Foon → Ludum Dare Explorer → LD46 → Feedback comment stats → amkingTRP
Feedback comments for LD46
amkingTRP's games and stats for all events →
| Timestamp | Since previous | Game | amkingTRP's comment | |
|---|---|---|---|---|
| Apr 21 07:16:39 | Anibun Help Me! | ♥ 1 | Loved the cute style, but wasn't really sure what was going on. I think all my anibuns were dead on the final wave (the red bar was empty) but the wisps kept bashing into them and I somehow won the level. Definitely agree with the multiplayer suggestions that other people have made; would make a good co-op game. | |
| Apr 21 07:37:48 | 21m 09s | Keep I.T Alive | ♥ 0 | Perfectly captures what being in customer service is like. :) Wasn't 100% on what to do, so ended up deleting users' files, plugging/unplugging cables at random. Got completely stuck on the ransomware problem. Would also help if the people with problems were jumping up and screaming (as they would in real life) so you didn't have to check each computer to see if there's an issue. |
| Apr 21 07:44:56 | 7m 08s | Tile Rider! | ♥ 1 | Really like the style ofthis one, but wasn't 100% sure what to do. I thought a tap of 'space' would attack, but it seemed like I had to hold it down in order to complete the animation and kill the monsters. |
| Apr 21 07:51:50 | 6m 54s | Shiny | ♥ 4 | Absolutely gorgeous game. Wasn't 100% on what to do; I was killing the monsters (wolves?) and collecting the glowy things on the ground, but Shiny keeps dying. |
| Apr 21 08:02:01 | 10m 11s | Ballad of the Bard | ♥ 4 | My favourite game so far; the first one where I kept trying after failing. The combination of dragging with the mouse whilst pressing spatially separate keys is surprisingly entertaining. Would like to have a "Jamming" mode where you could just strum the lute without worrying about the fire and monsters. The game seemed to freeze when the "Strange little man" walked up to the fire. |
| Apr 21 10:42:39 | 2h 40m | Starship Clicker | ♥ 1 | First time I've ever played a clicker; surprisingly compulsive, especially when balancing the power usage while waking up the crew enough to get the power, food, and water generators working. Might be a bug at the end, I should have reached my destination but seem to have overshot (distancing remaining was static at about 15000, but distance travelling kept increasing - My speed was 25000 at the time). |
| Apr 21 13:32:11 | 2h 49m | Of Wolf and Mom | ♥ 2 | Thought that holding that baby as a burden on the player and restricting what they can do (just like in real life) was a great mechanic, and it was easy to get emotionally involved in trying to not be away from the baby too long. Music was fantastic. |
| Apr 21 13:36:17 | 4m 06s | The Expedition | ♥ 0 | Really nice graphical style, but it wasn't clear exactly how to play it. Admittedly there are time restrictions for this, but I felt a short tutorial on placing the characters and getting them to attack would be helpful (do i double click to get the attack to start? what are the criteria for losing?, etc) Edit: Now I know how to play it, it's actually pretty fun. Is there a win condition for the expedition, or just keep going until overwhelmed? |
| Apr 21 13:51:57 | 15m 40s | Flower Defense | ♥ 1 | Loved the intro-sequence; the humour of the whole game was spot-on (even the ending). The machine-gun firing noise got pretty annoying (once I had max fire-rate), but I especially liked the inclusion of a volume control on the title screen. Graphical style was brilliant; managed to perfectly convey the post-apocalyptic desert scenario in low-res. |
| Apr 21 14:06:22 | 14m 25s | Goddle Royale | ♥ 2 | really like the concept, but was pretty lost as to how to really influence the outcome. My best go was when my little man ran away from everyone else and I could snipe individual enemies at the edge of the screen. Would suggest a mix of offensive and defensive (e.g. a temporary shield, teleportation, or healing) godly powers. |
| Apr 21 14:17:17 | 10m 55s | Overly Fragile Relationships | ♥ 3 | Brilliant idea of using a social network as a game; managed to get 2 hookups (one of which failed). I don't think think I was able to get past 2 weeks.. Might be worth considering introducing "rumours" to go through the network (to influence opinions of each other). |
| Apr 21 14:24:10 | 6m 53s | Deal With Those Papers | ♥ 2 | Great atmosphere of the office paper shufflers; really liked the 2d/3d graphical style. |
