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

Meep

Feedback comments for LD48

LD50 →

Meep's games and stats for all events →

TimestampSince previousGameMeep's comment
Apr 27 02:34:57 The World's Greatest Fisherman ♥ 1 Cute short game. :) Was paced well in that whenever I was hoping for something new it introduced a little something. The ending was worth it! :D
Apr 27 21:12:04 18h 37m Tunnel of Love: I'm Digging It ♥ 1 Really liked the dialogue, and had to go back for both endings :) Like others have suggested, the main thing that stood out to me was wishing it had a way to remove a single piece from the board. That's minor though, since you can just use the rest of the board to stash things.
Apr 28 15:12:19 18h 00m Dungeon Painter ♥ 1 This was a lot of fun! Like others suggested, paint staying down between deaths would help for people casually playing through while not taking away from someone rushing through with minimal paint- perhaps the character can even make a little splat and leave a mark where you died? Anywho, this is minor and it was great even without that :)
Apr 30 15:41:34 48h 29m Deep Dig Pizza ♥ 3 This was really fun :) I think the main thing I would have wanted (at least, if the game were to be longer) was an extra bit to do while mining- e.g., avoiding/fighting some kind of spacemole? The current mechanics work well for the game's length, though!
May 1 07:00:45 15h 19m Reel Deep ♥ 1 Very polished, and surprisingly balanced for a jam game. :) I think it was just the right length for the amount of content- as it was starting to feel repetitive, I reached 1000m for the first time and seeing the chest made things fresh again until the ending. :D
May 2 22:43:01 39h 42m Upset Crab ♥ 1 I really loved the pixel art and the idea! The main thing that stood out to me was that the hitboxes of the ground hazards were unclear, and you'd have to get really close to them to be able to safely roll over them. Like others have said, would have liked a tiny bit more in enemy variety/difficulty, but overall solid for the compo. :)
May 3 14:31:33 15h 48m Derpy Deep Drive ♥ 1 This was a lot of fun, despite the abrupt end. :D I think in its current state, not having an actual endless runner played in its favor- would have probably needed an extra something (e.g., some structured obstacle placement, interesting winding path segments, etc.) to keep things fresh in a longer game. The look and control of it have plenty of potential! :)
May 6 02:15:16 59h 43m Infinite Descent ♥ 1 Really solid platformer :D I thought the progression was beautiful- after the second iteration, I already knew what the deal was with the game making things a bit harder each time around. Despite the jig being up, each change was interesting and impactful enough to each playthrough that I *had* to see what the next playthrough would add. The order things were introduced was really intuitive that despite the difficulty explicitly increasing each playthrough, my consistency and deathless streaks wouldn't suddenly tank with a change. Great work :)
May 6 03:28:08 1h 12m Be Queen ♥ 0 Fun short game. :) I liked the mechanic where you just gotta touch them with the stinger- it kinda felt like a minimalistic fighting game having to line up hitboxes this way. I loved how the enemies just spiralled themselves at you- I wonder how it would feel, and whether it would add more strategy, if you allowed the player to also rotate like that :P
May 7 00:26:22 20h 58m HELL deep is your love? ♥ 5 I'm a sucker for these short platformers and absolutely loved this. :) Really appreciated the short hops for managing being too high up on the autoscroll, and just overall movement feel. Something I wish I knew earlier that made the medusa sections *much* easier was that you can mash out of being petrified- don't think this specifically needs to be tutorialized or anything, as stumbling on it from the autoscroll pressure felt great too. :P My main nitpick is that the last level was underwhelming in a mix of not expecting it to be the end, as well as hoping there was more. While it's definitely more accessible having the chasing thing be more of an inconvenience than a real hazard, it might have been too little an inconvenience that you could largely neglect it with enough patience (and there's no benefit to rushing, being autoscroll-based). It seemed to lack that final rush/challenge to round the game out- maybe some ending/platforming based on the speedy slope-sliding could have been used to give that extra oomph? That said, the choices are perfectly reasonable with the limits of a jam, and me wanting more in this regard stems from already loving its current state! :D
May 9 06:02:35 53h 36m TAILSPIN! ♥ 2 This was really fun and impressively complete! Managed to 24/24 the scarabs and diamonds and it was all worth it- gave me huge Celeste vibes, but additionally caters to my bias toward bird protagonists. A minor bug, which made me appreciate the resets in the pause menu, but you can get locked if you drill right between a semi-solid and a drillable platform: bug.PNG I hope to see more of this, either with more gameplay content or perhaps developing the lore of the current experience to have more of a story to it. :D
May 9 08:58:03 2h 55m Ludum Dare News Network ♥ 1 I don't know what I expected but I loved it! :D I'm curious how exactly the rating gets computed from the audio.
