Foon → Ludum Dare Explorer → LD46 → Feedback comment stats → Phlip45
Feedback comments for LD46
Phlip45's games and stats for all events →
| Timestamp | Since previous | Game | Phlip45's comment | |
|---|---|---|---|---|
| Apr 20 06:12:06 | Vampire BloodLust 3D | ♥ 1 | Super interesting that you created this from following that raycasting tutorial. I'm a js programmer as well and without going into webGL territory having those doom style graphics is damned impressive. The game itself was merely okay. I drank all the ladies, and then was just sort of like, what do I do now. Maybe I missed the end but I played it twice just to make sure. You do now have a raycasting library which is super cool and you've inspired me to try my hand at one as well. Have fun out there! | |
| Apr 20 06:20:20 | 8m 14s | Not Clowning Around! | ♥ 1 | Really liked this one though it was dark. Just wanted to mention that I see what you did there. Clown, IT, like the movie. I know explaining the joke is faux pas but I didn't put two and two together for quite a while. I think that removing the memory aspect by not having to look in the book and it just showing on screen would make it a little more enjoyable for me personally, but it makes sense if you were trying to make it difficult. |
| Apr 21 03:10:51 | 20h 50m | pestilentia | ♥ 1 | Good idea and nicely implemented from what I can tell through my playthrough. It was a bit easy being able to move the people. I think it would be more interesting if you could only move the environment, though later levels would be very difficult. The music loop was a bit short and got repetitive but the first 3 times it was good. Liked it overall. |
| Apr 21 03:27:31 | 16m 40s | Dog Feeder | ♥ 1 | I think that everything has already been said, but I really liked the joke at the end! Thanks for commenting on my game as well! |
| Apr 21 05:12:53 | 1h 45m | Bob The Bog Roll Defender | ♥ 1 | The game is great. How did you manage to make the gun sounds and shell casing sounds? I tried making different gun noises for my game but found it difficult. Ended up just going with some cut clip of myself making machine gun noises. The audio is very impressive. |
| Apr 21 05:28:12 | 15m 19s | CellForm | ♥ 1 | Definitely a cool idea. I love games where I have to control a whole squad of things. The music was great. I kinda of skipped through the tutorial so I might have missed exactly how 'space sheep' come to your side but I think I understood if they were surrounded that they would join you. Couldn't get passed the big swarm inside the grid geometry but saw I could use the level to my advantage if I were to try it again. |
| Apr 21 05:42:19 | 14m 07s | It's Just Human | ♥ 0 | Very fun little minigame management. The audio was great. I was surprised the music didn't get tiring but it was so upbeat I found myself just jamming to it. Accidentally left the food on and brian ate too much McDonalds. |
| Apr 21 06:29:13 | 46m 54s | You should have stayed out of Derry.. | ♥ 0 | Was a pretty good little arena gauntlet thing, but I found a pretty bad bug. If you start the game and spam 'W' (for instance if you are an impatient little bugger like myself) it seems to either skip some levels or else spawn multiple enemies at the same time. Probably starting multiple game instances at once. The game behaves very strangely at that point with the enemy kid just teleporting around, or for instance I started the game shooting a knife and wearing a paper hat (also had a donald duck hat at some point). |
| Apr 21 17:04:45 | 10h 35m | Chain Reaction | ♥ 3 | Simple sound effects for placing a ball and for a chain reaction happening would have gone a long way. For the gameplay, I think either starting out with a smaller grid, or having some or all of the grid start with some neutral balls already on them would have made the game feel a bit faster. For a game like this I feel 5 - 10 minutes would be the sweet spot of where you want to be. As a perfect information game it might be a bit more interesting to have a limited quantity of different ball types that have different effects. For instance having a larger ball that counts as 2 or 3 balls but you only get 2 or 3 of them for the whole game. Another idea would be to add a wall item that allows you to block chain reactions on a certain column or row. If you wanted to switch it to an imperfect information game, you could have the chance of a chain reaction go up with each new ball, but that might make it feel a bit too random. I think changing the win condition might also produce interesting results. Instead of controlling every square, having it so you control 2/3rds of the board might be better. Or you could have certain squares that are 'target' squares and if you control all the target squares you win the game. Overall you have a very interesting mechanic that has a ton of potential with variants and different rule sets. |