| Apr 21 14:40:22 | 16m 12s | From Dusk Till Dawn | ♥ 4 | Really like the inclusivity by selecting gender for both characters, and the sound effects in the intro were great. Got really frustrated on the intro/tutorial before I figured out how to guide the heart, and then it became really quite enjoyable. |
| Apr 21 15:27:44 | 47m 22s | You Can't Die! | ♥ 1 | great idea of an indestructable hero but fragile city (I think a bit like one of the Superman games from the 90s). Graphics were a little bit too minimalist for me to easily tell which direction I was facing after being knocked away from a UFO. As someone suggested, this would work pretty well with a mouse control (fly towards the cursor; left-click to punch, right to boost?). |
| Apr 21 15:53:13 | 25m 29s | Keep Him Alive | ♥ 1 | I was getting the "old man death" bug when I presumably died as well. Agree completely with the need for more feedback about character health/status. However, really liked the fluidity of the movement and combat. Maybe make the enemies get knocked back when you hit them to prevent mobbing? |
| Apr 21 16:00:10 | 6m 57s | Ultimate Kick Ball | ♥ 1 | Took me a while to figure out how to actually kick (did I miss instructions somewhere?). The addition of the direction changes was a good idea, but I second the opinion that they should despawn/respawn on a timer if they're not triggered. Maybe have special targets to aim at for big point bonuses? |
| Apr 22 06:39:01 | 14h 38m | Heart of the World Tree | ♥ 1 | Really like the concept; like the others said it became really difficult once there were two fireballs at once as the paddle couldn't rotate fast enough to get both. Not sure how you could correct this without making it harder to control (e.g. might be faster to rotate, but you'd lose accuracy of where the paddle stops). Maybe a power up to give another paddle 180' around the tree? |
| Apr 22 06:51:21 | 12m 20s | 2D Surgery Simulator | ♥ 1 | Had to rely on the spoilers for the first level :) Really novel idea. Might be worth adding some sort of indicator to show that you're over something you can cut open; I kept getting the throat and lungs when trying to click on the heart. |
| Apr 22 07:07:38 | 16m 17s | The Glimmering Woods | ♥ 4 | Really enjoyed that and would love to see more. Really liked the art work; made me think of the old Sierra games (seemed to be a mix of SCI and AGI style in places). |
| Apr 22 11:15:41 | 4h 08m | How to Air | ♥ 1 | Beautiful looking escape game; would like to see this extended to more levels. I'd echo the other comments about dodgy hit boxes, and you can keep bashing the medkit with the rock to get loads of syringes (I must have bled that creature dry), but those are minor nitpicks in an excellent entry. |
| Apr 22 12:20:10 | 1h 04m | Sh'bolga: The Sprawling Terror, Devourer of Souls | ♥ 3 | As the game description suggested, it did remind of 80s home computer platformers. Short, but sweet. Enjoyed the Metroidvania-style upgrades; could possibly be fleshed out into a longer game? Was the Shbolga an actual 3d model in the game (how did you get the lo-fi sort of grainy/pixelly effect for it?), or a pre-rendered sprite? |
| Apr 22 14:17:21 | 1h 57m | Bubbles Saves Grandma | ♥ 1 | Absolutely brilliant. Great fun. Agree with the comments that the controls are difficult (a slow walk backwards would work wonders), and the collision detection does make things a bit difficult when jumping and getting caught under small ledges. Might be worth implementing a hang-time jump control (like Mario) to make it a bit less frustrating jumping at speed. Where is the panic button? I managed to get over the granny and into the bathroom, but couldn't figure out where to go from there. |
| Apr 22 15:07:12 | 49m 51s | The Adventures of Eggbert | ♥ 1 | great 80s/early 90s style arcade game. I'd echo the comments about not using shift as the jump button, but that's what they used to do in the 80s/90s on home computers. |
| Apr 22 15:39:12 | 32m 00s | Growing defense | ♥ 2 | I don't usually play tower defence games, but this was actually compelling.. I think the idea of constantly having to be on your toes to give the plants what they need (water, "healing", and food) made it a lot more interesting. The only thing I'd change is keeping a tool selected after using it 9or using keyboard shortcuts like someone suggested) |
| Apr 23 09:52:11 | 18h 12m | Firekeeper | ♥ 2 | loved the atmosphere, and the metroidvania-esque upgrades that the badges gave. Would like to see that extended. I kept falling down the pits and dying, but it looks like you mapped out an underground section as well? |
