Foon → Ludum Dare Explorer → LD48 → Feedback comment stats → Harrison Dunn
Feedback comments for LD48
Harrison Dunn's games and stats for all events →
| Timestamp | Since previous | Game | Harrison Dunn's comment | |
|---|---|---|---|---|
| Apr 26 12:42:53 | Deep Paper | ♥ 2 | I really liked the paper art style, but I couldn't figure out what to do. I died nearly 10 times before giving up. I don't even know what I died to. And I couldn't tell what "firing engines" did other than make a number go... down? The inverted Y axis but normal X axis made controls feel really wonky and unintuitive. | |
| Apr 26 12:51:31 | 8m 38s | Jackhammer Uncle | ♥ 0 | I got a high score!! 2hp and 6 gems. That's good, right?? As an uncle, this game really resonated with me. Dev is right - controls are bonkers not great, but it almost contributed to the whimsical experience. I found myself always using the booster because the bouncing was too erratic otherwise. This resulted in a few 'breakthroughs' into open caves that launched me super fast and made me laugh. |
| Apr 26 12:55:48 | 4m 17s | Alice's fall | ♥ 2 | I giggled when I hit a platform and the falling animation kept playing. Also... the red high heels are absurd lol. |
| Apr 26 13:16:20 | 20m 32s | Throneless | ♥ 1 | That art is spectacular. The gameplay... needs work. But you knew that. I'm guessing this would sing with some SFX. Good job! Needing to hold space to advance more than one turn felt weird. |
| Apr 26 14:41:10 | 1h 24m | We Must Go Deeper | ♥ 1 | Cool idea, if a little frustrating to learn at first. I lost more than half my energy trying to figure out how to deploy and fire for the first time. Could use a pause screen and mute/quit options. Nice job. I would definitely play more of this if you developed more. |
| Apr 26 14:48:05 | 6m 55s | Deeper Devils | ♥ 1 | Welp, turns out I'm really bad at this. The difficulty ramp seemed a bit much at level 3. Controls were fast but tight. I like your art style. The 2D gun/hand was fun. Nice job. Good art direction, too. edit - the world needs more enemies of type 'octopus with gun' |
| Apr 26 14:57:20 | 9m 15s | Enter The Golfeon | ♥ 2 | This was a blast. I got to the third depth, 2nd checkpoint and had like 60 some strokes. Erp. I think some sort of trajectory guide when charging a shot would help a ton. I loved the transition from "generic mini golf course" to "wtf cave system" a lot. That reveal and the music change was a big wow moment. I'd love to see a game expand on that with more 'worlds'. Nice job! |
| Apr 26 16:02:04 | 1h 04m | Chimes | ♥ 2 | Charming! The audio and graphics carry this far beyond what the gameplay offers and turns an otherwise simple premise into a experience worth having. Well done! I would tweak the controls to have WASD match the world up, left, down, right so players don't have to hold two keys to move in the cardinal world directions. |
| Apr 26 16:15:53 | 13m 49s | Disco Delve | ♥ 2 | This is quality jank. I love it. The music is on theme and just mellow enough to not be distracting while still being relevant. And the timed shot mechanic is great! The full scene transition when getting hit by an enemy felt a little too much. Could that be sped up? Overall, this felt great. Good job! |
| Apr 26 16:31:10 | 15m 17s | Orbdig | ♥ 1 | Ok, that's the first 5 i've given out for fun. Things quickly got out of hand and I was just holding down the dynamite button and obliterating the level. Very satisfying. Movement felt a little unintuitive at first, but as soon as you unlock the laser, it makes sense so you can move and fire at the same time. Well done. |
| Apr 26 16:38:12 | 7m 02s | Mined mines | ♥ 1 | This is a wonderful concept. I love it. However, after I realized that bombs don't have numbers on them, it took a little of the mystery out of it. Also, the controls flipping back to dig after disarming killed me twice. That didn't feel great. Good job. Fun game. |
| Apr 26 17:04:04 | 25m 52s | Mind Hunter | ♥ 1 | I had no idea what I was doing. I wanted to like this a lot more because it's a cool concept, but there needed to be a tutorial or more instruction. I didn't even know what I was looking for. Was the music? It changed, but I couldn't tell if what I was doing changed it. |
