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acronaut

Feedback comments for LD45

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Oct 15 21:15:38 Lucifer's Rise ♥ 0 Cute Character design. Took me a while to realize the whole purpose of the shop's items was to really buy/sell.. Suggestion: Since the coins do drop, perhaps have a moment where she could last-second regain a single coin (much like Sonic the Hedgehog's ring redemption).
Oct 15 21:40:19 24m 41s Refilltris ♥ 1 I could not solve past level 3, It took a while to see that it rhythmically fills the tile up to certain level.. Kudos on making this on Godot Engine! Nice touch on the on-boarding level (multi-clicks to refill the tile). Perhaps have a cut-scene to show the other mechanics (e.g.-level 3 auto-fill tile)
Oct 15 21:58:19 18m 00s Soundmarine ♥ 0 Lovely idea of collecting sound-nodes on this sonic-journey.. Not sure what's going on with the far/near clipping draw distance, somehow it all gels together. Kudos and nice touch on the "Extra-feature" after completing the level :)
Oct 17 20:51:02 46h 52m Ignis Universia: Eternal Sister Saga ♥ 3 Kudos for the Ludum Dare Jokes! πŸ‘ Love the pixel art style! Especially the Character portraits. Suggestion: It would be nice to have those nice particle spell effects rendered through pixelart (pixelate + dithering shader?). πŸ€” I noticed one bug that somehow the Squirrel-Sister could still Cast healing spells regardless of her mana; at that point it took a long while to defeat the boss with a party of three-sisters. 😸 This game seems like a perfect candidate for 2-button control Gameplay!: Assign 2 buttons (e.g. Z,X) for the following actions: - Left, Right (selection of map); hold to [select] - Up, Down (dialog choice); hold to [select] - action-1(attack), action-2(shield/spell/skill); - advance dialog, repeat previous-line?; hold to skip Looking forward to see a sequel, or additional chapters of this game! πŸ’«
Oct 17 21:17:32 26m 30s Better than nothing ♥ 1 At first I thought unlock the [controls] meant unlocking Character movement, instead it unlocked the display of controls 😸 There were moments that I thought the game started to lag, it seems that it was to time-freeze everything for in the name of selecting the [unlockables] screen. πŸ€” Suggestion: to add sound for time-freeze and unfreeze effect.. I Could see further expansion on this unlockable-progression mechanic; Accumulate significant amount of gems and/or unlock 3/4 of game-objects to progress towards another room. πŸ’«
Oct 17 21:56:25 38m 53s Departure ♥ 1 It seems like the general consensus for most players is that we all would love to see that this character could have an option to run or sprint (especially for loads of backtracking); πŸ€” technically he's walking too fast for scale but hey! it's just a theory.. a G-*record break*. 😸 At first I was thinking it was going to be a flat-shaded Runescape-ish 3D game, instead it's a 2D/2.5D Adventure Game! You got me there! I did not get that far on the alpha-numeric lock-puzzle. For a split/second this game is giving me a nostalgic memory of playing the Puzzle-Adventure game: [Island of Dr.Brain] from Sierra. πŸ’«
Oct 18 01:25:16 3h 28m Soundscapes ♥ 2 Clever execution of theme πŸ‘
Oct 18 02:38:22 1h 13m TRIGGORE ♥ 1 Ugh, Creepy Headcrabs! Nice touch on the chocolate bar mechanic 😸 Tactfully ration the bars for health. It would be nice to move around candle, or have a random chance to torch the creature. Feels-off at times 'repair' windows & doors. Great work on the pixel-art! I don't know if its endless or there's a night-cycle to survive as long you as can till dawn.. (Apparently a text signalling another day approaches..) The Knife didn't seem clear for its reach besides the sound-cue of its swinging action. Just add more animations (more pixel-art frame based animations instead of the tweened smooth scaling; e.g- clean up of the spillage; and progress bars [segmented or pixel-frame-based); (unless you have some shader to pixelate + dither?) πŸ€” . One bug that triggered me [no pun intended] is the swap between the weapon (machine-gun) and toolbox, somehow whenever the weapon gets swap-positioned on the fireplace you could no longer pickup the weapon. Despite some minor rough-edges, pretty solid entry! πŸ‘ πŸ’«
Oct 18 03:02:53 24m 31s バクラウBloodless ♥ 4 Quite challenging Game on timing the parrying/counter-dashing. Clever take on the theme.. It got frustrating when the opponents keep strafing away off-screen as I assertively trying to rush-in to disarm them. It does take quite a number of runs to finally move forward on the level progression.
