Foon → Ludum Dare Explorer → LD46 → Feedback comment stats → GenTel
Feedback comments for LD46
GenTel's games and stats for all events →
| Timestamp | Since previous | Game | GenTel's comment | |
|---|---|---|---|---|
| Apr 25 07:26:04 | Job-Changing Janitor Fights Off Zombies And Tries To Save Patients At A Hospital | ♥ 2 | Super creative concept. Laying down the water was a bit in the spirit of tower defense, with combat and healing all in the same game at fast pace. Good scenario, art, sound, and music. Giving the player all 3 roles to juggle at once really makes things intense. To improve: Balance tuning - If the player goes full-time medic he can still barely keep all 8 patients alive, let alone swapping off to soldier and janitor. I found myself leaving a ton of water on the floor as the janitor and then spending the whole rest of the game as medic. Running off to change classes takes too long so it should be made faster so it'll be more practical. | |
| Apr 25 08:07:31 | 41m 27s | Keepalive.exe | ♥ 1 | Very exciting game. I like the minimalist graphics and computer humor. Good mix of different mechanics from the servers to the printers to the phones. All the mechanics and story/scenario kept in line with both the jam theme and the computer motif very well. One thing that was both good and bad was that the death countdown continued if any machines were disconnected - this made fixing one connection useless if another was also dead but it also made it more intense. To improve I'd say the controls were a bit cumbersome. Maybe an option to back up or such would help, or maybe a putt button to shoot the ball less hard. I replayed the game a good handful of times to make it through to the end screen - that last level is so intense. |
| Apr 25 10:07:08 | 1h 59m | Genki | ♥ 1 | Good work for 7 hours! Classic Asteroids-style space shooter and the enemies were fun to dodge at the start. To improve I'd say definitely the off-screen bug as well as making the enemies and combat more complex. |
| Apr 25 10:15:10 | 8m 02s | Fire Is Life | ♥ 0 | Interesting and original - kind of like a bullet hell game trying to weave through the water drops. I like that you involved the water in more than one way by having the tide rise. I also liked the expressions on the fireball and the way the character is carrying it. To improve I wish there were some more techniques and options to protect the fireball better especially during the flood. |
| Apr 26 00:46:21 | 14h 31m | Server Simulator | ♥ 1 | I like how you've brought the real-world server load balancing problem into your game in a fun tycoon-esque way. Very realistic with all the switches and server scales and FIFOs and such. The tech side of this game is really good - making a n-way tree is easy enough in a backend program but getting the frontend to rearrange and represent that without getting into horrible overlaps and distortions is really impressive. I agree that balance is the main place for the game to improve. At first I thought that the FIFOs were equally important but lost the game very quickly because they drain upkeep cost without enough benefit. There's also a limit where the load and income stop increasing and all servers beyond that drain your money. I ended up selling half my servers and going with this config which might not last forever but was fine to keep running while I wrote this review: ServerSimulator_QbaXTcSY2h.png As a professional backend developer I like seeing a game with this stuff. |
| Apr 26 01:11:22 | 25m 01s | SideKick | ♥ 1 | Nice, I like how you were able to do procedural generation with the city skyline and still have it look and feel like a real city. I liked the multiple types of enemies and the difficulty was tuned very well. I appreciated having a down button so I didn't get stuck on the buildings. To improve, for the boss fight I just ran face-first into the boss until it exploded and hoped the sidekick didn't get killed, so some more challenge and complexity there would be good. And maybe some extra skill mechanics like a side-dash could give more room to do well mechanically. |
| Apr 26 01:49:24 | 38m 02s | Deer Quest | ♥ 1 | Funny parody of the typical quest RPG. The graphics were pixel but still very good. I especially thought the forest maze looked good - it wasn't just a grid of the same tree sprite repeated forever. I liked the save points - it would have been hard redoing all parts to retry the final boss. To improve, I'd say the final boss was a good difficulty but in some of the wrong ways. Seemed like I needed to circle strafe around him to dodge the gun but beyond that I don't really know what I did wrong/right to win/lose to him but eventually I did win. Finally, good final dialogue and good end screen. |
| Apr 26 02:33:05 | 43m 41s | Trail Blazer | ♥ 1 | Well-done platformer with lots of levels and good mechanics. Specifically, I liked the leniency it had on the jumps and landings - like if the left quarter-circle of the fire were on the block you could still jump even if the very bottom of your character was below it. Time constraints made it interesting but not too difficult. To improve, the biggest thing would be the last level. There's one indoor level that has very good and challenging platforming especially at high speed. Making the last level similarly good would make the end feel more rewarding. Second there were some surprising/confusing teleports when you got to a save point that didn't seem necessary. Overall a good entry, the platforming level was very exciting. |
| Apr 26 03:01:19 | 28m 14s | Tetralon | ♥ 1 | Timely quarantine concept, and the trumpet sound added a lot. I also liked the way that the tiles and buildings transformed when you surrounded them with walls. I replayed the game a few times and managed to get to baron/baroness level after understanding the mechanics better. To improve: My main issue was that water and trees didn't count as walls. I wanted to use them strategically to boost my efficiency but instead they broke my enclosure leaving me confused as to why it wasn't working. |
| Apr 26 03:36:37 | 35m 18s | Medic VS Virus | ♥ 0 | Nice game, timely hospital/disease concept and I liked that we had a good variety of different units to pick from. Pretty good balance where you had to come up with a strategy to win. To improve, I wish the different units had more distinct functions. I came up with my strategy for gel/bomber behind a shield but more strategic options like the Plants vs. Zombies sunflowers, walnut, and squash could help vary it up. |
| Apr 26 04:20:31 | 43m 54s | Lights Out | ♥ 1 | Good work, the zombie defense style is an exciting one and I liked the sounds. I tried a bunch of different strategies and the general feel of defending your base from invasion had me invested in doing well. The balance was tuned well where the upgrades were attainable but definitely costly. I played a few times but haven't been able to get close to the 177k you've listed as your best score. My best thus far is 24k and I'm not sure how you and other people are getting all 6 turrets and such - once I get one turret and two speed upgrades the zombie wave seems to overwhelm how quickly I can cycle around the generator. To improve, my main issue was my character and the bullets getting stuck on the generator, as well as the buyable walls really just being a way to unleash a flood of zombies on yourself. I agree that the player shouldn't be able to just sit in the middle and spray down all enemies on the map but the player and bullets getting stuck was frustrating especially when enemies were swarming the generator. Overall an exciting game. |