Foon → Ludum Dare Explorer → LD48 → Feedback comment stats → oillen
Feedback comments for LD48
oillen's games and stats for all events →
| Timestamp | Since previous | Game | oillen's comment | |
|---|---|---|---|---|
| Apr 30 00:05:48 | Morning Shift | ♥ 2 | -Fun: (3) Morning Shift was very short & the puzzle was very simple. Although compared to your other games (I know), it has the most complex & sophisticated mechanics of them. Both the drill & the Searchbar were cool ideas fighting back some ground. -Innovation: (3) The majority of all point & click adventures I've played, were made by you - I talk about it in a minute. -Theme: (3) you're going down a mine, this is going deeper, but the theme was deeper & deeper - I would say halfway done. -Grafics: (5) (6 - 8) Pixel art is your thing. Style, colorscheme, Shapes, Proportions ... Animations executed almost perfectly. -Audio: (3.5) the game is a bit silent, it somehow fits the mood, but there could be more & the soundeffects fits well. -Humor: (4) Blue Raven: "Haha ... very funny" -Mood: (4) There could be done more for the mood, grafical effects, audio, a protagonist that looks more like a worker. The environment, the forshadowing giant robot, the computer equipment, the background - but the silent Audio also leaves the feel of an abadoned industry/mining zone. -Overall: (3+3+3+5(7)+3+4+4 -> 3.5 or 4) You sacrificed a lot of the game for it's art - said by one who did the exact opposite (among other bad decissions than making all grafics in 32mins - neeew R E C O R D). After playing it multiple times, I liked it more for finding more and more details. The points I would like to rate: -Quality/Polish: (4.5) There is a button to leave the game^^ (+1). The close button for the PDA is a bit unwilling. The Main Menu is neat & tidy. The rest (though not that much) works very well. -Genre: (5) Your games fit that what someone would expect what a point and click game should be. I can't tell you much what's about them, this is clearly your expertise. -Szenario: (3) The task isn't quite complex, get three things & put them in one place, without a particular order Barry is a fauler hund! The blender should get him! -Setting: (4) A skinny guy in a red hoody looks a bit antithetical to all the (welldone) desolate environment -Story(telling): (5) A quick clear cut story about duty & laziness done in a effective way. The big Robot is a nice foreshadowing, powering it up has some spectacle. Blue Raven doesn't know what the blender is & larry don't want it ... Why that hate on the blender? Mystery... Gameplay: -Controls: (4.5) Simple & effective as a point&click should be, without the extras making it complicated. -rules: (3) good that you need to drill with different strengths, but it would be nice, when igniton explodes when dirll it at strength 3. the blue raven on the handheld computer know more terms than the game suggest by it self "... very funny" -complexity: (3) there are 2 interactive systems, both are more than combine & slot items. The opposition is a very short task to solve. -difficulty: (2.5) The only thing I didn't get in the first run was the switch for the light in the mine. There is no frustration but no challenge. Indeed there is some help to make your task more easy & less tedious (which leads the game back to average waters) -Content: (3.5) sry for saing it over and over - The game is short - BUT there are multiple things that can easily be overlooked... there are alot of small Details like the satelite dish, the useless blender etc., the tiles for the building & ground, the lift with a cool anymation a gui for the drill... there are indeed more things in the game, than one just might remember | |
| May 1 01:08:53 | 25h 03m | Capsaiciner | ♥ 2 | -Fun (4.5) Other than farts the game keeps it's fun without starting to smell bad. Nitpickingly I would like to destroy something, like the enemies, with gutgases. -Innovation (3.5 or 4) The game feels to me like, what distinguishes DOOM Eternal from DOOM(2016) has been done to Soldat. That would actually infuriate me, but LudumDare is something differnt and I have to accept that I am playing a plattformer not a monster-massacre-like. Farting through Hell is surprisingly something new to me - do you know Bierkrieg? it's nothing new... -Theme (3.5) You solved "a single central resource" well, one of my themes, so I cheat some credits for you. -Grafics (3.5) The style is consistent & a bit simple - but there are a lot of