Foon → Ludum Dare Explorer → LD45 → Feedback comment stats → ixchow

ixchow

Feedback comments for LD45

← LD42   LD47 →

ixchow's games and stats for all events →

TimestampSince previousGameixchow's comment
Oct 7 01:42:01 WEAVE-SNATCHING SIMULATOR ♥ 1 The second level is quite difficult -- I had trouble judging the criteria for being spotted (and, for that matter, seems quite hard to jump over the characters). The art style is quite good for LD.
Oct 7 01:51:00 8m 59s Star Twit: H. Nothing ♥ 1 Overall, I really like it. Connects well with the theme and has some puzzles I like the feel of. Some more detailed thoughts: - I found it odd that the bouncy-ball cannon didn't have any sort of "kick" when fired. - The center-of-gravity of the ship feels "off", though it might be because of the camera motion rather than because of the ship motion itself.
Oct 7 02:02:03 11m 03s Deadrun II ♥ 1 Nicely done, especially from-scratch! It's always hard to put together the full package of sound, gameplay, and art. A few more detailed comments: - It was hard to understand the attack range of the enemies. It seemed like I could run past them most but not all of the time. Very odd. - At least on my setup, the rate of view rotation feels very fast relative to the rate of motion. I could see slowing one or -- my preference -- increasing the other to get to a more consistently-spry character. - It seems like the sword image stretches to fill the window, which made it awkward with a close-to-1:1-aspect browser window (the hand image doesn't seem to scale). - The wind-up on the casting might be better clued with some sort of art or animation (e.g., shaking the hand sprite might have been a low-drawing-time effort). - The collision code let me get very close to the walls. (Close enough that I could see through them.) Using a larger bounding circle for the player might be a good addition.
Oct 7 02:08:15 6m 12s DesertTamer ♥ 1 I tend to feel that -- from a design perspective -- unskippable cut-scenes are best avoided. They are most effective as player punishment, and if you need to punish the player, perhaps something has gone wrong with the game already. That said, I was about to be very impressed with an LD compo game that had an actual intro!
Oct 7 02:17:13 8m 58s From Space ♥ 1 A nice game in concept and execution. The simple and abstract graphics are a nice look, and a good choice for the format. I agree with other commentators about the slippery movement -- I think a slightly more damping could be good. I would also have appreciated a bit more telegraphing of when and where damage was happening. Overall, however, a solid concept and one I would play longer. I think there could be some good depth here if a system for re-arranging rooms (or, at least, feeding different active areas of growth) was made available to the player.
Oct 7 02:22:17 5m 04s afdsfgs fgsdg sd ♥ 1 Nice take on the eat-and-grow genre. I like the bright colors and procedural tail animation. It definitely feels like a bit of a grind at the start, and the one-hit-deaths don't help in that regard. It also bugs me that the background hexagon is slightly vertically stretched.
Oct 7 02:27:52 5m 35s Scrap Attack ♥ 1 Odd mix of lit and unlit assets. Nice robot model, though. I always like the look of a corner bevel on things. It seems like the main strategy here is to camp at one deposit spot; perhaps a way to spice things up would be to provide some bonus for depositing sets. (I guess the unequal scrap sizing is perhaps another way to do that? Hmm.)
Oct 7 02:36:12 8m 20s Shape Invaders ♥ 1 The idea of an arena-less arena shooter is an interesting one. In my (score 101 -- so rather short, I guess) run, I never found myself in that frantic mobbed-on-all-sides sort of situation that one gets in (e.g.) SmashTV. I wonder if it is possible to create that sort of feeling without walls, or if having the ability to forever run in a given direction basically shuts that down. Also -- a small note -- the zoom control feels reversed to me.
Oct 7 02:43:43 7m 31s Start Powerless ♥ 1 A nice idea and a nice stack of levels to show it off in. With movement controls that were a bit less twitchy (i.e., give the player a bit of momentum and perhaps slow things down by about 15%), I could see myself playing and quite enjoying a full 50+ level single-screen platformer built around these ideas.
Oct 7 03:08:10 24m 27s Hungry Hungry Spiders ♥ 1 Surprisingly engrossing. The spider-spider combat is tricky -- once three spiders get into it, a sort of feeding frenzy can emerge. (Also, great domain name.)
Oct 7 03:10:49 2m 39s L.D. Noire ♥ 0 Hmm, similar experience with the certificate here; ended up manually changing to an [http:// link](http://nicolasbize.com/LD45/). Also, gosh that cursor brings back memories.