Oct 18 04:12:13 1h 09m Nothing to Say ♥ 1 Cute Piece. Calming Monochromatic Colors, Loads of replay to unlock branching dialogs. This Ink scripting language is quite Interesting; I wonder what engine you are pairing the Ink Scripts with? I've checked out the 'prequel' Flash game Nod that was made in Flixel, btw. Suggestion: I wonder if you have thought of making a Dating Sim + Duolingo Cross-over? Looking forward to your future work! πŸ’«
Oct 21 20:36:35 88h 24m Unlock Everything ♥ 1 This is quite textbook way on onboarding the player into playing the game based on this event's theme. Explicit Prompts, Careful progressive unlocking of features and design constraints of attainable controls ('Subroutines'). I was hoping there were further unlocks after beating boss (based on its cliff-hanger narrative.) Quite a hefty boss fight, It's possible to beat the boss without attaining further upgrades (rapid, full-auto fire); I Was thinking if there were possible easter-egg to reach for the boss without attaining a buster cannon. The game compelled me to give another play-through. My only gripe was the overall-width hitbox collision of Libra's Hair (one particular case was the introduction of timing to go past the 1st collapsible-spikes while running against a conveyor-belt). Looking forward towards for an expansion of additional chapters, and perhaps more options down the line?: - more palettes! - achievements? (e.g. pacifist/'Asimov'-run?, no-hit, 1-hp, alternative endings based on particular order of acquired subroutines or hidden sub-routines from particular adversaries) - remix or alternative-themes based from collectible subroutines or branch-able chain of events. Nice touch on seeing you've added your notes on your chiptune soundtrack from the jukebox. Kudos for forgiving same-screen respawns. Solid! πŸ’«
Oct 23 19:48:28 47h 11m Spooky: The one who lost everything ♥ 2 It would be nice for the ghost to have an instance to possess the mage at some point in the game. Quite tricky to time the dodging of the relentless magic missiles. There were moments when the mage may cast a missile with his back turned (backwards-arc casting of missile, lol 😸 ) Nice touch on establishing a context-wizards (patrol-mage, key-mage, etc..) It is possible to dodge those magic-sentries (those "gargoyle magic-spit-fire"), by doing a carefully timed triangle wave maneuver (After number of fails, I decide to go for speed dodge-strats.) There's some mild satisfaction to dodge-possess the painting even if the ghost is offset by a couple pixels, the only gripe is performing that 'chain-like' maneuver of multiple paintings. Suggestions: - Ability for ghost to possess the mage, Else: Mage may have a 'magic-shield'/'circle-of-protection' preventing ghost to possess [ghost get magi-bounced when near a mage]. - a Possess meter? (more meter = more control): e.g. - traverse inside the painting-world or "spooky-rope" between the paintings or lamps) e.g. - stronger meter = more physic influence on fallen-lamps [tweak angle, gravity, bounce-effect..] - investigate that jarring 'level-refresh flicker' (whenever one respawns, a few frames of original positions of sprites are flickered on screen. Up to you on the remedy (transition, fade, PSR[Pause,Shift-Cam,Resume]) - A solution for after multiple fails (or find the sweet-spot of patience), that the level somewhat subtly changes (more lax projectiles, mages are bored/asleep/idling <- nice moment to add some 'small-talk', character-narratives or easter-eggs; and In turn have a player a bit of a break to bypass the challenging bits.. (this may be different through difficulty setting or have it subtly random) The mood and theme kept me going (Soundtrack and Pixel art), despite loads of tension and progressive-frustration of the snappy timing of the hazards. Nice touch on branching the levels (e.g. Exit vs. Mortuary).. Kudos for using Godot! πŸ’«
Oct 23 20:22:13 33m 45s Faze ♥ 3 Lovely use of the Wraparound. Nice touch on zoomed-out overview of the level.. It was Nuts! 🌰 A Good 'Side-Squirroller'. Good execution of the theme, progressive build-up of the layers. Suggestion: - Character Unlockables or Random Chosen Player Character: e.g - Squirrel, Chipmunk, Flying Squirrel, Marmot, etc..) - Potential for local-multiplayer: - "Keep-away"; Squirrels playing domination of the possession of the acorns towards their seed-bunker. Look forward towards further expansion of the levels and wraparound sorcery! πŸ’«