levels & unique details to them -Audio (3.5) The sounds are a bit few but neat, and the game is lacking of fart noises... -Humor (4.5 or 5) Fart humor top - more of it! Or add something verboten, because Hell. -Mood (3.5) It's more a sinister & bleak version than a brutish fiery type of hell. The kind of evil menace is not that present, there are traps & enemies, though hell is quite chill here. -Overall ( 4,5 + 3.5 + 3.5 + 3.5 + 3.5 + 5 + 3.5 -> 4 ) Nice small game, that I played multiple times already. I've got all the peppers, a quick run mention by the devil, and now I am working on not dying. The points I would like to rate: -Quality/Polish: (3.5) I love how broken the walk animation is. I would prefer to have menus, but closing the game by hitting esc is ok. -Genre: (4) I guess it's a interesting platformer, that is at worst in need of more of the things already in it. Compared to games I know, it is close to Soldat ( a Plattformer-Arenashooter), that has comparable non-tile based maps/levels & a almost similar jetpack system. -Szenario: (4) The levels vary in part a lot & become slighty more difficult. -Setting: (3.5) I am a bit missing the hell feeling. The art is made consequently, which is good. The levels however feel quite randomly selected, but it could be just me not getting the point. -Story(telling): (3.5) The written story telling is meant as a tutorial & backgroud lore, not continuing it is a missed oportunity to tell us more. Your game seem to be not much about story and this is absolute O.K. & I am sympathetik to the protagonist. Gameplay: -Controls: (4.5) The Controls works almost always - when you keep pressing walk & restart you don't move. Cheers to have multiple layouts for the controls. -rules: (3.5) Why do you need solid ground under your feet to recharge your gutgas? I am wondering why the farting man dies by falling and sometimes not. -complexity: (3.5) You can solve obstacles/puzzles in different ways. By dealing with foes, there needs to be a satisfying method to defeat them - burning,traps etc. Explosive could have been used at least a second time. -difficulty: (5) The game is challenging for the right reasons, meanwhile it give hints to help you. Having a button for quick restarting a level makes the game forgiving enough, that even sometimes randomly occuring setbacks are no problem. -Content: (4) There are many levels, a small set of foes & obstacles, some pickups & quite a bunch of details You can chase differnt scores like peppers, best time, least deaths ect. |
| May 10 01:13:45 | 216h 04m | Descendants | ♥ 3 | -Fun: (3.5) the game feels a bit short despite having a acouple of levels, the tutorial is the longest part. -Innovation: (4) I don't know many entourage based plattfomers ... every dwarf has his set of abilities and the group work as one in in a interresting manner -Theme: (4.5) Moving downwards is part of the traversing in almost every level -Grafics: (4.5) simple fitting artstyle not affraid of pitchblack darkness -Audio: (4) Settings for Music & SFX Soundtrack fits Dwarf grunting soppurts you in selection -Humor: (3) "Har har har" - the dwarves makes one smile -Mood: (4) The Underground environments feel like dark deep chasms. -Overall: ( 3.5 + 4 + 4.5 + 4.5 + 4 + (3) + 4 -> 4 ) The Points I would like to rate: -Quality/Polish: (4) The main menu is neat, especially for having settings (Audio) nice tutorial & credits scenes in the beginning there should be a way to end & restart the game (e.g. via a menu) -Genre: (4,5) There are not many Plattfoners, where you control a group at once. It is a interesting amalgation of different ideas, sharing with a lot of other fighting J&Rs Safepoints, various equipment, lighting, collectables etc. -Szenario: (3.5) The mission of any level is pretty clear, traverse from top left corner to lower right in order to advance to the next level. This is pretty solid, though there could have been more use to gold veins, checkpoints and obstacles. -Setting: (4.5) Jump into dungeon diving with a daring leap towards dark depths. Ancient dwarven ruins overun by nasty goblins - there are drums in the deep. -Story(telling): (4) The text tell you the most you need to know, the environment & characters are readable to tell you the rest. In the case you might continue this project, a narrator could tell some parts of the story. Gameplay: -Controls: (3.5) It's cool that there are controlschemes for Keyboard & Controller, and for keyboard has multiple