| Apr 26 18:21:41 | 1h 17m | Molehills | ♥ 1 | Well this is short and sweet. I liked what little there was of it. Those lil mole feet got me good. I wish there had been a little more! |
| Apr 26 18:32:31 | 10m 50s | MiniMine | ♥ 0 | I beat it on the first go. Though the last level was so dark I don't know what I killed to trigger the end. I had 48 coins. The ending theme song felt abrupt and out of place compared to the rest of the game's tone. However, I really enjoyed the song. Thanks for making this! |
| Apr 26 18:47:04 | 14m 33s | Tunnel of Love: I'm Digging It | ♥ 3 | Welp, I just found my favorite game of the jam so far. That last level was challenging! I really appreciated limiting piece types to force creative solutions. Very awesome. Weirdly, this is the second "moles in love" game I have played today... did you collab with @voidfishing? |
| Apr 26 19:45:22 | 58m 18s | An Eggsellent Escape | ♥ 1 | I made it to the 4th level (falling sequence?) and it became unplayable with no character and the game just restarting. It looks like the model was there because I saw a small shadow flicker, but it wasn't playable. That's unfortunate because I was enjoying it! The 3rd level was a little wonky (I couldn't tell why I was dying/restarting). The game was beautiful, audio was pretty good, too. I loved the egg acquisition animation. And I loved the egg seemingly added just to make a pun in the title. Good job! |
| Apr 26 19:51:33 | 6m 11s | Trolling In The Deep | ♥ 4 | Name? Check. Art? Check. Music? Check. This is firing on all cylinders and they're all troll. Good job. Game itself felt super difficult, but where else can you be a pig in a minecart and listen to chiptune renditions of overrated pop music? A+ |
| Apr 26 20:46:43 | 55m 10s | RUN FROM STUFF (2D Chase Game) | ♥ 2 | I really liked the visuals here. I couldn't tell what was my character at first but the trails made for a really unique look. Good job! I got stuck with the controls a lot. For example, if you go up against a wall, you can't jump. Definitely died a few times because of that. |
| Apr 26 20:52:10 | 5m 27s | Bad Day to be a Bunny | ♥ 3 | Spectacular. The art direction is standout. But that track is also amazing. When I saw the landing page and noticed the bunny had concrete feet I busted out laughing. Well done, team! I was able to 'win' with 216 points. Controls felt a little wonky with the small hop/slow down when you change direction, but I got used to it after a bit. I think my favorite bit was the horn SFX on fail and at the start. |
| Apr 26 21:13:47 | 21m 37s | Bathyscaphe | ♥ 1 | This is a lot of fun. The lack of music and the creaking and groaning are a perfect fit for the dark depths. I found myself at 1hp, $2000, and at 150ft with no idea where to go. Spoiler - engine speed is a trap. Get insurance! I couldn't control the higher speed and ended up bonking away my fortune. |
| Apr 26 21:52:49 | 39m 02s | Deeper Caverns | ♥ 2 | This is pretty neat. It has a few unintuitive aspects. It took me forever to figure out you needed to "spend a move" pushing to offset the spike/fireballs. I got stuck on the skeleton/double river level because I couldn't figure a way to offset their movement. I liked the game though. Looks excellent! |
| Apr 26 21:57:56 | 5m 07s | Altum | ♥ 1 | Good looking game. I played a few times and came nowhere close to winning though. I would guess there would be easier levels in a full feature? Great art. The color is well suited to the game. |
| Apr 27 00:52:43 | 2h 54m | Deep Sea Trip | ♥ 2 | Tried a few times and couldn't get past 500ish. I just couldn't get used to the controls. That song bops though! Nice job! |
| Apr 27 01:24:46 | 32m 03s | Magic Frontier | ♥ 2 | This feels awesome and clever. It doesn't have a strong tie to the theme, but it's a strong game. Nice job. It feels really fleshed out, too. I'd love to see what you'd do if you ran this further with more building types, terrains, etc. Great job! |
| Apr 27 02:05:09 | 40m 23s | Meerkattika | ♥ 2 | I didn't know I needed metal meerkats in my life until today. Fun use of the theme. The controls felt a tiny sluggish, but that didn't stop me from rocking out. Nice project team! |
| Apr 27 02:23:48 | 18m 39s | El Canyonero | ♥ 0 | I couldn't steer well enough to avoid literally any walls, but the engine noises kept me going. |
