Foon → Ludum Dare Explorer → LD48 → Feedback comment stats → Chris Dirkis

Chris Dirkis

Feedback comments for LD48

LD49 →

Chris Dirkis's games and stats for all events →

TimestampSince previousGameChris Dirkis's comment
Apr 27 04:21:44 Deep in the Space ♥ 1 Good concept, some good elements, but not cohesively put together. The hexagon attack pattern (the only one I saw?) has a place to stand still and not get attacked, so it was a little bit of a grind. If you want the player to move, you have to give them reasons too. Attacks to dodge are good, so are powerups, so are places to hide from attacks, so are non-uniform attacks.
Apr 27 04:36:52 15m 08s Alek and the Dungeon of Paper ♥ 2 Great visual style. Didn't run amazingly on my computer, and there are a few places in the room to stand where you can't see your own character. Couldn't get the boxes out of the first room, and I'm not sure why -- box pushing was unfortunately pretty fiddly :(
Apr 27 04:55:01 18m 09s Agent In Depth ♥ 5 Fun game, good style. There's not much punishment to button spamming. Since you need to be able to spam to hit some shots, maybe have the slice have a ~1s cooldown, but refund it if you deflect a projectile with it?
Apr 27 06:42:30 1h 47m Low Notes ♥ 1 This is really cool! Simple mechanics, fun execution. Definitely more room for more difficulty, though I'm not sure how it'd be added. A combo system would be rad too. Some thoughts: Hard to tell how far notes are along (meaning it's hard to tell with notes on alternating sides which is first), and hard to tell whether you've missed early or late on some notes. The detune is also a bit aggressive early -- I like it, but maybe at low health instead of not-perfect health.
Apr 28 03:39:00 20h 56m Watery Crave ♥ 1 Challenging and fun. Animations felt good, and the land movement was learnable (if a bit quick). I'd probably look to slow down the land movement a bit, and probably give the player either a half second to see where they died, or a ghost where they died, since the gameplay is otherwise so fast. Art could use a little work, you want your damage zones to contrast with the rest of the game as much as possible. The bouncy mushrooms were a good example of this, and I wish the thorns were as bright. Loved the fish flapping anim though.
Apr 28 03:48:00 9m 00s Press Space To Jump The Gap ♥ 1 Very cool concept. zoom/pan felt a bit clunky at times. Would have been fun to have more puzzle solving gameplay somewhere (over the guess-and-check nature of the current game).
Apr 28 03:56:12 8m 12s Crystal Mites ♥ 0 Great concept. Agree with the above posters that the difficulty in the second half hits hard quick, though it is nice to have the first half as a bit of a "learn how to move". A few more checkpoints would be rad. Love the music and the graphics.
Apr 28 04:52:04 55m 52s Deeper and Deeper ♥ 1 Love the style, found the micromanagment challenging and the dead ends (mostly on right Deeper) frustrating. Maybe if they were just a _smidge_ slower when uncontrolled, and a _smidge_ faster when controlled?
Apr 28 04:59:04 7m 00s Dungeon Depths ♥ 2 Interesting start, and a lot of game. There may have been value in polishing a smaller amount of game, instead of building out all the content. I think this style of platformer has a lot of promise
Apr 28 05:10:52 11m 48s HELIUM ♥ 2 Interesting story, a concept you can do a lot with, but the actual content was lacking. There were decisions to make, but I didn't know what was meaningful and what was not (like, should I cool by waiting at a warm place instead of using a coolant? should I repair my drill before it breaks?). Adding more decisions, and more visibility on the outcomes of the decisions, would help expand this a lot.