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

Lumos

Feedback comments for LD41

LD42 →

Lumos's games and stats for all events →

TimestampSince previousGameLumos's comment
Apr 24 09:42:24 Basketball Wars ♥ 1 Run diagonally, clearing one of the enemy flanks. Get close enough to the hoop. Rinse and repeat.
Apr 24 09:53:52 11m 28s Dungeoneer Commander ♥ 1 The inability to select multiple units (and to zoom out) makes this a giant bloody drag to play. I don't see any dungeon-crawling elements either: having to defeat a set of troops on a map is what many RTS games do. Perhaps if you had procedurally-generated dungeons and dropped random unit upgrades, that'd be more interesting. The "HQ screen" UI scaling on a 4K display seems bad. Also, "Rockers" seem to give you money rather than subtract money from you... Furthermore, the enemies either fire invisible projectiles, or friendly units simply "expire" at some point for no reason. Got to the boss, started pelting it with tank shots whilst it did nothing, but I didn't have the nerves to guide *every individual tank* up to the boss by hand.
Apr 24 10:14:04 20m 12s Siege Of The Cloud Empire ♥ 2 Heeey, this game is actually good. Pretty unfair for the enemies though, considering that 3 farms and ~70 pop was more than enough to win every single time. Spawning small squads of enemies as reinforcements per level really tilts the balance in favour of the player (especially if the player brings a large force). Anyways, I like this a lot (which is a first). The transition to orthographic mode for the "2D" part is preeeeeetty sweet -- I've always been fond of the orthographic cam in practice. Spawning cloud layers: I'd suggest keeping them static instead, as the WebGL build was hitching noticeably. Besides, I'm pretty sure I managed to get my army to despawn on the first run by simply jumping up to the top level before they had a chance to catch up. On another occasion, one of my own soldiers pushed me off a cloud and we had to restart the fight. Different stages are nice, but perhaps consider gating resources somehow, so that I can't amass an army of 30/60/70 guys (at every stage) and crush the opposition without even caring. But yeah, all in all great work. Nice job! It's actually a game that isn't terrible! I should look for more of these.
Apr 24 10:23:56 9m 52s BoomBall ♥ 1 When my team scored 27 goals to the opponents' 3, I decided to stop. Neat little idea. I'd recommend adding some sort of audio-visual feedback for the cases where the player gets pushed around (or gets affected by explosions?), as right now it simply feels like control is wrenched out of me for no reason. 4K UI scaling needs work. Furthermore, I couldn't see a match timer or a set amount of goals needed to win the game, so I just stopped at one point. But otherwise -- I enjoyed this. It's a simple concept that's executed well enough to give me a chuckle. Good work.
Apr 24 10:32:13 8m 17s TDshooter ♥ 0 Interesting idea, I guess. The lack of turret upgrades and any "walling" mechanisms is certainly a different take on most (some) TD games.
Apr 24 11:03:23 31m 10s X-COME (platformer + strategy) ♥ 0 Interesting concept, but the mechanics make it beyond infuriating to play. Having to spend an entire turn doing nothing (in other words, jumping to a ledge below), whilst the enemy is in cover and in better positions by default is not great. Whilst the latter definitely sounds like XCOM, the player's inability to flank is very noticeable. I'm afraid I don't really like this one, largely because of the clunky movement, incredibly restricted firing ranges, and other mechanical stuff like that. With some rebalancing, however, this could make for something quite entertaining.
Apr 24 11:11:49 8m 26s Litur Teningur ♥ 1 What an interesting idea. Let's get the "bad" things out of the way first: *"You fell out of the sky"*. My colour deficiency also made it ridiculously difficult to distinguish between green and yellow, but naturally, YMMV. :) The game is well made, and is certainly interesting, though seemingly light on mechanical complexity and any outstanding goals. The audio fits quite nicely as well. I'd suggest ~~using shades of green and yellow that don't look the same~~ adding some form of gravity-reversing mechanic to really screw with player's perceptions of direction. It'd also help with the cases of finding myself on the bottom of a hole, one tile away from doom, which unfortunately happened more frequently than I'd like. EDIT: Forgot to mention that you get bonus points for Norse coolness. :P
