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Feedback comments for LD48
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| Timestamp | Since previous | Game | LMB's comment | |
|---|---|---|---|---|
| Apr 27 22:16:21 | GOBLIN HAMBURGER LASER ARENA | ♥ 1 | Quite fun to play and challenging! Graphics work very well, animation was very nice. I especially like the way the arena keeps its scars as the game progresses: looks nice and doesn't distract from the more important game elements. Sound helps to create a very nice mood. I have a personal gripe about those games that use the keyboard to move and the mouse to shoot. I'd love to see how this game would play on an analog gamepad (use the analog stick to walk on the exact direction you want to shot, then just shot). I think it would feel much better! As other commented, I think the game was not a good fit for the theme, but the game itself it very nice! | |
| Apr 27 22:50:00 | 33m 39s | Dig 'Till You Drown! | ♥ 1 | Cute game, but quite thelassophobic! I found the controls a bit on the hard side (especially hard to do "pick grabings"). Was also a bit too hard to my taste: too easy to drown and when I die I lose all the crystals. But, hey!, it _is_ a game, complete, without bugs, in 48 hours! 👍 |
| Apr 28 00:24:29 | 1h 34m | Dukes of Debt | ♥ 1 | Nice one! I loved the graphics (super cute characters, simple but effective animation, background is equally simple but adds a lot to the mood). Sound worked well, too (it's not good music _per se_, but worked very well for the game). Simple and interesting mechanics. Canonical example of "the sum being larger than its parts"! What I missed: First, the battles felt too random in the sense that the opponents don't seemed much smart when selecting their "soldiers". Second, I think that I won the game, but there was no message telling me that! Oh, and a nice interpretation of the theme! I really tried to come with more creative ideas, but could not think of any non-obvious idea that was also fun. Hats off! 🎩 |
| Apr 28 00:58:32 | 34m 03s | Dwarven Descent | ♥ 0 | Very, very nice graphics! The dwarf is gorgeous! 😄 I liked the level design, lots of nice details (including that treasure hidden at plain sight on the first screen). I found it easy to get to the end, but hard to get the treasures along the way (which is an interesting take on difficulty). My biggest complaint would be the controls, for two reasons: 1) I have only two hands 😜 Seriously: I need one hand to control the direction, another hand to jump, and yet another one to use the mouse. Maybe jumping with the right mouse button could work better? 2) I found it really difficult to get those wall jumps right. It was a matter of luck for me, actually. (Maybe you could have added some walljumping instructions to the otherwise excellent tutorial?) Overall a very polished game for the compo! Kudos! |
| Apr 28 01:06:02 | 7m 30s | Mullet Time | ♥ 1 | I didn't play the game (don't have a Windows machine around), but I just had to stop by to say that I loved the title 😆 |
| Apr 28 22:31:43 | 21h 25m | Memory Dive | ♥ 1 | Nice idea, great mood (graphics, sound and writing working well together!). I found it hard to read the text while dodging -- especially the longer bits of text. It also took me some time to understand the "sync" mechanic. |
| Apr 28 22:38:25 | 6m 42s | fallen_down | ♥ 2 | It is an incomplete game, as you said, but I really liked the hypnotic tunnel effect! That was well-done! |
| Apr 29 00:22:54 | 1h 44m | Brubnar the Barbarian in the Deepest Dungeon | ♥ 1 | Gauntlet, but better 🙂 (Really, I never enjoyed Gauntlet's quarter-devouring mechanics... Brubnar works better to me). Cool game, plays well, straightforward, no bugs... I can't really think of any reasonable improvement (considering it's a compo entry). Maybe the weakest point is that it gets repetitive too soon (but again, not bad at all for a compo entry). Some things I like especially: * The music and sound gives me arcade vibes. Sound gives good feedback about what is happening around you (hit wall, was hit..) * Funny writing. Intro was very nice! * Enemies are really well implemented. I like how they "jump back" when hit, and how the mages flee from your blows. Good game, congrats! |
| Apr 29 01:07:50 | 44m 56s | Deepwater Settlement | ♥ 1 | Interesting idea, different from most games I saw so far! Has a few rough edges, but generally it is well done, too! I managed to get to the bottom! 😄 Some random comments: * It took me some time to understand that I can fix rooms. * It seems I was always short of plastics, maybe some additional balancing would be great (but I empathize, I never left much time to work on balancing on my Ludum Dare games) * Two times I had to restart because apparently the camera went lost or something like that. * Building rooms sideways seemed useless to me. * The game felt shallow (joke intended, offense not intended!), there seems to be one optimal strategy, which doesn't give much space to making interesting decisions while playing (case in point: why bother building sideways?). _But_ I kept thinking that with an additional mechanic or two this game could become _really_ interesting. * The game doesn't benefit at all from being 3D. You could probably do a 2D version in less time and use these extra hours for balancing and adding this mechanic or two. (Of course, you want to learn/practice/work in 3D that's fine! I just don't think it is the best choice for this game.) Hey, and congrats for your fifth Ludum Dare in a row! |