| Apr 27 02:42:50 | 19m 02s | Dwarven Mines | ♥ 0 | Cool game. The audio clips were all over the place and I got eaten alive by bats very quickly. It seemed going left and down did nothing, but as soon as I went to the right, i started finding tons of stuff. I died with about 20 iron and a few gold. So maybe it's a bit too hard right now? Thanks for making this! |
| Apr 27 12:16:16 | 9h 33m | Wellfell | ♥ 2 | Oh man, this music was wonderful. Big banjo-kazooie vibes. Nice job team. Game was a little difficult - I kept getting stuck on the first bouncing section because it would knock me back up above to a ledge and i'd lose multiple hits. That being said, I finished it and was not disappointed lol. Thanks for making this! |
| Apr 27 12:41:28 | 25m 12s | Fore! | ♥ 1 | This is a super clever idea. It got me thinking really hard early in the morning, so thanks for that, jerk 🆙 Great job on this. I couldn't find volume control or mute though and the audio was really loud. |
| Apr 27 12:51:42 | 10m 14s | Search for the Quacken | ♥ 1 | Others mentioned - yeah, start is too slow. Also, I'm not sure if this was a bug, but I couldn't tell where or what the pickups were. Everything just appeared as black shapes on the seafloor. WebGL build. Bug? I like the loop of diving, upgrading, and diving deeper, but this was just a little too slow with not quite enough stuffs. Thanks for making this! |
| Apr 27 14:51:01 | 1h 59m | Deep Jam | ♥ 1 | The graphics are really fun. Are they scans of pen drawings? Or did you create them digitally? The level design is the weakest part I think. I died probably 20 times before I could even make it past the first clock enemy. The amount of stuff presented to the player with the controls and small platform size just made it very punishing. Thankfully the reset was quick. I eventually got down past the first layer then met my demise to a bird. Good news is that your jam went better than I did as you in the game XD Thanks for making this! I enjoyed it! |
| Apr 27 17:34:17 | 2h 43m | The Chasm | ♥ 3 | I've never seen anything like this before! Nice! The core concept here is really cool. Rotating pieces used to solve puzzles based on the 'key' configuration. There's lots of opportunities to explore stuff and I think your level design did a good job of introducing a concept and expanding upon it. There was a slight amount of tedium that could be a problem with longer puzzles though. Indicating which color axis you needed for a given puzzle was good, but it was a 50/50 shot if you picked the right one. This means some of the puzzles had multiple answers that looked correct but the player couldn't tell which one was true. I don't know if 4 colors would work for this? And a little UI key to tell you which key is which color? Art was clean and the audio added to the experience. Nice job team! |
| Apr 27 17:40:57 | 6m 40s | The Deep | ♥ 3 | I had no idea what I was doing, but it looked super cool. I don't think I click with this style of game, but I'm glad I tried it out. This looks like a lot of work for a weekend, but more guidance in the beginning would have helped me break the ice and figure out what I'm doing. Cool game :) |
| Apr 27 18:56:47 | 1h 15m | Deep Root | ♥ 0 | I'm not sure why I lost or the game restarted, but it's a cool concept. The randomizing roots are a neat idea, but in practice, they're more frustrating because they're so small and change so quickly. Thanks for making this! Cool project :) |
| Apr 27 21:07:24 | 2h 10m | Deeper & Deeper Winery | ♥ 1 | This is amazing. This is a perfect jam game. Simple concept, smooth implementation, and a tiny bit of polish. I love this. Great job :) |
| Apr 28 02:39:23 | 5h 31m | 1 in a billion | ♥ 1 | I... uh. Well, you made a game. Did it make me chuckle? Definitely. Was it good? It was a jam game. I'm glad you finished your game. The controls were a little frustrating, but I really liked the idea of racing against a large number of AI opponents. |
| Apr 28 02:50:34 | 11m 11s | Deepest Dungeon | ♥ 1 | I really liked this procedural dungeon in that it didn't have as clearly defined "room types" as other procedurals have. That being said, it made navigation a nightmare. I got lost quickly and only found the stars by dumb luck. The trap variation was cool, but they all boiled down to "timing" challenges which felt the same. It would be cool to see more exploration of puzzle elements for each trap type, especially if you'd like to see traps be the feature of the game. Good work on this one! |