| Apr 21 17:37:59 | 33m 14s | Love the Baby | ♥ 2 | I really liked the animation, especially the dancing animation. Amazing what can be done with just a few pixels. It is clear that it wasn't finished, but what was there was nice. |
| Apr 21 17:43:52 | 5m 53s | WAVE | ♥ 1 | Agree with the calls for audio. For you post jam version, putting in some 2D sprites in place of the cubes would definitely bring back that nostalgia for the old PSone era sports games where you had all the cardboard people in the audience. |
| Apr 21 19:10:38 | 1h 26m | IMOJC | ♥ 1 | I spent way too long playing this game. It'd be interesting to add a sort of build phase where the simulation pauses and you can build some structures before the simulation resumes. I accidentally scrolled out and that seems to ?lag? things pretty severely. Had to restart at that point. |
| Apr 21 19:12:17 | 1m 39s | None left Behind | ♥ 0 | Amazing art and music. I feel like the hit detection is a bit off, though I'll chalk that up to playing in the browser. |
| Apr 22 17:38:59 | 22h 26m | Raid Healer Simulator | ♥ 1 | Pretty difficult, but I like the concept and it is accurate. As others have said it would have been nice to have a bit more information about the abilities in game rather than in the instructions. You could have even gotten away with it if you were to slowly introduce the abilities, but there is only so much one can do in 48 hours. Great Job! |
| Apr 22 17:46:03 | 7m 04s | Super Survival Ball | ♥ 1 | Really felt like juggling. The leaderboards are a super nice touch, and I imagine were a lot more difficult to get to work than the game itself =P. |
| Apr 22 17:52:29 | 6m 26s | Dad Day | ♥ 0 | Being able to indefinitely carry the baby made the game pretty easy. I think if your arms got tired after a while and you were forced to put them down it might be a bit more interesting. Simple stamina gauge could go far. Other than that I really liked the art, and the idea is solid. Great job! Especially for having started over. |
| Apr 22 18:39:04 | 46m 35s | Chaos & Order | ♥ 0 | I get crashes like others are saying. I also get an issue where the card I draw can't be played. For instance I draw a spell and it says to drag on top of an enemy to use, but doing so doesn't use the card it just sits there. The idea is solid though. |
| Apr 22 19:31:06 | 52m 02s | Reforest | ♥ 2 | https://youtu.be/a0NSihMrICg Made a blind playthrough with my thoughts as I played the game. Had to infer a couple rules so might have played it a bit wrong but the thing I noticed is that if you have the piece that gives you 2 water and pieces that give you at least 2 sap, you can't lose the game at that point. From there it just became a sort of puzzle instead of a game. Not sure if that is intended or not, or if I missed some rules somewhere. I assumed that when the discard pile was empty you shuffled it and it became a new foraging deck. I also found that once you had used the twigs to build the cool stuff, they were utterly useless. I had to assume you could draw more than 7 cards but could just discard to max, otherwise I didn't see a way to win unless you were very lucky (if it is even possible) as your hand would just clog up with useless twigs. |
| Apr 22 22:46:29 | 3h 15m | Trap In A Cave | ♥ 1 | Man that Viking is strong, able to lift up his friend with one hand, swing his axe with the other, and throw up the meat to his friend with the other. Liked how quick and simple it was, and everything was very smooth in my playthrough. You have yourself a good base to expand upon. |
| Apr 23 00:01:31 | 1h 15m | The Given Path | ♥ 2 | Didn't understand the card game at all. The movement idea was super cool. I could see a full game being based on that mechanic. Definitely lends itself to a stealth sort of vibe. I think you should have closed off the bottom. The first time I played I just wandered off into the nothingness. |
| Apr 23 23:28:28 | 23h 26m | Panda Saviour | ♥ 0 | The Itch.io link is missing the files needed to actually play the game. |
| Apr 23 23:37:17 | 8m 49s | Clonization | ♥ 1 | Neat little high score game. You can add things to the game, but keep a download for the original iteration for people to vote with. |
| Apr 25 18:57:47 | 43h 20m | Timmy & Rock | ♥ 1 | Played for a while but there was no indication of how long you had to protect the rock or the rock's health. Other than that everything seemed serviceable. You've got the base of a game down, and that is often times the hardest part. The graphics and walk cycles are also solid. |
| Apr 25 19:04:34 | 6m 47s | Helium | ♥ 1 | Super cool idea. The concept is pretty unique and my only complaint would be that I don't think it was explored enough. The level where you had to let go of the balloon to get through the spikes then go back and grab the balloon again was my favorite. The idea has so much design space! |