| Apr 29 22:10:55 | 21h 03m | One More Cellar | ♥ 2 | Nice, very well-polished game! Loved the descriptions of the items in the shop! Graphics are also really pretty. Gameplay also seems OK (I not a fan of this "move with keys, aim with the mouse" control scheme, but that's a matter of personal taste, I guess.) |
| Apr 29 22:29:19 | 18m 24s | Space Oddities | ♥ 1 | That was a crazy one 😄 Interesting idea with graphics that are nice on their own way (not an euphemism!). Random comments: * I didn't understand how the "generation" affects the minions. * Controls felt strange sometimes. I couldn't pinpoint exactly why, but felt as if sometimes I would click on a minion and it would not be selected. (And I would not notice that, because the marker that identifies the selected one is not much flashy.) * I reached the end, yay! |
| Apr 29 22:46:24 | 17m 05s | I'm gonna be the deepest! | ♥ 0 | Well, as other have commented, this is basically Russian roulette, which I don't find particularly engaging. Maybe with some ways to influence the chances this could be a nice game. For example, use your funds to buy some item that protects you from one "attack". Also, I once actually ended with more money than everyone else, but the game said I was lost 😢 |
| Apr 30 00:41:30 | 1h 55m | Depth of Memory | ♥ 1 | Nice game! I am afraid I don't have anything to add on top of what others have said already, so just passing by to thank you and congratulate for for your Ludum Dare debut 😄 |
| Apr 30 02:05:02 | 1h 23m | The 13th Floor | ♥ 1 | Wow, really really impressive for a compo entry! Very nice and fluid animations, great dark atmosphere. Extremelly well-polished overall. Controls were mostly good, but I found hard to reach a few certain platforms. I liked the sound effects. The music itself is good, but I think a "darker" music would be a better match for the game. At a certain point I started to think that my biggest complain would be that the game was too long. Then I reached level 1, level 0, level -1 and gave up at level -2. Is there an ending after all? Anyway, kudos! Very solid and fun game! |
| May 4 00:06:42 | 94h 01m | In Too Deep | ♥ 1 | The game is very pretty, graphics and animations are really nice. Sound worked well, too. Execution overall I'd say is good. It is well-polished and bug-free. My biggest gripe is that the game felt extremely grindy to me. The amount of busywork I have to do for each "unit of satisfaction" I get is too high. I see you added portals and drills to the game (perhaps to mitigate that), but I only managed to get them after a good deal of time playing. Other smaller notes: * Combat didn't feel very satisfying. I few times I managed to hit-and-run until I killed an enemy without getting hurt. But most often I was just clicking as fast as I could. * I mistakenly clicked on "Quit" once and lost all my progress 🙁 * Took me some time to find out I had to click and hold to leave the cave. |
| May 4 23:05:16 | 22h 58m | Trash Squid | ♥ 3 | Hey, nice little game! Good, creative (though sorta sad) interpretation of the theme. I especially liked the controls, felt very fluid (pun intended!). Jumping over the boat and bombarding with trash was especially satisfying! (Yes, @roolow, _Echo the Doplhin_ feelings!) The only ideas that come to mind are not necessarily good ones, but if you wanted to make the game feel more gamey, you could add some "records" to the game. "New highest drop on target: 12m", "New highest amount of trash on a single drop: 7". |
| May 4 23:31:41 | 26m 25s | Stabalot | ♥ 1 | These Pico-8 games are so impressive 😄 A _very_ good game! Sound and graphics are very good for the platform, the game mechanic is quite nice. Also, perhaps the the most creative interpretation of the theme I saw so far! No bugs either. Voltaire was hard! I beat him only with light-cheating: pausing the game and pre-planning my finger movements in advance! Sorta like @jrevel mentioned above, I found it extremely hard to internalize the idea that my controls where moving the empty space. Even after I understood that this is the way it worked, I apparently had some kind of block: my brain and my fingers were not working together to make the right play! (I found this amusing... perhaps because in games I normally control something, and in this case I was controlling "the nothing"?) Thanks for making this game, really enjoyable! |