layouts. (The current postjam layout with J & K and no arrow keys, is inferior imo.) For the controls for choosing a dwarf, I have similar feelings like to the system in "the shadow below Providence", where I would like to have a layout like WESD, so that the topleft button would be the topleft tentacle etc. Selecting a dwarf by hitting a key multiple times, can get you in (actually uneccessary) trouble with goblins. Imho the best solution for choosing the dwarf you want is by selecting them via number keys (for controller arrow/direction). Btw I have a electric stove/cooker with four fields that have a similar control scheme, handling multiple pans & pots ... made me biased. -rules: (3.5) jump height for any dwarf is a bit inconsistent, it seems you need keep the space key pressed & time the arrowkeys more cautious. The red dwarf should hit enemies within range and close to him (goblins can underrun his range) Aiming with the line being influenced by mouse/stick movement would be the best for the green dwarf imho -complexity: (4) There are four completely diffrent characters for differnt usecases. Goblins have two variants, there could be one more... Although the levels are all dark af, they vary in interesting shapes. -difficulty: (3.5) sometimes the environment obscures to much, while you have to fight goblins there should be checkpoints before challenging situations -Content: (4) There are quite a lot of levels, the Tutorial has the majority of the current levels, and could be compressed so there could be more "meat" for the game. |
| May 10 22:50:32 | 21h 36m | Deeper-Geddon | ♥ 0 | -Fun: (4) I have played the game 6 times. The 3rd time was to figure out, what happens when you lose. After that addiction kicked in. -Innovation: (3.5) Economy & building strategy game with vibes of factorio (conveyer belts) and a twist through a time limit. -Theme: (2) The theme is only fullfilled in the name. I am glad you prefered to create a good game over a theme fitting one. -Grafics: (3) It's OK when the buildings are made simple, they are also easy to read, but the factories seem to be upscaled, their borders are far thicker than compared to others. There is also a strange flickering sometimes while placing a new construction. Sometimes the layering gets off, so a building "behind" another is drawn ontop of it. -Audio: (4) there are sounds for interaction (clicking buttons & placing buildings) Neat soundtrack a bit relaxed. What about sounds of performing facilities, or warnings etc. -Humor: (2.5) there seems to be some jokes & references -Mood: (3.5) there is definitely some space groove, I just miss a bit the pending doom vibes the growing earth in the background was a good idea. -Overall: ( 4 + 3.5 + 2 + 3 + 4 + 2.5 + 3.5 -> 3 ) The Points I would like to rate: -Quality/Polish: (4.5) Your main menu could have a close/exit button. The grafics have some glitches - the mechanics (after playing multiple times) seem to be bug free. It's a bit over-the-top to have a intro-cinematic :D -Genre: (4) The game is a good amalgation of different eco-sims & the timelimit is not disruptive. There could just be more strategy to it, to reach perfection. -Szenario: (4) The Mission is made clear & progress can always be monitored. -Setting: (3.5) Some assets like the rocket have some retro-scifi vibes, the facilities feel a bit blant. While the soundtrack is relaxing, there could be some sound of urgency, like alarms, messages from earth etc. -Story(telling): (3.5) The messages tell you everything you need to know. Although Deeper-Geddon is not a storydriven game, you made clear what the situation in the game is. Gameplay: -Controls: (4.5) Interacting with buttons & placing the buildings works well, and there is allmost no chance to delete the wrong building. Scrolling with arrowkeys works ok - there could have been a borderscrolling. -rules: (4) Processing & constructing works simply & well. When buildings would cost something, there could be a interresting dynamic of spending & saving resources. -complexity: (4) The three factories have their recipes, the Red facility have a slighty more complex one. A mine can sustain multiple facilities - & multiple mines/factories can be linked to a factory. Mobile units or something else would be sick. -difficulty: (3.5) you can fail if you want to ... the game helps you with it's tutorial, tooltips, GUI & HUD. -Content: (3.5) There is one static map, it would have been nice when the resource fields would be random generated. |
