Foon → Ludum Dare Explorer → LD43 → Feedback comment stats → Bartol44
Feedback comments for LD43
Bartol44's games and stats for all events →
| Timestamp | Since previous | Game | Bartol44's comment | |
|---|---|---|---|---|
| Dec 28 19:29:39 | Internal Affairs | ♥ 1 | Interesting grasp on the theme. Building game around Soviet Russia is just to good opportunity to miss out. I really felt there was a bit more to the stats I'm adding and substracting. Till the end of the game, when I'm presented a nice short story what happened to me, those numbers are quite meaningless. Also, the game is quite random. It's fine, as I have to make decisions in advance. But if I have 15 of some stat, keep on losing it, and I never get anything to pump it up, that sucks. I love the detailed tutorial. It's clear, ordered, and looks cool. This game just feels so good. I'm proud authority of soviet goverment, but I know everything is gonna fall appart sooner or later, the music helps achieving this feeling. Good job! | |
| Dec 28 19:55:29 | 25m 50s | Be The Bridge | ♥ 1 | Oh boy, that's a great idea. The theme is very strong in this game. I'm really sacrificing myself. I can be either greedy and save a lot of elements and put a lot of effort - or use a lot of them for easy run early, but I'm going to have problems later on. I was also very positively surprised that the movement of the ball didn't feel clunky, I wasn't getting stuck anywhere, it didn't feel bugged anywhere. And I honestly doesn't care for graphics or anything else, as the idea is brilliant. Well done! |
| Dec 29 00:02:16 | 4h 06m | Tower of Sacrifice | ♥ 1 | Cool old-school platformer. I found the combat not entirely satysfying, as it was just mashing attack button with going back occasionally. Maybe different animation for mid-air attack? Or any mechanic that could make the combat a little less repetetive, something that wouldn't cost you too much work (it's still a game jam entry.) Giving your blood is cool, but I believe here the concept is not well thought. Of course, you sacrifice your health, making you more vulnerable, but nothing stops you from sacrificing a little, then attacking and going back. This is more like resource management, than sacrifice. Yet, I enjoyed the style. Controls seem responsive, just as they should in platformer. Jump grading seems cool too, it's not new concept, dunno why others found it weird/not intuitive :) |
| Dec 29 13:45:11 | 13h 42m | Tower Builders | ♥ 1 | This is a very good idea for a mobile game. As already mentioned, wind blows were unpredictable, and felt really unfair. Also, when tower is about to fall, you can just spam blocks and earn free points. Points should be added after block lands on a tower and it's still stable or at least when the block makes contact with the tower - not when it reaches some treshhold. On the other hand, balance is quite good, 10 points for infinite time, 40-50 for really quick drop - there's good rewarded for undertaken risk, and waiting forever doesn't really make game easier. Block stability is also in a very good state - it doesn't fall apart too easily, neither is too stable. |
| Dec 30 22:05:34 | 32h 20m | King Of The Building | ♥ 0 | Cool, coherent game. I like the tutorial, the UI is very informative, as the warning when you are about to lose. Actually, I think that gameplay would benefit from the reverse mechanic: the line would go slower if you DON'T hit anyone. I mean, hitting someone when you are on a platform is no big deal, but dodging some other guy would be skillful. It maybe woulnd't fit the theme this way, but the gameplay would be more interesting. Always you could think of it as a sacrifice of your persona to save the others. Even if it sounds bad, I would think of anything else. I represent the view, where you first create good gameplay and then add the story that fits it well :) The piano beside being a little repetetive, was very relaxing, so + for you :D |