Foon → Ludum Dare Explorer → LD41 → Feedback comment stats → Slashee the Cow
Feedback comments for LD41
Slashee the Cow's games and stats for all events →
| Timestamp | Since previous | Game | Slashee the Cow's comment | |
|---|---|---|---|---|
| Apr 23 02:13:24 | Card And Run | ♥ 1 | Love the graphics. Wish I could do pixel art that well. The sound when you pick a card is **_harsh_** and I had to turn off my speakers. Also, it wasn't really clear what the discard card's icon meant (until I'd used it a few times). Finally, I don't know whether I just suck at forethought or whether the game's randomness (is it random? I could never really tell) put me in a no-win situation, but I could never get that far. | |
| Apr 25 00:46:39 | 46h 33m | Stoical Domination | ♥ 1 | As others have said, pretty impressive that you managed to make a strategy game in 48 hours. I liked the music, too. The graphics were alright, I think it really would have helped if the ground (not just the path) had a bit of texture to it. Like others, I was confused at first - I would show the help screen that's available from the pause menu before you start playing (I was wondering why the AI was getting crystals at a seemingly constant rate and I wasn't getting any). |
| Apr 25 00:57:57 | 11m 18s | Retro Cards! | ♥ 0 | This didn't really fit in with the theme for me - seemed like a minigame compilation where you get to choose the minigames, the cards didn't really seem to have that much to do with it. Also, as @justinooncx noted, the physics can get a bit wonky at times. The graphics fit with the retro theme you were going for - I understand you might not have had time, but some sounds (even just a few quick ones in sfxr) would have really helped that. It might sound like I'm just complaining, but other than the things I've noted, it was actually pretty fun. Definitely something you could add to later if you wanted to. |
| Apr 25 01:15:26 | 17m 29s | 土星の台頭 - Saturn Rising | ♥ 1 | I a bit confused at the start, but once I figured out how things were going I was... slightly less confused. I did eventually get a grasp on it though (though some extra instructions somewhere would *really* help, and it's definitely an interesting genre mashup. I (think) I found a bug where when I created a bunch of walls (which you can do in seemingly the same spot), that slowed it down (to the point where I had tor refresh the page to start again. |
| Apr 25 01:38:41 | 23m 15s | Crescendo | ♥ 1 | Definitely a great interpretation of the theme (translation: I wish I'd thought of something this cool). I just wish it was maybe a *teensy* bit more forgiving - have the music's sound level bar decay a little slower maybe? The graphics, while certainly not complex, do their job well (translation: I used even lower res pixel art so I certainly couldn't object to yours, even if I wanted) and the music goes together great (translation: I wish I could do audio this cool). If it looks like I'm not speaking English, I'll summarise: great job! (just maybe make it a little easier) |
| Apr 25 01:48:02 | 9m 21s | Excessive 2: Excessively Incompatible | ♥ 1 | I don't really see how it fits the theme myself, but it is a very nice short story. |
| Apr 25 03:30:30 | 1h 42m | Space Maths | ♥ 1 | I don't know if this says more about me or the game, but it actually took me a little while to realise you needed to shoot the gates multiple times to score them 😕. I'd also like it if the numbers were a bit bigger, they can get hard to read when you're going fast (and eventually it seems like the game is going so fast it's impossible to shoot gates enough times in time. The sounds were good, the music was nice but I'm not sure how well it fit your theme. |
| Apr 25 03:41:25 | 10m 55s | 2-3-D-Endless-Ego-Shooter | ♥ 2 | Nice work. I found it a little hard having to split my attention - but I guess that's the idea. The graphics are good (animations is something I very rarely have time to do in my LD games). The main problem I had was accuracy - on the right side it seemed like it was only checking the exact pixel the mouse was on for shooting the guys? There were a few times I was sure the middle part of the crosshair was over one of them and I shot but they didn't die. Also on the left side - though this seemed to my advantage - is I'm sure there were a few times that I was in the shadow of the bomb but it didn't hurt me. Other than that (and in the grand scheme of things, those are pretty minor complaints, I just like to suggest improvements where I can) it was good. |
| Apr 25 04:30:48 | 49m 23s | Rocket Punch | ♥ 1 | I'm not sure if I'm crazy or what, but sometimes it seemed like my fuel was going down very slowly when I was doing stuff, and sometimes it seemed to be going down very quickly when I was barely doing anything (and not getting attacked). It's a fun little idea though, nice job. |
