Foon → Ludum Dare Explorer → LD45 → Feedback comment stats → TaqoShaq
Feedback comments for LD45
TaqoShaq's games and stats for all events →
| Timestamp | Since previous | Game | TaqoShaq's comment | |
|---|---|---|---|---|
| Oct 7 21:55:57 | A Game about Nothing | ♥ 1 | Ha! Very funny. Frog-fractions-like. I think I may have triggered a fail state on the flappy-bird portion when my bird didn't hit anything, but it turned out it didn't matter anyway! | |
| Oct 7 22:26:42 | 30m 45s | Cod of Duty | ♥ 4 | Nice work! I think I may have won? Was 20 point the maximum? Two points of feedback: 1. I like the idea that the player sprite keeps getting bigger, but I think the sprite gets a bit TOO big. Already at around 10 points the sprite is taking up most of the sceen. 2. Although it's pretty simple, flipping the player sprite's x-scale when the player is moving left can go a long way! |
| Oct 7 22:33:29 | 6m 47s | Lurking in the shadows | ♥ 3 | Nice work! Really liked the atmosphere, and the shadow effect on the trees was a nice touch. Two points of feedback: 1. Looks like there was a targeting symbol on the stun effect, but not one on the "revive" effect. It would be helpful to have one on both to understand the area of effect! 2. I think the time between encounters could be made a bit shorter, as there ended up being a good amount of indle time, particularly early on. |
| Oct 7 22:44:40 | 11m 11s | InfiniProspector | ♥ 0 | Nice work, impressed with the amount you guys got done in the 72 hours. Unfortunately, I wasn't quite able to figure out the second game-loop. I saw that I was able to dig through some tiles but not others, that my oil (and light) depletes over time, and that some tiles yield materials. However, I wasn't able to figure out what to do once I got those materials. Was the button next to the money counter in the top left supposed to do something? Open an inventory? For reference, I was playing using the WebGL build. Maybe I'm just dense and missed something! Otherwise, it looks like you all made a pretty ambitious game for a jam, and seem to have really executed. Nice work! |
| Oct 7 22:53:05 | 8m 25s | Soulful | ♥ 3 | That art and music is really great! The intro screen in particular looks particularly nice! Just two points of feedback gameplay-wise: 1. Thought the game got a bit too tough too quickly. I would tone down the spawn rate of dangerous obstacles early-on to let the player figure out what is harmful and what isn't a bit easier. 2. I think it would be helpful if there was more a visual differentiation between the candy that can harm you and the candy that you are trying to get. Took me a bit to figure out which was which. |
| Oct 7 23:04:21 | 11m 16s | Euro Farm | ♥ 0 | The environment looks really nice! Gameplay-wise, I would add a method that allows the player to be proactive about getting more money, rather than needing to wait passively. Otherwise, there isn't much for the player to do. |
| Oct 7 23:15:49 | 11m 28s | Polterheist | ♥ 2 | Holy moly! This is a very cool concept and has such great polish for the amount of time you had. I really like this interesting take on old adventure games. Needing to solve puzzles by trying out different combinations of characters and understanding their relationships to each other is really novel. Having the secretary be a robot and thus un-posessable was real clever, too. Two points of feedback: 1. The first door kept playing its opening sound even when it was already open. 2. I think the game threw a few too many characters into the mix all at once too early. Took me a while to figure out what I was supposed to be doing after I got past the first door. |
| Oct 8 03:50:16 | 4h 34m | Badwiches | ♥ 2 | Overall very funny! I loved the way the ingredients just flopped down on top of each other. A great example of a something that initially seems like a technical shortcut becoming a full feature. My one comment would be that it was unclear which direction of the health bars was "good" and "bad". Something that could help would be having the background color of the health bar be something more neutral, using standard health colors like red and green, or having some audio feedback for when a sandwich takes away health. |
| Oct 8 04:00:51 | 10m 35s | Catachresis | ♥ 1 | Wow this was quite a lot to get done for 72 hours! Funny dialogue, and nice use of the theme. Once comment I would have is that it was a bit tough to figure out what you can and can't interact with in the world, since intractable objects didn't have much visual or contextual hints that separated them from their surroundings. |
| Oct 8 04:16:12 | 15m 21s | Neon Merge | ♥ 1 | Ah! I know you @shunaky ! I played necroblood last time! Cool to see you going for a different genre. I like the atmosphere and the puzzle core concept, it works well with the theme and is a puzzle style I personally havent seen before! I have three comments that haven't been addressed above: 1. I think the acceptance zone for merging can be made larger by the "are the blocks touching" logic being done with trigger colliders that are just slightly bigger than their collision volumes. That would help ease the spacebar-spamming. 2. The "respawn back at the beginning" can be a bit brutal for sections where you can't recover from a mistake. For example in level 1 where you need to get over a pit by using some cubes, which you can also lose down the pit. 3. A further-along version of this should probably open with a slightly easier puzzle! It took me an embarrassingly long time to get over that first ledge! Maybe start with a puzzle where you only need to use a single block. Overall though, very nicely done. |
