Foon → Ludum Dare Explorer → LD48 → Feedback comment stats → TomatoLamp
Feedback comments for LD48
TomatoLamp's games and stats for all events →
| Timestamp | Since previous | Game | TomatoLamp's comment | |
|---|---|---|---|---|
| Apr 27 18:27:50 | Not Really Righting Reflex | ♥ 2 | Adorable! I really like the sprites and it is a very clean/straightforward concept! The music stopped playing early on unfortunately and I maybe would have liked to see it ramp up in difficulty but it's a solid game. Also, we both made cute, "retro" cat games :D | |
| Apr 27 18:38:29 | 10m 39s | Anglerfish Feeding Frenzy | ♥ 1 | A very solid concept and well-built for speed-runs! I would have liked a visual counter on the number of dashes you have before the cooldown (3, I think?) but it was easy to feel out and satisfying to lure fish into a row and take out a big chunk at once - nice work! |
| Apr 27 19:07:43 | 29m 14s | Abyss | ♥ 1 | Very chunky and satisfying and I really like the character designs! More enemy variety would have been great (I saw only three or so of the bats enemies across multiple runs) but it's a very solid package of a jam game - well done or "Nice!" ;) Bug note: sometimes when restarting the black fade would come back and immediately hide the screen and I'd have to reload the game. |
| Apr 27 19:37:19 | 29m 36s | 20.000 LIGHT YEARS deep in THE SKY | ♥ 3 | Agree with everything said, a fantastic entry! |
| Apr 27 21:11:52 | 1h 34m | Acheron's Gambit | ♥ 2 | One of my favorite games of the jam so far! The presentation is fantastic and the combat is really engaging even against individual enemies. My one small complaint would be that having to wait for the animation to finish before pressing the corresponding attack button again is a bit hard to feel out in the middle of combat but it does create a nice rhythm for alternating left and right attacks. Awesome entry! Bug note: I had one crash - it was on the respawn screen with one soul remaining. |
| Apr 27 21:24:23 | 12m 31s | Deeper than Darkness | ♥ 3 | You've got a solid foundation here in your atmosphere and gameplay feel, it could just use some more effects/sound/time. Like @batiali said, that's just how jams go! Also, I really like the enemy designs! |
| Apr 28 19:10:40 | 21h 46m | Egress | ♥ 3 | I agree with almost everything that has been said - there's a fantastic foundation here and with a little more polish on the tutorial side and speeding up combat, it's something I'm very into! Great work! |
| Apr 28 19:18:37 | 7m 57s | shaftception | ♥ 2 | A lot of feedback already and I agree with most of it. The presentation, music, graphics, etc. are all very polished but the UI/level design maybe leaves a little to be desired. It's hard to see whats ahead and some of the obstacles/split-paths happen immediately after a boost-wall so, if you're on the wrong side when you boost, you will always fail - meaning the gameplay comes down to just memorizing the current "checkpoint." That being said, it works pretty well as a memorization/speed running game and I had a good time with it! Nice work! |
| Apr 28 19:30:22 | 11m 45s | Onigiri Mining Corporation | ♥ 0 | Great presentation and humor; I think it might have benefited from some type of enemy/obstacle to knock you around (or maybe fake Onigiri blocks to dig up) but the story and humor really carried it regardless! Very fun and fresh approach to the jam, nice work! |
| Apr 28 19:45:49 | 15m 27s | No sun | ♥ 2 | I like the atmosphere and vibes quite a bit - the level design leans into the gameplay mechanics in the right ways, however, I do think some kind of checkpoint system would be nice; it's pretty unforgiving as is. It would feel less frustrating if there was a dodge or crouch that helped you avoid the enemy projectile attacks but right now they happen in very narrow quarters and sometimes you just get really unlucky with no way to move out of the way - especially with the one right next to the spikes. Nice work getting a solid platformer together in such a short time - can't wait to see what you do next! |
| Apr 28 19:52:21 | 6m 32s | Deep-fry Deeper | ♥ 2 | A perfect little minigame and a great concept for staying in the scope of a jam. As others have said, that fast chocolate pour is maybe too fast lol but it did keep me trying again and again to get a perfect batch! Fantastic work! |
| Apr 28 20:05:25 | 13m 04s | Prospector Paranoia | ♥ 1 | Fully agree with @the-neon-shark, you've got a great foundation here and accomplished a lot during the compo - just some work tightening the core-gameplay loop would go a long way towards player engagement. I hope you can have fun using this project as a post-jam testing ground for those bigger ideas you didn't get to! Nice work! |
| Apr 28 20:28:27 | 23m 02s | ONI | ♥ 1 | Really liked the atmosphere and the puzzle solving aspect of the game. Unfortunately, the combination of really sensitive mouselook, slow move speed, and flashing lights kind of made me a little nauseous towards the end. I can tell you put a good amount of effort into crafting the story and it really feels like its on the right track - reminded me a good deal of the game "Ether One." Nice job! |
| Apr 28 20:41:17 | 12m 50s | Don't hit anything | ♥ 1 | The game has a clean look but the lack of visual/audio feedback on hits makes it hard to know what's going on, especially in the lower areas when the backgrounds get more detailed. I couldn't tell what was hurting me and died several times when seemingly just the tip of my hand would touch a bird which feels pretty hard to focus on in the middle of all of the action. When I beat the game, I didn't go for any breakable objects and just held to the left of the screen, grabbing hearts as they appear - maybe it'd make more sense for the balloons to drop hearts so the player would have to engage more in a risk vs reward decision? Still had fun with it and agree with most of the comments here! Congrats on the entry! |
| Apr 28 20:47:31 | 6m 14s | Screw it | ♥ 1 | Very nice presentation - it has all of the makings of a WarioWare minigame and just the right level of sadism, lol. I agree with @fraukauz about the pointer and scoring systems but aside from that it's a clean, polished, package - great work team! |
| Apr 28 21:03:33 | 16m 02s | Catlantis | ♥ 3 | Really strong entry! I love the underwater vibes and feel of the movement - it reminds me a lot of the classic Echo the Dolphin. I think my only real complaint is it feels like the air bubbles could maybe just completely refill your oxygen immediately - there didn't seem to be much purpose to the slow refill outside of making us wait. |
| Apr 28 21:17:20 | 13m 47s | Awfully Good Pizza | ♥ 4 | Show this game to anyone who thinks games aren't art and move over Townscaper, we're making pizzas now! image_2021-04-28_161549.png Hilarious concept and amazing art - very little to say here except great work everyone! |
| Apr 28 21:27:00 | 9m 40s | Deep BO-12 | ♥ 1 | I'm very impressed - a 3D game with a grapple hook for a gamejam is no small undertaking but this a fun and clean idea that works! I agree with others about the ammo capacity being a bit low but it was frantic and kept me moving about at least. Nice work! |
| Apr 30 17:48:59 | 44h 21m | Depths of Slumber | ♥ 1 | As has been said, the music and vibes are really great and combined with being chased by your own gliding movements, it has a sort of haunting feeling that made me want to keep going deeper. More obstacle variety and some sort of indicator towards the end portal would go a long way towards completing the package, but it's a jam and I had a good time with it - short and sweet! |
| May 12 18:34:46 | 288h 45m | Descending the Abandoned Mine | ♥ 1 | There's a good foundation here! Like others have said, more feedback on hits/cooldown and reasons to engage enemies would go a long way. Maybe enemies could drop hearts when defeated? I wasn't able to complete the game as it's fairly unforgiving and twice I encountered a bug that ended my attempts. If one of the skeleton enemies jumped on top of me while I was attacking, the player character would repeatedly swing his sword until I died. |