Foon → Ludum Dare Explorer → LD41 → Feedback comment stats → BeamKirby

BeamKirby

Feedback comments for LD41

← LD39

BeamKirby's games and stats for all events →

TimestampSince previousGameBeamKirby's comment
Apr 25 01:29:39 Bullets of Insight ♥ 1 I really think the coolest part of this game is the replay feature, although, I always try way too hard to be cool. I'd like to see a video of someone pulling off all the cool tricks and getting the highest score possible.
Apr 25 01:58:32 28m 53s A Knight of Music ♥ 2 I think this sort of concept could be done much better. The main issue I take with this game is that it's supposed to be a rhythm game, but the only half the game is rhythm. The part with attacking enemies requires you to hit along the beat of the song, but the platforming is completely free and on its own. I think that in order to truly make a rhythm action platformer, the platforming should somehow be part of the beat as well. I also take issue with the rhythm part of the game. The songs you have should have a very clear and deliberate beat, typically with just straight quarter notes in the base line. This way, the player gets a good grasp for what the beat is and can play in time. Speaking of time, I noticed one of your songs plays in 3/4. You really should keep your songs in 4/4, common time, so the player has an easier time keeping time. Being a musician myself, I find that counting the beats in a measure to be extremely helpful in keeping the beat, and I'm sure most people who enjoy anything rhythmic do, too. Also, your songs feel entirely too slow. I get that having slower songs in the beginning level and slowly increasing the tempo is a way to establish a difficulty curve, but your songs should still start with a higher BPM. Keeping time with a high tempo may be difficult, but keeping time with a very slow tempo can be worse. Lastly, your rhythm bar, to be frank, is poor. The rhythms are generated randomly, often with large gaps between notes and some sections that suddenly throw a ton of notes at you at once. Your notes should come at a steady pace, and should try to follow the song. Taking all these criticisms into consideration, I'm sure this game could be really great!
Apr 25 02:36:37 38m 05s YOU LEFT ME. ♥ 1 Oh my goodness, gracious. I saw this game recommended on itch.io when downloading another LD game, and the thumbnail alone really caught my eye. This game is great. The humor in the beginning is a nice way to ease the player into the unsettling mood that the rest of the game gives. The artwork is just absolutely breathtaking, and I love how the images shift around based on your cursors position. I also love that you created a world that can be so easily fleshed out using subtext and the dialogue with others in such a short narrative. I would absolutely love to see you expand upon this world in another game.
Apr 28 04:24:14 73h 47m Danmakoïd - Bullet hell metroidvania ♥ 1 I see we both tackled what seems like practically the same genres: Metroidvanias and Space Shooters. Although, there is certainly a fundamental difference in what we did, whereas you used specifically Danmakus, and I used specifically Shmups. I think it's interesting to see another game with similarities to mine, and it's especially interesting to see the differences, not only in the games themselves, but the genres used. Your game starts the player off with no powers at all; no shooting, no turning, no nothing except movement, whereas my game starts the player off with shooting and turning (albeit, only after the first screen). This is just a simple difference between games. Your game also allows the player to roam freely, but my game has the player constantly moving forward. This is an example of a fundamental difference between our two genres. In Bullet Hell games, the player always has free movement to roam the screen, and enemies typically float in front of the player in place at all times, but in classic Shmups like Gradius, etc. the player must keep moving forward, and enemies move forward past them. Your game also has a much bigger focus on avoiding bullets, but my game has more a focus on avoiding obstacles, as well as enemies charging at the player. Another big difference between our games is that in your game, subweapons are automatically added to the player's default weapon, but in my game, subweapons must be used separately from the player's main weapon.
May 5 19:45:51 183h 21m The Tower of Glass ♥ 2 When I first pulled up the game, I immediately felt chills from the music and setting. Just about everything about this game is just perfect. The audio and the graphics work together very well to establish an eerie mood, and the gameplay is also fantastic. Honestly, this is the most innovative game I've played so far, and I would love to see an even more fleshed out version of this game. Great job!
