m 45s | Battery Penetrates | ♥ 1 | Interesting entry! I struggled awhile to figure out how to control the game. I like the abstract yet suggestive nature of the game. Good job 👍 |
| Aug 1 12:33:17 | 8h 19m | Armless Kairo | ♥ 2 | Great job on the graphics. I thought the gameplay was kind of neat, with the throwing, once you unlocked the companion. Also I felt a tinge of sadness at the end when I escaped (don't want to include spoilers but I think you know what I'm referring to). I felt like the theme was quite weak though, it felt like something that was slapped onto an action-platformer rather than the focus of the game. Overall, I enjoyed my time playing the game. Good job! |
| Aug 1 12:57:49 | 24m 32s | Neutron Escape | ♥ 1 | The charging of the jump was a bit unintuitive. It would have controlled a lot better if it was hold jump to charge and release to execute the jump. Also the platform placement for the climbing corridor segment was a little too cramped, it was easy to hit my head on a higher platform and fail the jump, it was quite frustrating especially with the explosion chasing you. The art looks nice and consistent. Good job! |
| Aug 5 05:23:07 | 88h 25m | Pathjumper | ♥ 1 | The game looks great! From the menu screen to the assets in game, well done with that. My immediate feeling was that there was a lack of purpose in the game. I'm not really sure what I should be doing. After playing it for awhile I guess it's to survive as long as possible. I think the game would benefit from a 'score' screen at the end of each play through to give a sense of achievement and also a goal for the next play through, e.g. "I survived for 30 seconds! Maybe I can survive longer if I used a different strategy." Keep up the good work! |
| Aug 5 05:31:44 | 8m 37s | Wind-Up Knight | ♥ 1 | Impressive entry! It's a cool take on the theme and I definitely felt like I was running out of power as I played through the level. Those sound effects were spot on haha, points for humor on that. The game eventually became a click-fest for me but even that created a unique experience of multi tasking and balancing which system to wind up at any one time. Good work! |
| Aug 5 05:38:58 | 7m 14s | Running on the Power of Love | ♥ 1 | I had a good laugh at the end of the game. Really impressive graphics and audio. The evolving objects in the world as you ran with the love song in the background gave an oddly unique feeling of progression. You can almost feel the 'power of love' growing. Great work on the mood there. I do feel like game play is lacking but it doesn't feel like it was a priority in this game and that's okay. Keep up the good work! |
| Aug 5 06:04:42 | 25m 44s | Portals and Boxes | ♥ 0 | Cool little game. Good job on the graphics and audio. There were a lot of hidden rules that were kind of frustrating to figure out in the second level. The difficulty spiked from the first level to the second; a few more simpler levels before the last one would have been good. Also the portal graphics were not obvious as to which one was the in or out. Something you could do is add an arrow pointing into the portal for an input portal and an arrow pointing out for an output portal. Good work. |
| Aug 5 06:16:43 | 12m 01s | Dim Wit | ♥ 1 | Awesome game! Really neat and simple mechanics. The music was jolly and it matched the game play well. Some room for improvement. It would be good for the entire game to be keyboard controlled, such that the play again button doesn't need a mouse. Also some more feedback when getting the button presses right would be nice, i.e. some SFX or particle systems. Good job! |
| Aug 5 06:30:14 | 13m 31s | Battery Worm | ♥ 2 | Interesting visuals. It's pretty cool that the map is a loop and you can see the other end of the map. The game got pretty tedious after awhile. Moving around didn't feel very good, especially when you speed up when collecting batteries, so that was kind of a conflict between the core mechanic and the goal. Good effort. |
| Aug 5 07:05:32 | 35m 18s | Lost Cluster | ♥ 1 | Neat little game. Great job on the music and the atmosphere it builds. It does feel like you're drifting in space. I'm not a fan of the control scheme, I'm very clumsy when using it, especially when I don't know which direction the ship rotates to orientate itself. It can be frustrating for the ship to get stuck unexpectedly because of the control scheme. An improvement I would suggest is putting in a radar mechanic to find the batteries. Using the radar will send out a wave which generates an arrow on the edge of the screen to indicate the general direction of the batteries. But the catch is that using the radar would use battery so now the players have an interesting decision to make between locating the batteries at a cost or taking a risk wandering about without using the radar. Keep up the good work. |
| Aug 6 03:27:54 | 20h 22m | Cute Chute | ♥ 0 | Polished entry! I'm very impressed by the art and audio, from the animations to the SFX. The game play was lacking a bit but I feel like it wasn't the focus for this game. Overall it was an short enjoyable experience. Good work! |