May 9 23:14:25 14h 16m Super Turtle Drop ♥ 0 I love it! While similar to Mr. Driller, it was overall an improvement for me- I really liked the change from resource management (oxygen meter) to instead having pressure from overhead drills. Great work for the compo and I look forward to a possible full release later :D
May 10 05:37:24 6h 22m Fish Fists ♥ 2 The other fish looking so innocent and not fighting back made it tough to believe they were making fun of you. :P The ending made it all worth it regardless- great job! :D
May 10 06:32:34 55m 10s Blobby Da Blobfish ♥ 1 Like others have mentioned, it's a little tough to control. The dialogue was really good though, and what kept me engaged to play it until the end. :D Really cute game- nice work!
May 11 00:09:40 17h 37m Rabbit Rappel ♥ 2 Really gorgeous art! Not sure what I can add that hasn't already been said, or that you aren't already aware of. :P The things that really stood out to me was the lack of any sort of death/respawn animation to smoothen things out, and the lack of sound effects. A little extra something in the non-rappelling sections would have gone a long way (e.g., misc. collectibles, more gun-related platforming that doesn't involve a pit/spikes, etc.), as it felt like mostly empty gaps between them. Still very impressive work, especially on the visual polish, and I look forward to future releases of it! :D
May 11 01:12:58 1h 03m Flat Pack Piles ♥ 1 Really nice entry! It was very oddly satisfying- was just mindlessly organizing things how I felt would be most efficient and was pleasantly surprised by the simple end screen :D flatpack.PNG
May 11 01:39:57 26m 59s Fare Well ♥ 2 A really fun PICO-8 game! :D I really liked the feel of the player, and how you could keep replenishing your shot with the bucket. Just when I was thinking "I wish there was some kind of fight in this" that sequence of balloon fights happened! I think the main thing I would've wanted was some use for coins beyond trying to collect them all- perhaps some upgrade store of sorts in between floors? Regardless, I loved this entry!
May 11 03:11:21 1h 31m PENGUI ♥ 1 Hi fellow penguin-game developer! :D Like others have said, it feels more like a tech demo gameplay-wise, but I think a really good one! Apart from lacking a more controllable camera, I liked how everything looked and the penguin's movement felt good. I hope to see it fleshed out more! Not sure if it was intentional, but I got very meta about the game's relation to the theme- not only is the glacier sinking *deeper and deeper*, but having the penguin sit at the peak of the glacier waiting until the inevitable end resulted in many *deeper and deeper* philosophical and existential thoughts. :'( Was very moving to see.
May 11 03:15:24 4m 03s Planet LD48B ♥ 1 Like others have pointed out, it was easy to feel lost in the game, but maybe that's okay in a game revolving exploration, and it just needs to be fleshed out in what you can do and interact with. :D I love the palette in the pixel art, and how you managed to get such vibrant colors to both work well together and also not distract from the rest of the game- great work! :)
May 11 03:41:33 26m 09s Happy Digger ♥ 1 Cute little game- loved the pixel art and the auto-tiling when digging. :) I played up until a depth where you first start to get lapis, and I think the game was surprisingly well balanced for the duration I played. While the game is grindy in nature, I never felt like I was grinding around a certain depth repeatedly before I could purchase upgrades to make it further. I made rather steady progress in terms of seeing new ore types and being able to get new upgrades, keeping things relatively interesting throughout. Such balance is really hard to do in these types of games, especially in a game jam- nice work!
