Foon → Ludum Dare Explorer → LD40 → Feedback comment stats → Hegemege
Feedback comments for LD40
Hegemege's games and stats for all events →
| Timestamp | Since previous | Game | Hegemege's comment | |
|---|---|---|---|---|
| Dec 4 20:21:11 | Unstable Space | ♥ 1 | Cool aesthetics with the particle effects! Moving around felt a bit weird and I just ended up staying still and rotating around, the game could use a bit more depth on that part (different enemy types, boss, more variance to weapon upgrades, more collectibles, give the player a reason to move away). Nice mood! | |
| Dec 4 20:33:55 | 12m 44s | All-You-Can-Loot Cavern | ♥ 1 | Very interesting dynamics, although to make it more fair to the player, there should've been some sort of action bar to use items, and I would've wanted some permanent upgrades too to get a better feeling of progress. Well interpreted theme! The sounds overlapped with the bomb and got very loud at times. Visuals were fitting, although perhaps the projectiles should have been in more contrasting colors from the ground. |
| Dec 4 20:43:15 | 9m 20s | Retro Rocket Run! | ♥ 0 | Fun twist on the coins, but the game didn't have much feeling of progress. More variations to the repeating parts would've been nice! The invisible ship effect is just brutal :) Good mood, fitting visuals and sounds. The coin sound was perfectly soft! |
| Dec 4 20:52:42 | 9m 27s | Gather the Darkness | ♥ 2 | Very nice visuals, but unfortunately the crudeish sounds didn't work well with the visuals to create the pressing mood. The main dynamic of the game was interesting - perhaps the lights would slowly come back if you played more stealthily? On my first try I didn't understand the health bubbles either, I thought they were alarms! :) Good controls and feedback! |
| Dec 4 21:31:03 | 38m 21s | Catch the bomb | ♥ 1 | Saw your post during the weekend and had to bookmark the idea of a roguelike minesweeper :P The game doesn't offer much for explanation of mechanics, really, and it took me a bit too long to understand how the numbering works, since normally the number represents the absolute mine number around. But in this case I guess it was just for potential mines, including any pickups... I loved the mood and gameplay, usability-wise the Cancel button was not in the right place when you had to dismiss it every time. I think the start should be much easier, though, and the density of mines should increase later, this felt like expert density or higher. I liked the terrain objects too, but damn that dog was getting annoying after a bit! The visuals reminded me a lot of Neo Scavenger, which is a good thing :) |
| Dec 5 20:59:36 | 23h 28m | Ice Cream Island | ♥ 1 | I liked the animation feel a lot! I wasn't sure on the first seagull what he was doing, but it came obvious quite soon :) |
| Dec 5 21:10:41 | 11m 05s | Barreus | ♥ 1 | Cool music and graphics, but I got somehow very annoyed at the very start - the game puts the player in a situation where he is forced to take damage, and I tried jumping but it was unresponsive, which killed the mood for me :( The game would've felt better if I felt I was in control of the character, but it was always a hit or miss situation trying to jump over the spikes. The gameplay reminded me of some old NES/SNES-era sidescrolling shooters, especially the enemies and music combined. I'm afraid I wasn't able to experience your take on the theme (reading through the comments here) as well as I would've due to the control issues. The rotating gun also reminded me of the old Flash-based shooters :) |
| Dec 5 21:26:49 | 16m 08s | Sorrow | ♥ 2 | Very moody experience. I loved the mechanic or revealing the words from the letter, but wasn't able to finish the game due to control issues. The jumping was very unresponsive... The aesthetics were really nice, and it was good that there was more for the player to do while jumping, reading the words. I think the running speed got too fast too quick, and it then became just a random process whether I would finish the "level" or not. Good job! |
| Dec 5 21:38:49 | 12m 00s | HUDdled | ♥ 2 | Bravo, I had a lot of fun playing this, and managed to win on the first try! Very nice graphics, everything tied together well! The only sort of problem was how much UI space all the different bars were taking, but I was still barely able to see the incoming enemies (which was probably intended). At first I thought it was a melee attack because I was unable to see the tiny, non-contrasted projectiles from the weapon. I liked how the player grew stronger, too. Please, consider your players next time and lower the volume, it was deafeningly loud! I had to take off my headphones and I could still hear the music loud and clear. Or a mute/volume option? |
| Dec 5 21:49:02 | 10m 13s | Worm It Up | ♥ 1 | Simple games are fun :) Very easy to control, nice fluidity. |
| Dec 5 22:07:14 | 18m 12s | Dodge X | ♥ 0 | No FPS problems on GTX 1070. Gameplay got quite boring fast, but the controls were responsive and the ship behaved nicely. The audio was quite loud and got a bit annoying after a while. |
| Dec 5 22:34:35 | 27m 21s | Hebe the ScOre Hunter | ♥ 1 | Good mood and gameplay, I liked how the bots were sort of trying to create their own piles of stuff :) Perhaps some of the upgrades should have been easier to get? It took me a bit while to get the speed boost. Also perhaps there should be more resouces, I spent a long time looking for some until I realised I could just snatch them from the bots' arms. Very nice mood with the music. |
