Foon → Ludum Dare Explorer → LD47 → Feedback comment stats → 730
Feedback comments for LD47
730's games and stats for all events →
| Timestamp | Since previous | Game | 730's comment | |
|---|---|---|---|---|
| Oct 7 00:55:36 | RevolveWare | ♥ 1 | I really like the graphics/aesthetic. The SFX are awesome too. Gets hype the faster it goes. Could use more minigames but at least it's really well polished for a jam game. Favorite minigame: valve (boss is pretty cool too though) Least favorite: push the rotating tube thing with the brick wall background, this is just mashing and you'll always win and there's no risk or anything so I don't see the point Hardest minigame: spaceship, damn it's hard Highscore: 47 | |
| Oct 7 14:33:55 | 13h 38m | Wild Ride | ♥ 1 | I don't know why it took me so long to remember that the left/right arrow keys did something. When I remembered that it got pretty fun. Some stuff was a bit frustrating, probably due to being physics based but determining the uhh... launch-point is very uhhh... pixel-based, so like, it ends up not being very precise. |
| Oct 8 00:37:41 | 10h 03m | Airstralian | ♥ 1 | pro mobile game tier graphics and presentation. too fr*aking hard though |
| Oct 8 01:08:28 | 30m 47s | Heaven Slash | ♥ 1 | Really great aesthetic with that kinda PSX feel, music is really good too though sadly it's only 2 tracks. Gameplay is confusing if you don't read the instructions (wow who would've thought you need to read that), and even then it's pretty frustrating and not very fun. Too easy to lose HP, hard to dodge, and most importantly, it *feels* bad/clunky. I guess it's ok if it's for the sake of staying true to the inspiration. Another big deterrent for me was the confusing samey layouts (which I later learned were procedurally generated), they're a nightmare to navigate with my poor spatial awareness that heavily relies on points of reference, and there are no points of reference here, just rectangular rooms and corridors. The damage type the enemies are weak too being dependent on their bullet color instead of their actual color is also very confusing, especially when it cites Ikaruga in the description where the mechanic is different and much more straightforward. |
| Oct 8 01:20:44 | 12m 16s | Derps 'n' Dergs - One shot to save the world! | ♥ 1 | Nice art and lots of cute girls. Gameplay idea is interesting but ultimately gets very frustrating when you realize you have to know exactly how many monsters can spawn in any given level in order to get any further, all while not being able to skip/mash through the text, and selecting the same choices over and over again for the characters you've already figured out. I can't say for sure but I feel a lot of the humor is referential and is completely lost on me because I don't know about that stuff, and some dialogues just left me like ???. The font kinda clashes with the artstyle of the characters, though it's understandable if it's emulating one of those really old first computer RPGs, but I think it could've been arranged better somehow to truly make it feel that way, right now it looks too much like a modern game with a weird font on top. |
| Oct 8 01:58:13 | 37m 29s | DEATH STRING | ♥ 0 | Pretty cool and innovative mechanic, actually kinda fun to play, nice graphics and ambience. I think this could be really expanded upon into a full game, lots of potential. The boss was a surprise, much more difficult than the rest of the game, but it actually teaches you how to play if you haven't learned so far, and you quickly improve at it. Only part where I died. Grateful that there's lots of lives even if it's kinda unbalanced, otherwise it would've been impossible with just 3 or 4. Didn't understand heart pickups very well either, like some times it'd pick them up and some times it wouldn't. The shock upon killing enemies is very well juiced up and the lightning effect looks cool too, feels good to kill enemies. |
| Oct 8 15:49:47 | 13h 51m | Roll back the time | ♥ 1 | Nice little puzzle game. Aesthetic is pleasing enough even if it's very minimalistic. The character is much too slow, and the time too limited even once you know what to do, not sure if the point is optimizing your routes going from point A to B to C? I actually managed to get the last key when the time had already ran out (clock screen on top of the game but the key SFX sounded) though it evidently didn't count since it just restarted the game. Basic UI for the amount of time/keys/arrows could've gone a long way, even if it was composed of basic debugging text labels. Not having a visible timer when the whole point of the game is that you're doing things under the clock is extremely weird. |
| Oct 8 16:02:57 | 13m 10s | Aztec Ride | ♥ 2 | The visuals and physics are so polished it's incredible, I love the camera and parallax work. The simple palette helps the cohesion a lot too. The gameplay itself has the potential to be very fun, though there's not much in there at the moment, and what is apparently the most important mechanic, catching passengers, is exceedingly hard, at least for me. Not sure if you have to be aware of the shape and orientation of loops and stuff in order to launch them in an efficient way or something like that. |
| Oct 8 16:24:59 | 22m 02s | Beyond Death | ♥ 5 | Unbelievable that this whole map and all of its textures were made for the jam. Interesting mechanic, very bothersome to go back and forth over and over though. |
| Oct 8 16:45:17 | 20m 18s | Re-Slash | ♥ 2 | Great aesthetic and animations, great sounds too. The RGB for the attacks works surpringly well. I think it's really hard however, and many levels being able to be kinda bruteforced doesn't really contribute to teaching you how to properly use the mechanics. I got stuck at level 10. |