| Apr 28 02:59:07 | 8m 33s | Subterranean Sub | ♥ 1 | Default audio on the SFX was really loud compared to the music. I saw you could change it from the start menu but not in game. The controls were a bit floaty, which is fine, but combined with the loose camera follow, I ended up crashing a lot when going upwards. All of my crashes were from that. The pickup animation feels way too long, too, especially because it locks your movement. The ambient noise and sonar pings were neat. Thanks for making this! |
| Apr 28 12:34:26 | 9h 35m | Downfall | ♥ 1 | I love it when a game keeps the concept simple and cleanly executes. This isn't super innovative, but who cares? It's fun and well made. I particularly liked that bullets persisted after hitting an enemy. Lining up those multi-hit shots was very satisfying. If you implemented a scoring system based on kills, it would cool to see gameplay around the risk/reward of letting enemies get close enough to be multi-hit. Good job and nice game! |
| Apr 28 12:41:12 | 6m 46s | Diggy | ♥ 2 | This is pretty neat. The addition of placing blocks helps this to stand out a lot. I had a lot of trouble with the character's collision though. I got stuck on walls frequently. Part of it might have been that placed blocks didn't snap to a grid making weird sized paths. Overall, pretty cool game. Good job! And thanks for opting out of humor if you didn't plan to put humor in the game. It feels bad to have to rate so many games for humor that clearly don't try for it. |
| Apr 28 12:46:44 | 5m 32s | Deep Blue | ♥ 2 | I'll get the bad out of the way first - this wasn't fun for me. And the player repeating the dialogue choices made it drag a bit. However, everything else is phenomenal. The mood. the presentation. the audio. damn, this was a cool game. For a weekend build, this is incredible and you all should be proud. I would definitely be interested in seeing where this goes if you decide to continue development. Good job! |
| Apr 28 12:53:47 | 7m 03s | Octopus Dive | ♥ 1 | Nice! Well done! I think my favorite part was how the steady movement of the octopus lined up with the rhythm of the music. Nice touch. There are a lot of well done things here. Leg count is health. Hunger is separate from health. That just makes sense even if it's not a gaming standard. My only complaint is that the eels are too fast. I even tried moving slowly/not at all and still got attacked. I made it past the "halfway" point before I lost. AND PHENOMENAL ANIMATIONS. WELL. DONE. |
| Apr 28 13:00:28 | 6m 41s | Sam Sludge: The case of the dirty runoff | ♥ 1 | The graphics are cool, but a little disorienting. Maybe that's a good thing for this atmosphere. Unfortunately, I got stuck. There were several things that just said 'PROMPT [E]' but nothing happened so I'm not sure what I was supposed to be doing. Wonderful style though. Good job! |
| Apr 28 17:35:20 | 4h 34m | Hypnagogia | ♥ 1 | I'm not sure what I was supposed to be doing. The walljumping felt pretty weird because you have to rapidly spam jump and it slows you down a lot. Also, it felt really bad to go "underground" and get trapped with no way out. It looks pretty though! And the music is nice n moody. |
| Apr 28 18:25:14 | 49m 54s | Moot | ♥ 2 | Damn this is excellent. Saw a streamer try this and had to play it myself. Great job. If I had to critique SOMETHING, it would be that there's too little? Great job. |
| Apr 28 21:00:23 | 2h 35m | Putaverunt | ♥ 0 | oof, that was a little heavier than most of the emotion-based interpretations of the theme. not sure I wanted that. clean execution though. well done. |
| Apr 29 01:20:11 | 4h 19m | Gone Fishing | ♥ 2 | This is such a good time. I watched a streamer play it for quite a bit and still found huge enjoyment in playing it myself. I ended up missing out on 4 fish. For some reason the clown fish, crab, marlin, and blue tang never appeared. I really enjoyed this. Also found a possible bug (web build) - when using bait, the bait total doesn't update unless you buy from the shop. For example, it showed I had 10 bait until I bought something else and then it updated to 2 or something. |
