Foon → Ludum Dare Explorer → LD45 → Feedback comment stats → notgreat
Feedback comments for LD45
notgreat's games and stats for all events →
| Timestamp | Since previous | Game | notgreat's comment | |
|---|---|---|---|---|
| Oct 7 02:11:19 | itemless | ♥ 0 | Interesting idea and fits the theme reasonably, but everything is too slow to be dangerous, and blocks are way too expensive for what they do (combat with the enemies directly on an open field is too easy). The player also moves too slow, as it gets quite tedious waiting sometimes. I'd recommend making the enemies deal less damage but have a lot more of them spawn. Sometimes I'll go a whole in-game night without seeing a single enemy. I also suggest including a little blurb at the shop about what the items do. When I died the game froze and the enemy sound effect played on loop, that doesn't seem right. | |
| Oct 7 02:20:07 | 8m 48s | Conjury: The Convocation the RPG | ♥ 0 | Maybe I'm misunderstanding the rules (they weren't clearly explained), but it seems to me like the best strategy by far is to just pump all your points into one category (bold/aggro for example) and just always pick that. I could definitely be misunderstanding how to effectively use observation effectively, but I really need clearer rules to know what to do. Also, it doesn't really seem to fit the theme. You start with nothing but a bunch of points, sure, but those points let you build a reasonable deck at the very beginning so I don't think it works. |
| Oct 7 02:47:39 | 27m 32s | Gem Miner | ♥ 0 | One of the better games I've played so far in the jam, even with the lack of audio. Excellent graphics style, though I wasn't a huge fan of the darkness effect in terms of game-readability even if it did look pretty neat. However, I have to question how it fits the theme. There is an element of collecting upgrades and the gems, but I don't see that being aligned much to the theme. "Return" should have a larger hit area. I apparently wasn't hitting the 3rd level's hitbox until I jumped. I also found the swinging to be weirdly slow, especially with how much hang time it gives if you do a swing while mid-jump. Pressing "n" apparently goes to the next level and doing so in the end room crashes the game. |
| Oct 7 02:57:34 | 9m 55s | SHOCK | ♥ 1 | Reasonably fun, but most of the levels you just always have to start by disabling all (or most) of the zappers, and having a global lives system where you have to lose life to continue doesn't seem fun (and it seems like you agreed and gave way more lives than needed) I don't get how it fits the theme though. |
| Oct 9 00:39:00 | 45h 41m | Rebuild of Edge | ♥ 1 | An interesting idea, but had major UI problems that became impossible to deal with on the first level where you need to swap the words. The text box covered the words that needed to be swapped and I couldn't click on them. See image below. You likely have a mix of resolution-specific and resolution-independent values that are becoming broken on my screen. bug.png |
| Oct 15 04:44:28 | 148h 05m | EEPROM | ♥ 1 | The MOV command runs way too slow, the turn SHL/SHR commands are nearly instantaneous (too fast) The pusher cubes seem to visually glitch out for a frame at full extension. Deleting all your code if you messed up is annoying, and overall more normal text editor would probably be a much better interface than a stack. The complete lack of any control flow or interactable parts makes it so there isn't really much challenge to the actual gameplay part. I like the basic idea, but I think you needed a lot more time to make it good. |
| Oct 15 04:55:02 | 10m 34s | WADJ | ♥ 0 | Short, but effective. This has a level of polish rarely seen in 48-hour games. I wasn't a fan of the control scheme- WAD+mouse works fine, but pressing J then requires either stretching the left hand really far or taking the right hand off the mouse. You'd definitely need some more mechanics if you wanted to expand the game further, but I think this was just about the perfect length for what you have now. |
| Oct 17 01:40:12 | 44h 45m | Commander | ♥ 0 | Pretty fun, but it was annoying how making one super-squad was so overly powerful (if a bit slow). Having the Fog of War show revealed terrain would've made it much easier to know where I've been before, I got confused a couple times as to the overall structure of the map. The healing wand weapon is kinda weird, it seems like the optimal way to use it is to pick it up, walk away for a few minutes, and the grab your old weapon and continue onward. This does not seem like a good idea, and it's made especially annoying by not having the health bars shown while healing. Does the healing affect other squads? I didn't actually test that. I had a follower get stuck on a block sometimes and needed to loop back to get him to pathfind around it. One time I got a guy trapped inside some blocks (at the corner of 4 different blocks) but I'm not actually sure how he got there. |
| Oct 27 18:51:00 | 257h 10m | No Bullet Hell | ♥ 0 | I liked the idea, but I didn't find the actual gameplay fun. The biggest issue is (as others have mentioned) that player movement is not precise: when I let go of the button, I shouldn't continue moving for a half second and then suddenly stop. The bullets pushing the player around was also really weird, as were the bullets being pushed around by your counter-bullets. Like you had a physics engine built in and wanted to use it for something for no real gameplay reason. |
| Oct 27 19:11:18 | 20m 18s | Angry Words | ♥ 1 | I really liked this one. It has some significant UI problems, the difficulty curve was really bad, and level 10 is impossible, but overall it was an incredibly solid entry. I loved the humor in it especially. |
| Oct 27 19:22:12 | 10m 54s | The Legend of the Empty One | ♥ 1 | I liked the idea a lot, but playing it just felt weird. The complete lack of any momentum in the character's movement and the very slow speed of your bullets likely contributed to this feeling, along with the player being quite large making dodging annoying (though not too hard since the bullets move slow enough) Also, I couldn't figure out how to deal with the fast moving teal/blue guys who shoot out a shockwave. I can't get away from them fast enough and they damage me before I can kill them. Thus plus the seeming random spawning of enemies sometimes having them spawning right on top of me made me give up after a couple failures since I didn't see how I could improve on those aspects. |
| Oct 27 19:29:51 | 7m 39s | Build Or Die | ♥ 0 | I pretty much won by accident. I figured out how to deposit crystal and built a 2nd auto miner, then just made a couple bots from a single factory. By the time I figured I should look at what's to the right, I had almost won. The most challenging aspect was the odd momentum of your character. This was a very ambitious project and has potential, but needs a lot more content and strategy to really be interesting. I did like the graphics though, great job on those. |
| Oct 29 05:10:40 | 33h 40m | Circle Fight | ♥ 1 | It seems like the AI/reproduction is way more powerful than actually doing anything on your own. Despite that I was quite enjoying it until it crashed on me (after closing the upgrade menu). I was using the 1.01 version. |
| Oct 29 05:16:56 | 6m 16s | Null Blob | ♥ 1 | An interesting idea, but I can't really classify it as a game... The blob also looked really weird when doing self-intersections sometimes. The background audio was affected by the speed of motion, which was a very nice touch but sometimes caused the background to sound really strange... like an audio track that was skipping or something. Not sure if intentional or not. |
| Oct 29 05:36:19 | 19m 23s | Modular Mayhem | ♥ 0 | II liked the game overall, but I don't think shooting asteroids is the right concept for this idea. Properly clearing an area is best done by basically sitting still and continuously shooting everything around you. Making it so that you lose all your modules (except for 2) once they get hit makes it really hard to justify going anywhere with any sort of speed, especially with the weird controls (no turning friction especially) When I picked up a 2nd booster modules, things started getting weird. I had accidentally picked it up on the reverse direction of my primary booster which meant I couldn't actually control the ship anymore. After I detached the 2nd booster, things started getting weird and it acted like it was still half-connected. After re-attaching it my ship started spiraling out of control and basically blew up (I then collided with some asteroids and got reset to the basic ship) |