Foon → Ludum Dare Explorer → LD48 → Feedback comment stats → Prakkus
Feedback comments for LD48
Prakkus's games and stats for all events →
| Timestamp | Since previous | Game | Prakkus's comment | |
|---|---|---|---|---|
| May 1 23:27:42 | Shrink and Destroy | ♥ 1 | Fun game! I couldn't figure what the laser was until I read the instructions but everything else was really intuitive. I also didn't realize I had limited ammo at first since that text was super small. Those are minor complaints though and overall this is a solid entry! | |
| May 1 23:46:44 | 19m 02s | Love's a Mystery | ♥ 1 | Well that escalated quickly! Good length for a ludum dare story honestly, which is tricky to get right. It's a ton of work to have that much art and that many lines to wrangle so kudos on that for sure. |
| May 2 00:09:23 | 22m 39s | Humble Miner | ♥ 2 | This is a great concept! I loved the song and actually sat listening to the whole thing before playing the game. Some small things I wished for: * Since the main focus is mining, I would have liked some juicier feedback for each hit. A sound would have gone a long way! * I wish it were clearer what upgrading my pick would do for me. Maybe just naming them and giving different colors (iron, copper, etc) would be enough, but some tougher to break ores that I needed an upgrade for would have kept me playing longer. Maybe this was there and I just didn't find it! |
| May 2 00:25:08 | 15m 45s | Heavy Fall | ♥ 0 | Really great, complete feeling game. Awesome graphics, good feedback/telegraphs and good enemy variety. Everything was super intuitive except for that heavier enemies caused the elevator to go down faster. I love that as a mechanic but it would be great to communicate it some way ingame. Even then, it's tough to keep in mind when there are so many units jumping on always. Maybe if there were some weight thresholds or something, the player could pick their risk level, so to speak and try to manage that. Maybe I didn't get far enough, but I also wished there were some health pickups or something so that every bit of damage didn't feel so devastating, or some kind of shield/dash to make avoiding damage more reliable to make up for that. |
| May 2 00:41:07 | 15m 59s | Heart Worms | ♥ 1 | Mad props for making a VR game in a compo like this! I want to echo what the other commenter said about being in a large, vague space being disorientating. Having some floors, ceilings, props, etc to help know where I was would have been great. Likewise, having worms swim _right_ through my face was a very unpleasant experience, so given some extra time it would be nice to have them avoid doing that. Overall though, it was cool to spin up a ludum dare game on my quest and shoot some stuff! |