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Feedback comments for LD44
Hunter X's games and stats for all events →
| Timestamp | Since previous | Game | Hunter X's comment | |
|---|---|---|---|---|
| Apr 29 20:47:23 | StuckInStocks | ♥ 1 | An interesting interpretation of the theme; it did take a few goes for me to get a handle on what I should be doing, but once I understood the mechanics I enjoyed playing it. It does feel like it's harder to recover from low health than it is to maintain/increase high health, but that could be alleviated somewhat by the earlier suggestion about a decent upwards trend at the start of the level to teach people how to play and to build up their health. Overall a fun game with plenty of potential for expansion - perhaps drawing from real live/historical stock graphs? | |
| Apr 29 21:16:06 | 28m 43s | LIFEPOWERED | ♥ 1 | Good looking game and very fun to play, if a but unforgiving at times (though this probably wasn't helped by me forgetting I could kill the circle enemies and trying to get through past them without losing any health I needed for later). I liked the concept of adding/removing health and ammo, and there's definitely potential to implement that in puzzles in the future beyond just requiring a specific number of containers to access a particular area. Felt like the respawn animation took a little long for a game where you die this frequently, but on the whole I enjoyed playing :) |
| Apr 30 12:28:19 | 15h 12m | Escape from the Bank | ♥ 1 | An entertaining concept with plenty of potential for future expansion - I liked how the maze is procedurally generated so it's different every time. I did get stuck to the walls fairly often, but I think there's a friction value in the Unity material settings somewhere that might help to alleviate that. Nice job! |
| Apr 30 12:36:53 | 8m 34s | Evil Current | ♥ 0 | An interesting puzzle game and a very unique take on the theme; the last level felt a bit fiddly having to click two of the nodes in quick succession, but the magnetism physics effect was well done and there's lots of potential for additional puzzles/mechanics to be implemented in the future. |
| Apr 30 12:50:41 | 13m 48s | RogueLife | ♥ 1 | A fun game - I liked the procedural level generation and how the map expanded as I moved through the rooms (though I did end up having an enemy spawn right next to me as I entered one room). It felt like the enemies took a few too many hits and the powerups felt somewhat rare, but the graphics and audio were simple yet nice. I did also notice that the aiming seemed a little off if I tried to shoot while moving, but it felt more like a bug somewhere than a design decision. Nice work! |
| Apr 30 13:07:43 | 17m 02s | Death's Favourite Marble | ♥ 1 | A fun game, if somewhat unforgiving at times on some of the jumping puzzles - the fixed camera angle and the slightly strong momentum made it a bit hard to judge where I was going to land sometimes, though the glide upgrade helped. Lots of potential for expansion here, nice work! |
| Apr 30 13:45:17 | 37m 34s | Lifeless | ♥ 2 | Got 99.4% on the button, then went back and sat on it for a full 15 minutes and still only got 99.67% -_- An interesting take on the theme with plenty of polish and a range of puns of various quality - as one of the other comments mentioned I could easily see this ported to mobile :) |
| May 1 11:50:08 | 22h 04m | Roboxery | ♥ 2 | I like the concept; while a lot of these Sokoban/ice maze style games only have a single objective, this has a few different tasks that need to be completed. I did feel as though the timed box spawns didn't mesh great with the puzzle-like nature of the rest of the level - once all the scaffolding is in position it just becomes a case of sitting around and waiting for boxes to spawn so you can gain enough energy and make it to the output container. Perhaps this might be solved by instead having a fixed set of goals for each level and a limited number of 'moves' to complete it, which can be increased by reaching the batteries scattered about? The audio and graphics were a good fit, and there's definitely a lot of potential here. I look forward to seeing how it progresses in the future! |
| May 1 12:10:37 | 20m 29s | BitGrid official release | ♥ 2 | A fun concept with plenty of potential for future development - logistical games are often something that I enjoy. It could definitely use a few more items and a way to destroy/replace old ones, but I'm sure those are planned given more time. There were a couple of times were I got a game over screen seemingly without warning - I'm guessing it was due to to a failed rent payment (even though I had around $300), but it ought to be a bit clearer when you're in danger of losing. I liked the graphical and audio styles, though the music could really do with being a bit longer so it doesn't loop as often. I look forward so seeing how this progresses, nice work! |
| May 1 12:21:07 | 10m 30s | Overworked | ♥ 1 | A good first concept, with a lot of polish on the graphics and artwork. There's plenty of potential for increased difficulty over time with different types of boxes or even multiple tasks to perform, and it even feels like you could make a rhythm game out of it if you wanted by syncing the boxes to the music. Good work! |
