Foon → Ludum Dare Explorer → LD45 → Feedback comment stats → Herman Chau

Herman Chau

Feedback comments for LD45

← LD41   LD46 →

Herman Chau's games and stats for all events →

TimestampSince previousGameHerman Chau's comment
Oct 8 00:51:45 Minno ♥ 1 The puzzle ideas were really nice, I think the second to last level where you had to use the 2 inventories on the ground in order to make room for the 3x3 was my favorite! I wish there was an undo button though since you can permanently mess up if you didn't configure your inventory shape correctly. I had to restart and play through the puzzles again when that happened.
Oct 8 00:57:26 5m 41s CELL WARP / セルワープ ♥ 1 Hmm, I agree with @jasper-hansen, there I finished and the mirrors didn't fully make sense to me. The first level with the exclamation block didn't seem to do anything with the exclamation block and there were multiple levels that seemed to have unused components? I think the basic concept of being able to only move to the portals and then manipulating the portals instead of your character is an interesting mechanic though!
Oct 8 01:43:00 45m 34s Epoch ♥ 1 Love the music! The length was just perfect for a short chill playthrough :)
Oct 8 03:01:47 1h 18m Cascade ♥ 1 Great game! I wish I knew rolling and attacking used the same stamina bar when starting off since I would probably have upgraded stamina over health if I knew that. The graphics are really good and I think the game would be amazing with some music!
Oct 8 03:35:34 33m 47s S.W.N ♥ 1 I really like this! It fits with the theme pretty well and I like how the mechanics allow you to create pretty intentional level. Here's a small level I made that makes use of an "advanced" technique in the game :) https://www.dropbox.com/s/ell83x8lt723ivz/saved_room.sav?dl=0 I also might try making a level based on riding up walls with diagonal dashes later.
Oct 8 04:31:09 55m 35s Snake Sokoban Spiral ♥ 1 Finished it, amazing puzzle game! I realized a couple levels earlier than I needed to that I could roll large segments and was glad there was a level that required you to do that :) I think the 15th level is significantly harder than the 16th so maybe swapping them would be good? One of the more unintuitive mechanics is the fact that you only attach to one thing at a time so that levels like "Backwards" can work; I think having a dotted line or something showing you just what will get attached and pulled based on your current state might make the game a bit easier to read.
Oct 8 21:46:18 17h 15m ARCHITECT ♥ 2 This was really fun, the difficulty increase felt really good and it became pretty tricky towards the end to figure out a sequence of blocks that could go through the narrow corridors! I'd be interested in a write up of how the procedural generation worked. Ended up getting a score of 611 on my second playthrough. 1122 is a lot :O
Oct 9 02:23:44 4h 37m m_void1 ♥ 1 Definitely one of my favorites from this jam. It really fits the theme in an abstract kind of way and the story and sound effects were really good! I would love to see this get expanded into a longer game!
Oct 9 02:55:12 31m 28s Soulbound ♥ 2 This felt really polished and there was a lot of content for a game jam game! Things I liked: * Shooting bullets according to a rhythm + the trade off between health and bullets were both interesting systems! I agree that the implementation didn't end up being that deep but I think the basic concept is really neat and there are a few ways it could have go (the bullet in the center of the line doing double damage, enemies that have shields that quickly regen so they require rapid fire bullets to damage, etc.) * The variety of enemies and bosses was impressive and I like how the enemies in a stage show off new patterns of attack and you have the boss use said patterns to reinforce the skills you teach the player. Things I didn't like: * I wasn't actually a fan of the voiceover and would have preferred having subtitles for it. * The first two bosses seemed too easy and you can just tank all the hits and have enough damage output to win directly.
Oct 9 03:18:55 23m 43s Memories of Eleph ♥ 2 The art in this is really great and gives a pretty good atmosphere! I don't think anyone above mentioned it, but I noticed you could actually clip through a lot of the walls. One example is you can clip through the walls in the room with the switch and the gate and clip into the key room.
Oct 9 03:32:38 13m 43s One Red Paperclip ♥ 1 The graphics were really good in this! I wish there was a bit more content :P
Oct 9 03:57:43 25m 05s Uballto ♥ 1 I love the base mechanic and some of the puzzles were pretty clever! I think the physics are a bit jank at times but that's fine. I'd love to see some more content, there's a lot of interesting level ideas that could be added. One idea for improving the game might be to make the walls transparent so you can see what the level layout looks like!
Oct 9 06:46:07 2h 48m Contraband ♥ 1 The additive and then subtractive mechanics were cool, definitely fit in with the theme very well. The small bits of dialogue on the characters were also really good. I think air momentum was a bit too much and like @snowdrama, I couldn't complete the game after returning the gloves :/
Oct 11 04:08:40 45h 22m Survivor Slots ♥ 1 @peachtreeoath, nice game! I definitely see a bit of the Dicey Dungeons influence :) I managed to escape on the 8th day, with just enough actions after doing a beach party on the 7th day! I like the mechanics and there are some interesting ideas such as having to keep rats or storms around for the advanced tech and the tiger upgrade only usable once. I think from a balance perspective though, it doesn't seem that worth it to keep the rats around; I think it would be interesting to have more upgrades that let the player feel like they can mitigate the rng more (e.g. an interesting choice would be upgrading the number of actions vs an upgrade that lets the middle character move 2 spaces for 1 action). Congrats on your first solo LD!