| May 8 01:57:24 | 74h 25m | Miner Creeper | ♥ 1 | Overall, I'd say the idea quite is nice, but the game lacks polishing. Not sure if this is really what happened, but by the look my guess is that your initial design was a bit too much for 48 hours but you kept trying to deliver it anyway, so you have several features in place that are not much developed and therefore don't contribute much to the game. I presonally tend to prefer a smaller number of well-developed features that help to make your game stand out. This would be my main suggestion. (Hey, but please take this as constructive criticism! It seems this is your first Ludum Dare right? I think it is really difficult to get the scope right. And, come on, _Miner Creeper_ **is** a game you made in 48 hours! This is no small feat!) Some random thoughts: * Graphics were good enough in general, with some sprites (like the player character) being quite cool. The spiders and the monster were also nice! * To get a pickaxe, you need to be very close to it, but even if you are not close enough to take it, the pickaxe icon will appear. This is confusing. If you can see thing icon, you should be able to take the thing. * Music was very simple but effective! Nice! * Having multiple pickaxe types was not very useful. (I mean, to the game. If the game had only one pickaxe type, it would be equally good.) * The sanity mechanic idea is cool, but I think the execution was a bit weird. Unless I missed something, it works more or less like this: initially you cannot lose health, you can only lose lose sanity (touch a spider, lose sanity). Then, when the sanity goes down to zero, a monster attacks you for each hit you get from a spider. But it doesn't seem to be anything I can do about the monster: I cannot dodge or attack it, it always hits me and causes me to lose some health. So, for all practical purposes, sanity and health are sort of the same thing. I think it is not working well as a mechanic. It would be better in my opinion if there was some interaction between these two, or if they had different effects somehow. For example, one quick idea: spiders make you lose health. As you go insane, you start to see more spiders, but these are just hallucinations, so they cause you to lose sanity. (Of course you don't know which ones are real or not.) That's it. As I said, congrats for finishing the game in time! See you on the next Ludum Dare! |
| May 8 02:26:53 | 29m 29s | Deeper Fishing | ♥ 2 | Hey, congrats for your first game and first Ludum Dare! As others have said, the hardest part was understanding how to play. To me, the game felt like a puzzle at first (and I tend to hate puzzles 😜) -- seriously, no metaphors, it _really_ felt like a puzzle to me. I think think things clicked the moment I understood my hook was at some spot on the 2D place, and using the reel would bring the hook diagonally -- upwards and towards the right. It made sense to me, but only after I understood it! After I learned how it worked, it was better than I thought it could be! Quite fun for such a simple game! Given my experience, the obvious suggestion is to improve the how to play instructions 🙂 Hope you'll be back on the next Ludum Dare! |
| May 8 02:40:15 | 13m 22s | YARGS | ♥ 0 | Great simulator! I felt like a real growing root! 😜 OK, seriously, not sure I would call this a game, but it was a nice, if somewhat psychedelic, experience for a while. The root rendering is pretty slick. The sound also worked well for me, including the whistle! The music variation depending whether you are moving or stopped was nice. And, yes, the gamepad works! 🎮 |
| May 8 22:08:35 | 19h 28m | Digsite Simulator | ♥ 1 | First of all: this is one of the nicest interpretations of the theme I have seen! Really interesting idea! Game is nice too, I played it for quite a long time (until I found everything). Some points: * Nice graphics! * It was a bit confusing to me that the large discoveries do not disappear after being unearthed (as the small ones do). * Gameplay was very relaxing initially, but turned slightly stressful (or work-like) later, when almost everything was discovered and I was basically clicking madly to find that last coin. ("That last coin" is figurative, the game started feeling worse more or less after I finished the three big discoveries.) * This coincides with my change of strategy: in the beginning I felt like someone digging an archaeologic site, carefully removing layers of earth as I followed some object. In the final part I was more like drilling, going deeper at rnadom points. * By the way, that exposed t-Rex tail in the beginning of the game, and the fact that it gradually goes to lower layers worked beatifuly as a concealed tutorial. Beautiful design! * As others said, I think this could work well as a mobile/touch game. * The coloring of the layers was confusing sometimes ("hmm, is this color above or below that one?") * Whenever the borders of many different layers were close to each other, this made playing on that part of the screen fell worse. It was difficult to understand how deep I was, it was almost impossible to dig as a proper archaeologist (and instead I just clicked rapidly). Maybe if you require a certain distance between borders (like, to require a gentle digging slope, forbidding "deep wells"). * I suspect that the game would work better if there were less layers. (Better in the sense that it would tend to feel more like in the beginning of the game, which I liked more.) Thanks for making this game! A nice one! |
