Foon → Ludum Dare Explorer → LD48 → Feedback comment stats
For Ludum Dare 48 “Deeper and deeper”
This page concerns feedback comments only:
| 1 | Eugenik | 300 | |
| 2 | nyanpierre | 239 | |
| 3 | VixenMink | 238 | |
| 4 | rhoff95 | 222 | |
| 5 | jk5000 | 204 | |
| 6 | felo07 | 186 | |
| 7 | DoctorTM | 167 | |
| 8 | tengusheath | 165 | |
| 9 | LakshyaIsAGod | 155 | |
| 10 | etrealjunior | 155 |
Highlight medallists See this chart for all events →
| User | Most repeats of one comment | Different comments repeated 5+ times | |
|---|---|---|---|
| 1 | LakshyaIsAGod | 124 | 1 |
| 2 | Elektroney | 24 | 2 |
| 3 | SaraJS | 16 | 3 |
| 4 | JUSTCAMH | 14 | 10 |
| 5 | ursagames | 12 | 3 |
| 6 | Hacktier | 10 | 1 |
| 7 | Bungalow | 10 | 1 |
| 8 | pedrocoden | 10 | 1 |
| 9 | oXoTHUK_3A_HACKAMU | 10 | 1 |
| 10 | naali | 9 | 1 |
| 11 | BarelyEvenGames | 9 | 1 |
| 12 | nyanpierre | 7 | 3 |
| 13 | gamescodedogs | 7 | 1 |
| 14 | VixenMink | 6 | 2 |
| 15 | Kirby | 6 | 1 |
| 16 | Saussol | 6 | 1 |
| 17 | Rujum | 5 | 1 |
| Length | Commenter | On game | Game author | |
|---|---|---|---|---|
| 1 | 4,084 | darkshadow | DOWN - The Descend | insanitycode chaosbrick |
| 2 | 4,033 | Atomic | The Golden Cavern. | jim-jagers |
| 3 | 4,015 | gonutz | Whatever It takes | burnerreborn lucasefdias lanhikari22 filipe-campos zkassai knightsofsummer |
| 4 | 3,983 | Remco | Alcheminer | joror |
| 5 | 3,825 | Shell Pirate | It's o-fish-al! | apaphy |
| 6 | 3,731 | mvasko2 | Tall Tales | octopoid poffle tigermouse |
| 7 | 3,637 | Atomic | Compulsive Diggers | rolly |
| 8 | 3,526 | Antti Haavikko | You Know The Drill | maksime youhou metalfox-dioxymore |
| 9 | 3,510 | MetalFox Dioxymore | Frost Byte | pious rezthecoward sofimei |
| 10 | 3,488 | oillen | Morning Shift | iluvatar |
| Commenter | Game | Game author | Hearts | Text | |
|---|---|---|---|---|---|
| 1 | Anonymoose | Untitled Simulator | eugenik | ♥ 31 | You've given 226 ratings. It's only been 60 hours since the Jam ended. That's an average of one rating every 15 minutes, without stopping to eat, drink, or sleep (and even more when you consider that most games opt out of one or two categories). Furthermore, most of your comments seem very generic and not related to the content of the games. ## Are you actually playing the games you're rating? Edit: and it seems you've rated another 8 games in the last ten minutes. |
| 2 | Martynas | Bunny Bunny Dig Dig | zak-amana | ♥ 28 | This is insane, did you even sleep at all? |
| 3 | BurnerAccount | Untitled Simulator | eugenik | ♥ 23 | @eugenik # PLEASE OPT OUT OF THE GRAPHICS CATEGORY ## You are currently in violation of LD rules From the LD rule page: https://ldjam.com/events/ludum-dare/rules) H2.PNG H.png https://sketchfab.com/3d-models/hitler-6c2d5f7934554a5cbce3da4fc519b579 I also agree with what @anonymoose said. **Were you really playing a game once every 15 minutes for 60 hours or were you cheating there too...** ## I encourage everyone to rate him with the above in mind. #### I will edit this post if as soon as you opt out of graphics |
| 4 | Noble Robot | Deepest Sword | strega rosypenguin cosmicadventuresquad tenlki | ♥ 14 | Great concept, excellent (if oblique) use of theme, and lovely art direction (great use of palette swaps for the different areas!)... unfortunately the experience is completely ruined by the slide-y/physics-y movement. The sword controls (at every level) are very good, it feels wobbly and burdensome without feeling unfair, but the movement is just needlessly annoying. This isn't usual for a keyboard-only platformer, but this is a game especially that would have really benefited from analog joystick controls, or a more tile-based x-positioning for the character. The problem with it is that there's no sense of accomplishment when you eventually overcome one of the challenges. It's like rolling a 100-sided die until you get a 46. Like, hooray, but I didn't feel like my successful attempts were a result of anything other than doing it over and over again. It also got in the way of really good design choices. For example, early stages are made more