Foon → Ludum Dare Explorer → LD48 → Feedback comment stats → aboogoost
Feedback comments for LD48
aboogoost's games and stats for all events →
| Timestamp | Since previous | Game | aboogoost's comment | |
|---|---|---|---|---|
| Apr 28 15:09:19 | Crust | ♥ 4 | Beautiful game! The sound and visuals set a great mood and the gameplay is simple but engaging. Well done! | |
| Apr 28 15:12:56 | 3m 37s | Deep Investigation | ♥ 1 | Very complete. Fun little adventure! The art style is beautiful and consistent. Thanks! |
| Apr 29 01:19:15 | 10h 06m | HELLEVATORS | ♥ 1 | As has been discussed, it would be great to be able to move people one step at a time. It would feel really clever to have combos and figure out optimizations for various groups of people depending on the needs. The UI makes it difficult to play the game. It's easy to miss a passenger spawning and it's hard to know when someone is/isn't in an elevator - that's a problem when a significant part of the game play is cutting them loose :) Overall it's a fun concept and I enjoyed trying it out. Good job and thank you! |
| Apr 29 01:32:21 | 13m 06s | Vain Vullet | ♥ 1 | I thought the aiming/moving mechanic was interesting! I think you could find some kind of enemy/map combo that really utilizes it. Maybe something where you need to be moving in one way (a boardwalk or something) while enemies come at you from the sides? Overall a good jam project! I liked the enemies transforming as you shoot them. It made it kind of scary and frantic. |
| Apr 29 01:39:38 | 7m 17s | Someone's Missing... | ♥ 1 | I had a really difficulty seeing the clues in time and it wasn't obvious which person the clue matched with. Maybe I didn't understand but it felt difficult to understand. It also wasn't clear when I would/wouldn't take damage so it was difficult to know when to take another clue. Cute art and idea though! |
| Apr 29 01:52:04 | 12m 26s | Snake in a Cave | ♥ 1 | Good job! I ran into a little bug where I would die when doing two quick turns in a row. It was fun to play and the mechanic of not being able to walk onto a tile twice was interesting. |
| Apr 29 02:06:17 | 14m 13s | Kalend 2 | ♥ 1 | Great work! Nice variety of spells and enemies. I like the jumping enemies a lot! I thought the final boss was cool with needing to use part of it as cover but that blocking your fire shots. Great game! |
| May 1 17:08:47 | 63h 02m | 20.000 LIGHT YEARS deep in THE SKY | ♥ 2 | Very good sound an graphics! The voice acting was wonderful! It was difficult for me to know what I would need going forward so I just kind of tried to grab more of whatever I was low on. Maybe I didn't understand it well enough. I either got lucky or it was too easy because I was able to find Eden before I really knew what I was doing. |
| May 2 02:15:43 | 9h 06m | Me:Tree! - New Roots | ♥ 1 | This game seems awesome! I think the sun going away bug is back (or maybe I'm not understanding?) for survival mode. I can't get past the very first part. |
| May 3 01:01:36 | 22h 45m | Mine Zhero | ♥ 1 | This game is really good. Obviously I've put a good amount of time into and I keep wanting to come back and try again! I think the biggest improvement to be made would be the input system. Some specific actions can be really tricky to pull off and it feels like you're fighting against the game sometimes in a way that is more frustrating than fun. I think that the timings of things are really well done! The bombs and the ghosts give just enough time to get out of the way if you're ready and when something goes wrong it can really compound and lead to a scramble (or quick demise). EDIT: I don't mean the awkward keyboard mapping - I assume that's due to a French layout? I mean, for example, when trying to place a block and quickly turn around it very frequently places the block after turning instead of before. Maybe I'm just bad at my timing but it feels like a problem with polling the input. I like the mechanic of having the elevator leave without you. It feels so sad to just be stranded on the level knowing all you can do is get a few more measly points before checking out. One thing I've run into a few times is clearing a level of points and then just having nothing to do for sometimes as much as 30s. This is usually due to a large amount of bombs on a single level and an unusually long timer. I think it would be ideal if levels could go in one direction infinitely and maybe even increase in gem density the further from the elevator you get. Of course the "stay on the elevator" strategy needs fixing (maybe you don't get points for the level itself but rather it adds to combos or something?) but it sounds like you're aware of it. I'm going to beat @madbarron and I'm going to do it properly :D Overall REALLY awesome game! I've never had a jam game I keep coming back to so that's a really good sign! The leaderboard is a part of that but I think it did more to get me hooked than it does to keep my playing. Merci bien!! |