May 11 04:24:52 43m 19s Aquarial ♥ 1 This is one of those games that I didn't know I needed but after playing it I need more. D: While there are comments about the sensitivity/speed/slipperiness, I thought that was one of the best parts when I first opened the game- it just felt so *fishy*, and over time, especially with the angler fish challenge, gets really controllable. Insane work for a jam, and I hope to see this extended in the future! :D
May 11 06:24:31 1h 59m DeBlockhas ♥ 0 Neat little fall down-like game :) Like others have already mentioned, the main thing that stood out was how the player's movement was very discretized, while the obstacles had a finer resolution. This could be tweaked to give the player more fine-grained movement, or snap the enemies to a similar grid-like placement (e.g, by rounding their x-coords).
May 11 08:23:44 1h 59m Grapple Tongue ♥ 0 Hi fellow penguin-game developer! I absolutely loved this- the penguin sprites were super cute, the grapple mechanic felt good, and the level design stayed fresh throughout! After playing through the jam version, managed to get true ending first try in the post-compo version- was a nice test. :D
May 11 15:02:10 6h 38m Marbellion ♥ 1 I really liked this game's aesthetic :D Like others have already pointed out, the camera was a little tough to deal with. I think an ending after collecting all the noms would have really rounded the game out, instead of just having the text pop up. That said, it was still a lot of fun once you got used to the camera/control, and perhaps those things I listed have already been addressed in the post-jam version. :P
May 11 15:21:34 19m 24s Goldsweeper ♥ 1 Really loved this conversion of minesweeper to some puzzle platformer- my favorite version of all the digging entries I've played so far! :D I think it would benefit a lot from having at least one extra thing to do to spice things up a bit- perhaps having a bottom, and going on progressively deeper digs where you can do something with the money in between?
May 11 16:24:03 1h 02m GemStar Saga ♥ 1 I think the controls were a little awkward at first, having so many options available and not being eased into them slowly. However, once you got used to them, it was pretty well controllable. I came into it thinking the shoot height would be a little awkward, but waiting out enemy cycles to line up worked out, and it forced you to make use of the rest of the kit (the drill bouncing, melee attack, etc.). It really grew on me, and found myself diving back in despite some frustrating deaths- would love to see this idea polished further! :D
May 11 19:16:33 2h 52m OVERDRILLED ♥ 1 This was really tough, but also addicting! I think it's already been acknowledged, but there's a bug where moles can get stuck under the digger, and leaving them alone lets you ignore moles for the rest of the game! :D I think the side walls seemed to degrade a bit too fast, and it lacks some sort of difficulty curve to ease the player into the chaos. If you can get over that initial difficulty hurdle, it's a really great entry. :) After many frustrating attempts, and some amazing mole RNG to get it stuck at the very start, I managed to finish it! :D overdrilled2.PNG
May 11 19:58:13 41m 40s Fetal Fury ♥ 1 Absolutely loved this! Like others have already mentioned, it gave some Binding of Isaac vibes with the theme and art, while still being its own little game- managed to sub-1 it by just booking it in every level. I think I would've wished for a bit more enemy variety or depth to the combat, but really enjoyed this solid jam entry nonetheless. :D
May 11 20:26:19 28m 06s Deeper Blue Sea ♥ 1 Cute little game! I think I had some bug where it felt like I was on a different layer from the other fish and couldn't interact with them- I refreshed the page and things worked after that and was able to beat it :) Like others have mentioned, it seemed a little hard to control. I think it's less the actual control of the fish and more that because the controls are relative to the direction the fish is facing, it would be a lot more intuitive having a camera right behind your fish, rotating along with it, as opposed to some top-down bird's eye view.
