Foon → Ludum Dare Explorer → LD44 → Feedback comment stats → AVSC
Feedback comments for LD44
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| Timestamp | Since previous | Game | AVSC's comment | |
|---|---|---|---|---|
| May 1 21:10:03 | Slaves of the Carribean | ♥ 1 | Some feedback for your game: * The slavetrader should have a set list of slaves which would only be updated at the next harbor visit. The way it is now, you can exploit it by opening and closing the slavetrader screen to reroll slaves with optimal stats. * Also the ships should have controls for shooting to either direction, rather than just left. * The Quit button in the game over screen is not working | |
| May 1 21:36:38 | 26m 35s | bird food | ♥ 1 | The guillotine idea was very clever, also the graphics and sounds match well. The game issue is, as other comments pointed out, the half-tile movement, it not only makes it harder to move through tight spaces, sometimes it also makes you miss the fruits because it only detects the collsion if you are in the same tile. Untitled.png. |
| May 1 22:17:28 | 40m 50s | [Don't] Insert Coin | ♥ 2 | Cool game, and it was funny too. I just missed a score count to see how well I went in the game. |
| May 5 01:59:07 | 75h 41m | The Necromancer Saga: Endless Dungeons | ♥ 1 | Good job with the dungeon generator, it can be improved but I get the time constraints. I only played after Update 1 so I can't say what it was before but the enemies are very easy now. It is because of how OP the fireball is, the infinite range and ammo allow you to kill effortlessy any enemy if you get it on your line of sight. The only ones who are a threat are the ones you can't kill with this trick (when they are positioned in a place that won't be in your line of sight without getting too close to alert them), but even in this case, you can just throw a skeleton on them and it tanks the damage for you. I took some time to get the hang of the controls, having to use the mouse for both moving and shooting was not convenient for me. Take Realm of The Mad God as an reference, your controls are already a bit similar, but the movement is on the arrow / WASD keys. That game is a permadeath bullet hell. Just take a look in what the players handle with it: https://www.youtube.com/watch?v=o1yw0qYi0Jw |
| May 5 02:45:11 | 46m 04s | Seeds Of Life | ♥ 1 | Funny game. And hard! Specially at the beginning, when your health is low and any hit of the yellow bug kills you. Unlocking harder enemies as your health increases would make the difficulty greater on later stages. |
| May 5 03:53:04 | 1h 07m | A Pirate's Reward | ♥ 1 | Very fun survival game. Are you using fixed spawn points for the enemy ships? It seems the ships can be summoned over each other. Untitled.png Also, your game has a Web build. It would be good to have it running on the itch.io page. |
| May 6 02:10:18 | 22h 17m | shoot out your life | ♥ 1 | This game needs a smaller resolution, the current one doesn't let me see the bottom of the screen so I can't see how many lives I have. |
| May 6 02:51:12 | 40m 54s | BOB | ♥ 2 | Very complete and polished, and this is your first LD. Great job. And about the questions involving weapons, were you planning on having alien attacks or something like it at some point? It seems unrelated to the possible endings you put here. |
| May 6 03:47:15 | 56m 03s | Cards of Life | ♥ 0 | The concept of the game is interesting, but the game itself is messy. * The projectiles sometimes are not removed from the scene when you win a fight. Because at every fight start you are moved to a different position sometimes you instantly die at the start of a fight. * The Gift of Life card only works if you play it away from the player. There is no explanation for this aside from "healing Aoe" (and the damage aoe works if you play it in the opponent). * Also some projectiles are too hard to see because their colors are too similar to the background. * And many of the enemy attacks are so random that they look more like environment hazards than actual attacks. Definitely needs polishing, but can become a great game after that. And after you get those things fixed, build a web version. It's easier to play and review. |
| May 12 22:12:04 | 162h 24m | NecroBlood | ♥ 1 | The font in the game over screen is too dark, I almost didn't see there was a wave count on it. And that wave count could be visible during gameplay, not just at the end. |
| May 12 22:59:54 | 47m 50s | Evil Dungeon | ♥ 1 | Cool game, the fact you have to pay your life to pass through the gates forces you to plan your movements to avoid backtracking, avoid wasting your life on dead ends, search for alternative paths and decide between relying in your skill or just paying for an easier route. The flashlight is very useful for the first three. Aside from the lack of music, the player character doesn't fit the rest of the game art, everything is pixel art but he seems to be vetorial. Also the game could keep the character always in the middle of the screen. In the maps corners the flashlight turns its orientation with no mouse movement because the character is moving in the screen. And I don't know if it's just my screen, but the resolution of the web version is too big for it. |
| May 13 00:56:46 | 1h 56m | Glampire Baby Herder | ♥ 1 | Funny concept. Though I had no idea the axes could be thrown in the dwarfes, and it seems like the axes and babies could only be caught if you are at their sides. Also they keep their colliders when you're carrying them, resulting in you getting stuck in some places because they are blocking your way. |
| May 13 01:11:12 | 14m 26s | A Little Case of Presidential Disappearance | ♥ 0 | \*walks to an open door\* "It's locked" kkkkkkkkkkkk |
| May 13 01:47:31 | 36m 19s | Bogdan Grul's Huntless Month | ♥ 0 | This game has a lot of mechancis to learn at the start. A tutorial and more time at the start would help. |