| Apr 29 02:32:30 | 1h 12m | Deep Space Worm | ♥ 4 | This is a pretty neat idea. It gave me sort of a Rampage vibe. The controls need a little work for sure. And I'm not sure how much game there is. I went through three worlds and then the little arrows disappeared and I kinda just got lost in space. I couldn't tell if the other worms were "my team" or working against me. |
| Apr 29 14:28:43 | 11h 56m | ROOTS | ♥ 2 | with max speed upgrades at the end, my best time was 47.51s. This is a very satisfying little game. Well done! At the end, you can't see your currency total when you finish a full run. Perhaps the flower generation animation for subsequent full runs could be sped up? it felt a little slow after you've already seen it once. great job on this game! |
| Apr 29 14:45:29 | 16m 46s | Sublunker | ♥ 1 | The controls on this didn't make sense and seemed unresponsive. I'm not sure what I was supposed to be doing other than "going deeper" because of the jam theme. I got caught on edges and stuck with sharks a lot and ended up dying quickly. The presentation was nice and clean though which is always appreciated. Well done! |
| Apr 29 15:06:35 | 21m 06s | Corla | ♥ 2 | This is a fantastic take on the theme. I love the scribbly art style. It fits really well with the music. This could have used a mute/volume control because it was a bit loud, but otherwise this is great. Well done! One question - what does the Anvil powerup actually do? It says allows you to "fall" downwards? How is that different than going through a hole normally? |
| Apr 29 18:47:43 | 3h 41m | Deeper into hell | ♥ 2 | I understand the classic 'tank controls' you were going for, but I think the dynamic lighting on the tank actually hindered this. It was difficult to tell which way the tank was facing and I often caught myself going the wrong direction which didn't feel great. There was one room that spawned a turret right on top of me upon entering, too. Audio was super loud - could have used volume controls in-game. But sorry for all the negative stuffs. The upgrades and progression were pretty nice. I liked that you could ram obstacles. You're a tank! Just because you're a tank doesn't mean you have to shoot everything. And the self-damage from splash makes you be more thoughtful about just spamming shots which I appreciated. Good job on the game and thanks for making it! |
| Apr 30 00:54:26 | 6h 06m | Soaring Under | ♥ 1 | I could not figure out the controls at all. But the presentation made me not care I was failing so miserably. The music and fail state are both so wonderful that I'm not even made I didn't make it past the 2nd arch or collect a single pickup. |
| May 1 01:51:11 | 24h 56m | Y-Sokombanator | ♥ 0 | This felt way too difficult at the beginning. It took me 10 minutes of trial and error to solve the top left level and I gave up after a few minutes of the other corner level. Maybe this is easier for sokoban pros, but this had me stumped without much reason to keep trying. I did like the music change with colors though. I wanted to see what effect other colors had but didn't have the brainspace for it right now. :( |
| May 1 02:04:22 | 13m 11s | GLUB | ♥ 1 | This was a blast to try out. The perfect little thing for a jam. A full game like this might be too gimmicky, but this was the right length. I knew I was enjoying myself when I spouse shouted up the stairs "WHAT are you DOING?" as I was whistling and calling the dog repeatedly. The momentum felt a little too strong on the movement. If you shot off too strongly in one direction, it was difficult to course correct except to let the momentum die first. I felt clever when I figured out I could just tap the mic, but that wasn't as fun. Nice job on this game. |
| May 1 02:24:32 | 20m 10s | Terrace Territory | ♥ 1 | I had no idea what I was supposed to do. Why do you have to walk all the way across the room to get a different flower? Maybe providing more instructions or a tutorial might help players understand what the intent is. |
