Foon → Ludum Dare Explorer → LD42 → Feedback comment stats → Ransom
Feedback comments for LD42
Ransom's games and stats for all events →
| Timestamp | Since previous | Game | Ransom's comment | |
|---|---|---|---|---|
| Aug 14 20:13:32 | Zero G Hero | ♥ 3 | I found it fun enough for a few attempts. The art and sound direction reminds me of the goofiness of Earthworm Jim. The environment art has a problem though: it's often hard to tell how objects behave. There were a few points where I couldn't distinguish what was a wall versus just a background, and the "spikes" look like they're just harmless grass. There's also a glitch where if you exceed 100% oxygen, you die. Overall, good work. | |
| Aug 14 20:31:41 | 18m 09s | CrumbleDungeon | ♥ 1 | I really enjoyed this! I think you've got the seed of a puzzle game here, akin to Chip's Challenge. I chuckled when I picked up the sword and saw how zig-zagged its blade was. What would really help is if the sprites of the weapons on the grid matched their shape in the inventory. That way, you can plan your route more deliberately, and do less trial-and-error. I also noticed a balance issue where you can attack move to attack a monster, and have an adjacent monster move onto the same grid space in the same turn, killing you before you can equip another weapon. Overall, really good work. |
| Aug 14 21:51:52 | 1h 20m | Overwrite | ♥ 1 | Very cool! The animations are simple but cute, and I like how the difficulty gradually increases. I stayed with it for a good while, but got stuck at one of the levels where you get to take three photos. |
| Sep 4 03:10:59 | 485h 19m | Bombing Run | ♥ 1 | I like the concept of switching between movement and diffusal, but I'm not sure that the window changing size was the best way to execute it. The challenge is that, if the window gets too narrow, you can't see the bomb code. At its narrowest, it takes several seconds of waiting to widen the window enough to see the correct inputs. I found a more efficient strategy is to run for several seconds, then switch to the diffisual mode before the bomb is armed again. This keeps the window from becoming too narrow to see the code. Then, wait a few seconds, and enter the code. This counts down a lot less time on the bomb compared to waiting for the window to widen, but it incentivizes that the player spend a lot of time waiting — run, wait, disarm, repeat. Colourblind players might have trouble with the code too, since they're all just coloured rectangles. Different shapes or symbols would also help. I did like how the ship changed environments as you went on. I got a bit lost in the early areas, but the cargo bay and the stairs broke the repetition. |
| Sep 4 03:29:08 | 18m 09s | Tetris Hero | ♥ 0 | This is an interesting idea, and could be cool with some tweaking. I feel that switching phases after every block drop slows the game down a lot. It also becomes difficult to strategize without seeing the next piece. Have you considered switching phases after two (or maybe even more) dropped blocks? A two-player cooperative mode, with one person controlling the Tetris blocks and the other controlling the Hero, would probably speed the game and make it more fun. A few nitpicks: The user interface text was oversized on my monitor, and obscured part of the play field. There was also no quit button; I had to alt-tab out of the game and right-click the icon to exit. Lastly, like Verbante above, I would also prefer a different naming convention since I keep my Ludum Dare games in one folder. Overall, not bad. If you keep working on it, you might have something pretty engaging. |
| Sep 4 03:48:11 | 19m 03s | The Server Room | ♥ 1 | Pretty cool! It feels like you're on the brink of a first-person tycoon style game, although without any goals at this point aside from making numbers go up, it feels like it could be something akin to a first-person Cookie Clicker too. I found the music a bit repetitive, but I like the sound effects. They're cute. I think this could be pretty cool with more goals, risks, and rewards. Good job. |
| Sep 4 03:58:39 | 10m 28s | Der Raum | ♥ 1 | This is pretty good. I could easily see some more depth being added with different enemy varieties, plus maybe some way to change the rate that the room shrinks, or even its shape. How about a power-up that slows it, pauses it, or even reverses it a bit? Or if not a power-up, maybe a certain enemy type, to create more risk/reward. I do wish the character had instant deceleration though. It would make the controls feel less slippery. Overall, nice job. |