Foon → Ludum Dare Explorer → LD46 → Feedback comment stats → bloodyaugust
Feedback comments for LD46
bloodyaugust's games and stats for all events →
| Timestamp | Since previous | Game | bloodyaugust's comment | |
|---|---|---|---|---|
| Apr 21 04:00:52 | Star Keeper (Ludum Dare 46) | ♥ 1 | Great game! Looks and sounds excellent, but the feel was a bit marred by the fact that the collider on the grabber was so small, and that there were definitely some missed collisions there. I think if you changed the collision detection mode on the hand grabber to continuous, these missed collisions wouldn't happen. I might chalk that up as a game-breaking bug, which would be allowed to be fixed under the rules of the jam. The mechanic itself however was very intuitive, and also innovative! Overall, a great entry. Well done! ❤️ | |
| Apr 21 04:11:19 | 10m 27s | Soul Seed | ♥ 3 | Excellent entry: the clean artwork and atmospheric soundscape really sold it for me (despite the audio not being yours, great choice). The platforming controls did feel a little loose considering the limited freedom for screw-ups afforded the player, but that didn't get in the way of my enjoyment too much. Well done! ❤️ |
| Apr 21 04:21:44 | 10m 25s | Mother Hen | ♥ 1 | Excellent entry! The graphics were awfully cute, and the sound design was egg-ceptional, especially considering the restraints of Pico-8. The puzzles were nice, and really I just wanted more mechanics to mess about with. Also, having z be "win", and x be "restart the game haha too bad you just lost all that progress" screwed me over more than a couple of times. 😅 Overall, this is a fantastic entry, well done! |
| Apr 21 07:34:27 | 3h 12m | Tamagotchi Mastermind | ♥ 1 | This is a lovely little entry: short and sweet! The art in particular strikes me as having a lot of care put into it. The sprites are clean, emotive, and easily distinguishable, and also pretty fun! The music is great as well, although it doesn't seem like it fits the feel of the game. I would expect something more ambient given the kind of serene setting and pace of gameplay. Really, I'd just like to see more! More things to possess, more exploration of different movement mechanics. Nicely done! |
| Apr 21 07:45:18 | 10m 51s | Rootgnome | ♥ 2 | I'll be honest, I have literally no idea what I was supposed to be doing, or how... aside from eating the... roots? Which quickly ran out. I'm not sure what the bars along the top were supposed to convey, but it kind of seemed like they dropped and grew at random. I did very much enjoy the models! I'd love to see more voxel art like this in the indie scene. Overall, I can tell that some serious work went into this, but I think you need to prioritize communicating goals with your player thru more/better UI and player feedback. Keep at it! ❤️ |
| Apr 21 08:05:29 | 20m 11s | Terri-Fried | ♥ 1 | Gimme a second for the serious guitar-hero-vision to wear off... there we go! I swear I spent something like twenty minutes trying to get above 10 score, and I just couldn't do it. This is a great little game, and the core mechanic is so much fun! That said, I think it needs some tweaking to feel really "natural". I believe you're correcting for the travel of the platform or only tracking the mouse movement, but either way, I think this messed with my ability to correctly power my jumps. It also felt like the jump power was on some sort of scale, as small to moderate movements made barely any progress, and moderate to large movements launched me across the map. With some tweaking, this has the potential to be a seriously addictive mechanic for a mobile game. To counteract the serious vision swim, try adding a static background, or background elements that move in the opposite direction. I hope you keep working on this one, it's great! As an aside, how did you enjoy your experience in raylib? |
| Apr 21 08:07:06 | 1m 37s | Honeycomb Empire | ♥ 0 | Please @ me when the game is uploaded! |
| Apr 30 01:46:32 | 209h 39m | Clerical Error | ♥ 1 | Great entry! I feel like your concept and mechanics were well executed, but it defintely felt like it needed more content and juice to really push it over the edge into amazing territory. I think there's also some room for improvement in how the UI communicates with the player: I couldn't really tell when my spells were off cooldown, or if I had actually successfully cast a mass heal. The music was kind of distracting to the experience, but the SFX were nice and fit the aesthetic. I hope you follow on with this project and add more enemies, attacks, and party member types! ❤️ |
| Apr 30 01:56:55 | 10m 23s | Flippy Fish | ♥ 2 | WOW! You guys really nailed it with this one. The core mechanics are simple to learn and hard to master, the art really looks incredible and evokes the cuteness and atmosphere intended, and while the music/sfx aren't yours they were an excellent choice that really add to the overall experience. I hope you plan on taking this all the way, it would make a great little time waster! Suggestions feel moot here as this is such a complete entry with rock-solid execution (did you event get action queueing in, or is that just my imagination?). With skills like this, I'm sure that you're already scheming gaming world domination. Kudos on what is sure to be a top ten entry! ❤️ |
| Apr 30 02:21:43 | 24m 48s | Plant Life | ♥ 1 | Man, this was rough, but a really great entry! It stretched my brain to the point of breaking by the time I reached the "type to kill" mechanic. Solid implementation of gameplay, but some good sfx feedback and background music would've really sold this as an amazing entry. Responsive UI would've been nice to have for fullscreen on my monitor, but playing windowed was fine. Another +1 for the water controls feeling backwards. All in all, excellent job with this one! 😄 |