| May 9 01:08:48 | 3h 00m | Jamie's Jam | ♥ 1 | Very polished game all around! Nice puzzles, really good graphics (so simple, so effective!) and music, fun story. I am not a fan of puzzles (to say the least), but this was a cool, short experience that I enjoyed. |
| May 9 01:22:27 | 13m 39s | Chuck Challenger: The Hunt for Malpractice Mole | ♥ 0 | Cool game! Very complete, even with a boss fight and a nice victory screen! Random thoughts: * Is Chuck Challenger an Oompa Loompa? * Nice character design! (Not much common to see non-generic characters in a compo game that is not story-centered!) * Music is good, sound effects worked well enough (sorta funny). * Boss battle: I lost a couple of times until I (by luck) ended up in a position in which apparently _Malpractice Mole_ would never hit me. * No bugs while I was playing. Nice game all-in-all! Congrats! |
| May 9 02:23:45 | 1h 01m | Down Town | ♥ 0 | I agree with most other commenters: nice idea, some good technical achievements, but needs polishing to become more enjoyable. I think the one-minute time limit was too short, it didn't give me enough time to understand what was going on and learn to play the game more effectively. I'd say this was the biggest issue with the game. (About this: "Now that you have collected x gold in the free play mode, try the 1-minute challenge") My only miner once got stuck. (In general the pathfinding worked pretty well, as others said.) Seems this was your first Ludum Darem right? So, welcome and see you on the next one! |
| May 9 03:08:13 | 44m 28s | Go up, Fall Deeper | ♥ 2 | This is your first Ludum Dare, it seems! Welcome and please come back next year! 🙂 The game is not bad but it has its frustrating side for sure. I loved the intro dialogue and the whole bizarre situation. The graphics are pretty nice, too -- especially the characters! I think the only new point I have to bring is the following. OK, that fall through the ground to the sewers was cool. It looked great and was surprising. But, looking from another perspective, I'd say it does a bad for the gameplay. The problem is that it puts the player in a position that is worse than the one at the beginning of the game. I, for myself, simply restarted the game whenever I felt to the sewers. Side note: your game somehow made me remember a very old game from the very old MSX 8-bit computer: _Magical Tree_ by Konami 😄 |
| May 9 04:13:11 | 1h 04m | Deep Forest | ♥ 1 | The game looks and sounds great! I also love mom's(?) message to Rory, very cute 🙂 Gameplay didn't felt so good. It's basically going up until you have just a little over half stamina, return home, repeat. I agree with @super-hadoken's comment and his suggestions. (Incidentally, I reached the second cabin doing just as he did.) Alternatively, I guess I could enjoy the experience if it had more places to visit and a story unfolding, or even just memories of previous strolls coming back. (Of course we can only make so much in 48 hours...) Found no bugs. |
| May 9 15:00:52 | 10h 47m | Shoot them down ! | ♥ 1 | Some impressive stuff in here! Loved the enemy design, the variety of enemies, and how each enemy type looks and feels so unique! Well, graphics in general look very good. Music and sound also worked very well. I found the game too difficult for my taste, and I think the main reason is because when I move my ship to the right, it gets closer to the right edge of the screen, and therefore I don't have enough time to react to incoming enemies and shots. Many games do the opposite: if you move to the right, you actually appear more to the left of the screen, so you can see more of what lies ahead. I this would work really good for your game! I had some fun on the negative levels, too (going to the left) 😆 It was easier, for sure! Kudos! Very solid compo entry. Could be a _really_ nice space shooter with some additional work on balancing, controlling, and maybe some additional content. |
| May 9 15:26:06 | 25m 14s | Watch Your Step | ♥ 1 | Oh, boy, I love when I see these crazy ideas! The concept is very innovative, and maybe the ingredients to be one of those fun, casual (and with some luck even viral) games we see now an then. In my opinion, there was one big problem, though: I never felt like my input was having much impact on what was going on on the screen. Or, put another way: I don't know what I can effectively do to improve my score! I guess it felt a bit like the young kid "playing" with the disconnected controller given by the older brother, you know? I mean, I had some genuine fun until I started to suspect that something was not right. 😉 (To be clear, I am not claiming the controls are not doing anything, it's just how I felt while playing.) I think this could be a very, very nice game with some overhaul on the controls. Kudos for your Ludum Dare debut! Hope you'll be here again on the next one! (Final note: the music sound a bit Jethro Tull-esque, nice!) |