| Apr 23 09:56:49 | 4m 38s | Abandoned | ♥ 1 | Enjoyed this one; plays like a stealth-roguelike. Agree with the other comments that the movement felt a bit slow (frustratingly so sometimes), but the overall concept and execution were great. |
| Apr 23 14:11:17 | 4h 14m | Pug Panic | ♥ 0 | I second the comments that it's extremely stressful to play :) Loved the whole idea, and the graphics were excellent. As others have said, it would be better to start the difficulty off lower; I think I got spammed within about 30 seconds of starting and by the time I'd cleared it the pressure grew and the pug imploded. |
| Apr 23 14:18:28 | 7m 11s | Keep My Keep Alive | ♥ 1 | Quite enjoyed this one; the difficulty ramps up perfectly until I was making mistakes (the pausing is a good idea) and my keep was destroyed. I think you only used the 6 letters QWEASD, so might be worth expanding to the full keyboard, or potentially aiming for gamepads (4 fire buttons + usually 4 triggers/shoulder buttons). It popped up a developer console at some point with an index out of range exception, but I'm afraid I don't know what I did to trigger that. |
| Apr 23 15:37:00 | 1h 18m | A Guy and his Princess | ♥ 0 | I liked the humour and concept of scare-them-off-but-don't-kill the enemies, but as other people said, there's not enough challenge. If given more time, it might have been good to increase the types of enemies, but also provide different things to scare them off (e.g. the arrow/sling/shooty-thing for the slimes, maybe a torch for some darkness-loving monsters). |
| Apr 23 15:48:15 | 11m 15s | Necromancer | ♥ 2 | really liked the overall style and trying to use your judgement as to who to raise from the dead. Would have been really good to actually see the battle afterwards even if in a textual form like old-school 80s/90s RPGs (e.g. how the various people interacted and coped with the battle) |
| Apr 23 15:55:54 | 7m 39s | Bodyguard for Chicken | ♥ 1 | Quite enjoyed this one - gave a definitely 80s vibe with the CRT effect; I think any feedback is just echoing what others have said. I think the most pressing issue is that the collision detection (for the spikes at least) should be around the feet (I tried to navigate through a field of spikes and died when they touched my head). |
| Apr 23 19:59:37 | 4h 03m | Oh, the Connection! | ♥ 2 | I have to agree with what @ditam said; I initially thought it was isometric and got really confused that I was seemingly moving in x,y, and z dimensions. Once it clicked in my head that it was a hex grid it suddenly became really interesting and challenging. One issue I had was that I found it hard to see where the internet coverage was when it was obscured by the servers. |
| Apr 24 15:45:21 | 19h 45m | The Harmless Prison Escape | ♥ 1 | That was really fun; liked the idea of a pacifist prison break :) Really love the seamless transition from the menu to the game. As others have said, possibly a bit too easy to begin with (not convinced about letting you walk through the tiles in front of a cop), but the last few levels had me trying to plan out the moves way ahead. Maybe having extra mechanics like cops rotating their field of vision on every other turn would work to increase the challenge in future levels? |
| Apr 24 16:38:13 | 52m 52s | Jake, Zack, and Chad's Day Out | ♥ 1 | Concept is great and pretty enjoyable to play, but I'll have to echo the other comments about the buggy jumping. Also, was a bit confused about what killed the hamster when I let it run around near the clock downstairs. Suddenly there was a splat and it was dead; a couple more safe-ish areas for the hamster would be great. |
| Apr 27 13:48:49 | 69h 10m | Blood On The Snow | ♥ 3 | Pros: I *really* like the style here. Probably the most atmospheric game (I'm a sucker for a good snowfall effect) I've seen and really reminds me of playing RPGs many years ago. The text+choices plus map combination works brilliantly. Would really like to see more of this. Cons: The combat is insanely difficult. I managed the first encounter through dumb-luck (after about 20 attempts). The encounter outside the inn seemed to be unbeatable. What might work is being more like an old Amiga/PC game called Blade of Destiny; it's worth looking up the turn-based combat system it used on Youtube. That used AP to do various things like attack, move, change weapon, cast spells, use items, etc. It had a lot of complexity and worked really well. |