| Apr 30 02:36:06 | 14m 23s | Be THE DOG | ♥ 0 | Good implementation of a solid concept, I really enjoyed this "twin stick" shooter! The sfx were nice, but some creepy audio would've helped to sell the mood. I also wasn't quite sure if or how the health of enemies was telegraphed to the player, as even the same types of enemies seemed to require different numbers of hits. I'd also recommend that the gun "auto-shoots", so I don't have to hold the mouse button down the whole time. All told, this is a great entry, congrats! ❤️ @maryush28 I can't speak for the creator's opinion, but I _can_ highly recommend Godot as a great engine to work in. The node tree is a very intuitive way to structure and reason about the pieces of a game, in my experience so far. Also, it's tiny, loads extremely fast, and has bindings for _lots_ of languages. On top of those, it also really lends itself to CI where other engines (looking at you, Unity) tend to make CI a bear on purpose so you'll pay for their cloud build service. Not to mention it's completely free and open source! |
| Apr 30 02:50:20 | 14m 14s | Flower Defense | ♥ 0 | You've got a lot of skill in your pixels, but this really needed more communication with the player. The sfx and "hurt" shader were nice to have, but in the future I would recommend that you prioritize some UI to communicate the game state with the player. How much HP do I have? What wave am I on? How many enemies have I killed? Those are all questions that when answered can really help the player to feel more "involved" in playing the game. As an aside, if your only menu scene option is "start", I'd just launch straight into the game scene instead. Overall, nicely done and I hope you come back for more in the future! 😄 |
| Apr 30 02:56:14 | 5m 54s | BaseBrawl | ♥ 0 | I think this game has a lot of potential, I'm sorry to hear that you had issues that prevented you from taking it further during the jam. In the future though, if your UI isn't responsive, please leave the game window size selector in your build for those of us with unusual screen sizes. 😅 Keep at it, hope you come back for the next one! ❤️ |
| Apr 30 02:57:20 | 1m 06s | Gun Galaxy! | ♥ 0 | Please @me if you do end up publishing this for a non-mobile platform, it looks intriguing. 😄 |
| Apr 30 03:02:42 | 5m 22s | ezreactor | ♥ 0 | Like others have said, you _really_ need to have a compiled version of your game somewhere (itch.io is great) to get any real traction, but also I see that you've not rated anyone else. Your balance will change and you'll get more traffic as you rate and comment on others entries. I hope you start engaging with the community, I love to see entries in languages that don't generally get much love from the gamedev community! |
| Apr 30 03:21:09 | 18m 27s | A Slime Defense | ♥ 0 | I'm not sure what happened with your build, but seriously, I don't think you need to ship Windows alongside your game to get it working. 😉 The game itself is a nice foundation for a further exploration of Tower Defense mechanics. I would have liked to have seen some explanation of towers cost and other attributes like damage, special effects, etc. I think this also suffered from a lack of wave structure, as I couldn't reliably extend my maze without frontloading more powerful towers at the beginning of the maze in bursts. All told, this is a good entry, and I hope you keep working with it! 😄 As an aside, you need to rate and give feedback on others games to get traffic to yours. Hopefully you decide to engage with the community, which is the real power these jams have over just working a side project solo. |
| Apr 30 03:34:55 | 13m 46s | Space Station Express | ♥ 2 | I loved the twists on the classic "physics movement spacegame" formula that you found here! I would have liked to know how much health I had at a given moment. Also, *please* check your relative noise levels before publishing next time, the "drain cargo health" noise seemed like it was about to burst my speakers before I could hit the mute button... which is a real shame, because the music was pleasant and cute! As an aside, engaging with the community by rating and giving feedback on others games is how you drive traffic to your entry. I hope you choose to do so before the rating period is over! ❤️ |
| Apr 30 08:18:13 | 4h 43m | S.L.I.M.E.S. Division | ♥ 1 | Excellent entry, definitely in my top 5! It came together beautifully: the mechanic was solid and well-executed, the music although not yours was an excellent choice, the sfx were nice and crunchy, the juice was on point, and it was _extremely_ satisfying to set up a network of missile launchers and watch the fireworks. As you noted, the balance is... questionable, but you did admirably considering how much work was obviously poured into the more mechanical aspects of the game. Great player feedback, too! I never felt like I lost population because I didn't have the information I needed. I hope that in your updates you address the balance to re-focus on the core player interaction, as the automated missiles automated the fun straight out of interacting. Perhaps some variation in threats to the player aside from rate of spawn and size/speed of asteroids would help to diversify the interaction necessary and help offset the crazy efficiency of the missile turrets. I've followed you on itch, I'm excited to see where you take this one! 😄 |