| Apr 25 06:27:48 | 1h 57m | Legion Academy (LD41) | ♥ 1 | Was a nice idea but seemed a little hard to play - I kept getting hurt and I had no idea why (are those little ball things in your screenshot the bullets? I never saw any of those). As others have said, the controls are a little clunky - I would do it so for each turn, you just click where you want to move to (or on the player if you don't want to move) then click where you want to attack (again, on the player if you don't want to attack - but why wouldn't you?), skip those buttons entirely (but maybe have the undo button for if you click in the wrong spot). The sound effects were good but some music would really help. |
| Apr 25 06:47:02 | 19m 14s | Mortal Keybat | ♥ 1 | Nice to see I'm not the only one who combined typing with another genre (and we used the same font!). I think the graphics and sound were great (and very appropriate for the mood you were going for), the only problem I had was the text telling me to press R to retry the level was in an aqua sort of colour that I could barely read against the background (pretty minor problem though). Maybe I'm too good a typist, but once I figured out what I was doing I found it pretty easy - maybe a difficulty select would have been good if you'd had more time. On the last level, I didn't even need to bother with the invaders because the blue guy was KO'd long before they reached me. |
| Apr 25 07:16:27 | 29m 25s | Nosy God Car Racing | ♥ 1 | Nice idea - I'd find it easier to remember the number for each ability if they were presented in a row/column instead of in a grid, and then maybe if each car had a number, so I could press [ability number], [car number] instead of having to make sure I click the car (and don't miss it if it makes a sudden move or something). But other than that, it was definitely a unique take on the genres, I just wish there was more of it (like I do of most good Ludum Dare games - nobody ever has the time to do all they'd want). |
| Apr 25 07:56:27 | 40m 00s | Crux Swarm | ♥ 1 | I liked the graphics and the sound, and the basic idea of the gameplay, but I found it to be a bit hard - I could never get all of the towers going at once, and I couldn't seem to get enough turrets up while I went around to the other towers (do the turrets disappear over time, or just when there's too many of them?), not to mention I could only find tower 4 once or twice and never seemed to spot it again, so a minimap (or in my case, having a sense of direction) might help. So I guess it's like a lot of the games I've played for LD: great work, just needs a bit of polishing (which always take about ten times as long as you expect it will). |
| Apr 25 12:55:56 | 4h 59m | A journey of the block | ♥ 2 | I'll be honest: when I first saw your game my thought was "how the **bleeeep** did they make this in two days?" Said thought was borne out by playing it. It's a great concept, the graphics are gorgeous, the background music is whimsical and the sound effects fit perfectly. I just have a few minor niggles (but *please* don't take these to think I don't like your game, it's quite possibly the best one I've rated so far, I'm just a world class nitpicker) - The controls: they seem to be a bit stiff when you're on the ground, but a bit floaty while you're in the air - The physics (I know physics are hard, so this is less "you did bad", more "you probably didn't have time to fix this one): a couple of times I got stuck on the edge of a bridge (both times it was the bottom (side closest to the camera) edge of the bridge between the bottom islands) - Instructions: I got that I was supposed to build a block that fit the hole, but I didn't get that after that I had to jump down (until I came back to this page to look at the video), since everywhere else in the game, jumping off the ledge is a 👹 bad idea - Colours: it just seemed arbitrary that I had to activate the block spawners until my colour came up. Why not just let me build a block made out of multiple colours? But as I said, please please *please* don't take those to think I didn't like it. I didn't like it - I 💕 loved it. |
| Apr 26 04:17:07 | 15h 21m | Racing Defender | ♥ 1 | It's definitely a good concept, but there were a few things I found confusing at first that next time you might want to explain better: - It actually took me a little while to figure out I needed 5 resources to upgrade the towers - I thought the # / 5 in the top left meant I could only hold 5, not that was how many I needed - The square towers that didn't seem to do anything until I upgraded them? Wasn't clear that they were towers which could be started by upgrading them - There are invisible walls on the side of the racing track (where the coins appear), but they look like grass like the bit you can drive over to get to the tower defence lanes, for a little while I wondered how I was supposed to get to the towers until I accidentally drove off the end of the track and realised you could do that - It seems like even if I'm at the start of the track when the resources appear, it's impossible to get them all before the time runs out, which makes it seem like the enemies are unfairly getting bonuses (since I don't seem to be able to stop them) That might sound like a long list of complaints (which they aren't just things I think could be explained a bit better), but I actually liked the game, and we all run out of time to add all the explanation we'd want to to our games (plus after we've playtested them a million times over two days, we don't realise things that are blatantly obvious to us, other people don't get). Can I suggest one thing I think might make it a bit more fun (albeit a little harder) though? I think it would be awesome if the car had momentum, instead of driving like a tank. |
