Foon → Ludum Dare Explorer → LD40 → Feedback comment stats → FireSlash
Feedback comments for LD40
FireSlash's games and stats for all events →
| Timestamp | Since previous | Game | FireSlash's comment | |
|---|---|---|---|---|
| Dec 5 02:43:58 | Glutton's Heaven | ♥ 1 | Neat little concept. The dialogue scrolls really slowly, and space skips it instead of revealing the whole line (per usual vn rules). This caused me to miss the controls out of habit. The attack gas feels awkward to use since it comes from your rear and don't really go far, but it's an interesting forcing function for positioning. This is further helped by how tanking you are, a decision that felt wrong at first but I appreciated after playing a bit. I found the difficulty curve a bit off putting, and closed it during the second level after several deaths. Lovely pixel art with nice exaggerated animations. Nice work! | |
| Dec 5 02:57:12 | 13m 14s | No Move No Die | ♥ 1 | Took me a few tries to understand the mechanics. You might consider a few "demonstration" levels to ease the player into the mechanics slower. It's quite an interesting puzzle game. Since enemy movement isn't hinted in advance, it relies on you understanding their movements, which isn't great. Adding a "I'll move here" hint would be helpful. Overall pretty fun. Some QOL stuff would make this really enjoyable! |
| Dec 5 05:58:13 | 3h 01m | Gem Rush | ♥ 4 | "down to shoot" is a really strange control choice. Can't say I'm a fan, as it's just a bit awkward to do. It seems the player can easily stick/get stuck to walls. This looks like a friction/force issue with your physics setup. The basic idea is nice. I feel like I probably didn't give it a fair shake since I could only play in single player. It looks like it could be a lot of fun with friends! |
| Dec 5 06:08:53 | 10m 40s | All the Spiders | ♥ 3 | I love the art style and sound/music choices. This deserves a working post-compo version methinks! |
| Dec 5 07:14:02 | 1h 05m | I wonder if I had a younger sister | ♥ 1 | Ooh, this is up my alley. I like that you took some inspiration from Undertale's bullet hell application. One thing to keep in mind is the fairness of each attack. Specifically, in Shana's case, it's impossible to avoid the attack until you get the timing down; this is something you should avoid. The attack should either be signaled in advance, or be slow enough to be avoidable given reasonable positioning. For a good example of attack signaling, take a look at Iji; it even has a lot of similar attacks to the ones you use. https://www.youtube.com/watch?v=67eLpLhxEPg I also found the hitbox to be bit smaller than I expected. This is a common issue to contend with (hitbox size vs difficulty), which is why a lot of bullet hells use very small sprite/collision boxes by design. Love the little flourish on the health bar. The game seems to have ended for me when Sagiri spawned, she just sat there and followed me; no interactions seemed to advance the game. |
| Dec 5 07:26:12 | 12m 10s | It's raining tennis balls! | ♥ 2 | It looks like the racket still applies an upward impulse even when you hit a ball from below. This is probably a flash limitation, but I wish the mouse was captured. The racket going dead when the mouse exits the window is super frustrating. |
| Dec 5 07:33:13 | 7m 01s | Smash! Smash! Destroy the West! Jangnanmon! | ♥ 4 | Oh man, we considered a card game for a while because, and I quote, "I've never seen someone do a card game in LD before". Well, we didn't. But now I have! My only complaint is that the intro is super long and unskippable (at least I didn't see a way to skip it). |
| Dec 5 08:51:47 | 1h 18m | Asteroid Crasher | ♥ 1 | After the first level I was expecting a simple difficulty ramp around the number of mines, but level 2 was a very pleasant surprise. The graphics are nothing to write home about, the style has a nice consistency to it. My only real complaint is your font choice. It's a nice font for a title, but is fairly hard to read for longer strings. |
| Dec 5 22:36:54 | 13h 45m | HUDdled | ♥ 2 | Interesting approach to added complexity! I do wish the weapon's visuals were improved more with each added mechanic; I do notice minor changes but they don't feel (visually or damage wise) like worthwile improvements given the added complexity. Half the fun of a design like this is making the player feel "overpowered", but the new mechanics mostly just felt like they were dragging me down. |
| Dec 5 22:42:28 | 5m 34s | Breadcrumbs | ♥ 0 | A fellow Haxer! It's not entirely clear what's going on at first, only after the enemy spawned did I realize what the little particles were doing. Enemies are also way too fast, often leading you to be stuck in an impossible situation. Collision was wonky; I was miles away from an enemy when the "game over" screen happened. Interesting base concept, needs further development. Use playtesting feedback from LD to tune the idea, and give a post-compo version a whirl. |
| Dec 5 22:52:31 | 10m 03s | Deckest Dungeon | ♥ 2 | There are a lot of things that weren't very well explained (such as why I have three classes, when they can all use any card seemingly). The negative cards also really didn't feel very punishing for the most part. Combat felt really slow and wasn't very enjoyable. The art was really well done! I love the style, and everything had a nice consistency to it! However, the sound really didn't seem to mesh well with it. I think this could really be great with a bit of tweaking to the rules. Spend some time on a post-compo version with adjusted rules and see where it takes you. Make sure to get lots of outside playtesting feedback. |
| Dec 5 23:04:29 | 11m 58s | Throw Me Daddy ! | ♥ 1 | In Chrome, the play button doesn't appear to do anything. It doesn't even have a hover state like the exit button (which also does nothing). I tried edge as well but it won't even load there. edit: Got it to work after going fullscreen. The turning mechanic feels really bad. Turning too early just stops the car, but turning too late kills you. In this state, I don't see any incentive to not just turn early and safely strafe through the corner. Since the turn kills the momentum, it lacks any of the enjoyment of a typical "drift" mechanic. Performance was really bad in chrome. Not sure why, I've seen a few other unity games with this problem though, so I'm assuming the problem may be in chrome or unity, not your game specifically. A GTX 1070 + Threadripper 1950x should have no trouble with this. Graphics had a nice consistency, this could be fun with some tweaked mechanics. |
| Dec 5 23:19:43 | 15m 14s | Pico Golf | ♥ 0 | I didn't realize the purpose of the coins until I read jon's comment, now I feel a bit silly! I absolutely LOVE the aesthetic of this game. I want to play this on my 5200. |
| Dec 8 06:10:58 | 54h 51m | Sushi Secret | ♥ 2 | The 3d assets are great! The 2d UI doesn't feel up to the same standard though. It might have been interesting to build the "happiness" bar as some kind of 3d asset instead. The text window also closed before I had a chance to read it most of the time, as I was busy being a good sushi boxer. The "snapping" and mouse move was fairly intuitive for the most part, however one of the pieces of trash got "stuck" on my cursor and the game ended shortly after. I suspect part of this is due to using the web version, and the way mouse events work when the mouse cursor exits the window (In short: dang fangled internet machine!!!). Not sure there's a good fix for that honestly, beyond some code that tries to detect and handle missed mouse events. (Code that will inevitably be surrounded by comments containing expletives.) Overall good work! The crates were a nice touch for something in a LD time scale. |
| Dec 8 23:04:27 | 16h 53m | Ignorance is Bliss | ♥ 2 | Ye gods the aesthetic on this game is amazing. I found the actual game to be fairly hard to get in to. I didn't really get anywhere, and found the tapes interface to be painful. Text scrolling is also annoyingly slow, and it felt punishing to go back and look at more info. That said, the core idea is great. A few QOL tweaks and a bit more hand holding in the beginning could turn this into a really great game. |