Foon → Ludum Dare Explorer → LD48 → Feedback comment stats → ristoretto
Feedback comments for LD48
ristoretto's games and stats for all events →
| Timestamp | Since previous | Game | ristoretto's comment | |
|---|---|---|---|---|
| Apr 26 14:24:35 | Digtet | ♥ 0 | Hey, this is what the game looks like for me? I guess it's some kind of bug, I'm on windows. I would like to give your game a try, looks interesting! Screenshot (528).png | |
| Apr 26 14:36:33 | 11m 58s | Lucifer's doom | ♥ 2 | I like the art, I wish the attack animation was a faster! |
| Apr 26 14:56:44 | 20m 11s | Potato Pandemonium | ♥ 2 | I like the idea of jumping in different static arcs and the controls fit a potato (!). Hardly got past the part with two doors when there’s a target in a narrow hole. Feels like the controls worked well in an open room, like in the boss fight. |
| Apr 26 15:11:15 | 14m 31s | Spelunking Simulator Pro 2022 | ♥ 0 | The hovering mechanic is interesting, how you jump a specific height and then move along it for a time. The slow acceleration and inertia does make the controls feel a little unresponsive. I like the graphics/sound/music! This is as far as I got: 2021-04-26 Ludum dare game.PNG |
| Apr 26 15:28:34 | 17m 19s | Diving Bubble | ♥ 1 | I like the bubble around the player that show how much air you have. It feels very frantic to toggle between different colors, it could probably be enough with two, or use the two buttons to shoot different colored shots. |
| Apr 26 15:42:27 | 13m 53s | RUN FROM STUFF (2D Chase Game) | ♥ 2 | I like how the game is very zoomed out, and the platforming physics reminds me of N++. The level design of the first part is okay, spread out platforms and interesting that you try to move downwards. The seconds part had some dead ends and platforms that look like a path but aren't. I would have played it a lot more if there were checkpoints. |
| Apr 26 16:05:06 | 22m 39s | Susane the Sub | ♥ 1 | I really like this game. - The core gameplay is simple, but it can still be a little trick to pick up items when you go fast back to the surface. - I like how the inventory is represented by a bar, instead of normally a grid. - The upgrades work well, it reminds me of incremental games. Great entry! |
| Apr 26 16:14:57 | 9m 51s | The Deepest Threat | ♥ 1 | It's nice picking equipment, numbers going up :) I would have prefered if there were more things to choose from while in combat. |
| Apr 26 16:34:06 | 19m 09s | Mine Mayhem | ♥ 1 | Great game, good art and gameplay. I like how you can avoid a lot of the enemies instead of fighting them. I think the camera could show a little more downwards when you are moving down. |
| Apr 26 17:45:31 | 1h 11m | In the Hole | ♥ 1 | I expected this game to be too complex, but got it rolling pretty quickly. It's fun dragging out the nodes, scanning and putting down nodes to extract resources. I also think that debt is an interesting mechanic. That said, I never found anything that would allow me to start to pay back the loan XD It could also be interesting if there was some mechanic that made it more cumbersome to build down so you also branch out on the sides. Maybe also a long range scanner. I like the core concept, and I can see this expanded on in multiple ways, well done! |
| Apr 26 17:58:54 | 13m 23s | Tunnel Rats | ♥ 1 | Great game! It works well to manage the energy from weapons and the mining laser, while trying to avoid tentacles and mine gold as long as possible. I would prefer if the weapon would one hit enemies, it’s a little annoying trying to spam pressing when they are closing in on you. And maybe if the stamina would recover faster when you do nothing. Other than that, very playable game! |
| Apr 26 18:08:14 | 9m 20s | Dungeon Diver | ♥ 1 | Good art, effects and movement. I didn’t realize that the game would slow down when you hold down the button. So I would hardly make it past the second part. But it got easier later. I feel like random levels would work very well for this game. Screenshot (532).png |
| Apr 26 18:37:51 | 29m 37s | The deepest curse | ♥ 2 | - Pretty long, I played until a little after when I got the lantern. - I like the rope, I haven't seen a mechanic like that before. I didn’t know what button the rope was on (so I pressed escaped to check which also reset the game...). - I wish there could be more types of hazards other than spikes. - Good with a lot of checkpoints. |
| Apr 26 18:47:15 | 9m 24s | The Crystal Cavern | ♥ 2 | The art style is pretty good. I wish there was some more twist on the basic gameplay |
| Apr 26 18:53:13 | 5m 58s | Vinewell | ♥ 1 | This reminds me a lot of the second level from battle toad! I wish there was less acceleration / deceleration while moving. |
| Apr 26 19:01:10 | 7m 57s | Deeper | ♥ 1 | Funny expressions on the character when you are moving! Feels like there's a lot of resetting. Maybe there could be checkpoints in the level, and the game gives you a prompt "press select to reset", when you enter an impossible situation? Edit: Just read you comment, that it was planned, oh well :) |
| Apr 26 19:16:34 | 15m 24s | Deep Within | ♥ 2 | The sound effects are very satisfying and it works well to add dread when the player has to charge the laster. It feels a little harsh to not respawn pickups when the player died. |
| Apr 26 19:40:57 | 24m 23s | Mullet Time | ♥ 1 | Music is good and I like the intro. I wish the kick could have a little longer range, feels kinda helpless against the turrets without ammo. |
| Apr 26 19:46:22 | 5m 25s | SUPER RED | ♥ 2 | I like the art and the theme of being a worm and in a composite container, with some of the bigger objects and bugs acting as collisions. but tbh I had to turn it off when the long legged spiders came into the screen in the first darker earth, I didn't expect my reaction to that XD |
| Apr 26 20:17:15 | 30m 53s | Chimes | ♥ 1 | Nice graphics. I also like the idea of reading one line of a poem like this. It makes you think more of each line, instead of reading it quickly, like you normally read text. |
| Apr 26 20:23:58 | 6m 43s | Falling Lad | ♥ 0 | This game gives off some vibes. I like how the eye moves from side to side and how you fall down and shoot upwards. And you can't spam firing because you have to wait on the bullet to reload. Sometimes it felt like the eye would move faster than what you would fall, so maybe the fall speed could be higher? |
| Apr 26 21:22:11 | 58m 13s | DeepTris | ♥ 1 | Great twist on tetris, and it works very well! nitpicking, it's annoying to not be able to move a piece up, but at the same time, it feels like pieces start too high and that it's too slow / cumbersome to move them down quickly. Maybe they could start at the edge of the pile, and then have a timer until it's automatically placed? I also agree that the losing condition is unclear. Maybe each lost block would add a row of blocks, and you lose when the column is touching the top? |