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Feedback comments for LD40
Logan's games and stats for all events →
| Timestamp | Since previous | Game | Logan's comment | |
|---|---|---|---|---|
| Dec 5 19:28:18 | Nut Nightmare | ♥ 1 | Holy crap, I don't think the squirrels even want the nuts; they're out for blood! It's pretty barebones, but not a bad entry. I would have liked a little more in the way of avoiding/fending off the squirrels, though. The little jump you get doesn't help much when you're surrounded by those little beasts. It took me about 10 minutes to beat the first level, once I realized "hey, this would probably work better if I started away from the village and collected nuts as I ran back TOWARDS it". Which did end up working. Alas, I couldn't get past the third level. | |
| Dec 5 19:46:42 | 18m 24s | Rhythm Bandit | ♥ 1 | What an awesome idea! The penalties for carrying things were pretty harsh, but it fits well in this setup. Each step slower became a new level of planning. Dodging those two guards in the hallway became some bizarre intricate dance on a half-note rhythm with all the treasures. The only thing this game is lacking would be a better presentation, maybe just toning down the contrasting floor tile colors. But I'm not going to hold that against it. Really neat concept! |
| Dec 5 21:37:42 | 1h 51m | Fish Catchers | ♥ 1 | Simple but fair. I ended up hitting a sort of equilibrium, floundering at around 40 with no way to win or lose. I'm not sure what settings I had the sharks on. Maybe I had it set too easy? |
| Dec 5 21:50:04 | 12m 22s | DEEPER | ♥ 1 | Wow, you accomplished a lot of mood with so little! Very impressive! The low visibility, screen rotation, pressing time limit and use of sounds really conveys a sense of claustrophobia, and turned what would otherwise be a simple maze game into something... deeper? And the bubbles were a nice touch, too. I /almost/ got all three chests, but the last one was in this narrow cave near the top, and I was already lugging around a huge box that wouldn't fit. I guess that's how it goes! |
| Dec 5 22:07:44 | 17m 40s | Pickup | ♥ 1 | Dang, this is a really neat concept! The escalation of hazards is really well-done, and the dash allows for some very tight jumping. I ended up playing through it twice to see how the hazards affect the earlier levels I picked the first time. And I appreciate the frequent checkpoints. It's a great mercy in a game like this. |
| Dec 5 22:31:42 | 23m 58s | Space+- | ♥ 1 | Hmm, even with your explanation of the theme, I wasn't quite sure how the theme fit. Ah well. It's a pretty basic maze game, but the jittery enemies made it very difficult to aim my precious bullets at them. It was only on the last level that I realized that the enemies actually couldn't cross the obstacles, and that the easiest way to defeat them is to get inside their range on the other side of a wall, so that they'd sit still trying to get at you. |
| Dec 5 22:40:31 | 8m 49s | Gluttony Simulator | ♥ 1 | Hmm, I appreciate the idea, but there's very little reason to jump around in the area you've got. The blocks aren't really in the way, and most of the food just falls into the big flat area. And no matter how big this guy got, he could still turn like a monster. Also, I don't know if this is a bug or if it's specific to my computer, but I didn't get any timer or weight score on my screen, like in your screenshots. I just played in mystery until it ended. Neat concept, but it would need some work. |
| Dec 5 22:58:05 | 17m 34s | Fox Flares | ♥ 1 | Very cute, interesting concept, a little fiddly, but not bad! It took me a while to connect the different levels of heat to the different kinds of blocks, but once I got that it was pretty smooth going. I also liked that fact that you've got an animation for ducking even though it has no use, heh. |
| Dec 5 23:06:08 | 8m 03s | PHOTOPSIA. | ♥ 1 | Wow, that was an experience! I like how it starts with a sort of mystery, zooms out to the weird alien situation, and ends back on the robot. A strange sort of snapshot of this robot's existence, an almost-story-arc. And are the aliens procedurally made? They look proceduarally made. I enjoyed it. It was bizarre. |
| Dec 5 23:20:02 | 13m 54s | Derelict | ♥ 0 | I guess this game is a little unfinished? The graphics seem nice, but even at the lowest quality and resolution it was still lagging on my computer. I couldn't find any was to refill my oxygen, but I guess it didn't really matter. Even with my health completely drained I still kept going. This was at least a nice attempt. What's there seems like a good start, just maybe dial back the scope a bit next time. |
| Dec 5 23:35:46 | 15m 44s | The burden | ♥ 3 | It seems nice, if basic. Got a lot of atmosphere to it. I'm not sure how the burden of collecting these things is supposed to manifest... the more you have, the harder it is to see, due to the glowing? Unfortunately, the more of the thingies I collected, the worse the slowdown was on my computer, even at low settings. But that's probably just my computer. I got to a big glowy thing up some stairs at the end, and then an opaque white rectangle appeared and obscured all but the top and bottom of my screen, so I'm not sure how it was supposed to end. |
