Foon → Ludum Dare Explorer → LD46 → Feedback comment stats → blay09
Feedback comments for LD46
blay09's games and stats for all events →
| Timestamp | Since previous | Game | blay09's comment | |
|---|---|---|---|---|
| Apr 22 20:30:13 | Rude Bear Gotchi | ♥ 2 | Nice graphics and interesting tech rendering straight to desktop. Also enjoyed the little touches like fruits falling to the ground when dropped. Sounds sounded good too and helped with the mood at the ending! Sometimes putting poop on the crows felt kinda awkward, I wasn't sure if I was supposed to just stab them with it or drop it on them, as sometimes neither option would work. Either way I am now awaiting the rise of Desktop Buddy idle games. | |
| Apr 23 13:27:41 | 16h 57m | Abyssal Accessory | ♥ 2 | I was hoping for a different ending but that's just proof you got me hooked with the story. Nice audio too! On my first run I didn't realize the button labels were also status meters and just clicked everything when the squid started crying, resulting in a sudden gameover during chapter 2. Despite that, a great entry and nice to see story-heavy games on LD. |
| Apr 23 18:32:40 | 5h 04m | Morse Code Hero | ♥ 0 | Funny idea and good take on the theme. I think it'd be great to have a metronome or something ticking as I found the beats between letters/words difficult to keep track of. |
| Apr 25 05:40:21 | 35h 07m | VROOM VROOMBA | ♥ 0 | I always knew my Roomba was having fun drifting around when I wasn't looking! Only few suggestions I have is that textboxes go slightler further up or continue automatically after a bit (I didn't click the first time and didn't realize there was a battery timer bar behind it) and maybe the "drifty" turn movement should only happen when you're already at high speeds, so you can still go in a circle normally. |
| Apr 25 05:54:38 | 14m 17s | Busy Bee Business | ♥ 3 | Very nice graphics and audio! I think most difficulty comes from the bee also being controlled by the mouse, so if the bee is already low and at risk of getting hit by a pine, you're in a lose-lose situation because either it'll get crushed or it'll fall out of the screen. Maybe having a separate key to control the bee's flying would help, or alternatively, adding a ground the bee can land on. I could see this evolving into something with multiple levels and additional dangers / objectives. Good job! |
| Apr 26 16:47:19 | 34h 52m | Hacker Boy | ♥ 4 | Just like in the movies!! This was pretty fun and I liked the "special effects" helping with the mood. I stupidly plugged out my router twice before I realized I just have to press the "on-button" and I had a bit of a hard time with the mails, as sometimes the date would be formatted like "18:4526/4/2020" but still count as a legit mail. Either way a great application of the theme and nice execution! |
| Apr 27 15:28:31 | 22h 41m | Boss Fight | ♥ 2 | Interesting concept! I'd like to see a way to fast-forward the player and non-destructive resets on failures (so my changes remain and I don't have to reconfigure all arrows). The loading time when resetting seemed a bit long, might be worth looking into a way to allow for instant resets. |
| Apr 27 18:57:41 | 3h 29m | The Honest AI | ♥ 2 | Loved the text-to-speech. I'm playing on a German computer, so the text-to-voice was blessed by a very German accent. Unintentionally bumped up the humor a little :P |
| Apr 27 19:22:03 | 24m 22s | Keep The Beat Alive! | ♥ 1 | Audio was fitting the rhythm game aspects nicely. Only things that struck me are the lack of damage indicators on enemies with higher HP and maybe an indicator showing something like "too slow" or "too fast" to help me regulate the clicking speed. Good job! |
| Apr 27 19:54:52 | 32m 49s | Field Hospital | ♥ 2 | Amazing mood and graphics, it felt like a proper non-jam game. Nice touch being able to place stamps yourself, only usability improvement there would maybe be allowing click-drop in addition to click-drag. The music worked really well too. Great job! |
| May 3 14:05:03 | 138h 10m | From Inside The Machinery | ♥ 1 | The dialogue really helped making the simple gameplay feel more interesting and like you were fulfilling a purpose beyond just spamming buttons. Good job. The next step would probably be adding some hospital-ish audio and switching out the buttons and displays with more machinery-looking graphics. |
| May 3 18:09:17 | 4h 04m | Tanks For Nothing | ♥ 0 | This was great, had lots of fun, good music and having the water rise again by buying those upgrade structures was a nice touch. Well done on the design of the different "enemy" types and the ladder concept too. Survived for 7:15 and enjoyed it till the end. |
| May 4 17:11:36 | 23h 02m | Future of Delivery | ♥ 1 | I liked the general graphics style, but the UI felt a bit out of place in comparison (the speech bubbles in particular). A crosshair as a reference point might make aiming slightly easier. I could imagine having a more action-centric gameplay instead of the basket-content-micromanagement - something like using the mech to run, jump, smash and glide through the city to get deliveries out in time. |
| May 5 17:22:40 | 24h 11m | Carnivorous | ♥ 0 | Managed to get the immunity bar halfway filled on my best run (playing with controller). Some ideas to reduce difficulty: - Increase spawns gradually, so you can get a small warmup without immediately getting swarmed, but quickly, so you won't have to wait for too long on replays - Similar to the Antibody Printer, something you can shoot to heal back up - Maybe have the Antibody Printer activate on a single hit, as I missed most of them due to being too busy not dieing to immediate threats |