| May 9 21:38:18 | 6h 12m | Deep Dark Discoveries | ♥ 1 | Very good and polished game. Super pretty, super moody. Thanks for making a Linux version available! 🐧 |
| May 9 22:15:55 | 37m 37s | Mole Hole | ♥ 1 | Nice short game. Made me hungry! Love the bizarre story! |
| May 10 23:00:01 | 24h 44m | Altum | ♥ 0 | I essentially agree with @hunter-x: I think what you have here works quite well, but would still need some work and additions to become a more interesting game. Some comments: * Controls worked well for me on an X-Box controller. * Web version ran smoothly on Firefox. * I think at some I flew a couple hundred of meters (or feet?) above the water surface, then the controls went weird and I could not return to the water. * A design philosophy question: I kept the trash compactor button pressed almost all the time, because that was easier than thinking when to turn it on, and had no drawback. * I was feeling like "hey, why do I have to do this? It would be better if the trash compactor was always active". * Curiously, I don't feel like this in shooting games with infinite ammunition, which have the same issue. Go figure. (BTW, I am guilty of creating shooting games in previous Ludum Dares which have this same issue -- if this is really an issue.) * I'd say you did a good job creating an underwater feeling. Graphics and audio worked well together in this regard! |
| May 10 23:54:54 | 54m 53s | Type Fisher | ♥ 1 | You should be proud indeed, this *is* a game! I had fun, thanks for making it! Some random comments: * I missed the typewriter sound when pressing backspace. (Really, felt a bit weird to fix errors without the same feedback I get for other keys). * Speaking of sound, I see you mentioned freesound.org in your tools list. As far as I understand, this by itself is OK, but please take a look at the derivative works explanation on the [rules page](https://ldjam.com/events/ludum-dare/rules), to make sure you are complying with them. (I, on your position, would have added an explanation on how I changed any downloaded sound samples in order to be very open about it. And please, don't take me wrong: this is not an accusation, or anything like this!) * I liked the idea of buying "tickets" to fish on other places. Doesn't add that much to the gameplay, but makes the game feels more like a "real" game. 🙂 * Don't belittle your graphics! I agree they are probably not good enough for an AAA game, but they are not bad. Programmer art is not a bad thing! * You could easily make this into a commercial "typing training game". Would likely not be a super sales success, but I guess it could sell some and would be a nice experience for you if you ever intend to make a commercial game. (But I am saying this without first-hand experience, I never published a commercial game!) All in all, a very nice Ludum Dare debut! Hope to see you again on the next edition! 😄 |
| May 12 02:09:38 | 26h 14m | GodMode | ♥ 1 | By reading your description of the game and looking at the game itself, I'd say you are very aware of what works and what doesn't in the game (and this is a super positive point for you!) Still, I need do say the graphics and animations are gorgeous, wonderful for a compo game! And as someone who is very-much-more-a-programmer-than-an-artist, I daresay you are not very far away of being able to program some cool games! Keep learning! 👍 |
| May 13 01:34:42 | 23h 25m | Just Fishin' | ♥ 1 | Good game! Got my crown, so I guess I liked it 🙂 Random comments (Edit: nothing new here, these points have been brought by others already): * Game is sort of simple, but super well-polished. You clearly put a lot of effort on things like visual and aural feedback, nice animations, and some juicy things like the effect when a fish bites. * The music itself wasn't bad at all, but I think it didn't fit the game well. I don't know, I think I was expecting something ore relaxing on a fishing game. * Speaking of music: I think it was too loud in comparison with the sound effects. It was a bit hard to hear the effects. Also, my fishing memories are all more silent, hearing more the environment than anything else. The loud music broke the atmosphere to me. * I felt that the game progressed too slowly, especially in the beginning. I probably should have invested in dogs before 😄 * I think there's a bug with traps: I had a couple of them disappearing. I forgot to test properly, but I think the problem is: if I am already carrying a trap and I try to take one from the ground, one of them is gone. All in all a very nice game! Kudos! |
