Foon → Ludum Dare Explorer → LD47 → Feedback comment stats → xk_the_name

xk_the_name

Feedback comments for LD47

← LD46   LD48 →

xk_the_name's games and stats for all events →

TimestampSince previousGamexk_the_name's comment
Oct 20 17:56:19 Aztec Ride ♥ 3 Thit game caught my eye because I've made one aztec themed game myself for LD45. I dig the audio and the graphics. Kinda hard to catch those falling dudes though, I couldn't really understand how you're supposed to catch them. Anyways, good job, I approve the aztec aesthetic.
Oct 20 18:08:04 11m 45s The Titan's grave ♥ 1 The gif caught my eye with it's shadow of the colossus-y sense of scale, it looks pretty cool. The mechanics are simple but solid. But the sounds are hard on the ears, they are too high and hurt my ears. The graphics are OK, but could use a bit more detail on the titan, it's like 8x8 when the player is 16x16 (actually player's sprite is awesome, I like it very much). In general the game comes together very well, it doesn't try to overstay it's welcome (which is a common issue with ludum dare games), well done!
Oct 21 18:32:52 24h 24m The Fate Of The Samurai ♥ 3 I see you wen't all in on the art, respect for that. I like 'samurai' theme. A few points I'd like to mention that may help you. 1. If you're doing a samurai game, your sword attacks should leave a huge blood splash 'Kill Bill' style, period. 2. The sword sound is kinda annoying to the ears, consider adding a little reverb or use equalizer to cut off some of the annoying frequencies. 3. The sound design is paramount for storytelling, if you're stressed out about compo rules, just go record some kind of ambient sound, anything, dead silence is a mood killer. 4. Use lighting, vignette effect, shadows, ray light beams, whatever, don't leave your game evenly lit, it's a mood killer. Congrats on your entry!
Oct 21 18:49:05 16m 13s No-End-To ♥ 2 I'd say there is potential, but you know, 3 loops is not quiet enough to realize it, it's a LD game, I get it, but still. You used sounds, that's nice, it's essential for horror. You could still do more with the time constraints, just adding text, sound and really basic pixely textures. Like for example a face looking at you from the window, then you try going out through the window but still come back, then you start starving, have to go shit in the bucket, explore the implications of being stuck in a room for days on end... Anyways, congrats on your entry!
Oct 21 19:17:11 28m 06s Demongraft ♥ 4 Nice. I legit enjoyed this. Had a little 'oooh' moment when I realized that you need to break the columns. The way you made 1 boss fight into a game makes me think about the scope of Ludum Dare games. Congrats!
Oct 22 20:07:23 24h 50m Deep Winter ♥ 1 Neat little game but to be honest I barely understood anything that's going on. I guess Henry is a fox and he's dead? I had some thoughts while playing the game I'd like to share. 1. You seem like you know what you're doing with art, your animations and sprites are awesome, but there are no shadows in the game, no shadows for the arrows / trees / characters. In general light is a must for establishing atmosphere. Just a few god rays or shadow circles can go a long way and it doesn't take any time to throw them in so there's no excuse for not doing it. 2. Same goes for the sounds, googling 'free winter forest ambience' and slapping it into the game takes minutes. 3. You could foreshadow more, play with the idea of who is henry, maybe he's a human? What if it's a child? Could be a tense story if you had like a dark forest, have a snow storm going or something... But that's just my ideas. 4. Why is there a wall in this frigid forest? :D You could use just the trees. Anyways, congrats on your entry! Nice one.
Oct 23 15:48:05 19h 40m Until All Ends ♥ 0 Solid entry. Nice job doing a voiceover, I wonder don't know why so few people do it (me included) ? It's so easy and adds a lot of character.
Oct 24 08:33:30 16h 45m Suit Of Armor ♥ 0 I likee the aesthetics, the game feels retro in a nice way. Although gameplay feels retro in a not as nice a way, jerky movement might be too retro for my eyes. My suggestion would be to use a more abstract castle with less detail but make it bigger in size, this would add a feel of exploration to the game, you can also add some purpose for the rooms to tell a story of a dungeon through context which usually feels awesome, that's what I like the most about such games (abstract visually, rich in world detail) Anyways, good job, thank you for coming to my TED talk.
Oct 24 09:27:05 53m 35s The Cursed Knight ♥ 2 The screenshots and halloweeny theme caught my eye. The sprites were nice enough. The music is good. The sounds are OK. Now Let's see what's not... 0. The wall of text, I like narrative games, but hey, who likes the wall of text in the beginning? You can give out the story in bits an pieces to the player through gameplay. 1. The jump, besides the fact that it doesn't work sometimes (it should work even when it technically shouldn't see 'platformer coyote time') it has a 'flat' curve, a better feeling jump would be higher if you press button for longer, and the gravity would increase when you release the jump key (google something like 'better platformer jump' there are videos about this topic). 2. The attack is on the mouse but the rest of the controls are on the keyboard, for me it feels unnecessary, could just use keyboard keys, but that's a minor thing. The bigger thing is that there's this sort of swing to it, that feels unnecessary, an instant attack would have felt better in this case in my opinion. The attack animation could be telegraphed better, right now I barely notice it and it doesn't feel good to hit things. 3. The death, the player shouldn't have to wait this much time. 4. You could've voiceovered the wall of text in the beginning, but I never do that myself, but that would be cool... Wow that's quite a lot I wrote here, anyway, I have much to say just because you use these mechanics which have a lot of specific stuff figured out already, I hope you find my post helpful. Congrats on your entry! You know how they say, finished game worth 10 unfinished games, who says that? I don't know, just made this up. Good luck on your game development journey, don't forget to have fun!
Oct 24 09:46:19 19m 14s Loop On Neck ♥ 1 Nice, I like concise small entries where everything is sort of evenly polished. But you could've had more gameplay than this, like adding a sideways moving things, or chasing things shooting things like walls, maybe bonuses like being able to collect those red dangery things like in pacman. Anyways, it's a nice entry, congrats!
Oct 24 10:16:06 29m 47s Deathless Curse ♥ 0 `Anyway, I have been rumbling on for too long as usual, go and take care!` That's exactly what I would say I was chained to a wall in a dungeon. The artwork is decent, the gameplay is ok, it's confusing at first but then you get the hang of it and I respect the amount of work put into the game, but now for the 'recommendations'. 0. The environment is huge and abstract, you could go smaller with more detail, or just toss in some story pieces here and there. 1. This game need sound, without sound it's just way too bland. 2. Character should bounce a little when walking, that gives it a lot more life. Even 3 pixels will seem look if you bounce it up and down correctly, as if it's walking. 3. The jump is kinda stiff, but I see that it varies height depending on how long you hold the button, that's a good trick, two more would be 'coyote time' and I don't know how the second one is called, but it's when you hit corner when you jump onto a ledge, you shouldn't get stuck by a few pixels. You should be sure that what you are doing will be engaging enough in itself before pouring so much effort into an entry given the time limit (not like I've never done that myself :p). Anyways. It's a nice entry, a lot of work and love went into it, I hope you'll keep it up and improve. See you next time!