Foon → Ludum Dare Explorer → LD41 → Feedback comment stats → DDRKirbyISQ
Feedback comments for LD41
DDRKirbyISQ's games and stats for all events →
| Timestamp | Since previous | Game | DDRKirbyISQ's comment | |
|---|---|---|---|---|
| Apr 30 01:38:19 | Flower Hero | ♥ 1 | Interesting concept...Medium difficulty seemed by far to be the hardest one. | |
| Apr 30 01:46:56 | 8m 37s | SPORTS | ♥ 1 | This was super chaotic but surprisingly entertaining! The halftime and endgame screens were a nice touch. Good job! I wish there was a bit more strategy or at least one more move other than having each player just keep swinging a bit mindlessly, but it was still pretty amusing regardless. |
| Apr 30 04:54:25 | 3h 07m | NATUREBOT RUSTY: Pet Savior | ♥ 0 | Interesting concept, but it was impossible to figure out what to do with the pets. I was only ever able to get one of them to green status; the rest of the time they all died no matter what I tried. |
| Apr 30 05:00:10 | 5m 45s | Rhythm Sea Restaurant | ♥ 0 | Very simple, but it works. The UI for indicating the rhythm beat is a little unintuitive -- my first instinct is to hit the button as the circle lines up with the outer rim (but the outer rim is actually marking the earliest you can hit -- it's a range). That's probably my main complaint. I guess the music could have been a bit more interesting too. |
| Apr 30 05:03:55 | 3m 45s | Putt-Kill | ♥ 1 | Short, but relatively fun for the (limited) amount of content there is. Nice job on your first entry. |
| Apr 30 05:09:35 | 5m 40s | The Fish and the Furious | ♥ 1 | Haha, this is great! Simple, fun, and well-executed. Congrats on your entry! :) |
| Apr 30 05:16:33 | 6m 58s | Tombagotchi | ♥ 0 | Pretty cool! I wish there was something to do while idling to help the grind, but I understand that's sort of the spirit of a tamagotchi-style game anyways. |
| Apr 30 05:36:38 | 20m 05s | Combo Maker | ♥ 1 | Pretty fun, good vibes, and nice presentation! Wish that the difficulty would ramp up just a tad more quickly...also, there is a minor bug where if you drop a block into the same spot that a new block is spawning into at the same time, they'll both end up occupying the same spot. I'd echo the sentiments about the controls being unintuitive at first. I actually feel like your design could perhaps have been a bit cleaner if you got rid of the whole "attack" function and instead forced players to clear enemies solely through block movement. (?) |
| May 1 04:05:50 | 22h 29m | Greenspawn Restaurant | ♥ 1 | HTML5 drag and drop was certainly a bit buggy, and the RNG definitely screwed me over at times, but this was still pretty funny and amusing, hehe. Could have used some janky music to set the tone better :) |
| May 1 04:21:12 | 15m 22s | Eggplant Kindergarten | ♥ 2 | Lol, this was surprisingly amusing. Great job xD |
| May 2 04:04:51 | 23h 43m | ¶City | ♥ 1 | Wow, nice. This almost felt like some crazy text-based version of cart life at first. Input parsing could have done with a lot more abbreviations for those who are used to IF games (typing "n" and "s" would speed things through a lot) and I found the timed dialogue pauses to really break up the flow of things -- as if you were reading a book at your own pace and then suddenly were forced to wait a minute in between each page -- but I really appreciated the visual presentation with all the colors and such. PS: You can opt-out of the Audio category since your game had no audio :) |
| May 2 04:12:23 | 7m 32s | Legend of Zoom | ♥ 0 | Hahah, nice! Yeah, could have used music for sure, but good job with your entry anyways. Thanks also for being kind to us jammers and including checkpoints for restarting! |
| May 2 04:45:55 | 33m 32s | Flappy Blocks | ♥ 1 | Wow, this was pretty awesome. A surprisingly harmless idea, but there's actually quite a bit of strategy behind it -- as others have noted, you sort of end up making these "lanes" on the sides of the well to make it easier to drop pieces in, so the strategy is to stack in sort of a concave shape. level 4 is brutal, but it felt oh-so-sweet to finally clear it. And of course the little story was such a nice touch! Great job! |
| May 2 04:58:47 | 12m 52s | Rythm is Lava | ♥ 1 | I won...used easy mode so the lava wouldn't be such a pain. .....my head hurts. |
