Foon → Ludum Dare Explorer → LD48 → Feedback comment stats → thesambassador
Feedback comments for LD48
thesambassador's games and stats for all events →
| Timestamp | Since previous | Game | thesambassador's comment | |
|---|---|---|---|---|
| Apr 26 15:29:56 | Dig Dog | ♥ 0 | Great music and art! I liked the dirt effect - much better than a boring brown tile, and the digging through it effect was well done! The game itself is a bit slow, 99% of the time you just are holding the down arrow. The ghost didn't even come close to being a problem and I stopped playing before it caught me. I think that tweaking the enemy behavior, decreasing your starting energy, and adding more pickups to grab would make this a bit more interesting. Great work! | |
| Apr 26 15:38:03 | 8m 07s | The Deepest Threat | ♥ 1 | Not bad! Seems very loop-hero inspired. The art looks very well-polished and you have a ton of great monsters here! I do wish the game had a bit more to it than just picking some equipment. Most of the time, I wasn't really offered that much of a choice, and it was fairly binary of "this is better" and "this is not better". Balance on these types of games requires a ton of playtesting though, which obviously isn't something you can do in a LD :). Great work overall! |
| Apr 26 19:28:09 | 3h 50m | Underground | ♥ 1 | Yep, link does not work. |
| Apr 26 19:37:39 | 9m 30s | > Retrieve Legs | ♥ 2 | Great entry! You've got a unique mechanic, great art, and a pretty big amount of content! Nice job! My only thoughts are: - The darkness doesn't really seem to fit the gameplay here. It just made the walls harder to see, and since you were forced to move in these big impulses, you just run against the wall a bunch. - I really liked the overall shoot behind you to move and then swing forward to hit with melee. That said, having enemies with contact damage made it pretty difficult to not take damage when killing enemies. The spiders seemed nearly impossible to avoid damage (though obviously you regen). I think some knockback/stun effect to the weapon would have been nice. Great job! |
| Apr 26 21:52:47 | 2h 15m | Gemfall | ♥ 4 | Art and overall presentation is very nice! The controls (on Windows) seemed a bit odd to me, though I know that it was made for Android. My biggest issue was that the hitbox (for collecting gems) felt unnecessarily small. It's a good idea to have a larger hitbox for collecting things and then you can still have a small hitbox for colliding with the hazards. Great job! |
| Apr 27 16:02:05 | 18h 09m | The Space Between Us | ♥ 4 | Incredibly complete game! Art is incredible, voice acting and dialogue is great! It felt like I missed some voice lines due to random stuff breaking mid-dialogue, which was fine, but I'm a little sad that I missed some stuff :D. The larger 4x4 and bigger doors were a bit tedious to unlock, I feel like they could have maxed at 3x3 and been fine. It really threw me through a loop (in a good way) when the password game told me to NOT type in the password. Overall, great job! |
| Apr 27 18:34:20 | 2h 32m | To Descend | ♥ 2 | Great work, I really enjoyed the dialogue. Also, while the music was a bit loud, it was quite good! Every fight seemed pretty similar, I just ran up and spammed the attack button. Sometimes I would get hit, but I'd have no idea why. Some attack animations or some sort of hit animation from you would have worked wonders here. I really enjoyed the dialogue. A small improvement would have been to allow players to speed up the text speed by hitting space or something else. I could read the words faster than they appeared most of the time. The core idea of the game is great! Unfortunately it seemed to bug out towards the end (fighting something that looked like a poop?). I "defeated" him but then it gave me some nonsense text and wouldn't progress any further. |
| Apr 27 18:46:32 | 12m 12s | Mr. & Ms. Deeper: Descent to Inner Depth | ♥ 1 | Not bad! I liked the splitscreen, and swapping back and forth was a cool idea. My only thoughts: - It was pretty unclear what each button did, especially for the doors. It seemed like the only difference between an open and closed door was the little handle, which I didn't even see at first. I didn't even realize that some (all?) buttons were timed until I messed up in level 2. Some more dramatic animations might help, or you could link the buttons and doors with colors to signify the link. - I didn't really know what the red arrow was supposed to signify? Seemed like it might be pointing towards the other player? - Player move speed was pretty slow. You could easily double the movement speed and get a nice result. Overall, great job! |
| Apr 28 03:49:04 | 9h 02m | Press Space To Jump The Gap | ♥ 1 | Really well done! The "instruction" text is great too, I was confused for a solid 30 seconds. There are some really amazing ideas in here that I never would have expected. I did find the "zooming in" to be a bit annoying once you "get" the game. It felt a little finnicky and the noise started getting a little bit annoying, but it didn't ruin the experience. I also am not sure if I missed a hint as to what scene I was supposed to select, I spent a good 5 minutes trying to figure out why the invisible zone that was enabled and set to "win" wasn't working. Then I finally decided to look at every single level (had only looked at 2-3 of them) when I figured it out. Really great job. |
| Apr 29 03:33:10 | 23h 44m | Crab vs Clam | ♥ 0 | Neat crab game, I liked the crab. He phased out of the aquarium at some point and made weird noises at me, not sure if that was correct? Some more detailed instructions or player feedback would be good here, I didn't understand why our score was going down. |
| Apr 29 03:42:48 | 9m 38s | 7 DEEPS | ♥ 1 | I'm not sure if this is too avant garde for me or what... but I didn't understand this at all. There was no real story, nothing really to latch on to, it was just some text that was given at random. The art was definitely the high point for me, the tree that you have as an image above is really cool! The fish were also pretty cool, but it seemed like they would only show for like a frame? Very unique game! |
| Apr 29 03:44:40 | 1m 52s | Nuclear Chaos | ♥ 1 | Not sure if this requires some redistributable installer or something, but I get errors about missing DLLs when I try and launch the game. |
| Apr 29 04:03:12 | 18m 32s | Love's a Mystery | ♥ 1 | Overall solid start. Art was charming! Story was intriguing, was a little confused at the cliffhanger ending and thought that the game had broken. |