Oct 23 21:19:37 57m 24s A_semblance ♥ 1 Thank goodness for contextual-checkpoints! Minor-suggestions: - Add checkpoint on that spot where the bot attains a double-jump upgrade - Those animated Cogwheels are quite tricky to see against the 'giger-ific' background; minor illumination of the bot to spot hazards (perhaps try to experiment with sprite based normals for custom-lighting?) - Spotted occasional bug where (before double-jump upgrade station) that once upon a player-fail, one respawns with camera viewport-orientation upside down; thankfully the player respawns back to normal orientation after another respawn.[make a fail when you hop onto the moving platform and where you have suppose to hop off before you get crushed to the 'ground-ceiling'/'underside-turf'] Lovely work on the 'strandbeest' moving platform πŸ‘ Solid execution of the theme. Solid entry of the theme & mood. Challenging-platformer and nice touch on the ending! Kudos on using Godot! πŸ’« Quite curious on what other-features you had in mind (based from your description)? πŸ€”
Oct 23 22:12:25 52m 48s Crashteroid ♥ 2 This looks like in spirit of the game "Satisfactory". Explore, Expand, Gather/exploit, Egress.. Nice touch on the hazard kickback when the robo-pilot gets hurt by lava. Suggestions: - Further tweak on the Jetpack - find some camera-blocking solution to prevent users seeing the 'paper-mache' side of the other world.. - introduce additional structures in 'shepherding' the hoarding of the minerals.. - experiment with option to have elements or character manipulate the environment terrain (level/shape the asteroid regolith to form user-defined paths, slopes, etc..) - Introduce some procedural based level-design Kudos on cinematics! Keep going! πŸ’«
Oct 24 04:05:19 5h 52m TwoFiveFive ♥ 1 - I've noticed that your game had sound and jingles when run on Chrome. No sound for Firefox. πŸ€” - Quirky slider effect as if I'm playing a Warioware mini-game 😸 - I'm still trying to wrap my brain on how you are calculating the accuracy score of the swatch? (some swatches even to deliberately mismatch; a desaturated grey vs a bright brilliant color) would somehow average to 70's, lowest score would somehow be no less than 23 (perform a complementary including its brightness and saturation equivalent than intended) Suggestions: - More variations on the color matching game: brightness-based, saturation, complementary. - try to incorporate large scale symbols (or segmented recursive rings) where certain spots will eventually disappear based on a foveated (focused) blind-spot.. and attempt to match the swatch.. - Match based from original swatch vs. after-effect swatch.. - This seems good for doing a A/B testing between multiple-monitor setup where color profiles are not necessarily synced up as they should. (try to incorporate a pseudo random but with the seed number for users to retry a series of swatches based on that seed-collection) - A local-multiplayer? 2,4,8-split screen.. neat entry! πŸ’«
Oct 24 05:33:02 1h 27m Garden Circuit ♥ 2 Cute idea that harvesting the cactus grants more water.. Sound-design work well for this entry, effective articulation for gameplay : from the steps, actions, harvest, maxed-stat, etc.. There were times it felt that not having a character jump seems so out of place, but there's no need.. She's a patient robot, She got all the time in the 'peaceful'(not a ripple in the ocean) remote island growing plants and harvest for energy. Nice touch on palm-tree bridge, I was thinking at some point it will fall some coconuts. The 'Watering-can' upgrade + cactus harvest felt nice instead of making numerous trips to the ocean for refills. Suggestions: - Time Trial (most number of seeds planted / harvested) - Drought (challenge mode based on resource limitation between cactus, 'contextual ocean' and allocation of plants) - Harvest-Defense (a mashup between garden harvest and defense; the adversaries could be of invasive plants or plants turn rogue ( based/inspired by plants reactive on chemical-balance: e.g. - bigleaf hydrangeas [blue (acidic) to pink (alkali)]) - Soundtrack? or Add more subtle variation of sound-ambience (there were occasional instance of birds, but why not some breeze, ocean) Looking forward to seeing further expansion of this entry.. 🌴 🌡 🌻 Nice one of this entry! πŸ’«