| Apr 27 15:32:13 | 1h 43m | "Zen" Garden | ♥ 0 | surprisingly fun; got to 79 flowers and suddenly I was swamped with hooligans and dropped down to 50-odd within a few seconds. Would be interesting if you could spend the money on new weapons / turrets instead of just flowers? You could risk losing your garden in the attempt of getting a better weapon. |
| Apr 28 09:21:48 | 17h 49m | Keep Pit Alive! | ♥ 1 | Definitely the best graphics I've seen during the jam; the pony animation is beautiful. Really reminded me of the 90s Disney games like Aladdin, Hercules and Lion King (and maybe the megadrive Mickey games as well). Some of the hazards were a bit unfair (I walked into a falling boulder that had come to a rest and it killed me) and the sudden change in the music to just the right ear when you die was a bit jarring. |
| Apr 28 09:30:38 | 8m 50s | Keep It Ticking! | ♥ 3 | Fantastic mechanics with the time reversal and cloning. Took me a while to realise that people disappear at the point you reversed time (I'd assumed they'd just stand there) so it's a case of standing still until the very last second and then reverse time. This led to me blowing up a few times because I lot track of time. |
| Apr 28 09:47:35 | 16m 57s | Unit 21 | ♥ 2 | I really enjoyed this one; I love the hand-painted graphical style and the tactics/strategy (stratical would be the corporate-jargon term) of risking your party to rescue people/resources vs keeping the robot alive is really interesting to play. I ended up abandoning my party on lvl5 when I got greedy and tried to rescue one last group of people from the bottom of the map. As others have mentioned, I also got really confused about the movement of the party (sometimes a square, sometimes a cross). |
| Apr 28 12:33:13 | 2h 45m | Ambulance Drifter | ♥ 2 | In two minds about the graphics; on one hand it's a nice chunky pixel design like I grew up with decades ago, on the other hand I found it difficult to see the patients. Maybe some flagging of some description might help (e.g. a pulsing green circle). Gameplay-wise; it's like a lowres 2d Crazy Taxi, which is brilliant. I ended up ignoring what I was supposed to be doing and just speeding around the map. |
| Apr 28 12:44:47 | 11m 34s | Todd and Bobb's Excellent Adventure | ♥ 1 | Interesting idea and the graphics / atmosphere were brilliant (really liked the "How to Play" section which showed off the animations). As a lot of other people have said, the movement is a bit odd (I think it would work better with WASD/joystick with respect to the camera rather than the cursor) and I messed up a lot because of getting confused by it. |
| Apr 28 12:54:28 | 9m 41s | TRAIN GAEM | ♥ 1 | For some reason the feeling of the game reminded me of North & South for the Amiga, even though the games are nothing alike. I actually quite enjoyed this game, it was quite relaxing until I realised we were slowing down. It looks like once it hits zero coal the train slows to a stop regardless of whether you add more coal. The feedback of the train visibly slowing down was a more natural indicator of the "health of the train" than perhaps an onscreen gauge (e.g. a health bar) would have been, so that was an inspired design choice. |
| Apr 28 14:18:43 | 1h 24m | Savior | ♥ 1 | I wasn't particularly good at this, unable to get to the second pond, but I thought this was a really promising game. I really liked the handling of the bird with the mouse, but I didn't really get the diving mechanic - it started feeling like one of those games where you fly through an narrowing cavern always going upward and have to hold the button to go down. If you could implement that into the actual steering of the bird (e.g. flying downwards at a steep angle counts as a dive and increases your airspeed - maybe use the mouse button as a boost) I think this would be perfect. I'd also like to see a time-limit free mode so you could just enjoy flying around. |
| Apr 28 15:16:11 | 57m 28s | Across the Lake | ♥ 2 | At first I thought this was going to be a Yetisports-esque game where you get angle and power and see what happens, but it's an unbelievably relaxing rhythm game. I played this over-and-over, and as other people have said, just started getting into "the zone". I literally can't think of anything that needs to be improved. Fantastic job. |
