Foon → Ludum Dare Explorer → LD46 → Feedback comment stats → Magnanix

Magnanix

Feedback comments for LD46

← LD45   LD48 →

Magnanix's games and stats for all events →

TimestampSince previousGameMagnanix's comment
Apr 22 00:03:39 Flame Keeper ♥ 2 I managed to finish it :), had to redo level 3 and the last one a few times because of how touchy the rotation part was. Constantly flicking the shield when I was trying to add fuel to it! XD. Might have been cool to have the skellyboi linked to the cart (his sole purpose for existing) and have a button to shift the shield remotely/accurately, so that those mini mishaps didn't happen so often. Then again, might just be me who sucked @ it XD. Also, maybe some indication when you add fuel, I found that I thought I'd added the fuel, and ran back to a tree - only to realize I still had the branch on me (no way to tell from what I could see) :O. Loved it either way, nice work :D!.
Apr 22 00:20:59 17m 20s Pump It ! ♥ 3 Lost a few robots until I figured out what was going on! XD. Didn't realize it was a "select the correct pump", I thought at first it was: - Use all the pumps as fast as possible... nope.. - Use the pumps in a specific order... well, yes, but no... XD figured it out and cleared the game. Nice work :).
Apr 27 02:10:08 121h 49m Overjammed ♥ 1 I loved it XD! So much stress! Also, feels like this was very similar to developing during the weekend, with so many people overloading the network and the connection dropping out constantly XD. When it said "Play the game you helped create", I was interested to see what would happen - but then the cyclical nature of it was revealed XD, making a game about making a game about making a game ad infinitum.
Apr 27 02:20:25 10m 17s Dungeon Farmer ♥ 1 A nice effort :)! My only suggestions would be to have some form of win state, or - progression (waves/timer). With wave/timer progression you could ramp up the move/spawn speed, or add different enemy variations (potentially coming from cardinal directions). Also, if using gradients on text/font, its best to put it on backgrounds that pop/stand out - as the gradients can make the text hard to read :). Good job though! You made a playable game :)!
Apr 27 09:40:30 7h 20m Keep Them Alive ♥ 1 Took me a little to figure out the main control scheme, and that the cone commanded the minions :P. I liked the randomisation on the survivors, especially the doggo-chan :). One major issue I ran into was the spinning blades, it seemed that the hitbox was way larger than the graphic, or erratic -- on the second level, I could 100% get the 3rd survivor passed it, but the others would always hit it from super far away :S. Might just have been me being bad, but I did try ~12 times before stopping XD. If it wasn't the spinning blade, it was the instant spawning reaper shooting everyone behind the door XD. Nice work, either way :).
Apr 27 09:51:13 10m 43s Shmup with grappling hooks ♥ 1 Yay! S-rank, I saved everyone 3! XD This concept was comfy, and the sounds were great. Such an awesome idea for the jam, and it fits the theme perfectly :D. I only came across one minor bug with the game -- it appears that buildings can spawn overlapping each other, I almost missed it when the two buildings were stacked up. The colour changing of the lines from white to teal helped a lot though! :D. preview.png Nice work :).
Apr 27 10:19:24 28m 11s Seafood ♥ 2 Was quite fun! until the small fishes stopped following me XD. Failed on the 3rd stage by a minuscule margin T_T. Upon retrying it, worked through it quickly, but suddenly the offerings stopped following me. I would tap them, and they would shunt off in a random direction (rigidbody.AddForce -> Forcemode.Impulse style) really quickly, but never latch onto me. Loved the designs, and the sounds -- upbeat and comfy for underwater madness :). Nice work!
Apr 27 10:29:53 10m 29s Antarctica Story ♥ 1 Took me a few tries to figure out where I was meant to be going... everywhere either was a dead end, or a death plane. Didn't realize I had to drop into the hole in the middle of the first screen (since other drops = death XD). Also, the controls felt a bit awkward for me - z/x + arrows feels more natural I guess, space/z + arrows hurt my brain XD. Also, failed a few times and stopped playing because I couldn't skip the ending text (you can skip the starting text). Really would have loved to speed back into the game, worst part is when the slowmo somehow engages just before failing - then all the text is super slowed down too XD. Loved the pixel art, and a fun mechanic (if a bit hard for me to use), keep up the awesome stuff! Nice work! :P.
