Foon → Ludum Dare Explorer → LD46 → Feedback comment stats → doomshmuck
Feedback comments for LD46
doomshmuck's games and stats for all events →
| Timestamp | Since previous | Game | doomshmuck's comment | |
|---|---|---|---|---|
| Apr 21 13:29:17 | Sheep Sheep Halloumi | ♥ 0 | Very simple concept, executed nicely. It seemed somewhat tricky to actually click on the flowers, but not so much that it was a problem. Nice job! | |
| Apr 21 13:37:49 | 8m 32s | Soulless | ♥ 1 | Nice game overall! I thought the music was a bit over-bearing though, and the lack of sound effects was pretty noticable, I think that would have given the game a better feel. It also would have been nice to be able to just hold down click to fire, rather than having to click constantly. Just as a test, I sat there and let the enemies beat up on the tree (I was at level 3), and it took them forever to actually kill the tree... so the difficulty level was pretty low (not necessarily a bad thing, but just something to note). |
| Apr 21 13:45:23 | 7m 34s | Meal to Kill | ♥ 2 | I would say you guys nailed it on the polish, you definitely fit a lot of stuff in there in a weekend, and it looked good to boot! It seemed like there were situations where you could get into an un-winnable state.. like on the second level, it seemed like there were enough bad food items in a row where his hunger bar depleted before anything came. It was also somewhat difficult to tell whether an item was good or not, but that may have just been me. Still, very nicely done! |
| Apr 21 13:53:34 | 8m 11s | SMT V final Boss leak | ♥ 2 | Interesting concept. I've played Persona before, so I more or less knew what was going on, but I think if I hadn't, I would have been super confused (and I still was a bit). Some extra details on the abilities would have helped, I think... like what the ability actually does. I was also confused at first on the targeted abilities as it looked like it locked up at first, until I realized I needed to click on a target. For a weekend though, this is super impressive. |
| Apr 23 13:43:21 | 47h 49m | Pigeon Ascent | ♥ 2 | I liked it! I don't know if I quite understood how the mechanics worked though, like, the stats didn't really make too much sense in context to how the fight ended up. It also seemed like there was a bug with the shop, where I could just buy infinite amounts of whatever I wanted, and my total money never went down? So I just spammed the all stats up item (I got it up to like +15 or something)... but then the part that the stats didn't make sense was that I picked a dude that had far less stats than I did, and still ended up getting destroyed, so idk. |
| Apr 23 13:52:47 | 9m 26s | Temple of Enlightenment | ♥ 2 | I think the mood of this was very well done, and it fits the theme pretty nicely. I think the first few levels were pretty good. The level where you have to basically time a jump to get through was where it started to lose some of the charm for me on the level design. I also don't know if I like the concept of letting the player continue after a lose state is hit (i.e. killing an enemy). In particular, the level where you have to push the block down to stop the enemy from killing itself... if the enemy dies off-screen, it may be difficult to know why the door closed... the only indicator really is a sound effect, and if your sound is off, then you would have no idea. |
| Apr 25 14:07:28 | 48h 14m | Perish alive | ♥ 4 | Visually, the game looks awesome. I think it needed work mechanically though. I didn't really know what I was doing at the start, and I was already taking quite a bit of damage before I even realized there were people floating above that I needed to drag in (like, I thought it was part of the right-click menu to do that). I also didn't even really know how to get all of the resource types (or even what the resource types are). I think maybe if you don't have the ship immediately attacked until you get a little bit of stuff going would help, so that fumbling over what you are doing doesn't result in just losing immediately. And then having a more guided first few steps so that the player knows what is happening. Like maybe limit what can be built in the first module, and then have the camera pan to the humans after building it, or something like that? |
| Apr 25 14:14:56 | 7m 28s | Vegetablist | ♥ 1 | I was confused on the controls... I didn't really read the description before playing, I'll be honest, but the large buttons on the screen kind of led me to think that I had to control it by clicking on the buttons. I think if you are going to support distinct platforms like mobile AND PC, you would need to have the UI change to match to avoid confusion. |
| Apr 25 14:24:12 | 9m 16s | Monster Apocalypse | ♥ 2 | When I saw in the description "Save your friends", I assumed there would be like friendly characters you had to defend, but ah well. As a top-down twin stick, it's pretty solid gameplay wise. It seems like you die SUPER easy once an enemy gets near you, and that health amount is a bit misleading. Like maybe instead of "100", it could be like hearts or something, since it seemed like I was dying in 2 hits or something. I think you have a good base here, but it needed some variety. |
| Apr 25 14:32:32 | 8m 20s | Summer Camp Soup | ♥ 1 | With this type of a game, it is really important that the graphics match the gameplay. For some of the items, I think you did well on that, like the chicken, for instance, I knew what it was. However there were a lot of the items that I really didn't know what it was, and since it was instant failure if you click the wrong thing, I ended up losing a lot just because I didn't know what it was that I was clicking. I think either having a label on the food item or an image next to each of the ones in the list would have helped communicate this better. |
| Apr 25 14:42:29 | 9m 57s | Earth Defense | ♥ 1 | I think I got to the point where I couldn't buy any more buildings, and was making so much money that I couldn't spend even close to all of it before the next wave started lol. It seemed to hold up decently with all those ships on screen, although it did get a little laggy. Overall pretty good game, could have used more variety though, like maybe toss in buying turrets, or have the enemies attack the buildings sometimes instead of the ships, or have like bigger enemies come in that can throw you for a loop, or something? |
| Apr 28 13:21:29 | 70h 39m | Shark | ♥ 1 | Yeah, I'll parrot what the others have said. It took me awhile to understand that I actually needed to avoid things, rather than go towards things. If I didn't catch that I was resetting to the middle of the screen, I probably wouldn't have realized that at all. |
| Apr 28 13:29:38 | 8m 09s | Milk distress | ♥ 1 | I'm not really sure what the "take over your enemies" thing does... it looked like it just spazzed the camera out. It also felt like there wasn't really enough items to throw when entering a new room, so I was getting swarmed by enemies really quickly and didn't really know where to go to find things to throw. |