| Apr 26 05:04:46 | 47m 39s | Stop Motion | ♥ 2 | I agree with @RaccoonLudos, definitely reminds me of SuperHot, and while this certainly isn't the first real-time turn based game I've rated in LD41, it's the best I've seen so far. Just two little things: I'm not 100% certain on this (I don't do much UE dev) but when I run your game, it triggers SteamVR to open on my computer - it looks like you've packaged the OpenVR DLL, and are probably calling something from it (when I tried deleting it or replacing it with an inert file, the game crashed on open, but I can close SteamVR and it doesn't seem to affect the game at all). And second - it'd be great if my bullets were a different colour to the enemies' so I could see which ones I'm trying to avoid when I'm planning a move. But other than those (neither of which is particularly important in the long run), great work! |
| Apr 26 05:47:28 | 42m 42s | Gouf & Goblins | ♥ 0 | Definitely one of the more unique combinations I've seen so far, fortunately it's also one of the more fun! And an interactive tutorial is also really nice to see (even I only had time for a couple of screenshots with text on them you need to skip past to play 🙁) Like I do for most games, I'm just going to have a few comments for little bugs/ideas I think would make it better, please don't take this to think I didn't like your game (I did! It was great! I pinky swears!) but I'm just excellent at nitpicking: - This is the graphic designer in me talking (there's a lot of different things in me, but I don't always let them out), but the font you use for tutorial text is great for titles and such, but for larger amounts of text it's not the most readable - There were a few times I tried to build a tower but it said I was too close to an enemy pathing node - maybe you could show those visually as sandtraps or something so I know where I can't build just by looking - The music - maybe you shouldn't listen to me because plenty of people say they like it, but I actually found it so grating I had to turn off my speakers - seems to me like the sort of thing that would work great for an action stage in an 8-bit platformer, but doesn't really sound golf-y or medieval-y to me. (But as I said - other people liked it. So you should probably just ignore me.) - I was playing extra at the end, and either the gold display was wrong or I was getting a severe discount on my towers, because the number on the gold display only went down by 4 when I built the big ones - Just a thought, but maybe you could make it so if you hit a goblin with the golf ball, it hurts them? Could come in handy if your towers are getting a bit overwhelmed and you're just waiting for enough gold to build more But like I said - those are just minor things, and I'm a major nitpicker. Overall, it was great! |
| Apr 26 06:28:36 | 41m 08s | Night of the Overdue Assignments | ♥ 1 | I mean, I already *knew* I hated assignments, but I never knew I hated assignments __*this much*__ until now. Thanks for opening my eyes! |
| Apr 26 06:34:44 | 6m 08s | FRESH to UNDEATH | ♥ 1 | If I need to buy a new mouse soon, I'm sending you the bill! (Because I played it so much just to see all the zombies stumble around, that is) |
| May 2 12:01:30 | 149h 26m | Empty Space | ♥ 0 | I can't do slide puzzles at the best of times but the shump part was certainly solid, graphics and sound go together great for an awesome feel, and don't worry, I'm not letting my failings as a puzzle solver affect your score 😉 |
| May 2 12:15:59 | 14m 29s | No-Brain Jogging | ♥ 1 | Good thing I caught you after you fixed the bug with 120hz monitors :) It's pretty fun, I also think the difficulty ramps up a bit too quickly (44 is my high score) but other than that I think it's great! (And I'm sure with enough time to memorise each of the possible equations, I could probably beat you, but I have other games to rate, sorry) |
| May 2 12:27:13 | 11m 14s | UFO-Defence | ♥ 2 | Pretty impressive that you made a full tower defence game in two days, and it's mostly fun to play, just that some of the aliens (the ones that look like people walking) can be a bit hard to see on the background, and I'm not really sure what the earthquakes are there for, other than to piss me off, but aside from those it was great. |