| Apr 30 06:03:16 | 38h 47m | Constance | ♥ 3 | The overall style and atmosphere of the game is outstanding; really conjures up what I'd imagine Victorian London was like. The concept itself is really interesting, but I'll have to echo what other people have said about the stealth mechanics. The random behaviour of the civilians make it difficult to judge how much you can move (I failed by dragging the corpse past a sleeping civ and he must have woken up) and the lack of "awareness" indicators (e.g. a view cone) make it a case of hold E to pickup corpse, move a few steps, press F to drop, wait to see if civ gets closer, hold E to pickup, etc. It's also been mentioned before, but the instructions suggest that the husband is on the right, so in my first attempt at playing I ended up completely dismembering the corpse on the right while trying to drag the left's hair onto it. I thought it was a bug and gave up until I read a comment on here that they were swapped. |
| Apr 30 12:12:34 | 6h 09m | The Keep! It's Alive! | ♥ 2 | Probably the most amusing game I've seen this jam. Extremely polished; love the pixel graphics, music, and general mechanics. Can't think of anything really that could be improved. Would be interesting to see how this would work on a touch-screen like a tablet or phone. |
| Apr 30 15:27:08 | 3h 14m | Little Shop of Wall Street | ♥ 1 | I quite enjoyed this; once you figure out that it eats 50 food a day and it eats a family member if it hits zero then you can begin to figure out the tactics (I managed to get three endings). Unfortunately I'm not sure it's possible to actually get more than one family member to survive (because of the day where you couldn't find any food); it would be intersting to be able to use the computer to somehow earn/obtain the food for the day via some sort of minigame. |
| Apr 30 15:38:04 | 10m 56s | Stoker | ♥ 2 | Rather quite enjoyable. Not sure if it could break the game, but a minimap of bombs and bandits would be helpful so you could plan whether to go out to defuse it, or head back to stoke the boiler. |
| Apr 30 18:28:07 | 2h 50m | The Heart Of The Keep | ♥ 2 | Short but sweet. Reminded me a lot of some of the old games on 8-bit microcomputer during the 80s (but with obviously far superior sound than we had back then). Have to echo what others said about the movement feeling a bit clunky, but that was only really noticable when I started playing; didn't really register after I started getting into it. Would really like to see more of this. |
| May 1 14:30:37 | 20h 02m | Tower Defence of the Heart | ♥ 1 | Enjoyable TD game, one of only a dozen or so games I've played that made me think "one more go" when I failed. I'd aggree with what others have said about the lack of feedback about what an upgrade does (I think it just expands the range of the laser); some stats would probably help but might clutter the clean interface you have (maybe use number of stars/crosses to indicate Range & Power, etc). I think the same problem is with the health bar of the attackers; I think they're the same length, but some monsters obviously have more hitpoints than others. Also got to admit, I'm not sure I'd have been quite so into it without Bonnie Tyler blaring in the background.. |
| May 1 15:22:42 | 52m 05s | Soul Survivor | ♥ 0 | That was a really interesting idea; I don't think I've ever seen a "breadcrumb" style follow mechanism instead of straight-towards. I also liked the "two-stick" shooting mechanic with wasd for movement and arrows for shooting. Would probably work well as a mobile game, but I'm not sure how it could be extended into a longer game. I note you excluded yourself from Audio ratings, which is a shame as the sound really adds to the overall feeling of the game. |
| May 1 15:40:08 | 17m 26s | What the Firetruck!? | ♥ 2 | This felt really fun to play; the whole physics and control, the feedback when bumping into buildings and cars, and the spray of the water all scream "CUTE!". You could potentially expand this into a much bigger game, possibly doing other emergencies other than fire? |
| May 1 18:48:52 | 3h 08m | Survivenstein | ♥ 0 | Very interesting variation on the TD format; quite like the idea of a mobile super strong "tower" during the wave phase. Wasn't 100% sure on how to get certain types of traps; I'm guessing the types of resources you picked up enabled the different spike traps in the lower left. Was there anything that could be done with the money you find? Having a "shop" of some description where you could buy resources or new traps would have been a good extension. |