| May 13 16:00:16 | 65h 09m | Diggy hole | ♥ 1 | -Fun: (4) Controls are a bit abstract, but works really well. The general pacing is a bit slow, but building up & digging down is quite fun. I played it two times (total 2,5h) I think I go play it a third time... -Innovation: (4) It is somewhat like lemmings, but you don't need to be afraid of suicidal workforce. It's a good foundation for the RTS I would like to have when I play Terraria. -Theme: (4) You need to get deeper & deeper - not necessary downwards my first gold was in the cealing of my start area. -Grafics: (3.5) The world is made in easy-to-read cells. There are quite some assets like the miners etc. Although textures, light & grafic-quality wasn't that much of a priority here (imo the right decission) -Audio: (3.5) There is a small set of sound effects. The soundtrack was relaxed & fitting. -Humor: (1) You can turn of this option - your game offers so much it doesn't need jokes... -Mood: (2.5) Everybody get it, that you are underground. For more atmosphere you could use some lightning, fog & ambient noises (howling wind or a metalic glittering so you can hear gold nearby) -Overall: ( 4 + 4 + 4 + 3.5 + 3.5 + 2.5 -> 3.5 ) I've ignored humor for the calculation. Your game is mostly good, it's not great in the media department, but it has interesting mechanics that function as intended, most of the time :P The Points I would like to rate: -Quality/Polish: (4.5) The main menu is great, you can open it always & it offers audio & video options. There seem to be rare glitches but I couldn't reproduce them. The thing the game is in need of are tooltips. -Genre: (4) There are not that many Plattfomrer Strategy games, but this is a good foundation for it, with a hint of rpg with it's items. -Szenario: (3) There is no goal told by the game, it is more a sandbox game, where the collection of gold allow me to grow my workforce. -Setting: (2.5) Besides being underground, I could not tell what else is in the world. -Story(telling): (2.5) there is not much about what is happening ... there could be some hints for finding gold. Giving your miners name is a gimmick Gameplay: -Controls: (4) scrolling with multiple layouts, zooming out and in(towards mouse position) are great. Selection works, and characters inventory isn't difficult to understand. Assigning jobs(Tools) is well done. The automatic execution can get a bit confused, but nothing to struggle to hard. Waypoints or a walk command would have been great. -Rules: (4) Automatic character movement is solved in an intelligent manner. building, mining & transport are solved clearly. Buying items & personel could have been made more clear (in the game). -Complexity: (4) random world generation, yeah. There are a couple of activities & interactive objects (charcters, items, environment), the game seems to be focused on growing & exploring - the game could use of some adversaries & obstacles -Difficulty: (3) The game is not hard to learn, it is more challenging to ones patience, finding your first gold. Imho some initial gold in any form (ideally being spawned nearby) would have been great. -Content: (3.5) Replayability is given by world generation & the game world is quite large. You can create a "small" mining group. The Environment can/should be reshaped by the player. |
| May 13 16:15:10 | 14m 54s | DeeperFall | ♥ 1 | -Fun: (2.5) It's relaxing, and I would like to have some more gameplay... Or some of the Hengen humor -Innovation: (2.5) The game is a casual fun. It incorporates the theme as core gameplay, but nothing much else. -Theme: (4.5) getting points by falling, so falling deeper is advancing your score is the core of the game, collecting the gold blocks adds something, while falling (i guess it's time based) to deep leads to failure -Grafics: (2.5) squares & blocks are a bit basic - but effective. changing the background by hitting squares is gimicky. -Audio: (3.5) relaxing soundtrack, soundeffects are ok, though there could be a special sound for getting one of the gold bricks -Humor: (-) Why not capitalising on the usual entertainment af a typical hengen post? -Mood: (4) Audio & style are very relaxed. The true challenge is to keep attention, so you don't fall to deep. -Overall: ( 2.5 + 2.5 + 4.5 + 2.5 + 3.5 + 4 -> 3,5 ) |