| May 2 23:32:55 | 18h 34m | Type Fighter: Turbo | ♥ 0 | Careful! Not all of us are using 16:9 resolution monitors (yes, I know I'm still in the stone age with my 1280x1024 desktop). Unity unfortunately only offers resolution settings that match your monitor's aspect ratio (even in windowed mode) and your UI wasn't authored to handle different aspect ratios, so none of the elements were positioned properly. That aside, this was pretty simple yet fun. I'd echo the comments about showing the spaces (usually the current typing position is shown via a marker of some sort). Mistakes were more jarring than usual as normal typing challenges do allow you to correct mistakes, so I had to slow down a bit more every time that happened. The actual game was a walk in the park for me, but typing games are super weird in terms of game balance so I won't really speak more on that front. Great presentation overall though :) |
| May 3 01:04:51 | 1h 31m | Nightclub Showdown | ♥ 0 | Always a pleasure getting to try your works. No complaints here; this was awesome. |
| May 3 01:24:16 | 19m 25s | Zap Herder | ♥ 2 | GOTTA GO FAST |
| May 3 01:35:10 | 10m 54s | OPTIC | ♥ 1 | Woot woot. Droplets is dope :) |
| May 5 02:26:56 | 48h 51m | Honest Dan's Trout | ♥ 1 | Yeshhh this is pretty awesome. Wish the Tetris part was a little speedier in terms of controls, with autorepeat or faster fall speeds, but I understand that's part of the difficulty of the game as well, so not really a bad thing. |
| May 5 02:43:03 | 16m 07s | Woodsy | ♥ 1 | Hehe, neat. The game isn't too deep, but the environment was at least pretty interesting. The jump scare thing gets a bit old when it's the ONLY horror element, but yeah. We also made a horror game, if you'd like to check it out! |
| May 5 03:01:55 | 18m 52s | Tempo Quest | ♥ 0 | (Played and rated the compo version) Well...there is certainly a lot of STUFF in this game. I think with all the time that went into the content you could have scoped it down and clean the experience up a little bit so that the gameplay has a bit more depth and walks you through things a bit more. The difficulty was pretty easy with one player. I got one of each color of hearts and then went back to the wizard and stopped (no game end). Minimap was the worst purchase, it didn't show me anything! But money was plentiful anyways, luckily. Also, please turn on vsync for your fullscreen mode! The screen tearing is a bit annoying :) Also! I know I'm super weird, but I actually have a 5:4 aspect ratio and your screens aren't really letterboxed correctly -- particularly the opening narration sequence. This seems like it could become a super fun multiplayer game :D |
| May 6 21:59:13 | 42h 57m | Wreckless Rally | ♥ 2 | Execution felt a little messy at times, but this was pretty fun anyways! |
| May 6 22:19:29 | 20m 16s | Wizsnooks | ♥ 4 | Pretty fun concept! Pushing those enemies into lava pits and especially causing chain reactions was a satisfying feeling, though as others have mentioned I wish it was easier to execute. I was pretty much unstoppable after getting the rare equips and on the flipside, found it pretty difficult to get through some of the harder maps with no starting gear. But yeah, this definitely has potential! |
| May 6 22:28:33 | 9m 04s | Haiti Kitty | ♥ 1 | 4 stars for me! Haha, this was short and obviously could use some more work, but at the same time it was quite entertaining and cute. I won't belabor any of the points that have already been made, just keep at it! |
| May 6 22:42:19 | 13m 46s | Grid Gunner | ♥ 3 | Wow! This reminds me a ton of [a project I did a long time ago](https://sites.google.com/site/ddrkirby/coding-projects/patientbarrage) which was a turn-based 1v1 bullet-hell game (with AI). That game had an atrocious control scheme and was not intuitive at all, but it's nice to see the concept explored in a much more user-friendly way. Great job! Got to level 8 where I proceeded to lose a bunch of lives due to some bad decisions, bah! |
| May 6 22:53:04 | 10m 45s | Funk Escape | ♥ 1 | Hehe, nice, reminds me a lot of [Synaesthete](https://games.digipen.edu/games/synaesthete). Please check the resolution on your WebGL canvas! Not all of us have giant monitors and I was only able to see the lower portion of the game window by zooming my browser out to 75%. Mouse input seemed a little janky as the clicks sometimes didn't work; also not sure how you are doing your audio sync but it seemed to be prone to desyncs if anything went wrong (e.g. if the window ever lost focus). Other than that, neat concept. |
| May 13 20:43:31 | 165h 50m | Astral Fantasy | ♥ 0 | Not bad! This was pretty fun, though it was a little buggy and definitely got tedious once I had three ships and everything was progressing a lot more slowly. Still I liked the variety in attack types and the general freshness of the concept. |