| Dec 7 22:01:48 | 46h 26m | Alchegator | ♥ 1 | Neat puzzle game, but very cryptic! I love how little you start with and how much you can end up making from it. I managed to get to the end, but I never made the charcoal (?) needed to make what I assume was the last hint sheet. I also found a bug, I think. I tried fusing two sheets of steel together with the fire and ended up making a mirror. I wasn't sure what happened at first, then realized I'd need both metal and glass to make another. Anyway, I quite enjoyed it! |
| Dec 8 00:11:12 | 2h 09m | Far Field | ♥ 1 | It's a pretty neat idea. I think I understood what you were going for, and how much you could reasonably do in a short time, but I would have liked to see some more puzzles that weren't just stacking. Still, what's here isn't bad. And you worked well with the minimal art style. |
| Dec 10 00:42:09 | 48h 30m | INFINITORY | ♥ 1 | Nice, I liked the mechanics! With some more variety in upgrades/levels/monsters and maybe a way to earn more inventory slots, this could end up a really solid game! As it is, it's a worthy entry. It got kind of repetitive once I'd gotten some gear I was happy with and figured out how to deal with the bugs, but that's excusable for a short-length jam like this. And the music was good enough company. Nicely done! |
| Dec 10 00:50:30 | 8m 21s | Presents | ♥ 1 | Pretty straightforward. I found it kinda difficult to balance trying to get to and open presents and staring up at the sky to avoid being hit. When the gifts really started pouring down, I opted for more of a "keep running and open whatever's in my way" strategy, hoping I just wouldn't get hit. Still, it's eerily beautiful to stare up into the falling snow and see all those wonderful, deadly presents trailing up into the sky. And I enjoyed the weird, capitalistic announcer voices, heh. |
| Dec 10 01:08:43 | 18m 13s | Bearhalla | ♥ 1 | Dang, this didn't seem to recognize my PS2 controller as a dual-stick thing, and I couldn't wrap my head around the keyboard controls. I think when I selected a direction to shoot, I think it'd shoot a bullet first, then adjust to the new angle? This ended up killing me several times when I got the rockets powerup. I don't think it'd be fair of me to rate this. It's a shame I couldn't play it properly, 'cause it looks fun. |
| Dec 10 01:24:49 | 16m 06s | The more possibilities you have the harder it gets | ♥ 0 | Interesting mazes. It felt kind of like trial-and-error at first with the warps, but by the later levels I started to figure things out just by looking for the most inaccessible/one-way warps and layer transfers and then shooting for those, working my way backwards through accessibility-based guesses. I'm not sure why you chose to have the player move like a car, though. Pac-Man-style 4-directional movement would have made a lot more sense, in my opinion. |
| Dec 10 01:39:14 | 14m 25s | Radioactive Cavemen | ♥ 1 | Hmm, it didn't really feel like what I was doing had much bearing on the cavemen, or vice-versa. After I gave up trying to herd the cavemen into the tunnels to keep them out of the radiation, I ended up hollowing out a huge cavern and filling almost every tile with fire, 'cause I couldn't think of a reason not to. The cavemen slowly did their own thing and either filled my cavern or didn't. I made it to around 30 citizens, then learned I could place fires in the sky. Then I gave up. I dunno, it seems like it needs something more. Like, it's more of a little simulation than a proper game. |
| Dec 10 01:47:51 | 8m 37s | Pigeon | ♥ 0 | Darn that back-talking crow! Nothing's ever good enough for that guy! Simple enough, but once I learned how to eat crumbles like a pro, the other birds couldn't even TOUCH me. And is there any reasoning as to how long a given day is, or is it just one more random variable, like the number of rival birds or crumble density? |
| Dec 10 02:35:22 | 47m 31s | Pennies Are Gold | ♥ 0 | I got a crash as well. I think it happens right when one of my troops runs into an enemy troop. |
| Dec 10 03:00:14 | 24m 52s | Leader's guidance | ♥ 1 | This is a really cool idea, but dang is it difficult! The platform collision for both the solid platforms and the machines is a little too unforgiving, and the time limit is brutal for when you have to get 5 steel bars. If I didn't see your GIF up there, I would have doubted it possible; that first bar alone eats up a good 10 seconds. But it's a very good game, nonetheless. I liked the setting and presentation you've got. I'm afraid I'm just going to have to let the Benevolent Leader down. |