Oct 24 06:21:27 48m 25s little BEETLE bottle BATTLE ♥ 0 Very effective mashup between a match-tile and RTS. Feels very nice the ability to literally move your castle 1-tile anywhere but at a price of its meter. Suggestions: - Multiplayer? (2 to 4 players); (ability to build another castle for a significant amount of beetles + resources) - Option for additional color palettes - Expansion of different thematic kingdoms? (earth, martian, underworld) - At first I thought it was stars but then it were farmers. perhaps have them hold a Scythe? or pitchfork? it may feel more unified as its design. Could be interesting if the worker beetles could fight back.. - Beetle bottle Battle Battle Royale: 64-World-tiles(each world-tile = 7x7); 4 quadrants of 16-world tiles divided between 2-4 main factions + neutral NPC kingdoms to conquer (Have this for 4k Display or to have it local or online-multiplayer) - Introduce some "Legends" Units or Mythological Creatures or Special Tiles with its unique functions. - Harvested wheat units icon didn't seem clear to me IMO; I thought it was munition or cannon balls.. 😸 - Selection of different battle-tunes and/or soundtrack It's rare to say that this game is quite addicting! β˜„οΈ Looking forward to seeing any further expansion on this entry! solid! πŸ’«
Oct 25 00:27:56 18h 06m Ludum and the Lost Pages ♥ 1 Thank goodness that the wizard could respawn after I had him accidentally teleport out of bounds 😸 This is pretty neat platformer. The very start reminds me of Arthur from Ghouls and Goblins.. I'm curious what engine you have made this game in? Suggestions: - some spell cool-down tweak for super jump? - or if one insists to cast a spell despite cooldown, the spell is cast (limited amounts) but it extends its cooldown or its spell-strength is weaker (shorter range, etc..) till it fizzled. - Interested to see further variation of elemental spells and skills.. - Perhaps a variation of different robes (to imply different magical class: mage, sorcerer, wizard, conjurer); for new or variation of abilities and challenges.. β˜„οΈ The Stone Skin at times catch me off-guard; the effects are half of the overall cool-down once cast: e.g- 24 .. 10..0 (effect is already off); This situation more likely to happen on timing those jumps when landed on the two sets of platform-spikes Neat entry Overall! πŸ’«
Oct 29 15:22:26 110h 54m The beginning of the end ♥ 1 You got that 'Kurzgesagt' flat-design minimalist style going.. (nice!) So far, it looks like only chrome plays the sound but not Firefox for the Unity WebGL build.. Suggestions: - Control scheme does seem tricky for the Hexa-Isometric maps; Here are few solutions IMO that may gel for this case: - Num Keys; num7/num9 - Top-Diagonal_Left/Right; num1/num3 - Bottom-Diagonal_Left/Right - WSAD approach; Q/E - Top-Left/Right; Z/C - Bottom-Left/Right; A/D - Left/Right; W/S - Dialog/Action - After NPC finished 'talking' through its dialog prompt, allow user to press action key to end the dialog.. (for the first encounter, it seems like there's an endless pause or anticipation for something else to display..) - Allow user to advance/skip dialog - In Contrary to the controls; This game could even be "button-less": based on arcade joystick movement: - U/D - Action-A/Action-B(Cancel) ; uL/uR, L/R, bL/bR - Movement Despite the quirkyness of the controls for Iso-maps the game did a good job on its handling of the multi-arrow key for performing diagonal movement. Keep Going! πŸ’«
Oct 29 15:49:43 27m 17s Help yourself ♥ 1 Clever execution on the idea to use platforming constraints based on a spawn-able platform. There is a feature-potential based on a physics glitch where if you spawn the platform on the character she will dash towards a direction (static to rigid/dynamic object collider glitch). It is possible (but tedious) to move her around based on only spawning platform in granular steps towards the direction (a symbol or a marker to define her inertia triangle of movement would be nice for that effect). Quite the tension on platforming for the pursuit of gathering crystals, nice challenge. Looking forward on further expansion on this entry! πŸ’«
Oct 29 17:00:32 1h 10m The Chronicles of StΓͺnio ♥ 1 Kudos on making a game in UPBGE! β˜„οΈ ✨️ πŸ‘ Nice touch on the shield's ability to knock out the thorns. It is possible to have the enemies fall to their doom (lure them over the edge; only you can respawn) Suggestions: - Additional interactions of the enemies: - an instance where the enemy attempts to bite-grab your shield: (action button-mash to detach it!) - since they drop either gems or hearts, an action to drop gems to lure them to eat the gems.. - It would be nice if the thorns could be utilized to harm/skewer the enemies.. - Somehow have the ability for character to 'shove'/'knock-back' enemy with shield: - a dash ability after attaining run-skill or a double-tap on sheild-skill to 'shove' - Incorporate additional decorative scenic