| May 13 21:09:57 | 26m 26s | Memories ~ of a Gacha Tale | ♥ 2 | Hmm interesting! There is a lot of writing here, though I think the pacing was too slow for me. I think in a good story there need to be some forward motion, even if it's a slice-of-life genre. I feel like a lot of the story was just the two main characters making idle talk and not really having anything interesting happen. I liked the story about the fox and the grapes though; that was a nice element and was just the right mix of subtle but meaningful. But the rest felt very unfocused. I think concentrate more on how you want to either develop your story or develop your characters; I think we actually learned very little about the main characters considering the amount of text. For the random number gameplay, I think it's sort of interesting, but not really good gameplay. If you don't really have any choice in the matter, then why do I even have to click "roll" or "flip" in the first place? It could just be a story that didn't have any user prompts and it would end up being the same thing in the end. The only way that the randomness really makes a difference is if I play the game multiple times, but your story is pretty long so I don't feel compelled to do that! Something more interesting like combining both choice and random element (risk vs reward) might work out more nicely, I think. Overall this was pretty cute though. |
| May 13 23:10:45 | 2h 00m | Soccer Fight | ♥ 1 | Lol, this was pretty hilarious. Kind of simple, and there wasn't really much to do in the game (not too much content), and the speed at which you kicked the ball didn't really seem to matter too much, but it was still kinda fun anyways, and getting to see the rain of balls come down was definitely a highlight. This guy sure can jump high though. Feels like he should really just quit soccer and become a basketball or volleyball player...or better yet, just do high jump and crush all the existing records. Jumping 4x your own body height is quite an impressive feat! |
| May 13 23:24:29 | 13m 44s | PlatSCII | ♥ 3 | Played and rated the compo version. Pretty interesting concept. It does feel like it would perhaps be more interesting as a puzzle game instead of a physics-y platformer as right now it feels a bit gimmicky/random, plus there's no limit on the number of jumps you can do or the speed at which you can enter commands. The "combos" seemed like a cool idea until I realized it was more efficient to just spam f, b, and j separately. At that point it just devolved into a platformer with awkward controls. Again, I feel like if it was a more deterministic puzzle game it would have been more interesting. Still pretty fun though! |
| May 13 23:44:13 | 19m 44s | Proelium. | ♥ 4 | Great concept, this is truly a memorable LD game. Like others have pointed out, there are a few questionable execution choices that I'm sure could be improved and/or reworked if you so desired -- pressing up to enter the tower wasn't intuitive for me, and the "fight" didn't carry nearly as much significance as it did after I learned that you can never "lose" -- also that there is a "safe spot" on the right side of the screen (?). The loading screen seems to trip people up; I think the "traveling..." text that you replaced it with later might be more appropriate, though I also sort of see what you were trying to go for there. Not sure what the best solution is, to be honest. I truly appreciate the effort into storytelling though! You did a great job of making the player =feel= the character development in the gameplay rather than simply illustrating it through graphics and text and that is something that always strikes me as a unique strength of the medium of games that we as developers ought to pay more attention to. So anyways, despite the flaws, I really did enjoy the experience. I think the ending was =almost= great; I think it would have been a bit more effective if you had alluded a bit more earlier to the true nature of the library, and of the evil. I think it is pretty clear from the onset what the story is progressing to -- that the hero will inevitably age, and fail. And I think what you tried to set up with the very end and the camera pan makes sense, but it comes off as a bit too deus ex machina / out of nowhere, I think because there was not quite enough narrative setup / allusion to it earlier. So...almost! Overall reminds me a lot of Shadow of the Colossus both in its strengths (unique concepts, storytelling) and weaknesses (awkward play patterns, somewhat clumsy execution). Thank you also for delineating your derived source usage in your credits! I really appreciate you guys being good LD citizens in that way, it did not go unnoticed :) |