| May 2 12:43:57 | 16m 44s | Monster Stew | ♥ 1 | It sounds like a good idea (although I'm not really sure grabbing the enemies and throwing them in the pot really counts as a cooking game, it just seems like grabbing an objective item and taking it somewhere is something I've done in plenty of FPS's. That I didn't mind so much, my main problem was the enemy spawns, yes, the game says they're random, but I played for about five minutes and only saw Dog-Os and whatever the green W things are (at first I thought they might be shooty-shoots, cause they shoot at me, but one of them was called for in the recipe and it wasn't that), so after that long without seeing anything else, I gave up (sorry!). A couple of other minor problems: I managed to pick up a corpse in such way that I couldn't see it in front of me, and it seemed to be constantly pushing me backwards (I turned my view and I kept going backwards relative to my view), I didn't even think I was holding anything because I couldn't see it but I pressed F (at the "try everything" stage of problem solving) and I dropped it. Also, I pressed escape (assuming it was pause) and while it seemed to lock me in position and rotate my view slowly, the enemies still came at me. But it's still a good start of a game (last time I tried to make an FPS for Ludum Dare I didn't make anywhere near as far as you did and ended up not submitting) and I think it could be great if you had a bit more time to work on it... which is what I say about a lot of the games I see because it's so often true! |
| May 5 07:05:57 | 66h 22m | Love In The Gaming Club | ♥ 1 | A nice platformer, the sound effects are nice, just a few notes: - On the third level (Natalie) it took me a few tries to get the second jump (from the platform above right of the spawn to hanging onto the ceiling above right of that), one time I seemed to grab on to an invisible wall jutting out from the corner, and another time I made it to the ceiling and heard the noise but it didn't grab on. Also once I got up to the top in my excitement I jumped along and suddenly I respawned back at the start... I think I might have gone off the top of the screen and died? - After you've completed a level, it would be nice to be able to just go back to the level select screen instead of having to mash space to get to it. - Speaking of the level select screen, I think it would help if there were pictures of the girls next to their buttons to help you remember which one's which, and give the screen a bit more personality. - Like @lameosine said, music would help with the mood. - I didn't like using up for jump, often it's space, and I think it would be great if there were separate buttons for holding on to a ceiling (I didn't mind that for up) and jumping (so I can jump exactly when I want to when I'm holding onto something) I end a lot of my comments this way but I'd just like to repeat: I liked the game, I'm just really good at using a lot of words to express what I think are a few things that could be improved |
| May 7 06:24:15 | 47h 18m | Forkbite | ♥ 1 | I personally don't think it fits in to the theme that well (I'd just call it a "dodge the forks" game), but holy hell those are the nicest graphics I've seen in a LD game for a while, and I did get a nice sense of self-satisfaction from being the last meatball left. Couple of minor problems: like @Ajayajayaj said, the forks merged into one megafork at the end (but I actually found that made things a little easier on me since there was essentially only one I had to dodge), and for whatever reason (I wouldn't know, haven't tried any UE dev work in ages) it triggers SteamVR to open when I open the game (I don't even know what it would have rendered on the headset, I don't have it plugged in most of the time), but I could just close SteamVR and play as normal. |
| May 7 06:36:57 | 12m 42s | Not the Pixels! | ♥ 1 | I wish you hadn't required the click to convert resources - that just seems like pointless busy work (and I got tired of it - and my finger got sore - _real_ quick) - I'd have just set it so that while you're landed orange is converted slowly into yellow, that way you'd still have the genre combination of shooter/TD, and you'd be forcing people to make the tactical decision of how long to wait for resources vs. needing to be in the air to shoot stuff and place towers (which I think would be great if towers were built under your ship instead of where you click, it's sort of hard to keep track of the ship and the mouse cursor, plus I think it would force the TD into the shooter part more). Also, is it that you can't land if you're not carrying a crate, or is it just really easy to take off in the same button press for when you land? Cause I was having a lot of trouble landing when I wasn't carrying a crate, and I needed to land to convert orange into yellow (because there only so much I could do at a time before thinking to myself "I'm sick of this"). Also, I think it would be better if you split up the instruction screen into more than one screen so it's not just a wall of text (my eyes just didn't know where to look and it was pretty hard to read). All that being said - once I got the hang of it I did have a bit of fun, and it's certainly an interesting combination of genres, so excluding my complaints (which are mostly fairly minor, I'm just cursed with the innate ability to spend far more words on what I don't like about something than what I do, even when I generally like it overall, like in this case) it's a good entry. |