objects to further break the repetitive collection of tiles. Apparently the diagonal columns where more unique towards its varied vertex/object-color shading, perhaps have the visited areas have a gradual color change to highlight the area is cleared; "Fog-of-Done!" - Keyboard Controls between Running - Left-Ctrl & Shield Skill - Left-Shift: - A. it would feel easier for player to Run & Shield with Right-Shift/Right-Ctrl - B. Left-shift = Run; C = Shield (at worst, the user use right hand for space = jump) - C. User Defined? - Gamepad Controls (played using Xbox-1 Controller): - Somehow even at the start the character is constantly moving to the right.. - It's possible that the deadzone of the controller had been desensitized, allow user to adjust dead-zone at the options for gamepad or increase it. - Gamepad experience felt much better for combat (especially after attaining the run & shield skill); no problems on its multi-tasking issue compared to the keyboard. - somehow the pacing of attaining all skills and having the character to run & jump sheilds-up have made traversing/navigating the level without issue. Looking forward for further expansion of additional chapters (or perhaps a 'nightmare' mode) of this entry! Solid! πŸ’«
Oct 29 17:59:36 59m 04s Alone ♥ 1 Nice work on the pixel-art, I'm glad to see more entries that are 'peaceful' type of survival. - Nothing happened to player once its health is depleted nor its hunger meter is below its limit. - There were moments where the player is constantly moving without control (perhaps some conflict within the layers of action between Movement, Hold/Drop, and Deployment of workstation/units.) - I was hoping to see some event-based trigger or a finding once the character have established building all the units and harvested a bunch of resources.. Suggestions: - the range of cells for the player to deploy the seeds/saplings/etc..: - highlight the cells for its range; It took a while to discover that you can plant within a range instead of player-proximity for its harvest/work actions.. - Introduce weather-system or variation of potentially different biomes or seasons.. Interested to see further expansion on this entry! πŸ’«
Oct 29 18:42:17 42m 41s Super Goat Life ♥ 1 I like the cartoonish style of the trees and scenary.. Nice touch for the Goat's ability that at some point he could demolish almost everything (Thank goodness he does not wreck the trees 😸 ). Quite a satisfying feature of having destructibles. β˜„οΈ Interesting tie-in a mini-game for securing the attained abilities.. Suggestions: - Implement some further design for the out-of-bounds areas of the map. - Implement a kill-zone/respawn volume once the goat is out of bounds. - Further work with the interactions of the implied enemies(bats)& potatoes? - More variation of mini-game (semi-procedural)? Looking forward to seeing further destructive potential of this goat. πŸ’«
Oct 29 19:37:43 55m 26s The Island ♥ 1 On first play through Chrome Browser: It took a while to figure out that somehow to unlock the units (after going through a number of islands filling it with flowers) somehow it did not let me unlock the units, I instead have to harvest some flowers for additional coins, and that somehow trigger the ability to finally unlock the other units for deployment. Second play-through and read the description for further controls: no problems here.. (on-screen controls for listing all the necessary controls will fix that) Really cute pixel art, Nice touch on the animated aspects of the buildings and Lake. wishful.png I was hoping I could literally add a lake to the island on the 1st island. oh well 😸 I have no idea what lurks on the 'final-unlock'.. Suggestions: - Animate all the units (at least with 'weathering' potential; trees, tents, shrubs, flowers..) - Implement secondary tier of unlockables after attaining the lake/forest: - lilypads - ducks (random chance of swan or golden-goose or unlockable creatures by chance) - Golden-goose lays golden-eggs for massive coins; or Easter-eggs? - unlockable vegetation and variation for trees (apples, plums, pears, cherries) - weeds (dandelions, japan-knotwood, etc.. [leave them to have it invade the field]) - forest creatures: squirrels, etc.. - Weather or Season (Winter/Summer/Fall/Spring) - Sound effects at least for placing units, harvesting units for coins, etc.. - Sort-out the z-index sprite sorting issues (lower sprites above higher sprites; collided sprites compared z- index and adjust as necessary) Loads of potential for further expansion on this clicker entry! πŸ’«