May 5 20:04:02 18m 11s Dungeon Slider ♥ 1 When I first saw the images for this game, I immediately thought, "NO! Why would you make a game like this?" But after playing it once already, I've found that I really enjoy this game! This game is so much better than an actual sliding puzzle because not all the tiles have to be in the correct position in order to "win," you just need the hero to be in the bottom left and the key to be over the keyhole, if necessary.
May 6 00:42:02 4h 38m Forbidden Love ♥ 3 I tell her that my favorite book is 20,000 Leagues Under the Sea This is how she responds: 20000leagues.png Fun Fact: this book actually has a manga adaptation: https://www.amazon.com/Leagues-Under-Manga-Literary-Classics/dp/9810575564 On a serious note, I didn't expect a dating sim to show up for whatever reason, so when the first date started, I just burst out laughing. This is honestly the funniest game I've played throughout this event. I hope you win first place for humor!
May 6 03:03:53 2h 21m Dark Soil ♥ 2 Well this is just about the best game I've played this event. The graphics look great, the audio is sounds amazing, and the gameplay works very well! There's only a few bugs/issues that may have already been pointed out: 1. The level display only displays the first two digits of your level, meaning if the player reaches level 100, the game shows that they're at level 10. 2. There's a plot of soil on the west side of the farm that doesn't act as actual soil; the player can't place seeds on it. 3. There's a hard cap to the number of each plant the player can place; once you plant a certain number of seeds of a certain type, trying to plant any more of that type will consume the seed, but not plant it in the soil. This may be intentional, but I feel like the player should be able to fill up every plot of dirt, and not run into a plant cap. Aside from those bugs, this game is absolutely phenomenal! I also really think that this game would benefit from some sort of achievement system, so the player has more goals than simply to reach the highest level they can.
May 7 21:28:55 42h 25m WITCHSΔVER ♥ 1 This game is really adorable, and I would love to see a more developed version of this game to have! Of course, like everyone else it seems, the visuals freeze up when playing the broom game. However, of what I did see, this game looks great, sounds great, and has a nice unifying theme to it. I'd really like to see more!
May 7 23:25:22 1h 56m Papa Mazai ♥ 0 This is the kind of game where you really only get back what you put into it; it's basically just a grinding game. It starts out really slow, but if you manage your resources well, you can gather over 100 cats (and a few dogs) and basically wipe out the entire field just by mashing the mouse button all over the place. Tbh, I spent like an hour on this game. There is certainly a lot to polish, assets aside, but I could see this potentially turning into something more. There's some buggy collisions and the zombies have poor pathfinding, and I find it hard to tell what area in front of the player an animal must be to be "put into the cage" *cough*eaten*cough*; maybe instead of having a collision area, you could create a claw object that the robot sends forth a short distance, and when an animal collides with it, they get grabbed.
May 8 00:07:28 42m 06s Hyper Simox 3000 ♥ 1 Interesting concept, though it's also pretty brutal. My biggest issue with this game is that if you hit the wrong color enemy (with the special shot), you get an instant game over, but simply getting hit only makes you lose a life. I think that you should get the same punishment for hitting the wrong color as you do for getting hit. On that note, while it's totally up to you as a designer, I also think that the player should have some hit points before dying, and maybe get a single health recovery at the end of each level.
May 8 01:07:29 1h 00m Lizards ♥ 0 This was a pretty fun game! I might recommend putting a delay at the beginning of the game before the humans start drilling so the player has a chance to get a feel for the game. There's also several bugs, unfortunately. For example, at a certain point it seems my lizards didn't know what a storage room was anymore, and all the resources ended up being left on the ground with 4 perfectly empty storage rooms to be filled. I think there should be a way to tell lizards to pick items up. The danger reticle on some rooms didn't go away properly when the drills left. Also, some tasks wouldn't get finished properly, usually if I give the lizards too many tasks, and can't be canceled either. Finally, this is a suggestion, there should be a way to select lizards and move them, and to tell specific lizards to perform certain tasks. If you can polish this game up some more, this game would be really amazing, more so than it already is!