| May 7 06:47:48 | 10m 51s | Universe Savior Ultra X | ♥ 1 | What's there is pretty good, I just think minigame compilations are a bit too much work for LD. I just had a couple of minor problems with the platforming stage 1. Is it even possible to jump on the bad guys or do you just have to avoid them? The Mario style to the platforming made me want to jump on them, but no matter how much I tried, I just died every time 2. One time when I went back to the platformer after a space battle I spawned in a bad guy and died immediately 3. The way the camera moves when I turn around is **really** disorienting - whenever I had to move left to try and not fall down a gap or avoid an enemy I almost always fell down or hit the enemy due to how the camera moved. All that being said, I think it's a great start and I wish you'd had more time to work on your game (just like I wish I'd had more time to work on mine 😄) |
| May 7 06:58:04 | 10m 16s | RPG Racer | ♥ 2 | I think the upgrade screen really needs some labels - I still have no idea what some of them did. And like @TimBeaudet it took me a little bit to figure out the controls (but once I did they were good, just not what I'd expect from a racer). And one minor bug is that if I was stopped (or going really slow) other cars could pass through me. But other than that it's definitely a good start and I had a couple of fun races, especially once I had a few upgrades, it'd be interesting to see what you'd have been able to do if you had more time. |
| May 7 10:18:44 | 3h 20m | 5ive 4 me, thr3e 2 u !1 - a turn-based platformer! | ♥ 0 | Never encountered a HTML5 game I can't play in Firefox before. Turns out the latest ESR (52, there's some XUL extensions I haven't figured out how to live without yet) doesn't support WebAssembly. Worked fine in Chrome though, fun game, well designed levels, I just wish the player was a bit more... square, so it'd be easier to figure out exactly where you'll go off an edge, since I find some of the bits required to move every pixel I could manage to set me up for the next turn. |
| May 10 06:10:23 | 67h 51m | Underground Tractors | ♥ 0 | Definitely an interesting game, I certainly had fun figuring out the most efficient way to mow the field and plant/harvest stuff. Like @incobalt, I found I could just ignore the race and not use any fuel that way (maybe make it automatically race so you use fuel whether you want to or not - it's not like the race involves any skill from the player). Other than that, about the only thing I would have done is buttons to buy/sell/fuel like 10 of something at once so I don't have to click nearly so many times). But other than those fairly minor things, I had fun! |
| May 10 06:17:18 | 6m 55s | Last Car Standing | ♥ 1 | Now that's my kind of crazy 😁 - the road can get pretty much covered in oil slicks when you get near the end, but like @Budaniel and @Pete said, drive backwards 😃 - about the only improvement I can think of is an audio indicator for when my oil bomb is recharged so I don't have to take my attention away from my car to know when I can fire it again |
| May 10 06:52:14 | 34m 56s | Turn-Basedball | ♥ 1 | I probably would have started better if I knew the first thing about baseball (okay, the third thing, I know the first two things are that it involves bases and balls, I guess that's what I get for being Australian), but after a couple of games I got a pretty good grasp of what I was doing. There's just a couple of minor things I'd change - I'd make it so there's a way to advance turns using the mouse, so I don't have to keep switching between the mouse and keyboard, and I found the timing bar for the swing seemed a bit sensitive, and also seemed to be a bit out of place in a turned based game to rely on exact timing - one idea I thought of is maybe have buttons for a few different swing types with % chance of success (so a better hit is harder to do, depending on how well the pitcher throws it?). But other than those I had a lot of fun playing a few games once I figured out what I was doing. |
| May 10 07:00:23 | 8m 09s | Skaart And The Cursed Woods | ♥ 1 | I agree with everyone else, the graphics are _soooooo_ pretty, my puny low res pixel graphics are exceedingly jealous, but I had the same problem of getting far too many bombs on the slots and no way I could find (at least not in the small part I could get up to before bombing myself to death) to recover health. I can see from reading your comments that you're already aware of all of those things though, so I'll just add to the chorus saying it's a great idea with great graphics, just needs a little more time (like basically all of our games) |