Foon → Ludum Dare Explorer → LD43 → Feedback comment stats → Local Minimum

Local Minimum

Feedback comments for LD43

← LD42   LD44 →

Local Minimum's games and stats for all events →

TimestampSince previousGameLocal Minimum's comment
Dec 6 19:13:43 Sacrifices must be made! ♥ 1 Nice game. It took me a little while to get used to the controls. I think it would have helped if it was just WASD and not also the mouse. Because at least for me, as soon as I stopped trying to use the mouse I could make then character go where I intended. I also think that even if there was a progression in the sense that you had to go further and further to gather sheep, I think that the stress build-up of the game compared to the setting and the music was a bit off, so after a while I took a stroll to see if I could get to the end of the world. And I could! One way to make it more interesting would be if the fire pit changed location each 5 sheep. So that you had to try and find it again before you could continue sacrificing.
Dec 6 19:30:07 16m 24s Sacrifice^3 ♥ 1 The audio crescendo as the progression in the game was really fantastic. Superbly crafted. I would have liked the game to be a bit kinder so I could focus more on just building and building the music and not have to care too much about the enemies. A simple way to tweak that would have been if getting caught just sacrificed some of the music you had built up so that it no longer was perfectly amping up. Or just set you back some. Another thing would be that the game is in a rectangular shape (at least web) and the way the player positioning inside that box worked, when moving vertically there was very little time to react. And the fast blocky motion of the enemies made it so I had to move about much more carefully than the game otherwise felt like it wanted me to do. So making the player stay closer to the center of the screen on the vertical axis might help some, or make enemies less jumpy or jump shorter.
Dec 6 19:50:42 20m 35s Hurt-It ♥ 1 I really like the sound effects. The game implementation and mechanics was nice too. It was really quite evil with a full reset on death. Especially in conjunction with where you had to get deep into enemy territory against enemies you haven't met before and they all activated on getting the key. I saw that you were fixing checkpoints, but I would also suggest letting the player meet the each new enemy type in a relatively safe environment first time so you get a chance to figure out how it works and only after that put the player in some real danger. In general it could probably do with being a bit easier level design giving the player a bit more space in some narrow corridors and also making sure that there's like 1-3 seconds upon entering a new room when the enemies never react to the player.
Dec 6 20:04:28 13m 46s Trolley Troubles ♥ 1 Another train game! Yay. Also, yours were much better interpretation of the trolley problem than ours. It took me a death or two to figure out that the switches were not just switches but that according to the game the other track didn't exist. Perhaps that could have been made clearer by making the inactive track even fainter. I would also have liked to see the entire board at start, because having to make a strategy in the hopes of how the tacks would be off camera felt a bit unfair (even if they were as I was hoping).
Dec 6 20:13:56 9m 28s Seadogs Adrift in a Dog Eat Dog Ocean ♥ 0 Really interesting style using tilt brush. And great to focus on health development. I would say that I would have liked the game, to put me closer to the assets and their unique style. To be among them. Here the camera was at a bit of distance and a lot of the screen was used to show flat images of the characters. And I think that was a loss when you had something really unique going with those brush strokes. What I'm trying to say is that I think letting the player feel and experience that painted world is more important and should be the focus rather than having focusing on gamification and mechanics.
Dec 9 09:37:57 61h 24m It's under control ♥ 1 nice balancing game. I think the main things I liked was the texts and that the game didn't make a big fuss about not being able to balance life.
Dec 9 10:03:24 25m 27s DIORTEM ♥ 0 First couple of tries I didn't make it to the people needing rescue so I was really wondering about the theme and the idea of the game. It could be a bit dangerous in LD to hide the true idea of the game that far into it. Then it was a bit confusing since the spikes and such were not really an issue once you had the shoes, so I didn't really understand why there even were spikes. I think the issue there was that for all the problems facing the character, I got the solution before rather than after facing their matching challenge. You could have to jump sets of spikes before getting shoes. You could have to jump red blocks before getting to shoot them. You could have to fall down a hole before learning to jump over it. The second issue was that the hit-boxes for spikes and boxes felt a bit too large. So when I died when I felt like I hadn't hit anything yet. That it was so easy to die kind made me want to have a checkpoint in the large room where the giving away of abilities started. Or the giving away and gaining could have been mixed up with each other from start. The receiving new abilities and giving them away was an interesting concept. Good work.
Dec 9 10:16:13 12m 49s people like when you get meta ♥ 1 I particularly enjoyed starting on the audio right away. That the game reflected the progress of the protagonist in the game itself. Neat. I wonder, if I had chosen to work on the idea and the game if there would have been puzzles and such in the game too... Anyways, some texts that came after each choice (not that list of your progress, since it changed, but the one about a game needing many parts) got a bit repetitive. But I can see that it might have been difficult with the engine to insert variation there. It would also have been fun to learn more about the protagonist during the jam. Injecting some forced distractions, cooking and such.
Dec 21 16:08:25 293h 52m Jesus Take the Wheel ♥ 2 Jesus seems to be such a nice fella, very keen on getting most people killed and trying to give a "helping" hand... oops that other car. Definitely not my fault. Bad building coming out of nowhere. Very fun. Great style and very hard. But I didn't really feel like it mattered too much if everyone died or not. It was a great ride failing each and every way possible.
Dec 21 16:23:31 15m 06s Together We Clear ♥ 1 Cool puzzle. I got a some levels in. My greatest enemy was the sound. It made such a clear beat that I wanted to wait until the sound to press the buttons for changing how to walk rather than before the sound. And when it didn't make the beat when absorbing a companion... It might have been fun to experiment with giving the player more room to move about. Not have everything be that deadly and for the first levels allow multiple solutions on how to reach the goal. Well executed game though!
Dec 21 16:41:59 18m 28s A Heart of Light ♥ 1 I liked the mood o the game, and the pace. That I could walk around and find out what was happening without running out of time or life or light too quickly. I agree with the other that perhaps the game would have benefited from concentrating on those pieces and not making the world overly large.