| May 1 19:06:14 | 17m 22s | Space Drone Guy | ♥ 0 | Proper space physics are always interesting to see. The WASD for directional thrust was a good idea, but I kept getting confused with a regular 2d space game where it's A & D to rotate and W to thrust (my problem rather than the game's). My only criticism is about the mouse pointer; I found the green dot being restricted to the immediate area around the drone to be a bit confusing and hard to see; might be good to give an option for a reticle mouse pointer that has frre reign of the entire screen (or limited to the whole visible circle). |
| May 1 20:07:43 | 1h 01m | Flour Baby | ♥ 1 | Really novel idea that was executed really well. I'd agree with other comments about it being a tad too hard (I think it's mainly the hitbox around the player seeming to be their entire body rather than a circle centred on their feet which is what you'd expect from that perspective), but this was thoroughly enjoyable. |
| May 5 15:01:24 | 90h 53m | Duck Crossing | ♥ 1 | This was fantastic; like others I eventually gave up trying to find the ducklings and started treating the game as an "Untitled Duck Game". The graphics and sounds are extremely effective, and the whole feel of the game is spot on. Maybe some sort of indicator (assuming there wasn't one and I didn't just miss it) towards where the ducklings might be would help. |
| May 5 15:11:54 | 10m 30s | From Inside The Machinery | ♥ 1 | That was weird, in an interesting way :) I'm not a big fan of clickers, and might be missing the point, but I'd have preferred multiple inputs (e.g. a key press for each organ) which might have given a sort of rhythm to the game. |
| May 5 15:27:38 | 15m 44s | Roadkill | ♥ 1 | Really liked the feeling of controlling the car on this one. Would be interesting to introduce "victims" (e.g. original GTA and Carmageddon's pedestrians) as a mechanism for speed boosts or repairs. Also more varied scenery would be good (e.g. buildings), but overall a great entry to ld46. |
| May 5 15:48:41 | 21m 03s | This Fire Burns | ♥ 1 | Has the foundation of a good horror game; nice tight view, creepy sounds. Didn't manage to find a single branch, so I'm not convinced this style of view works well for that (see Baldi's Basics for a good example of a branch gatherer that works because of the first-person view), but if you changed this to a monster-avoiding game (e.g. Slenderman, or some Blair Witch style thing) then this would probably work well, even with the failing torch mechanic. The sprite sorting of the trees bugged me a bit. Easiest way to deal with that is either to get each tree's Z value to equal their Y value via a script (you'll need to move the camera back), or ask Unity to sort by Y instead. The first approach would probably be better for you as you're using some composite sprite for the main character by the look of it and you'd want all the components to have the same Z value (or offset by 0.01 depending on whether they're in front of other components.). |
| May 5 16:10:43 | 22m 02s | Catch The Mouse keep it alive | ♥ 1 | fun (but also frustrating) little game. I think the randomisation is hurting the game; on one level there were some nuts that fell from the tree and I'm convinced they were in different locations on different playthroughs. If you could reset the scene completely on each level (including moving enemies, etc) then this would feel more like a test of skill rather than having luck influencing it. |
| May 9 11:25:16 | 91h 14m | No Way Back | ♥ 1 | very interesting concept, but very very hard to play; probably due to the speed it's moving at. I would suggest taking a look at an old Amiga game called "Brat" as an example of how you could potentially expand this - dragable icons and time to think of what to do whilst still being under pressure of a scrolling screen. |
| May 11 08:06:10 | 44h 40m | Taberu Bakemono | ♥ 0 | excellent idea and implemented really well. I've got to admit the placement of the objects is very difficult (I tried to build a bridge out of stone and just couldn't do it, and building a double layer ladder took several attempts), so might be better to place objects on a grid? Checkpoints would also be welcome :) |
| May 12 08:16:45 | 24h 10m | Immune Defense | ♥ 0 | This was really enjoyable with a great "feel" to the controls. There's some good ideas about the different types of barriers stopping everything, but others just blocking the player (there was one point on the second level where the last enemy was just off-screen and there's no way to get closer). |