| May 13 17:35:18 | 1h 20m | The Dwarven Brigade | ♥ 2 | -Fun: (4) Besides some bugs & glitches and a "high" learning curve in the beginning, the game is interresting & fun to play. -Innovation: (4.5) one clear step towards a terraria strategy game one day. -Theme: (5) Digging deeper into the ground in order to get richer -Grafics: (3.5) The grafics are simple, but effective & there are animations. -Mood: (3) Dwarven mining company goes brrrrt. The game is more strategic than emotional, except dwarves getting lost ... in the sky? -Overall: ( 4 + 4.5 + 5 + 3.5 + + 3 -> 4 ) The Points I would like to rate here: -Quality/Polish: (3) there are some bugs/glitches, especially the dwarves that get lost the one way or another are painfull. ... and there was a gamebraking bug. Returning instead of restarting a match via the mainmenu is a bit odd. Nice to have some tooltips. It is good to have a mainmenu. -Genre: (4) This game could be a great example of platfomer-strategygames (there should be a better name for this genre, honestly). What was LEMMINGS genre called? -Szenario: (3.5) The goal seems to be mining more in order to upgrade - I wonder if there is something to discover in the depths. -Setting: (4) Dwarves are mining, ho, ho ho! -Story(telling): (x) It's about mining, not love triangles. Gameplay: -Controls: (3.5) Parallel to WASD there could have been a arrow key control, or border scrolling. Placing jobs works well, it's not necessary easy to learn how posts function, but it's not frustrating. -Rules: (3.5) The way upgrades are obtained, maintained & how they were made usefull, was good. They Pathnode system is a bit odd and the dwarves should always check if they can go a path. -Complexity: (4) There are Dwarves as active workforce, a main building with upgrades, those upgrades need a kind of maintenance, multiple resources to mine, environment to shape, & some interactive strucuters like the posts and the stacks. -Difficulty: (3) There are no adversaries, the game is a economy simulation for a dwarven mining company. You could make a mistake into an idea, the game has not many obstacles and dwarves getting lost, quitting their jobs (some dwarves left the mine at surface) would add some spice to it. -Content: (4) The map is quite big (and world generation in the future would be neat), and there are some assets to play with. |
| May 16 00:04:37 | 54h 29m | EveryDay | ♥ 1 | Dein Computerspiel macht eine scherzhafte Aussage über die Zustände eines Software-Entwicklers, der während Ludum Dare in immer tiefere und tiefere Abgründe seiner Seele hinabsteigt. Audio Effekte sind gut gesetzt und auch wenn die Grafik simpel ist, sind die Animationen witzig gemacht. |
| May 16 00:24:28 | 19m 51s | Deep Love for Chocolate | ♥ 0 | Grafic style & soundtrak are neat. The controls are good & a joy to use. there are two things that could be better: - the collision might be more tight, it seems to me, that there are collision zones (quads?) that are a bit bigger as an enemy looks like. - the widescreen is disadvantageous to the main movement direction, downward. IMHO a square view would be the best solution, it's a "struggle" I have with allmost all topdown games currently, because upward & downward movements became uneccesary obstacles. |
| May 16 00:36:14 | 11m 46s | Falling Dwarf | ♥ 2 | Although there were some moments in the game, that frustrated me, mostly that vision is disadvantageous toward the lower border to the screen , it kept me playing & trying again. The Falling Dwarf incorporated the theme very well ( 📀 📀 📀 📀 📀 ) by tying the depth of the chasm to your gameprogress. Advincing deeper makes everything more difficult, from retreating over enemies, traps, platforms ... to regain your lost loot. |
| May 16 00:59:55 | 23m 41s | Sleepy Trouble | ♥ 4 | Art is beautiful, I don't think the levers need some kind of colour, more of a clear shape or movement or somekind of unusual shadow to identify more easily. Soundeffects and music are neat & welldone, especially the menacing sound when your spirit energy runs low. While accident-teleport instead of using a lever or checkpoint, the game wasn't that frustrating to play, thanks to the dense checkpoints for retreats. You managed to integrate my theme "a single central resource" in an interrestung manner, as I could only hope creators would do. |
