Foon → Ludum Dare Explorer → LD42 → Feedback comment stats → Chillen
Feedback comments for LD42
Chillen's games and stats for all events →
| Timestamp | Since previous | Game | Chillen's comment | |
|---|---|---|---|---|
| Aug 12 23:17:26 | Zombie Royale | ♥ 1 | Really fun and really hard! The biggest QOL upgrade for least effort would probably be a sprite change or some notification that the dynamite is about to blow. Really great stuff! | |
| Aug 12 23:23:16 | 5m 50s | Viral | ♥ 0 | I got so distracted by the folder and virus names I didn't even notice I'd lost! Awesome stuff. |
| Aug 12 23:31:09 | 7m 53s | Emissary | ♥ 1 | Really loved the core loop personally! Took a little while to get the hang of it, but I think I'll be coming back to play this again later. Really good and really tough! Also looked and sounded great. |
| Aug 12 23:45:40 | 14m 31s | Never run out of SPACE: a ZIP folders journey | ♥ 3 | Solid first entry! The cheapest quality of life improvements would probably be sped up text at the beginning (and pressing spacebar before the dialogue ends skips the animation), and differentiating some of the data sprites. For example, getting into level 2 took me a minute just because you were trained in the previous level *not* to touch the blocks, and now they're your platforms and some of them are bouncy. A bit confusing, but sprite creation is definitely one of the things that can take a hit in compo :) |
| Aug 12 23:57:36 | 11m 56s | Get Of That Damn Island | ♥ 1 | Pretty good! A few bugs here and there, as to be expected. The movement is a bit rough, especially when I'm sprinting to a block (here's looking at you, level 3) I'm spamming the arrow key as much as possible. Did really enjoy the mechanic of the top block being removed before the ground! Level 2 was an interesting puzzle. I didn't realize there were tutorials and was really confused, but when I went back and did them it cleared it up and was really neat! Good job :) |
| Aug 13 18:35:51 | 18h 38m | Postman | ♥ 0 | Really loved the art and sounds! The only issues were the obvious audio/jumping bugs assumedly caused by Unity WebGL as you mentioned. The core loop is super fun. Had you tried allowing the player to pick up boxes they're standing on? I wasn't sure if that was an intentional way to up the difficulty or not (that bottom left platform, oof!) Great stuff. Really fun time playing it :) The biggest, potentially low cost improvement post-LD I can think of would be showing some approximation of the throw trajectory. I was hitting ceilings a lot! Without it is fine, just takes time to get used to the height. Really enjoyed this! |
| Aug 13 18:54:06 | 18m 15s | Follow The Light | ♥ 2 | Extremely fun! The sensitivity felt just right, the levels are really fun to navigate, and the timer is a great way to have the player mess up a little on their first run and want to play it once more after getting a handle on the mechanics. "The floor is lava" levels are really great at teaching the player to stay up high to get better times. The only real nitpick I have, and I really can't be sure what an elegant fix would be, is that for the first 5 deaths or so I didn't realize the wall behind me was killing me and I was really confused. I'm not sure of any clean way to give feedback to the player, though. The only thing that comes to mind is a wall rumbling sound that gets louder as the walls close in, to let you know the wall's about to smack you, but that runs the risk of ruining the great ambience. Lots of fun! Definitely returning to this one when I've got two minutes to spare to try and improve times :) |
| Aug 13 19:30:55 | 36m 49s | Cardback Dicing | ♥ 1 | Great ideas there, and really enjoyed the art style. I played a few rounds, and I will say that it felt like there wasn't a ton of meaningful choice; most of what you're doing it move and attack. I think it's caused by the lack of feedback. Maybe it was there and I missed it, but I didn't notice much information that would help make your decision. For example, what an item would boost, what the stats do, or how much attack/defense an enemy has (determining if you should quaff or not). If it is there, maybe making it a bit more obvious would lead to more decision making? Also limiting the number of, "You flipped this card, deal with the consequences", because those felt pretty random. Another feedback piece that could help: Letting the dice sit for a second. I agree with hammers that speeding up the animation's good, but at the same time, some of the dice would disappear so fast or merge so fast that if I stopped paying attention for a sec I'd miss what was going on. When I first started playing and noticed the dice disappearing I was like "Oh no! Why did those disappear!". It didn't immediately click that they were failed rolls. Then having the dice merge at the top, I didn't quite catch how many successes I had. A bit odd, but not unplayable. All that said! It was a really fun concept and I really enjoyed playing through. Aside from some player feedback and maybe having more "make a choice" cards, the implementation's great. I could really see myself blowing hours into a fully built out version of this, where you could navigate a dungeon, move forward in it, make pathing decisions, and have a bit of an indication of where you're going. Really good stuff! |
| Aug 13 20:02:51 | 31m 56s | Get Comfortable | ♥ 0 | Oh hey! It's another game called Get Comfortable able getting comfortable in bed with a partner! I thought I was being so unique ;P Love the art, the music, everything. Really adorable little game and the bonuses for different positions is an amazing add-on. It's a bit tough to tell if you're actions are good or bad aside from the comfort score, but I think that adds to the charm of it. You can just keep going, try to increase your comfort, play a few rounds, and shoot for bigger scores, or you can just have fun with the mechanics. Good stuff! |