| Apr 29 04:18:08 | 14m 56s | Danger Rat | ♥ 5 | Nice job! Background art specifically was the standout here - it looked really nice. The rest of the art was also great and had a lot of character. I didn't love how you had your momentum killed by hitting stuff, it just kinda felt bad to bounce so much. I liked the birds. Overall, great job! The game also tried to launch in SteamVR (I have a VR headset), not sure if there's some Unreal Engine stuff going on there. |
| Apr 29 19:52:23 | 15h 34m | Introspection | ♥ 1 | This is a really nice entry! I beat all 4 levels. As @2bitcrook mentioned, having auto-fire (hold down to keep firing) and increasing the shooting speed would have helped smooth this game out a bit. As-is, the bosses are a bit too tanky without a varied enough movespeed, so beating them was a bit more of a slog. If they had more varied movesets it might have helped. Overall, other than the 1st level, all the bosses seemed to require a kiting strategy except the last one, which maybe required occasionally dashing away instead of just running. The audio is great in this! The shooting sound blends so seamlessly into the music - it's really well done. Each track worked well to convey the emotion/mental condition for each level. Great job! |
| Apr 30 15:07:58 | 19h 15m | Deepest Space | ♥ 1 | I'm not sure if the game is working at all for me, or if I'm missing something. - There are 3 different files showing on your itch page, which is the correct one? You should hide old/incorrect versions - There seems to be a lot of audio popping/clipping happening for me, though the audio does sound nice if it weren't for the popping. - My ship doesn't really seem to move. I was able to point myself away from the starting planet and kind of move into general blackness, but there was basically no gameplay to speak of. I tried playing 5 times, 4 of those my ship would literally not move at all. Wish I could try it! |
| Apr 30 15:16:57 | 8m 59s | DDR: Dive Dive Revolution | ♥ 3 | This is a really neat idea, and I really enjoy the art! I wish I could have gotten a bit further, but even as a person who loves rhythm games, I could not seem to really "get" this one. - The audio seemed like it was popping a bit, and it seemed to start getting off-beat from the song sometimes. Even once I had memorized the pattern, it was clear that things were getting out of sync. - You have a pretty generous timing window it seems, but it's very unclear where the actual "beat" that a "perfect" timing would be at. Is it immediately when it shows the "highlight" on the arrow? I think an actual scrolling DDR-like UI would have been much better here to properly communicate the actual beat it wants you to hit at. Besides these, I really enjoy these rhythm + something else types of games. This could be very cool with a bit more refinement! |
| Apr 30 15:43:27 | 26m 30s | Sonder (a story) | ♥ 4 | Incredible art, audio, and mood! So many little touches: the unique audio clips on some items, the dust in the air, the subtle animations! I definitely felt immersed in this room and the feelings of returning home. Small bug - I did notice that when I tried to start a second game (clicked "look again") the camera shifting when the mouse moves around stopped working. The camera was completely static. Great job! |
| May 6 17:04:33 | 145h 21m | RogueRally | ♥ 2 | Great work! This is a really nice gamejam entry that plays really well and is a solid foundation for expanding a bit. The robo-rally mechanics work great with the procedural puzzles! The audio is also very well done. My only feedback would be: - The "diggable" vs "non-diggable" tiles didn't have enough of a difference. Seemed like the diggable ones were just slightly brighter? - The "diggable" tiles didn't seem functionally different from just an empty tile? It didn't take more "movement" to get through them, you just kinda dig through. Maybe you can't back up through them, and that's the only difference? I didn't get a chance to test this out. It seems like maybe the player should be incentivized to NOT dig when it's an option, instead of digging being the same as not digging. - There didn't seem to be any penalty for digging/taking forever. You don't even really get a score on how many "hands" you take. I started out assuming that I could "fail", but then once I hit depth 8 I just entered in random hands and there didn't seem to be anything keeping me to task. This isn't the worst thing, but it does remove any illusion of "challenge" when there are no penalties for mistakes. - Very very small thing, but you probably don't need to ask the user for a "seed" every single time. Maybe on the "initial" seed when they start the game, but it's a bit confusing to see basically the same "prompt" between every level. - There were times that the conveyor-belt tiles were confusing to me. Sometimes I'd move onto them and end my turn, and they'd move me 2 tiles. It seemed like rotating on them moved me 1 tile at a time. I guess it was just basically "end a move on them and you move, end your turn on them and you move" but it was a bit confusing. Overall, great job! |
| May 6 17:17:55 | 13m 22s | Dwarf Mine | ♥ 3 | Nice entry! It does feel like you could have used a bit more time, but the graphics were nice and I liked the music! Feedback-wise: - It's very hard to see stuff in the area directly around you. A small circle of light around the main character (in addition to the headlamp cone) would have been great so that you could at least see your feet. - The punch feels very awkward to use. This is probably mostly due to very subtle animations and the difficult-to-see red hit flash on the enemies. You should make it clear the general "hit area" of a punch if you can't communicate that with an animation. - Similarly, it was pretty hard to kill the bats, since they don't get stunned/knocked back when you hit them, and they phase completely into you and stay inside of you if you let them. This type of enemy likely should have 1 health, or it should at least get knocked back when you hit them (and you should get pushed back a bit when it hits you). Right now, they just sort of phase into your body and you awkwardly have to run away and then try to attack them. - Spiders were very hard to see and they seemed far too quick. Give the player a chance to fight them! Have them come down more slowly, but start descending earlier instead of when the player is directly below them. Honestly this game has a ton of charm and works really well for a LD jam game! Good job! |