May 12 22:35:07 26h 08m The Ocean Depths ♥ 1 Really cute game- I liked the pixel art a lot. Like others have already mentioned, checkpoints of sorts would make things more accessible without really taking away from the experience. Something you did really well was have just the right pacing and amount of variety in the collectible fish, story-related fish (clownfish), progression events (getting the dash to break the wall), etc. to immerse the player. While there actually wasn't a whole lot to do, I never thought it was getting boring, and kept exploring for the next objective. I ended up getting unreasonably hyped to see what was behind that eel, and ended up really disappointed that it abruptly ended there! Would love to see more of this game post-LD. :D
May 13 04:24:08 5h 49m Fade ♥ 1 This was so good! It felt very fair and responsive for a rhythm game, and the story and music was moving- I was all 🤯 when it came full circle! Amazing work for the compo :o
May 13 05:04:06 39m 58s Penguins can't fly ♥ 1 Hey fellow penguin-game entry :D Was a really fun ragdoll game and super satisfying when you get a good run going. Absolutely loved the penguin model- managed to get 960m :)
May 13 19:55:53 14h 51m Below the Ocean ♥ 1 Really loved this! The mechanics were well implemented, the levels were well designed, and the game's aesthetic is just gorgeous. :D I was a little sad when I got the 8th diamond thinking that was the final room, but you threw in a whole suite of those wiring puzzles at the end that it felt so complete! Definitely among my favorite jam entries here. :)
May 13 23:38:30 3h 42m Infinit Pachinko ♥ 1 I wasn't sure what I was expecting going into this but it was really addicting! I think my main concerns lie with the procedural generation where some of the places you got stuck felt a little random, and it felt like way too many things hurt you in the later areas that the strategy seemed to be keeping a shield up indefinitely while rushing through with the boosts. Getting that balance right is really hard though, especially in a jam. :P
May 13 23:53:02 14m 32s Downer Diver ♥ 1 Was a short, sweet, and absolutely adorable game! The smiles on the fish made them deceptively approachable :P I think I would have liked some alternative movements/behaviors in the fish, e.g., swimming in circles, floating up and down a bit while swimming left and right, etc. I ran into the same issue mentioned above where the sharks got stuck in the wall, so maybe that added to the previous concern about variety in fish behaviors. :( All that said, it's really great work despite its simplicity, and I'd love to see more of our birdy friend. :D
May 14 01:22:43 1h 29m Corla ♥ 1 I really liked the idea and implementation of this- the items had crazy variety and uniqueness. Really sad to see that this had no ending- I seemed to have gotten every item that the shop floors ended up empty, and only money bags spawned. I'd love to see this fleshed out post-jam to have some sort of resolution, excellent work on the entry!
May 14 01:30:00 7m 17s Bunker ♥ 1 Really nice suite of puzzles. :D They were kind of random, but the atmosphere you created with the narrative really tied them together in a way that none of them really felt awkward/out of place. I especially liked the lights out-esque puzzle at the end, though I can see people getting frustrated when coupled with the countdown timer. It might be more accessible to instead have a generic in-game timer as some end score where faster is better- this would reward speedy people without taking away from people who want to appreciate each puzzle. :)
May 14 03:02:51 1h 32m I GOTTA SH!T ♥ 1 I don't know what I expected lmao- was a nice touch that you also included running back from the store, making the player clench deeper IRL, thinking the pressure was off. D: I think if I had to nitpick, I think the obstacles could have been positioned to chain bounces nicer and more intuitively.
May 15 15:36:29 36h 33m Sheep Deeper ♥ 0 Very interesting take on the theme! The link to the article was good for explaining how it worked, but I think it would have really rounded things out if it was demonstrated visually with some in-game tutorial/examples. Nice work, regardless :)
May 16 02:56:22 11h 19m Stairway to Silence ♥ 1 Once you got used to the controls, this was really good! Like others have mentioned, the suicide button was easy to accidentally press if you used J to shoot- each of my runs (one in the 2000s) ended from pressing that while still having plenty of health. :'( Apart from that, I really enjoyed each run prior to hitting the key, and appreciated what each enemy type brought to the table- I absolutely loved the design of the jumper in particular, visually and mechanics-wise. :D
May 16 04:17:40 1h 21m Hadal Depth ♥ 3 Really fun card game! I think in its current state, the progression was a little slow and had a big spike on the final level. The RNG misses kind of detracted from the game to me, mainly due to the lack of deck building- it's like I'm forced to play with this deck, forced to work with this randomly dealt hand from said deck, and then randomly burn energy to these misses. :( It may have been good to tone it down at least for the jam, but I can definitely see it having a place in a more fleshed out game (e.g., people can build their deck around it via cards that can't miss, have separate cards that increase accuracy, etc.)! Despite all this, there was still enough variety in the game to keep things interesting for me to finish it, and definitely enjoyed my time with it. :D I hope to see this polished further!
