Foon → Ludum Dare Explorer → LD45 → Feedback comment stats → AMastryukov
Feedback comments for LD45
AMastryukov's games and stats for all events →
| Timestamp | Since previous | Game | AMastryukov's comment | |
|---|---|---|---|---|
| Oct 8 01:13:17 | Buried Things | ♥ 0 | The artwork is great, the music fits with the game and the little bit of humor was a nice touch. However, I have no idea where to find most of the items. I've spent about 20 minutes looking and only found 4 (end of maze, digging icon mirage, tumbleweed and the oasis one). | |
| Oct 8 01:21:43 | 8m 26s | You Are Nothing | ♥ 3 | Having total darkness in the beginning without seeing your character is generally not a good idea. Having said that, the music is pretty good. I'm not sure about the message behind the game, if there is one. Also, letting the players get stuck in the first level if they didn't pick the right color the first time around is also a bit too punishing for my tastes. Overall not bad; puzzles are very hard to get right, especially in a jam. |
| Oct 8 01:38:49 | 17m 06s | Ragtag Rescue | ♥ 0 | This is a great entry! I do think it is missing a big element that could make it go from great to fantastic - the ability to rotate items before placing them, and possibly some way to remote items once they have been placed. It is far too difficult to consistently collect the crew if steering is impossible at the start since you can only go in one direction with a single thruster. Nonetheless, this game was very fun to play, and the neat little screenshot feature was an amazing addition. MyShip.jpg |
| Oct 8 11:24:17 | 9h 45m | Nothing | ♥ 2 | Great entry, I really liked creating new elements. The custom creator was really fun to play with! |
| Oct 8 15:01:20 | 3h 37m | VoidRunner | ♥ 1 | The graphics, mood and concept are interesting. Although it is well done on those fronts, the game severely lacks in gameplay and polish. It is consistently buggy - colliders appear to get stuck and there is nothing stopping the player from failing and having to manually restart the game, which is frustrating. Despite that, it is a neat idea with a lot of potential. Good work! |
| Oct 8 15:19:07 | 17m 47s | The Auction House | ♥ 1 | The gameplay is compelling but it is a bit too difficult to truly understand what you are doing. The entire time I was playing I felt at the mercy of the market with no way to actually "game" it, just randomly buying stuff I could afford and selling it. The inability to set the sell price was especially frustrating. Either way, the game was fun to play. The UI looks very professional but I feel like the UX needs a bit more work - checkmark filters are great and all but it feels like there is a better way to organize the screen than just have everything in one little window, especially in a bidding game. |
| Oct 8 15:27:58 | 8m 51s | Veni, Vidi, Upgradici | ♥ 3 | This is a great execution of the original idea I had for the jam. I'm glad we did something different because you did it so exceptionally well! Progression is a bit strange because you can upgrade everything else before even having a single enemy (what I did the first time around) but that's not something to complain about for a jam with this theme. |
| Oct 9 11:22:17 | 19h 54m | Detect Nothing | ♥ 1 | I didn't really understand how to play. I was walking around and kept an eye on the rising bar, then kept scanning but nothing showed up so I planted the charge and went to the entrance but I died every time. There was a weird hole near the entrance that appeared but I wasn't sure what it meant. Then, I tried to use the console window to read the output the game was giving me (exposure level 6 was the highest I got) but still wasn't able to figure it out. Spent about 10 minutes trying to do it but gave up in the end. I can definitely imagine how it might have been intended to be played, but it severely lacked in feedback to make me understand what's going on. The map is a bit too large with a confusing layout. Reducing the amount of empty space on the map would greatly benefit the aesthetic in my opinion. The art is well done, however. The sounds are cool but their placement is questionable - the breathing was a nice touch but it definitely didn't sound like a mask, more like someone breathing into their microphone. To achieve the breathing effect, move further away from the microphone and amplify it in Audacity and play around with the equalizer. Also, it came from the entrance rather than the player, which sounded very strange. Decent entry overall but needs a lot better user feedback. I suggest you polish the gameplay and player feedback first before working on the artwork in the next jam. Good work, nonetheless. |
| Oct 9 11:44:30 | 22m 13s | L.D. Noire | ♥ 2 | This is really good, especially for a compo game. The amount of thought, content and polish that went into this is incredible. Exceptionally well done. The only thing I didn't find great was the fact that everything felt disconnected - there was seemingly no connection between the clues - why would the sewers have the code? Why did I need to go to the fortune teller to get a crystal ball? Things like this I would have never figured out on my own, but thankfully you had a guide which basically alleviated any of the issues I've had with that. This did not affect the score I gave because this is not an expectation of a LD game, especially not a compo, but if you plan on making any more detective games in the future then definitely pay some thought into how the clues are going to be connected. I can't immediately see how it fits the theme (other than the fact that you have nothing in your inventory) but everything else is absolutely on point. Fantastic work! |
| Oct 9 12:17:25 | 32m 55s | Starboard: The Pirate Entrepreneur | ♥ 2 | The graphics, music and the atmosphere was well done. I enjoyed seeing the pirate lingo and the entire game felt silly in a good way. My only gripe with this were the controls. To me, they felt completely unnatural and inconsistent. The movements resembled how a person would move in a top-down game but at the same time both the movement and turning felt sluggish because it's a ship in the waters. Stopping to fire the cannons made the problem even worse, and the hectic nature of the game didn't make it any easier. I've played top-down ship games during LD before and this is a common problem I've noticed with sailing controls - ships are by nature sluggish. It takes a lot of work to make controls for a game like this to feel just right. |
| Oct 10 00:55:48 | 12h 38m | Rolley Sh❤t | ♥ 2 | This game is hilarious, and it's not just a gimmick. The gameplay was engaging and challenging enough to keep me playing until the end. Graphics were well done as well. Overall it was fantastic, innovative and funny. Great work! |
| Oct 10 11:43:46 | 10h 47m | Skelebro | ♥ 1 | Well-made, polished and just challenging enough. The one thing I noticed is the lack of a fully complete puzzle design. There are various mechanics taught to the player and some of them are used throughout while others are kind of forgotten about: for example, kicking the pumpkin felt like a one (or two) time thing rather than a consistent challenge in the solution. Not expected from a jam game, but something to keep in mind for the future. Other than that the puzzles were challenging enough and had a great feel to them. Platforming felt fluid and consistent and when I failed I did not felt like blaming the game. Great submission overall. |
| Oct 10 11:55:37 | 11m 51s | While you're here | ♥ 3 | Very sad, but I enjoyed it. My only issue was with the FOV being way too narrow, felt like I was looking through a zoomed-in lens, and the fact that I couldn't re-read letters. I think you nailed the atmosphere and set the perfect mood, good work! |