| May 16 02:06:39 | 1h 06m | The Deep | ♥ 2 | -Fun: (4.5) The tension rises with the barometer in this game. The controls are challenging & are good fun to learn. -Innovation: (4) There aren't many games, where you have to navigate purely by abstract navigation tools, and here is it solved quite well. -Theme: (4.5) I still get panic by all the alarms & noises, especially when a collision happens. -Grafics: (3.5) It is an interresting idea, that there is no sight of an environment, instead all the controls are solved visually. There are not very many details, the game's true strengths are elsewehere. -Audio: (4.5) the sound design is quite important there down there when you see nothing else then -Humor: (1.5) that is an aspect your game doesn't need. -Mood: (4.5) The game has quite a well developed feel of submarine tension. -Overall: ( 4.5 + 4 + 4.5 + 3 + 4.5 + 2 + 4.5 -> 4 ) The Points I would like to rate: -Quality/Polish: (4) some kind of menu or restart option(ingame) would be nice. -Genre: (4) I would imagine a game about submarine seafaring could look like this one. -Szenario: (4.5) The mission is clear & has multiple stages, while all that is there is well crafted. I am not sure, if adding some optional or alternative steps, would go over the top... -Setting: (5) Maybe a periscope or some advanced radar ... bah, the steelcoffin has the best feel. -Story(telling): (3.5) Your adventure is told more in a indirect way. While there are some logs & info, there could be some updates & new findings on the way. -Controls: (5) The controls are very complex & solved well -Rules: (4) The collision sensor, and the silent running creates a lot of tension, and the alarm on a hit is quite ... alarming. The game is informing the player well and give always a second chance after a mistake, but not to much. -Difficulty: (4) The game isn't necessary difficult on its own, it complex controls & displays are the true challenge a player needs to master there. -Complexity: (4) Steering & orientation are bound to a wide array of something-meters, and anything you can do is a very necessary part of the game, especially when it is needed in a certain part of the progress. -Content: (3.5) There is not really much in all parts of the game besides all the interresting instruments. Although the single level his a good length, and is well enough designed to play this game again, or ten times. |
| May 16 02:57:55 | 51m 16s | Abyssal Lab | ♥ 1 | -Fun: (5) I had immense fun with this game - the non LD points might explain it better. -Innovation: (4) It has some vibes of tower assault, where the players faction has all the non mobile units, who is expanding into the creatures of the deeps territory, who has all the mobile units. -Theme: (4.5) Going deeper and deeper into hostile territory as a tower offense. -Grafics: (5) Maybe there could be more info & highlighting in your game, but there is so much already in it. -Audio: (4) Ambient sfx, fighting & construction are neat - a soundtrack might be to much to ask. -Humor: (3) Here and there I see a reference. -Mood: (4.5) The blue & red colorscheme & the ambient sound add the most to the deepsea feeling. -Overall: ( 5 + 4 + 4.5 + 5 + 4 + 3 + 4.5 -> 4.5 ) The game isn't perfect, but it managed to pull off so many & so well - it is great. The Points I would like to rate: -Quality/Polish: (4.5) There could be some kind of menu, but that is nitpicking. -Genre: (4.5) Imho some mobile units for the player & some structures for enemies (like nest etc.) would make it to a classy RTS, at the expense of innovation. -Szenario: (4.5) The game has not a goal, it is clear you need to build up, from there all your small goals are created and therefore create a fun to play mission. -Setting: (5) Abyssal Lab got a welldone deep under the sea vibe, supported by it's artstyle, colorscheme, sound, how the deepsea denizen looks... -Story(telling): (3) The game don't tell you what is going on on it's own, though there are some hints of lore... -Controls: (5) Scrolling, construction placement, GUI, HUD(info like resources) ... a there is a lot and almost always I managed to click the correct building, except rarely some of the corridors. -Complexity: (5) Multiple Resources, parts of the economy are multilayerd, defense towers, a couple of enemy types ... are you insane? -Rules: (5) From economy over expansion over combat over exploring, there is nothing I could complain much about it. -Difficulty: (4) Sometimes a situation gets a bit out of control, but the game has a tendency to be a bit easy. It would be dope if there would be sometimes enemies that attack your base actively like waves of an invasion like event. -Content: (5) I wish you would have done this as a jam and there would just be more, smth like different maps or so |