Apr 24 11:22:01 10m 12s Robot Vs. You ♥ 1 Short and sweet. I like this quite a bit, really! I do like minimalistic design, and the bloody firing sound had me chuckling. I quickly found out that you can avoid triggering a "healing tile" to save it for later, then promptly got stuck inside the boss for a little while. Fortunately, I managed to defeat him with ease. The lack of subsequent levels was honestly quite disappointing, as the experience was quite enjoyable, and I found the idea of triggering enemy spawns yourself to be interesting. Note that the winning tile doesn't require that previous tiles are cleared, so a cunning player can avoid the boss, as well as a number of the other tiles, by simply walking around them (which I did on my second run). This might be worth changing in the future.
Apr 24 11:45:52 23m 51s Heartless Ninjas ♥ 1 Interesting concept. Unfortunately, the HTML5 build suffered from terrible performance on my end, especially when having to move through the first line of defence. Graphics and audio are a good fit. Game looks and feels like it has potential for further expansion.
Apr 24 11:57:00 11m 08s Deal Them 21 ♥ 0 Never has dealing cards been more difficult. Also, those chaps are reckless. Not standing on a 17 is a recipe for disaster. Knocking their hats off and switching off the AC was more or less the only thing I managed to do. Very interesting idea and an entertaining execution, but I'd say it wouldn't hurt to make actually *dealing* the cards properly easier. :)
Apr 24 12:05:39 8m 39s Secret Literature Service ♥ 0 ... what? I'm guessing the combined genres were "adventure game" and "incomprehensible game". Was the broken English was supposed to represent Irish accents? All it managed to do was be confusing. Unfortunately, the game is very short and ends quite abruptly, right after the plot starts to pick up. Alas. I would've liked seeing what happens next, despite the fact it felt like some sort of a fever dream.
Apr 24 12:13:14 7m 35s Excessive 2: Excessively Incompatible ♥ 2 Indeed, it's not a game, but a story. And the volume of said story is... about a page? It tries to have a message, I think, but that goal is completely neutered due to the lack of any mechanics at all, and due to the aforementioned minuteness of the story, as well as its triteness. Nothing new under the sun, I'm afraid, and nothing interesting, either. Written in Basic though. That should count for something.
Apr 24 12:38:42 25m 28s Physics Fighter ♥ 1 This may just be the best game I've seen yet. The concept is very entertaining, it actually *has a soundtrack*, and the mechanics are intuitive and sensible. Reminds me of some of the better Flash games from back in the day, and that's a very good thing. The big gang of guys at the end though... they get me every time. Nice job! I can certainly see this being a thing, once properly expanded.
Apr 24 12:49:55 11m 13s Plenty of Fish ♥ 1 This game in a nutshell: * Catch 5-6 objects whilst fishing for a wife. * Catch wife; (s)he's an Agent, apparently. * Catch 6-7 more fishpeople. * Catch two nukes that apparently result in a drastic "love meter" reduction no matter the option. * Catch 6-7 more fishpeople. Again. * Catch three diamonds in a row. * Catch an old boot, prompting my wife to marry me. Woah.
Apr 24 15:04:18 2h 14m Minion's Mobile Market ♥ 0 Being a shady huckster on the run from Shrek is something I never knew I wanted to be. Got 7 gp at the end of the day, which, under D&D 5e rules, is enough for a wealthy lifestyle. That's pretty good! It's nice that there's audio, and the animations are pretty good. I quite enjoyed this as a proof of concept.
Apr 24 15:13:34 9m 16s Ragerint ♥ 1 Slow and steady wins the race... unless RNG says otherwise. Not bad! Could use a more diverse array of audio tracks, but at least you have audio. :) I'd recommend working on the procedural algorithm, as the effective difficulty of the levels seems to be all over the place. I had some levels generate with the ball placed on a straight, unobstructed path to the finish line; others required me to go through multiple sets of "wall spikes" with spinning traps at the end, one tile away.
Apr 24 15:28:04 14m 30s Dragon Game ♥ 1 Interesting idea, but the execution has some issues. I didn't see the "stealth" element much, as walking into an enemy's cone-of-vision appeared to do nothing. Additionally, since only one turret can be manned at a time, turret locations aren't listed on the minimap, and some turrets have odd aiming angles, I found myself only sticking to the two on the right (the one closest to the gate, and the other one "northwards" of there). Finally, the main menu sprites look blurry on a 4K screen. With that out of the way, the positives: I quite like the derpy dragon. More importantly, this is the first tower defence game I can describe as *visceral*. The turrets are strong and feel the part, what with the thunderous booming and violent screen-shakes... I could easily see myself playing more of this, if it had a clearly-defined winning condition and maybe some more mechanical depth. On the whole, I found the game enjoyable. Nice work!