Foon → Ludum Dare Explorer → LD48 → Feedback comment stats → MasterProject

MasterProject

Feedback comments for LD48

← LD44   LD49 →

MasterProject's games and stats for all events →

TimestampSince previousGameMasterProject's comment
Apr 27 00:07:16 Aquanaut ♥ 2 Incredibly beautiful game! The bosses are nicely designed and overall the controls feel pretty tight and responsive. Honestly, great entry.
Apr 27 00:25:17 18m 01s Deep & Deeper ♥ 2 Simple but effective mechanics. Cute design and story. I like it!
Apr 27 00:47:28 22m 11s Pokefish : Gotta flash em' all ! ♥ 4 It's definitely not polished, but I enjoyed it. That little scope on the corner was a nice addition and when I saw that creature down in the bottom of the ocean I actually bit my tongue out of fear. So yeah, congrats on that. Also how dare you.
Apr 27 01:03:21 15m 53s Slumber ♥ 2 While the game was a bit laggy on my PC, I really liked the game's design, both aesthetically and mechanically. If it were a bit more technically polished, I'd have a lot of fun playing it.
Apr 27 01:19:22 16m 01s GUN DESCEND ♥ 1 Great game, had a lot of fun playing it. The enemies are diverse and orthogonal enough to force me to quickly think about whom to prioritize, and I really dig the cel-shaded aesthetic. I'd appreciate, however, if the enemies had better visual/auditory feedback when receiving damage, as currently the guns feel a bit weak. As a complete side-note, I'm happy to see fellow brazilians participating in the Ludum Dare. Finding your blog was a nice surprise too.
Apr 27 01:42:18 22m 56s Holey Hell ♥ 3 Everything about this is great. The minimalist artstyle is very appealing, and works well with the game's design. The mechanics, what with all the themed layers and wobbly floor are really effective at creating an innovative platformer. The game's polish is also extremely impressive considering your time restraints. Overall, a really solid entry.
Apr 27 01:57:07 14m 49s Agent In Depth ♥ 3 Fun, engaging game. Reminds me a lot of Katana Zero. I'm just bummed that it lacks an ending...
Apr 30 00:49:23 70h 52m Bucket: A Space Odyssey ♥ 1 This game honestly made me tear up. Amazing, amazing writing. It was funny at appropriate times and at appropriate levels. The space facts were really interesting and added to the game's worldbuilding, even if that world is our own universe. And finally, that ending, man. So many questions. And I liked how you addressed that logic question, it was really smart. In regards to gameplay, I found the resource management part of the game sadly a bit lacking, though it didn't detract at all from the experience. Art and music worked well with the game, and while not exceptional, they served their purpose. All in all, a really solid entry. My throat still hurts from the feelings I felt from that ending.
May 1 15:53:43 39h 04m Deep Hunter ♥ 1 I like its aesthetics and its theme, but I feel like priorities were a bit misplaced here. The choices weren't very engaging in my opinion and I didn't have enough context to care for the ending. It's still enjoyable though.
May 1 16:07:11 13m 28s Deeper Sleep Beta ♥ 1 Incredibly atmospheric. The way the game slowly devolves into madness was really well implemented - the pacing was perfect. Overall, one of the most solid entries I've seen so far.
May 1 16:16:28 9m 17s Foldception ♥ 1 It's a fun game with nice aesthetics and a great soundtrack, and the minigames are engaging enough. My only point of criticism is the lack of variety after a while...
May 1 16:47:00 30m 32s OVERDRILLED ♥ 5 Hoo boy, I have a LOT to say about this game. Alright, here we go. I'll start with the presentation. Both the pixel art aesthetic and the sound design were pretty good in my opinion. What especially struck out to me, however, is its animation quality, which is INSANELY good, let alone for a jam game. Seriously, it's really, really impressive. In regards to gameplay, I found the game loop extremely satisfying. It's a really engaging micromanaging puzzle which manages to interlock all its mechanics in a very satisfying way. Let's take mining, for example - there are three types of ores (gold, water and fuel), which all contribute to the objective in different ways and are better collected at different points in time. The screen is also divided in two halves by the giant drill, and this divide can be traversed by either jumping over the machine (which wastes precious time) or waiting for the drill to "jump" (which might not be ideal). And then there's the fact that you can strategically see the next two ore rows ahead of time, giving you the chance to strategically plan your actions. And then there are the game over conditions, or "hazards", as I like to call them - the crumbling walls, the overheating, the fuel and the squirrel. All of them have different solutions but may be more or less urgent at different stages of play. The walls, for example, are also positioned at either side of the screen, making it a good choice to repair them before crossing the middle even when they're not so damaged, as you don't know when you're going to come back, and coming back *just* to repair them might be too costly. Or the temperature and fuel reserves, which both depend on collected resources to solve. Keeping track of them to prioritize which ore to mine is another interesting second-to-second choice. I can almost describe this game as a dance, darting over different positions, juggling different resources and keeping track of different hazards. My only and single gripe with this is that this entire dance is really overwhelming for the player at first, and while the gifs present in the LD screen are great, I'd have appreciated if they were also present in the game itself. I understand that there's only so much time for implementing all of this, however, so this is really mostly a nitpick. All in all, one of the best entries I've seen so far.
May 1 19:00:11 2h 13m Deep Cover ♥ 2 I love conversation mechanics, and this has one of the best implementations of it I've seen yet. Keeping track of what lies I told to each person is incredibly engaging, and those individual suspicion bars are a nice resource management puzzle. The story and writing for this game are also pretty good, and goes along well with the whole 007 parody aesthetic. 5 stars all across the board, this is basically perfect in my book.
May 16 01:46:00 342h 45m Get Down Mr. Lucifer! ♥ 0 I read your post in your blog and I must say, I agree with everything you said. It's a very ambitious game, and its mechanics all gel well together... however, at its current state it's just way too unpolished and there are way too many mechanics thrown at the player at once for me to give a great score in good conscience. In any case, if you ever decide to continue with this game, I'll support all the way. There's a lot of potential here, and with your blog post you demonstrated a lot of self-awareness and design knowledge. Good luck next jam!
May 16 02:00:31 14m 31s Granny Goes Deep ♥ 2 For a first game jam, it's pretty good! While the design is somewhat standard, I found this quite polished and light-hearted. The granny's voicelines made me chuckle a bit, too. Cool entry.
May 16 02:07:09 6m 38s Beneath ♥ 1 Really well made for a Compo game. Great game feel, too.
May 16 02:40:33 33m 24s Conspiracy Dive ♥ 1 I accidentally bruteforced the last two puzzles... Anyway, the visuals and lack of background music made for a very creepy atmosphere, which I liked. The ending, while surprising, was a bit of a letdown, though...