| May 3 12:12:45 | 57h 48m | Momo Hides His Box | ♥ 1 | Wow, this was a really cool take on the box pushing puzzle game. Sokoban? My gamer brain has been trained to be terrified of walls and corners in these games but this turns them into tools. Well done. Nice music and art, too. I have to say I was a little stressed out by the step timer and enemies, but that's probably just not my style. |
| May 3 12:15:45 | 3m 00s | Deep Space Escape | ♥ 1 | This is a fun take on the theme. I like the idea of having to manage small snippets of time to manage your resources. The simple controls let the player focus on the game. Now I want to see what you could have made if you had the time! One issue I saw was that planets sometimes spawned under the HUD or offscreen so that their icons weren't clickable. A quick fix for you if you keep working on this. I hope you do! |
| May 3 12:24:35 | 8m 50s | Journey to the Center of the Mind | ♥ 1 | These controls are just a bit too whacky to make meaningful decisions. I see you recommend gamepad though. So... idk. I liked the idea of an 'endless faller' that wants you to land on or hit things. Usually it's all about dodging. That was a nice change. Not a fan of the player model... I don't know what you were going for (alien? tail? 3rd leg?) but it definitely looked like a penis. That's uh, not great. You might want to throw an adult content note at the top of your page. And if that IS what it's supposed to be.... why? As far as I can tell, it serves no purpose in gameplay or story which makes it appear as if someone thought it was 'funny' and reason enough to add it. |
| May 3 12:31:15 | 6m 40s | Deep Lost | ♥ 2 | Erp. Nope nope nope nope nope. I couldn't play this long. That big face was a bit too much for me. So good job on that, but not my style. What little I did play felt a little too floaty. I was constantly sliding into obstacles and the falling section was difficult to navigate. The hitboxes on the big face and the ground traps also felt off. Or maybe it was the player? I got hit by those a lot when I thought I shouldn't. It also felt really bad not to have the mouse follow my cursor if my character was facing the wrong direction. I see what you're going for, but it makes the mouse controls feel clunky, even if it's more 'realistic'. |
| May 3 12:42:20 | 11m 05s | Dive To China | ♥ 1 | The song was fun, but overall it was all too loud. It would have been nice to have volume control or a mute button. Game is cleanly executed, but I didn't realize I should be picking up the green blocks until... well, it took me awhile lol. A bit of instruction would help. |
| May 3 13:06:50 | 24m 30s | Dig the socials | ♥ 1 | I'm not sure I can say much that hasn't been said already, but well done. This is a really unique take on the theme. I didn't finish the story because I didn't want to go to a bit link that said it was discord, but still a really cool experience. Thanks for making this. Execution was clean and the audio was super well done. Not too intrusive. |
| May 3 13:11:29 | 4m 39s | Date Night | ♥ 2 | I played this game as I would in real life... Just sit on facebook for 3 minutes. Any job that will fire me for the difference in 3 minutes of work is not a place I want to work at anyway :P Great job on this. Clean graphics, unique premise. I like it! |
| May 4 01:00:14 | 11h 48m | Soulsmith | ♥ 1 | This is super well executed. The music and sword particles give the game a really cool feeling. I think the hits are where it felt a little flat. You really have to get into the enemies' faces to be able to hit them and it's hard to tell when they're going to attack. With a little more time, this could turn out really cool. Good job team. Seriously, that music fits really well. Well done :) |
| May 11 12:10:36 | 179h 10m | HELL deep is your love? | ♥ 4 | The music in here is great! Nice job team. This is a nice cohesive submission too. I really liked the character and sprite art. I scrolled through the tons of comments you all have here (also nice!), but im sure someone has already mentioned the controls being a tad finnicky. The character not automatically grabbing ladders/ropes made for some weird inputs required to progress. I died a lot at the very start because the camera didn't follow like I thought it would/should. I gave up on the third(?) section with the long rope and ghosts. I just got chain stunned too many times and gave up. Cool game :) |