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

Solrun

Feedback comments for LD48

← LD42   LD51 →

Solrun's games and stats for all events →

TimestampSince previousGameSolrun's comment
May 10 20:48:10 Implosion ♥ 1 This game is pretty sweet. Cool concept for a puzzle game. The levels were all pretty hard, but fair. I think level 5 and level 3 should have been swapped. Level 5 just teaches how you can move the blue layer without moving the red layer so well (because that's all you can do). The current level 3 doesn't do as good of a job because you have more options so you struggle with it a little bit, then get to level 5 and it's too easy because you already learned that. A lot of the levels came down to just solving the lowest layer because it didn't affect any other layers. So I really appreciated the levels where you had to keep the lowest layer around a little longer (because there was a key across some cracked tiles that you needed a higher layer to allow you to move over there). But at the same time, it is nice when you can get a bot to an exit so you don't have to think about that layer anymore. I imagine that's a pretty tough line to walk when designing the levels and I do think you did an excellent job on level variety. Others have said that the game is a bit too slow. Once you figure out you need to move right 3 squares, it still takes you like 30 secs just to input the solution and watch all the robots move. I found level 10 was really bad for that because you were just moving in long straight lines for much of it. The game art was really well-polished with pretty much everything having a little animation. I do wish the walk animation was bit better. It's probably the animation you notice the most, but it didn't seem to live up to the quality of the other animations. I think this was one of the most imaginative games from this theme and you executed it in a great way with smart puzzle designs and a lot of polish.
May 10 21:23:24 35m 14s Deep Space Beat ♥ 2 The way new tunnel sections pop in was a cool effect. I really liked all of the visuals for the game. The ship looks cool as some smoke in a cage. The text effects were nice too how the text was different colours for emphasis and how it waited a second before displaying your insult for dying. The space background with the twinkling stars gave a nice space atmosphere. I'm pretty amazed at how the visuals are so simple- just lines and colours, but then it looks so clean. My first run was pretty hard to see what was going on because I just happened to steer up near the ceiling and it made it hard to see the rest of the tunnel. When I stayed closer to the bottom of the tunnel, it was a bit easier to see where I was and where the enemies were so I could dodge. Maybe it would be easier to see if the camera tried to stay in the center of the current tunnel segment instead of sticking to the player. Then you could see the whole scene. If that makes the game too stale, you can kind of combine the 2 approaches and have the camera center itself halfway between the player and the center of the tunnel. Then it would show most of the tunnel, but still follow the player a little bit. It would be nice for the movement speed to be like half of what it is. I found I was trying to tap a direction for only fractions of a second so I didn't fly outside the tunnel. It would probably feel better if I could hold the button for a second to get the same distance. I don't think moving half as fast would really be a downside. Most of the time I was tapping a direction, then not pressing any buttons for a few sec so I think you would still have enough maneuverability.
May 13 20:30:56 71h 07m Infiltr8 ♥ 1 That's a pretty cool game. The level-within-a-level concept was pretty cool and performed really well even when you got like 5 layers deep. I had mixed feelings on the last level when I kept seeing that there was more recursion inside them. On one hand, it's a cool idea, but on the other it just meant the game was going to be that much longer when I thought I was pretty close to the end. I think having the mazes be a bit simpler would have helped a bit with fatigue. Instead of being like 8x8 or whatever they were, the recursion mazes could have been like 4x4 or 5x5. I think the fatigue was mostly from the colours. Holding z to zip all the way out from the depths of the mazes was a lot of fun. I'll be honest, I hated the red-green colour scheme. The animated effects on the wall looked pretty cool, but it just needed some different colours. Showing your trail from last level was quite handy so I didn't have to solve the mazes again. The mazes weren't really hard per se, but the low contrast just made it really hard to tell where the walls were. Not game related, but it's pretty easy with Unity to build your games to be played right in the browser. Then people can just click the link and the game plays, no need to download anything. I found a video that explains how to do it in a minute: youtube.com/watch?v=fNLpZVNDQqc&ab_channel=N3KEN Your game really fit the theme well. I thought there might be some games with the level inside a level thing and I think you executed it really well.