| Oct 9 01:34:08 | 21h 17m | Monolith | ♥ 1 | Looks like it no longer hangs, but the resolution is really, really low! Maybe enable window resize, resolution selection or set the default resolution to something like 1600x1200. Tried playing it, but unfortunately it was small enough where I couldn't read the instructions. Will check back in a bit! |
| Oct 9 01:51:08 | 17m 00s | Nothing is the Key | ♥ 2 | Impressed that you guys used your own engine! If you guys further work on this in the future, I would recommend focusing on the communication of the core systems in level 1. When the player spawns in initially, they see a key hole, but no key. Then they see they see two boxes labeled "pink" and "blue" but no indication of how those boxes will help them find a key that supposedly goes in the key hole. Took a while of fussing around (and many resets!) to understand how and why the colors were relevant to the key. Having the first level completely dedicated to figuring that out would be super helpful, so the player can learn that mechanic without spending a lot of time manipulating the boxes during the trial-and-error stage. Otherwise, nice work! |
| Oct 9 02:00:37 | 9m 29s | Gloominate | ♥ 0 | Nice work on that audio! Loved the liberal use of the tuba. Two minor technical notes: 1. When spawning into some of the levels, the light would sometimes show its location in the darkness. Was this intentional? I dont think I would mind a version either way, it just seemed like it would happen on some levels but not on others. 2. I think the plates that trigger the light being shut off immediately would trigger when the mushroom character wasn't quite on them yet. |
| Oct 9 02:12:40 | 12m 03s | Ragin' Racers | ♥ 0 | Nice work guys, impressed that this is a fully-implemented game with a core game loop, secondary game loop, AI, auto-generated content, multiple maps, progression system, etc. That's quite a lot to get done in the 72 hours! My only major complaint is about the start of each race. I would: 1. Have a delay between when the race track opens and the race actually starts. It was a bit jarring the first few times to take in all that information at once! 2. Align the player's vehicle in the direction that the race goes. Always took a second to orient myself in the right direction. Either that or always have the race start on a "down" section of track. |
| Oct 9 02:21:35 | 8m 55s | Temptris | ♥ 3 | Hey this is a really clever concept! Really liked the combination of the two genres, and it was a nice use of the theme overall! |
| Oct 9 03:00:13 | 38m 38s | Ritual | ♥ 1 | Wow, this was really nice! That minimalistic pixel art is stunning! MY only piece of criticism is that the "give gifts" prompt probably shouldn't come up until you have everything? Maybe have some sort of feedback that although you're on the right track at that point, you still need to find something. Otherwise, I can't think of any other criticism! |
| Oct 9 03:12:22 | 12m 09s | Project Snowball | ♥ 1 | As a heads up, looks like the web version hangs after the loading bar sometimes. Pretty unique concept but as other state before me, quite tough! |
| Oct 9 03:28:14 | 15m 52s | Upward! | ♥ 1 | After a bit of time, I think I got it! This is a pretty novel idea. I think a lot of the comments will have to do with dealing with visual clutter, but you did a really nice job with the layout of information considering this is a jam! As far as feedback goes, I couldn't figure out how far along I was. A number for the total number of floors would be helpful! Additionally, I think the x5 card was WAY under-priced. It alone got me very far by itself! |
| Oct 9 03:43:35 | 15m 21s | Zombug Slayer | ♥ 1 | Ha! Very funny use of the theme right at the beginning! Pretty impressed with the look and feel of the game in general, nice work for the amount of time you had. 2 technical notes: 1. It would be easier to deal with the oncoming horde when you link a computer if you immediately close the menu when that button is pressed. I died a few times trying to fight with the menu still up! 2. Looks like the character sprite stops moving sometimes. My guess is that it's due to the character's box collider clipping on the square tilemap colliders. I think this can be remedied by making the character's collision box ever so slightly rounded on the corners and setting its friction to 0. |
| Oct 9 23:08:20 | 19h 24m | Ball of Duty: Special Drops | ♥ 2 | Loved that you guys went and actually pulled off the "the game starts as nothing" from an asset standpoint! The first set of audio was genuinely funny to a point where I was sad when it was gone after purchasing the next level! The background reacting to where collisions happen is a really nice touch as well. Nice work! |
| Oct 9 23:17:14 | 8m 54s | Revolutionaries and Pixels | ♥ 1 | I recognized the art style and general theme-ing and realized I played Iron Syndicate last time! Again, it looks really nice. Also like last time, I'm also impressed on the amount that was finished in the 72 hours this time, as you were able to get three game loops all finished. |
| Oct 10 02:14:18 | 2h 57m | This Is The Police | ♥ 3 | Hey I played your game last time! Nice work on this one! My one piece of feedback would be that the text scrolling is just a hair short, It could be sped up by like 30 or 40 percent. How did you get that scan-line look over everything? It was something I would have liked to implement on mine! |