| Aug 13 20:27:17 | 24m 26s | Foggy raft | ♥ 2 | Wow! That was extremely fun but also really tough! I'm probably going to keep this one on hand and play it again after. Played a few rounds, but just couldn't get away from that monster. I'll have to keep tweaking my strategy. Sounds and graphics are also absolutely fantastic. I normally hop into games and try to figure it out without looking at the help docs, but I'll say this one was a bit tough to do that with. There's so much content to it! Really impressive. Enough strategy to keep it going for a while. One implementation critique, since I always try to leave a little critique! :p The hitbox around the compass seems to encroach on the map. Every time I traveled into the SW corner, it would open the help menu. Minor thing, but definitely made me want to avoid that corner! Seriously fun, and I love how the theme bleeds into so many of the mechanics. Having your fuel source linked to the geometry of your ship was a really, really cool way to handle that resource and bring it back into the theme. Really great work! |
| Aug 15 16:36:23 | 44h 09m | TrackBlasters | ♥ 1 | Looks fantastic, sounds fantastic, and feels great! That's really awesome. I love that it adds an almost strategy/tactics dynamic to a simple racer. Really great stuff! |
| Aug 15 16:40:38 | 4m 15s | MULT | ♥ 0 | Pretty fun game! I definitely agree with @my-sweet-whomp that being able to slap restart with space bar and get right back into it would be a huge, cheap quality of life fix. Pretty fun and tough, and it gets the *feel* pretty nice :) Good work! |
| Aug 15 16:50:34 | 9m 56s | Cartoon Tactics | ♥ 1 | Not too bad! The map gen is solid and the map destroying around you worked really nicely with this style of game! It's not contributing much to say that variability would make it more interesting, that's always the case in jams :p Really good stuff for the time constraints! |
| Aug 15 16:56:12 | 5m 38s | Tetroids | ♥ 0 | Really fun and a great play on the theme/genre! I don't have much to add on to what the others have said; mouse controls and a restart button would be great. Maybe in place of a restart button, even just giving you one little "explosion" or something that can break you out when you're stuck, maybe recouping after so many block destroys. Not sure it's worth the time put in, though. WASD + Mouse would definitely be the best fun:cost implementation. Really awesome concept and a solid implementation! |
| Aug 15 17:06:28 | 10m 16s | Dear Leader's Diet Plan | ♥ 1 | This gets unexpectedly difficult! Pretty enjoyable, controls can be a bit tough to get (ended up just spamming a lot) but it definitely gets the point across. Great use of the theme in every aspect of it! Pretty solid. |
| Aug 15 17:21:59 | 15m 31s | 35 Seconds to Arrival | ♥ 0 | Not a ton of gameplay, going back to the other comments on not really having enough time to make decisions, but it's a solid attempt! There could probably be a few small additions/tweaks, like starting with the camera scaled out to see a lot and then as you approach Earth, the camera zooms in and gives you less and less reaction time (running out of *camera space*) but overall pretty good :) I kind of enjoyed going down instead of up, I really did feel like I was getting ready to come in for a landing, but I can see how it can be a bit disorienting. |
| Aug 15 17:34:23 | 12m 24s | A Tale of Fish | ♥ 1 | Interesting to see a narrative take on the theme! Everything sets the calming mood really nicely. It's definitely not my genre of gameplay, but the story was nice and the fetch quest nature wasn't difficult enough to be tedious. Fun little experience :) |
| Aug 15 17:39:52 | 5m 29s | At the lab | ♥ 1 | Really fun toy! The gravity and wall generation is really cool. Would love to see what sorts of puzzles can be made with it. The first thing I'd toss in, though, would be some sort of reset/teleport to a safe zone, because it's really easy to get stuck (unless there *was* a reset and I just didn't notice). Really cool idea! |
| Aug 15 17:52:02 | 12m 10s | BulletMan | ♥ 1 | Really loved the mechanic! Really saw this as more of a puzzle game with action mechanics than a pure action game. Being able to block off enemies with bullet walls rather than kill them, limiting your shots where possible. Really good! I think the only real criticism is consistency. Some of the enemies seemed like the took a solid 10+ seconds of constant bullet streams to kill, where others took barely any. It *does* get you to spray more than necessary, but it's never fun when games break their consistency. If it is intentional, it would probably be cool to see them at least have different colours to indicate they'll take longer, or something. You won't know exactly how much, but you can go in with a bit more intention. Really fun game! That mechanic is an awesome take on the theme. I'd love to see it go hard on the puzzle driven solutions. Really good! |
| Aug 15 17:59:45 | 7m 43s | Bus Mayhem | ♥ 1 | That was surprisingly fun for being so simple! And really hard. I like it! I liked the idea mentioned before of reducing the randomness of the space press, and making it proportional to the distance along the bus to increase the tension. I'm also not too sure why there's AD/Arrow key controls, since I can't see any scenario I wouldn't just hold left arrow down the entire game. Likewise with the enter key to start the game; this entire game could be played with a single button. Space bar to start the game, constantly move the character left, etc. and really hone in on its simplicity. Really fun! Great take on the theme. Enjoyed it a lot 😄 |
| Aug 15 18:18:59 | 19m 14s | Digital Abyss | ♥ 1 | Super chill vibe, really fun, and a really cool use of the Tron tail mechanic! The level design is solid and keeps it interesting. The first round is a great introduction. Graphics, sound, everything is solid. Can't think of many critiques, really! |