| May 13 23:07:11 | 21h 32m | Dive Deep | ♥ 1 | Simple, little game that works fairly well for what it tries to be! The sprites are quite nice, but what I liked most graphically were the light effects. Those luminescent fishes in the deeper areas are super good-looking! Controls felt really good. I was expecting a simple 8-direction control scheme, but what you did here worked better for your game. The second "barrier" of jellyfishes was quite a challenge. Took me several attempts to cross it. In summary, quite nice for a game with such small scope. You should be happy with the results, indeed! 😄 |
| May 13 23:42:02 | 34m 51s | CAVE CRAVLER | ♥ 1 | Good game, though very hard. Nice graphics and sound, too. Some suggestions: * Sometimes enemies seem to spawn right on top of me, that was annoying. * Controls were too compĺex for my level of coordination (which is admittedly low). I could not make good use of teleport, and hardly ever managed to use bombs. Maybe I would get used to these "commands" if I insisted more. * I think I would find the game more interesting if there were less enemies, but if they had more varied behavior. With the current enemy behavior, what I was trying on every level was to put all enemies in a cluster so that I could just walk in circles shooting them. * Those black, faster enemies in later levels were a nice (and simple) change, though they didn't really break my walk-in-circles strategy. (Oh, and when say "nice and simple change", this is a big praise! Gotta love simple solutions!) * I also understand that implementing different behaviors for a compo game tends to be challenging because of the time! * The effect of the various "power ups" left by killed enemies was not clear. I still don't know what each of them do. A solid game, thanks for making it! |
| May 16 23:27:35 | 71h 45m | Astral Descension | ♥ 1 | Nice little game! Simple mechanic that is actually fun for the duration of the game! The game has a nice atmosphere, with the music, visuals and the storytelling bits working well together. |
| May 17 00:55:55 | 1h 28m | SPERMA | ♥ 0 | Very nice game! I am afraid I don't have anything to say others haven't said already, but here are my main thoughts: * I liked the controls. Perhaps a bit confusing in the beginning, but easy to get the idea. (You don't often control swarms in games, so I'd expect some time until one gets it.) * Really good camera control. Very effective and smooth. * Good sense of humor! * Perhaps a bit too difficult. Took me almost 30 attempts to fertilize the egg, and by that time it was already starting to feel tiring. * Ran very smoothly on my desktop (Firefox on Linux). * Good interpretation of the theme, and overall nice execution. Very polished game. 👍 👍 |
| May 17 01:23:18 | 27m 23s | The Fall of Squidy | ♥ 0 | Good game overall, interesting mechanics that worked well. My main suggestion: currently there is no incentive for killing enemies. This idea of kill them from below only is interesting, but I have zero incentive to risk my life just to kill an enemy that is already behind. |
| May 17 01:54:11 | 30m 53s | Deep Mine Ventures | ♥ 0 | Not bad, but has a few rough edges: * Some instructions would be nice. Took me ages to find out how to make the shop work. * I am personally a hatter of this mixed keyboard-mouse controls. It makes me feel that I need three hands to properly play the game. I think it would be much better to use the pick with a key instead of with the mouse. (Also, you can allow both the mouse and a key if you wish, so you can make everyone happy. Same for arrow keys versus WASD.) * Controls were a bit clunky sometimes. At one point, my character was jumping over and over again even without input. After I pressed keys randomly and frantically for for some time it worked again. * I think it took too many hits to mine stuff, it felt too laborious to me. I would liked better if, say, my golden pick would break ruby stones faster. Other than that, it's a nice game. Feels rather complete for a compo entry, actually. Played till the end, BTW! (Recognized my favorite game engine by the default, blurry font on the "congratulations" screen 😆) |
| May 17 23:42:30 | 21h 48m | Shelter in the Deep | ♥ 1 | I don't see many of these "building games" on Ludum Dare and they tend to be quite bad. I don't know why, maybe this kind of game needs a certain critical mass of content to remain interesting for a significant amount of time? (And of course the time limit for the compo does not allow for much content.) But, anyway, your game is definitely not one of the bad ones! Some more polishing would be nice, as would some better controls (e.g., to control the direction of the drills, which works but is a bit unintuitive). But it works as a game and I had some fun playing it. In fact, I played it, and then played again! On the second playthrough it already started to feel repetitive (perhaps the content thing I said above), but the core experience you implemented felt solid to me. The bottom line: you chosen a very challenging genre and still managed to do quite well. Considering this was your first Godot game, sounds like an accomplishment to me! Oh, the music was very nice, too! As some mentioned, it gets repetitive after some time, but this is 100% forgivable for a compo game! |