difficult with the longer swords (fantastic idea!) but it doesn't really work as-is because the challenge comes from the unpredictability of movement rather than player precision or puzzle-solving. There were a few places where I got stuck even though the principles of levers (which the game reminds you to consider almost as a preemptive complaint avoidance scheme, very clever! :-P) would apply. This is utterly forgivable since it's edge cases and this is a jam game, so that's just playtest feedback, not actual criticism. Great work for a jam game. I think the high-level of presentation polish invites comparisons to published works, which certainly isn't fair. I think this would be a great game to keep working on for commercial release. I'd love to see it as a puzzler with a bunch of bite-sized sequences like this, with different themes, goals, or items to swing. I wouldn't add much to it, even though you certainly could. But, the movement needs to be addressed. The market for "Getting-Over-It-likes" is only so large, and this game can't count on meme-aesthetics like that one did. What it has is a greater focus on lateral thinking with it's faux-rogue-like structure. Lean into that and less into the controls being frustrating for their own sake. (Also, you can totally cheese the second-to last area with both the swords you bring to it). **EDIT: Your stats show you have no karma or given ratings for other games yet. It's early still so I just want to encourage you to do so even though you probably won't need to considering all the attention this is getting already. I don't like when some LD games get a lot of attention and skate by without participating in the system, so I hope you choose to avoid that fate.** |
| 5 | ADumbPotato | I'm So Deep | liammasters | ♥ 14 | fortnite |
| 6 | PoV | Paragon | lakshyaisagod | ♥ 14 | @lakshyaisagod Thanks for pledging to do better. 👍 I went ahead and changed your copy+paste comments to a "TODO". Feel free to edit and replace with actual reviews of games. Folks would greatly appreciate it. I also reset your Karma just to be fair. Some good news: I'm working on an algorithm tweak that should stop this from working in the future. |
| 7 | Szymon OGD | River, Carry Me Away | noire g-kobu euphelys mostel art-ether tyaka ashenswish alina-baybulatova larritey ivan-nosov elin galina | ♥ 12 | Great sound, good graphics, but the gameplay is more like a story than a game |
| 8 | youthfulIdealism | River, Carry Me Away | noire g-kobu euphelys mostel art-ether tyaka ashenswish alina-baybulatova larritey ivan-nosov elin galina | ♥ 12 | This was really quite beautiful. It's one of the more aesthetically pleasing entries I've seen. From a design perspective, I have a pair of critiques. First, it's not clear to me why I should pick up the items floating down the river. I don't know what they get me. Do they unlock more story? Second: The items floating down the river come from the lower half of the screen, so I feel like I need to watch the lower half of the screen in case I miss an item. But all the story is taking place on the upper half of the screen. So, if I watch the lower half, which is beautiful but largely unchanging, I feel uncomfortable because I might miss some of the story. But if I watch the upper half and the story, I feel uncomfortable because I might miss some of the item pickups. This was very well done. The audio was fantastic. The aesthetics were fantastic. The pacing and tone were very nice. You guys did a very good job. |
| 9 | mlkvr | Blackout | frasse fpeg liquidfunk starerik okamit | ♥ 12 | This is a commercial like full game wow art, animations, humor if you insist in dialogues are absolutely insane too bad you opt out that categories and let's don't forget music shall we glues all the things together perfectly. I really enjoyed while playing great job, congrats to the whole team ✌️ |
| 10 | John Gabriel | I'm So Deep | liammasters | ♥ 12 | 2021-04-25 22_47_48-Clipboard.png 2021-04-25 23_05_34-I'm So Deep — Mozilla Firefox.png 2021-04-25 23_06_04-I'm So Deep — Mozilla Firefox.png It failed me on the last one. :P |
