Foon → Ludum Dare Explorer → LD40 → Feedback comment stats → erebus
Feedback comments for LD40
erebus's games and stats for all events →
| Timestamp | Since previous | Game | erebus's comment | |
|---|---|---|---|---|
| Dec 5 00:45:49 | Snowmans Dilemma | ♥ 0 | Fun game! Like everyone else, I feel like you should never have a path lead to a restart unfairly. | |
| Dec 5 01:25:12 | 39m 23s | House a lovecraft inspired game | ♥ 4 | I tried to play your game but got an error. Try building to a html5 release and putting it on itch.io |
| Dec 5 01:29:40 | 4m 28s | bildup | ♥ 0 | Fun little game! It would be cool to have a display for where the space station is when it is spawned. I felt like I was just looking randomly for it. |
| Dec 5 01:42:39 | 12m 59s | The Harsh Life of Terry the Homeless Dude | ♥ 1 | Lots of great ideas. A few nitpicks. Making the menu buttons change color on mouse over so it is more obvious that they are buttons. Also, it isn't obvious what the pickups do while playing. I know there was an instructions page but it was easy to forget. Overall great first game for LD! |
| Dec 5 01:52:20 | 9m 41s | Haven | ♥ 2 | I liked it a lot. Things I would change. Add icons/images to the alerts to more quickly communicate what they mean. It seems to be a game about quickly making decisions but it is all with mouse pressed. Keyboard controls would be nice. I felt like I didn't have time to read things and so just clicked wildly hoping for the best. This didn't feel great. Also, clicking a button that says "sell" causing you to buy things didn't make sense to me. |
| Dec 5 02:02:34 | 10m 14s | Clean Food, Clean Mind | ♥ 1 | I liked it! It took me a while to figure out that I wanted to keep junk food at the bottom and make it go away by building tall towers of blocks. I wish it had chains and combos like other puzzle fighter style games. Also, clicking to trigger things felt weird, but I understand wanting the player to be able to control when they get a resource. Very imaginative game! |
| Dec 5 02:13:21 | 10m 47s | To The Depths | ♥ 0 | Great mood! I have no idea why I died most of the time. I had 2 skulls and was fine on the bars on the sides but I would just drop dead late in the game. Also, using mouse to attack feels really bad, as does the long time out between when you attack and can move. Especially considering most of the combat seems to be attack then run and then go back and attack again. If your mouse was not in the right position and your attack misses you will get hit. This makes the game feel sluggish instead of tight. Very nice art and music! Also, the doors would open when attacked by enemies. This was weird. Also, being constantly on the clock for more blood after clearing a room didn't feel good. In binding of issac or zelda like games that this is derived from, you get a break after clearing a room to just pick up loot and this is an important emotional beat. Constantly being pushed forward doesn't feel great, especially when the doors are slow to open. |
| Dec 5 02:23:44 | 10m 23s | Clutter Bug | ♥ 1 | Very nice first game! I don't understand why the packages twitch randomly. The door knock sound effects could be better. It took me a while to figure out that's what they were. Also, unclear why there are 2 packages between each level. |
| Dec 5 02:44:54 | 21m 10s | Revenge of the Samurai | ♥ 1 | I love the art for your game. I feel like the slashing with mouse click mechanic sometimes felt fast and other times I had delay for no reason and had to move forward and backwards to make them miss. It's not that I minded doing that, it's that nothing was conveyed to me to explain when it was needed. I would have liked some sound or music. Also, if you are going for a serious tone where the main character is supposed to have lost his humanity in killing those people, maybe make the deaths more gruesome? Add blood or do something to make the character seem like they are becoming a monster. |
| Dec 5 03:14:30 | 29m 36s | Sword Collector | ♥ 1 | Very QWOP like. I like the idea. The mechanics could be a bit tighter in terms of making it clear when something will be blocked vs not. Also, technical note. Do not scale buttons with text. Instead increase the text font size and increase the button dimensions in unity. This will fix your fuzzy text issue. |
| Dec 5 03:39:26 | 24m 56s | Perfect Limbo | ♥ 1 | I really enjoyed the music and art. I have no idea how to get to the smiley faces quickly in the limbo section. I feel like having a trail up from the faces to warn you that one is coming would be cool. Otherwise great game! |
| Dec 5 04:00:30 | 21m 04s | Rogue-Light | ♥ 2 | Great game! Things get stuck in walls which I'm sure you know. It would have been nice if there was a visual sense of if the ghosts were interested in you. They just looked like they moved randomly. And it would give the player a better sense of control and outsmarting if you can see them get confused or lose interest in you in an animated and obvious way. If I mouse down on the light slider, my mouse should keep moving it even if I move up and down off of it if I never release my mouse button. I regularly was trying to slide it quickly one way or the other and the slider would stop halfway because my mouse moved too far up or down. I played through about 7 levels, would have been nice to know my total gold count and if there was a goal eventually or just random levels all the way down. Also, the ghosts weren't a real threat, I don't know if there is a lose condition but they seemed to just drink some of your fuel when you touched them. Also, I expected the explosive to break down a wall instead of killing ghosts. Overall great mood and art and a very nice game! |
| Dec 5 04:05:54 | 5m 24s | Gather the Darkness | ♥ 2 | I like the idea a lot! I got to what I assume was the last level. The next level button stopped working. I really liked that when you died you could retry the level instead of making the player do them all again! Nice work! |