| Dec 5 22:49:29 | 14m 54s | ... | ♥ 1 | Awesome, a game I thought I'd never see, a bhopping hardcore puzzle(?) platformer with chickens :) Controls felt a tad bit too unprecise - in aiming and when you try to stop. This game would definitely need some learning curve, though! I love the idea, lovely implementation and polish. I really liked the death/respawn level animation, straight from a quality puzzler! |
| Dec 6 19:15:46 | 20h 26m | ZhenCo Ghost Management | ♥ 1 | Good puzzle/level design, the learning curve was on-point. The whole UI layout was a bit weird, with the start button completely separate from the code area, although in-game UI worked well with the aesthetics. I think there should be a mention when you play the first level that the player has to type something, at first it all looked just like a static piece of instructions text, and it was very hard to spot the cursor. |
| Dec 6 19:28:45 | 12m 59s | Dangle Copter | ♥ 1 | Solid controls and mechanics, but after the first few levels I kind of learned to avoid all collisions, and in the next one (4th?) the player has to go through the small gap with two cargo. The solution is to go further, and drop one off by intentionally colliding with the wall. Perhaps this type of puzzle gameplay could be improved and supported if the player was able to drop the "cargo" by the press of a button, and the game requires you to do so at the end of each level? I think this would make it easier to see that you just can't fit the chopper through the gap with 2 cargo. Well done! |
| Dec 6 19:33:00 | 4m 15s | Blob Hell | ♥ 2 | Simple but fun. Good thing you included the dark background! Solid controls for this type of avoiding game. |
| Dec 6 19:41:03 | 8m 03s | Voiid | ♥ 1 | Nice atmosphere! Tight, non-gliding controls for a 3D platformer, unfortunately there's something wrong with the physics on slopes and on some ledges. I had problems on chrome with the view resetting, but Firefox worked well. I couldn't get very far in the game due to somehow getting stuck mid-air on an invisible wall or something and getting frustrated :( So I can't really tell how it tied with the theme? |
| Dec 6 19:49:12 | 8m 09s | Jingle Bells Defense | ♥ 1 | Nice entry, although the gameplay is a bit shallow and quite easy. I liked the snow-clearing mechanic, but it didn't seem to have any real effect on either the player or the snowmen? Perhaps the snow could make you slower, or make them more powerful? I played until around 1000 points and figured there'd be no more stuff happening. Maybe its more fun in coop mode :P Really liked the visuals and the running animation. The shotgun sound got a bit loud at points, and it was a bit unclear how some enemies took multiple shots to kill (ofc larger enemies take more, but same sized snowmen took 1 or 2 hits). Menu looked nice :) |
| Dec 6 19:55:45 | 6m 33s | BoatAfloat | ♥ 1 | Simple and solid, good atmosphere and very nice controls and hit detection! The game didn't feel unfair at any point, and I was surprised I managed to squeeze through some of the gaps. The treasure chest as an obstacle is a bit odd one, since usually players want to pick up all the treasures. It wasn't clear how the score was calculated either, and I for some reason got stuck at 60. Well implemented dodging game! |
| Dec 6 22:02:19 | 2h 06m | Cyber Instinct | ♥ 1 | Great high-quality graphics, but the in-game UI should definitely pop out more. If I understood it correctly, your health is the resources you use for building? Anyways, in a game where you have health, it should be conveyed very clearly - here it was the neon blue color that blended all too well into the other graphics. The enemies seemed interesting, but there was something about the movement that made them odd. Perhaps the flying enemies got stuck too much and I had to go out and bait them, and the kamikaze enemies felt unfair and unavoidable due to the platform setup (not much space to jump and avoid them). I think there was just way too much visual clutter from the start - adding a tower to a platform didn't suddenly make it a super-powerful thing visually, and they all just blended into the platform structures themselves. Enemies and projectiles were visually contrasted, that was good. Sound effects became very monotonous quickly, and the enemies' laser attack sound was distorted and snappy, irritating even. The background music was really good though, fell right into place with the visual theme. The builder's movement was weird, he glided along the platforms a lot, and the jetpack length felt too short. A few times I fell off the edge and tried to jetpack but couldn't. I guess I had very high expectations of the gameplay after seeing the menu and the story screens, the mood of the game was built well together even though I skipped all the story text. |
| Dec 6 22:14:27 | 12m 08s | Perigee | ♥ 2 | Nice work on the planet, really dig that style! The controls feel a bit rusty but they get the job done - on my 1440p monitor the UI was very small, the cash amount is in the opposite corner from the build menu, and the bunnies block placing down buildings. In general placing them down was probably the hardest thing to do. Progress felt really good, and just the sheer number of UFOs felt more threatening, maybe it was the red beam they had that made me feel that way. This could be a great game if some quirks of the mechanics were sorted out and there was more depth. Good job! |