| 11 | Yeil | River, Carry Me Away | noire g-kobu euphelys mostel art-ether tyaka ashenswish alina-baybulatova larritey ivan-nosov elin galina | ♥ 11 | Incredibly nice graphics and sound range. The feeling is like watching a movie, cool :) |
| 12 | almgru | River, Carry Me Away | noire g-kobu euphelys mostel art-ether tyaka ashenswish alina-baybulatova larritey ivan-nosov elin galina | ♥ 11 | Amazing presentation! I am astonished with how polished the experience is after just three days! I wish there was more interactivity though, maybe that you need to move the boat to pick up the items? |
| 13 | mlkvr | Singularity Dive | jmo14 megadraco lautaro-masseroni lautaro-nosiglia braian996 santi-sack juan-garcia-jousset nicolas-kroupensky julian-iuzzolino santsasa agusgatica matias-cichero | ♥ 11 | It is a bit easy right? I got 20k in my first play maybe my score is not that good I don't know :) There could be upgrades like shield level or constantly increasing meteor count would increase replayabilty other than that good sound choice both for the ambiance and music art is also fabulous I was following you guys devlogs also there were very nice concept arts. Congratulations to all team members ✌️ |
| 14 | ID-Sketch | Asterisk | crychair jeremy-scott-olsen teenythanos zlan100 dagostino-audio woodspixl ohsnapitzsean | ♥ 11 | Absolutely love the art, especially of the menus |
| 15 | Vicco | HELL deep is your love? | villanelle pedonho felo07 bogard danmedeiros | ♥ 11 | Boy, this was frustrating. The idea of a platformer centered around auto-scrollers is interesting, but unfortunately, the slow pace and difficulty gave me plenty of time to figure out some things that bugged me. In terms of audio, everything was good! I have no complaints. In terms of graphics, the pixel art is well made, but the enemies blend in with the background a bit and there's a slight issue where the player character's crouching sprite is off-center with the standing one, making it difficult to tell if you're going to get hit by a fireball or not when you stand up. And I did. A lot. In terms of gameplay... the frustration set in around level 3. There isn't one problem that causes this - it's a combination of a number of things. The game requires a fair bit of precision platforming. That's not bad, but the jump is somewhat underwhelming to say the least, and the player's hitbox somewhat large and unusually proportioned. And even then, this would not be an issue if not for the fact that the level design often features obstacles that are very difficult to predict and deal with the first time you see them. Which, again, would not be an issue, if not for the autoscroller element. The stages aren't all that long at first glance, but because you're forced to progress at a pace the game sets for you, it becomes incredibly frustrating. I would die to an obstacle that I noticed way too late, go back to the start of the level and then die multiple times trying to get back to that point - not because it was difficult, but because I was trying to go too fast - I was too good, and the game was punishing me for it, leading to frustration. There's fun to be had here - just don't punish me for being too good! The most frustrating moment is the ending of the second to last level - where the camera scrolls down, revealing absolutely nothing, and the only things on the screen are two lines of wall leading to nowhere. I tried waiting but nothing to jump on showed up. Then I thought I had to go to the side, because there was a hole there. Then I tried falling down the "chute" creating by the two walls - and I died anyway! Turns out - you have to wait for the camera to scroll down more and THEN fall down the chute. I assume this is a glitch, maybe the camera was supposed to stop somewhere around that point, but even if did I'd find this an absolutely baffling piece of level design. Also, I feel cheated. The game has a small plot hook at the start, and I was hoping to see some resolution... but there's nothing, just credits. Come on! At least give me a Super Mario Bros 1 style ending! |