| May 13 23:58:21 | 14m 08s | Minigulf Gods | ♥ 2 | Wow this is actually pretty deep and cool! Feels like it was a bit rushed (well, it is LD after all) and the execution could probably be polished up a little in terms of game design. It feels a bit "cluttered", if that makes any sense? Like there are a lot of cool things being presented but I feel like that rather detracts from the focus of the game; for example the water currents and such; I feel like they weren't really necessary, least not in the first level. I appreciated the attention given to the lore and in general the holistic nature of the game which made it all feel very cohesive; I think there is some potential for some cool Osmos-style strategy and puzzle-type scenarios with the islands and villager weapons and all, though it all felt pretty underdeveloped (again, understandable since you only have 3 scenarios!). Overall great job for LD! Also I lol'ed at your silly yet effective solution for getting around the Chrome audio issue in Chrome 66, hahaha. |
| May 14 00:06:02 | 7m 41s | Wheels On Feels | ♥ 0 | Interesting concept, execution could use some work! |
| May 14 00:39:50 | 33m 48s | Super Balls Defense Base Craft | ♥ 1 | That was actually remarkably fun! There is a lot of strategy here for tower placement and I would love to see this kind of concept expanded a bit more. It took some time to figure out the functionality of each tower, especially the large green tower which I couldn't figure out for a long time. There are some annoyances and exploits such as "catching" the ball in the left or right flipper and waiting for minerals to accumulate, but overall I had a lot of fun. Please include a legend of which color = which function in your description, it would help a lot! Would also have been nice if there was a way to replace existing towers with other types! I had to try quite a few times before I had a good layout, but then I had my 10 turrets all shooting at incoming balls with passive slowing + damage spots and it was really awesome. My best score was about 145,000 before dying. |
| May 14 01:03:20 | 23m 30s | BlipBlapBall | ♥ 1 | Interesting, though a bit random. Would have been nice to display the % chance of success so it was more understandable what the risk/reward of each action was. |
| May 14 01:11:03 | 7m 43s | Blackjack Beats | ♥ 1 | My score was 1530! |
| May 14 03:48:22 | 2h 37m | Magic The Shattering | ♥ 1 | Pretty fun! Got to round 9 or so. Strategically there was an interesting element of trying to conserve your cards for the later levels, but as a player I really just wanted to keep upgrading my ship's weapons without feeling like I kept on losing resources every round. FYI your itch.io page seems to work better than the gamejolt one -- the gamejolt one doesn't let you scroll down to see the entire game window (at least, with my current screen resolution), and also doesn't get around the Chrome 66 WebGL audio context issue where you need to click on the page before initializing the audio context (otherwise you get no audio at all in your game). |
| May 14 04:05:31 | 17m 09s | Baka-Pipes | ♥ 0 | Really interesting concept, but in the end pawns are the best unit since they are the most efficient? The game wasn't so much "difficult" per se, more that there's no winning strategy and there's no point to using any unit other than the pawns. Maybe something like units can attack the spots that they can move to in chess without losing any hearts, but they lose health if enemies run into them directly? Not sure...but right now the design doesn't really work. Great presentation though. |
| May 14 04:11:21 | 5m 50s | ASCII Racer | ♥ 0 | Cool idea! I feel like the turns and lanes could have been a bit more clear visually, but otherwise it was pretty fun. |
| May 14 06:13:08 | 2h 01m | DragTypist | ♥ 1 | Hehe, pretty fun and challenging. I had the same issue as @Kwisarts regarding keyboard input; I use an alternative keyboard layout (colemak) but was forced to type as if my keyboard was set to qwerty layout instead. I know that's probably more of a PyGame thing than anything and in any other game it would actually be nice, but for a typing game, not so much. Luckily my qwerty skills are still workable so it ended up being ok... |
| May 14 06:21:08 | 8m 00s | Low stress language | ♥ 1 | Pretty buggy. Wire selection was difficult and I frequently ran into a bug where the batteries would already be gone and it would get stuck at the remove batteries step, leaving the game unplayable. Also some of the translations aren't very good! (e.g. Japanese) Cool idea though. =P |
| May 14 06:45:07 | 23m 59s | Officer Pain - The Smash Cop | ♥ 0 | Hmm, not very playable. Neither blocking nor charged attacks seemed to be functional at all, and so it wasn't possible to progress the game. |