| May 1 12:40:05 | 18m 58s | Clock of Your Life | ♥ 1 | An interesting concept, if somewhat unforgiving; not sure I managed to get above 40-something hours on any of my playthroughs. It was a little confusing at times trying to keep track of which bars needed to be maximised and which needed to be minimised, as well as which bars each button would affect, but on the whole the game does a good job of conveying the intended message (even if that message is rather depressing). |
| May 1 15:53:24 | 3h 13m | Deathless World | ♥ 1 | A fun concept; first multiplayer game I've come across in here so far. I feel like there's a lot of potential for future expansion by adding additional ways to interact with your neighbours, since once you've got a decent layout set up there isn't much more to do at the moment. Perhaps there's also potential for larger maps with more simultaneous players as well, though this might reduce the personal aspect of the game interacting with the other players closely. Nice work! |
| May 1 21:08:38 | 5h 15m | Galaxy Explorer | ♥ 1 | I like the concept - the physics engine for moving between the planets was fairly well done as well, if a bit slow to take off from the planets and a little too zoomed-in to navigate fully. As one of the other commenters mentioned the definitions for each building could be clarified a bit, and it seems like there's a lot of sitting around waiting for resources to accumulate at the moment, but it should be easy to rectify that with additional buildings, upgrades and gameplay mechanics in the future. Nice job! |
| May 1 21:25:03 | 16m 25s | MONGR | ♥ 2 | Fun game with a lot of polish! I do feel like there's potential for expanding the game mechanics somewhat beyond just grabbing as many items as fast as possible - perhaps making the humans react to your presence (either on the small scale by running away from the cursor if they see someone abducted, or on the large scale by eventually deploying the military to try and drive you off), or additional objectives in order to unlock new recipes/contracts. Nice work! |
| May 1 21:48:18 | 23m 15s | EXO | ♥ 2 | A good start! I liked the eerie atmosphere of the graphics and ambient audio (the alien models were surprisingly creepy), though some limited music wouldn't go wrong. Decent use of applying the theme to the tower defense, though it could possibly use a little balance tweaking in terms of damage done to enemies and the amount of health restored each round. Lots of potential for future expansion here, nice work! |
| May 8 11:49:24 | 158h 01m | Conway's Currency | ♥ 0 | I like the concept - having to carefully consider where to place your items in your inventory isn't something I've seen in many games before. I did find that I rarely had enough coins to use the potions or buy from the shop, but this might just be due to me placing them badly, and there seemed to be a lot of enemies on each floor relative to the amount of health I had available. The graphics are simple but well-made, and presented a nice consistent theme to the game. Good work! |
| May 8 11:59:32 | 10m 08s | Slime Guy XI | ♥ 0 | A good start! I liked the the effect of the slime coating the level - are the gaps in the floor intended to be walls/obstacles? You might wish to add some form of auto fire option so the player can just hold down the mouse button instead of having to click it constantly, and a few different types of enemies would certainly help to increase variety. Not a strong connection to the theme for this specific event, but there's still a lot of potential for expansion here in the future. Keep it up! |
| May 9 12:09:17 | 24h 09m | if(life) | ♥ 1 | A good start; I like the idea of being able to hit multiple targets with the same bullet, though it felt like the enemies had a little too much health and drained your own hit points very rapidly if they came into contact with you (perhaps consider adding a knockback and temporary invulnerability to the player if they take damage). It would be interesting if some of the enemy types moved in ways other than taking a straight line towards the player, and the system for navigating the tutorial was a little confusing - it took me a while to realise I had to drag the screen instead of clicking something. I liked the art style of the game, and there's definitely a lot of potential for future expansion here; keep it up! |
| May 9 12:19:24 | 10m 07s | Get Me My Drones! | ♥ 1 | A solid start. The idea of visualising your ammo by way of the drones circling the player is neat, and potentially losing them due to glancing hits is an interesting mechanic (if a little on the strong side due to the sizeable area of the drone cloud and the large numbers of attacks on-screen). It was a bit hard at times to see where my attacks had gone due to the moving background, but otherwise the art style was quite pleasant. A few bugs here and there, but certainly nothing that can't be fixed in future updates :) |