Apr 27 10:37:48 7m 55s The flame of life ♥ 1 Very fun little challenging game :). Love the idea of the intensity of the flames being your life/health. The emojis sort of threw me out of the immersion, but made understanding the game a lot easier :P. Nice work!
Apr 27 10:50:59 13m 11s Story of Lost Demon ♥ 0 Nice art style, loved the animation :). Music did get a bit repetitive for the entire game, especially when I kept dying to clipping issues with the pitfall traps into spikes -> repeat the whole level :P. There were also a few odd places where the collision seemed to be off/missing (example below), other than that, was a comfy little game. preview2.png Nice work!
Apr 29 03:57:20 41h 06m Movin' and Keepin' Alive ♥ 0 [Jam Entry] I enjoyed the idea of the movement, some cool puzzles and situations could come from it. Unfortunately I got stuck on the 3rd stage. The running up the ramp was odd - then the jump would fail to fire when pressed a lot of the time. Not sure if others have mentioned it, but a really awesome thing you can add to make it more snappy and feel like control is in the hands of the player is: - Add a "timer" to the jump key, say 0.2s - if this timer is > 0s and the player == grounded, then jump. - (This will allow players to press the jump key just above the ground, and the jump will instantly fire - removing that feeling of "I pressed jump and nothing happened!") - Add a "timer" to the "grounded" state, say: - if(grounded) isGroundedTimer = 0.2s; - if(!grounded) isGroundedTimer -= Time.deltaTime (reduce the timer by frame amount); - then if Jump Timer > 0 (button has been pressed), and isGroundedTimer > 0, jump (set both timers to 0/-1 so that the player can't infinitely fly XD)! :P. - (This will allow players to jump just after leaving a surface/edge, a tiny window where the player can still press the jump key and launch - as human reaction speed is not perfect - and if they miss by 0.1s @ an edge, the character falls and dies. Outside of that, just some more effects for getting hit and responses would be nice :) (you might have already added those in future versions, but I'm rating from the Jam Entry :P. Nice work!
Apr 29 10:17:52 6h 20m to Leave ♥ 1 After reading through comments to figure out the goal of the game (kept clicking on the submerged blocks expecting to "get water" lol), I enjoyed it. I loved the art style, and the music sounded great (when it wasn't overlapping like crazy). Just probably needed a small tutorial section @ the start, to assist the player in what they needed to do to progress the game, or possibly some visualization help too - maybe the song clips could have changed the water (waves/rippled), so you could see when things were in harmony, and when things were discordant :). Nice work!
Apr 29 11:21:55 1h 04m water it ♥ 1 I liked it, the minimalist graphics combined with the reactive elements (particles, shake, sound, etc.) makes this a really clean entry :). It did get a bit samey after about 100 score. I had to start inventing my own rules to keep it interesting: Only allowed to kill the enemies if it is a double kill (1 water vs. 2 enemies), that made it a little more fun, but there was no end state to attempt to achieve :). Nicely done!
May 2 19:16:17 79h 54m Keep, It['s] Alive ♥ 0 Loved it XD perfect take on the theme, the victory song was awesome too :). Nice work!
May 2 19:23:43 7m 26s Entitled Kaiju Game ♥ 0 It was a fun little game, my only problem was the camera - and the targeting XD. I had 6 helicopters at one stage, and the camera was losing itself, causing me to spin like mad from pressing a few direction buttons XD. Might have also helped to have a reticle or something to show what you are throwing at :P. I missed the babyzilla a few times when I felt I was lined up XD. Nice work!
May 5 07:42:34 60h 18m Remember, Apollo ♥ 0 I could feel it coming, but oh my lord, that was well done :). Really enjoyed this, the game play mechanics of progressing through the story, and the story itself - linking back on itself at parts and still making sense, all to become a totally amazing cyclical experience XD. Nice work! :D.