| May 5 19:00:21 | 1h 37m | Chocolate: The Fantastical Adventure of the Doggy Walk | ♥ 1 | I liked the character sprites and the general feel of a "walk your doggo to reach a nice place" game. Nice idea. Main issue for me was the dog getting stuck on trees or rocks - I don't think it necessarily needs pathfinding, but if the dog would slide against collisions instead of coming to a full stop I think that would already cover many cases. |
| May 5 19:33:42 | 33m 21s | Charge | ♥ 0 | The game worked for me. I would like to see ingame instructions (like a hint that you can buy upgrades by pressing Q) and some UI feedback (hover effects help a lot in showing that you can click something). It also felt a bit odd that the visual indicator of how much energy you have only shows up when you open the menu - maybe the text could always show up or even have a visual indication on the battery itself (like a phone charge indicator). |
| May 5 21:10:40 | 1h 36m | Harpoon Rescue Marines | ♥ 1 | The chains felt pretty nice to play with. I could imagine this concept being expanded into a full game surrounding chain physics gameplay - especially with chain combat (I want to swing that chain around myself!). |
| May 6 15:11:02 | 18h 00m | Pelican Play Ball | ♥ 1 | I liked the 3D-2D-ish style and the waves looked pretty cool on the bigger stadiums. As expected from a clicker game, it was kinda fun just seeing things grow and numbers going up even when you're not actually doing much (I'm writing this comment with the game still grinding :P). I think the UI can be improved a bit (more clear distinction between enabled and disabled buttons, hover effects, background for the black text), but definitely a nice job on the general wave display & camera work! |
| May 6 16:49:41 | 1h 38m | iNanny | ♥ 1 | Took me a bit to understand what I needed to do, then it took me a bit to realize I could intentionally trigger the laser early to prevent it firing at a bad time, then it took me a bit to realize I don't have to stand directly next to the baby to protect it (that last point is probably just me being stupid though), BUT eventually managed to reach about 60% on the progress bar. I think a small scripted tutorial would help in getting started, because once you understand what you're supposed to be doing it's actually pretty fun. I also liked the choice of music and use of sounds. Good job! |
| May 6 17:08:54 | 19m 13s | Cities Of Wonder | ♥ 1 | Î liked the dancing guy :) The game felt a bit slow-paced for me, maybe there could be difficulty options. And I think adding some catchy music (and making it line up with the button beats) would help a lot too in bringing more action to the game. |
| May 7 16:30:26 | 23h 21m | Derelict: Gaia Protocol | ♥ 1 | For anyone confused: do not resize the window as that will break the cursor positioning and end up really confusing. You place buildings by clicking the building, then clicking the spot where you want to place it. |
| May 8 06:17:40 | 13h 47m | Corruption | ♥ 1 | I really like the idea of a boss fight meets jumping puzzle, it was fun. I think there needs to be some grace periods with jumps and walljumps - sometimes when I'd jump while holding left or right it would just walk off the platform. But reading up you already seem to have fixed that in the post-compo version. I also had to turn off the music after a bit as it got too repetitive for me. Overall a nice entry! |
| May 8 06:33:21 | 15m 41s | Untitled Sport Game | ♥ 1 | Played 1P, got completely destroyed by the AI, though I did score once at least. I can imagine it'd be lots of fun with two players, but even consistently losing in singleplayer it was still kinda fun trying. I wasn't sure if sprint had a cooldown - if it does, maybe some kind of visual indication could be added to the player (e.g. motion blur). The "ball is in your field timer" was a bit short for my taste, many times I'd lose due to the ball just not having enough momentum and barely making it to the edge. Nice entry! |
| May 8 06:50:35 | 17m 14s | Keep Everything Alive | ♥ 2 | My highscore: 39 The minigames were pretty funny and it was fun triyng to keep up with the increasing speeds. The ship one took me the longest to figure out since all other games were playable via mouse and this was the only one you needed the keyboard for - maybe a hint in the form of arrow keys could help there. Cool concept and nice entry! |
| May 9 12:21:01 | 29h 30m | Living Woods | ♥ 1 | I think it would be great to have a timer that tracks your survival score and helps compare playthroughs! Didn't realize the fire could take damage too at first, so maybe a little progress bar (or having it shrink continuously) could be added there. |
| May 9 12:25:53 | 4m 52s | Hack'n Dice | ♥ 1 | Nice music and art style! At first I didn't realize I had to drag the dice to play them and was just panickedly clicking around trying to find out what to do. Most icons on the dice were easy to guess, but to be certain it'd be nice to have a small reference in the "choose dice" screen. At the (I assume final) boss, my dice suddenly disappeared, never came back, and I died, not sure what happened there. Overall a nice entry! |
| May 9 12:37:25 | 11m 32s | Droplet Dodge | ♥ 1 | Took me a bit to find the jump key (went straight into the game) - a quick ingame instruction showing the controls or alternatively also allowing space/up for jumping would be great. I liked the music! The game felt a bit easy to me, as you could simply jump over all spikes at once most of the time and even when you messed up multiple times in a row, it was easy to quickly get back up to full health. I think it would be fun to have the boss randomly switch between different attacks to make him a bit less predictable. |
| May 9 12:49:09 | 11m 44s | Silkworm: Keeping the Game Alive | ♥ 0 | Cool to see a big game with multiple parts and different games "embedded". The green flickering in the beginning was a bit hard on the eyes and some parts of the game felt awkwardly quiet and could have benefitted from music (e.g. the shooter-part). Overall a nice entry though! |