| Dec 10 03:17:41 | 17m 27s | Ice cream stacker | ♥ 1 | Heh, amusing concept! Oddly, I kinda found it EASIER once I got a stack of ice cream scoops going. At least, there was kind of a sweet spot before it got totally out of control. And I found the best waqy to get a good score on level two was to abandon the ice cream, and grab as many coins as I could with the cone before the game over set in, heh. Neat idea, but could maybe use a little more "game" to it. |
| Dec 10 18:48:40 | 15h 30m | My life as a cat lady | ♥ 0 | Amusing concept! I loved the descriptions for the sources of new cats. I ended up giving up on cleaning the couches and bed rather early - they can only get so messy after all - and learned really late that you could double-click to run. It was a little buggy at times, though, and that got pretty frustrating in a game where you have to act quickly to cull the chaos. I had the lady not pick up tools or clean messes when she got to them, and had tools teleport across the house, or the lady grab coffee from across the house. Still, pretty fun. I got to 80 cats before animal control stepped in. |
| Dec 10 19:05:33 | 16m 53s | Endless, Nameless | ♥ 2 | This is a really neat entry! I liked the variation in what the terribles did to the level, and the names you gave each one. The one that confused/annoyed me the most was probably "FTH Gamer", though I thought that "Beyond Reach" made things impossible before I learned about its double-jump. Anyway, I enjoyed it! |
| Dec 10 19:21:25 | 15m 52s | Ice Cream Island | ♥ 1 | A simple premise, but effective! I liked the colorful graphics; both the 3D and the spritework were well-done and worked well together. And I loved the zoom-in on each new bird as you collected the ice creams. The played controlled a little weird, but I see you've also got an improved movement version, so I guess you're aware of this point. And I have to share this: ice cream island.jpg I had one ice cream to go, and one hit left. I made a go for it, and... got hit by a bird mid-jump. And then landed on the last ice cream. I win/lose! |
| Dec 10 22:32:55 | 3h 11m | Mountain Diver | ♥ 1 | I like the concept here! It makes for a nice trade-off, balancing grabbing gems for profit and saving them for platforms. It's an enjoyable little game! |
| Dec 10 23:06:46 | 33m 51s | Tail | ♥ 2 | You've got a wonderful feel and atmosphere here. Movement felt really nice, but I would've liked to use the mouse for aiming instead of the arrow keys. Ah well. I found the trickiest thing was learning to conserve shots, to move carefully, and to consider confrontations before rushing in. I soon learned both that you can shoot away the walls, and that sometimes shooting walls would create what I called "wall babies", those little tiny blocks that would turn into tiny, hard-to-hit enemies. So you couldn't just run in, guns blazing, because every missed shot had the potential to make more enemies. I had to learn discretion in moving and confronting enemies, and once I understood that it became quite nice to play. Well done! |
| Dec 11 19:35:20 | 20h 28m | The Beforlorne Wander | ♥ 2 | Very ambitious to do a Metroidvania for a Ludum Dare game! I admire the amount of work you put into this, especially with multiple music tracks and bosses and everything. It's a little bare-bones, but hey, Ludum Dare Metroidvania. The simple style works with the single-screen navigation. The first boss was pretty frustrating, though. The thing took WAY too much damage. And, like everyone else is saying, I have no idea how the theme applies here. But it's a pretty neat entry nonetheless, and stands in its own right. |
| Dec 11 22:53:28 | 3h 18m | Defend the crystal | ♥ 2 | I had some trouble the first time I played, but the second time I realized the power of overlapping hurt zones and slow zones, with maybe a few walls for good measure. After harvesting a bit of mana, things snowballed, and I practically carpeted the whole floor with slow/hurty areas, concentrated around the enemy spawn points. With walls around the crystal to protect stray snowballs from jumping snowmen, I had a pretty much undefeatable setup. I eventually let the snowmen kill me, though, 'cause I wanted to see my stats at the end. 322 monsters, 228 snowmen, 5 bombs, 611 mana, 1211 points. I enjoyed the game! I liked the variety of powers you could use in defense of the crystal. If you were to continue on it, you'd need to limit strategies like this, though. |
| Dec 11 23:20:01 | 26m 33s | Permanence | ♥ 1 | Really incredible! What a great mechanic! It made for some really devious puzzles, but it was easy enough to grasp what was going on that nothing felt too impossible. And I'm very grateful that you included an undo button, heh. |
| Dec 12 00:01:31 | 41m 30s | Escape the Deep | ♥ 1 | Well, it's a neat concept and a pretty dramatic setting, but I think the jumping/block collision is a bit too precise. Oftentimes just one mis-spaced jump would mean the end. And the player doesn't so much drown as have a severe water allergy. I think it's a bit too unforgiving in a lot of ways that made it really hard to actually play well. But it's a decent concept and is very well presented. It just needs work. |