May 16 05:08:10 50m 30s Ocelot Safari ♥ 1 Finally got around to playing this! I really liked the item juggling, and the corner activation mechanics- it kind of reminds me of the juggling you have to do in Spelunky challenge runs, where you similarly don't have an inventory. I ran into one of those aforementioned "softlocks" in my first go, and while I got rescued by an ocelot buddy, the time pressure from the day/night cycle made the wait rather unpleasant. That said, it was entirely my fault for trapping myself there, and so addressing it is more a first impression/accessibility thing, without affecting more strategic play. :P I think my main concern is with the day/night cycle, and how it felt like it added some tedium to the experience without adding a whole lot. I really liked the idea and mechanic of being able to make a fire, but having nothing to do but sit next to it throughout the night felt out of place from how fast paced the player moved and swung things around. Perhaps the night could go by quicker when next to fire? Maybe instead of mysterious forces hurting you, one could either sit under the safety of the fire, or fend things off with the machete? What if nights were removed and the fire could instead be used to create some (temporary) safe area to leave your tools where ocelots won't take them? I think if ocelots didn't clip through everything, it also could've been kind of cool if you could arrange stones or something into barriers/enclosures. Anywho, just dumping all the random thoughts I got while waiting out these nights (because there was plenty time to think :P). Despite all that, the ocelots were super cute, and I still very much enjoyed finishing it! :D Would like to see the core item juggling/swinging mechanics taken further- I think the unique activation patterns you had would make for a sick combat system in a dungeon crawler. :D
May 16 06:23:02 1h 14m deepfeater ♥ 1 Like others said, I think it mostly lacked feedback for when you got something right or wrong, as well as what the time window was to pick a direction. Maybe if there were some projectile animations being fired at you when they pick a direction, and reacting with the correct direction could deflect the projectile (and reacting incorrectly will have you get hit by it)? It similarly might help to have health-bars of sorts to know how many more you need to get right to beat your opponent, and how many you can mess up before losing. There's also a reproducible softlock if you mash a bunch of arrows at the start of a fight, and then proceed to win the fight after. All that said, it was a fun little reaction/rhythm game, and I really liked the pixel art style! :D
May 16 06:26:51 3m 49s Deep Learning Simulator 2021 ♥ 1 I'm not sure I totally got the deep learning analogy- is this like the loss landscape you're trying to descend and avoid local optima? :P Semantics aside, it was a fun arcade-like experience, and had a lot of replay value with the random generation. :D
May 16 09:45:10 3h 18m GRAPPLE the Abyss! ♥ 1 Really fun, short platformer. :D Like others have already mentioned, I got Celeste vibes from the protagonist's appearance, and Celeste Classic 2 ones from the movement mechanics. Whether or not it got inspiration from those, it still felt like its own game, and nicely rounded things off with that boss battle- nice work! This didn't really detract from the game, but especially after using the grapple as a weapon for the boss, it seemed odd that it couldn't be used to fight the bats- instead you had to maneuver around them. I think it would be fun to allow for some of these smaller grapple fights should you flesh it out in a post-compo version. :)
May 18 03:30:15 41h 45m DICE - Demolition Into the Core of the Earth ♥ 1 I really like the visuals, HUD elements, and special effects. However, like others have pointed out, it was really difficult to control the ship. :( If such control is intentional, it might make things more accessible if you started out in a more open (and visible) area to get a feel of how the ship responds to controls- I tried to move at the start, got locked against terrain, and no longer had feedback for what any of the controls were supposed to be doing. Controls aside, the level of visual polish is really impressive for the compo- hope to see this refined further post-compo :D
May 18 04:52:51 1h 22m Tiny Drop ♥ 0 Cute little endless runner. :D I think it would have added a lot of polish to have some interesting hand-crafted structured sections (e.g., a long frog section, sequences of ground obstacles spaced out to fit the jump arc nicely, etc.). At the moment things felt kind of arbitrary and felt like there wasn't really a rhythm to get into, which other endless runners seem to aim for. Regardless, I really liked the theme around the droplet trying not to dry out- nice work. :)
May 18 07:05:34 2h 12m Bad Water ♥ 1 This was such a nice, aesthetic game :D The overall look of the game created such a calming mood, but had enough difficulty to keep you engaged. The movement/control is unique, and I hope to see it fleshed out into a more complete game post-jam. :)
May 18 07:08:21 2m 47s All Mine ♥ 1 Absolutely loved this, from the art to the puzzle design. :D Like others have mentioned, things could have been paced out a bit more to ease the player into things, but its current state is perfectly reasonable (and really good) given the constraints of a jam- great work! :)