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ubershmekel

Feedback comments for LD48

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TimestampSince previousGameubershmekel's comment
Apr 26 05:38:32 Bus Crawl ♥ 2 my-grid.jpg I played way past when I got bored. I wanted to make a million dollars but everything slowed to a halt around when I got to bus upgrades of $28K. Usually I really enjoy this sort of game. The problem is this one has no strategic tension. Every action feels pointless. I wish there was more of a cost to my actions, and something to get me thinking on what I should do next. The visual itself was great, and it was fun seeing the buses path. Thank you for the game. Edit - btw I do love MiniMetro!
Apr 26 05:44:52 6m 20s Deep Voice ♥ 2 I couldn't get this to work. I tried using my high pitch and low pitch voice. It seemed like mostly the bird goes up when I talked, and down when I didn't. Your art style is super cool, high contrast flying above trees and cows had a great vibe to it. If there was one thing that was toughest though it was the strange hitboxes. The fun part in flappy bird was that even though it was hard, it felt genuinely fair and tight controls. So when I died in flappy bird it felt like it was my fault, which is fun, in this game, it felt like it was the game's fault. Still, thank you for the game.
Apr 26 05:50:11 5m 19s Pretty Flower ♥ 1 The character and environment art were interesting. I liked how abstract and clear everything was. The game was a bit short, and I wish that I didn't get stuck on walls. They story was cool, seeking out a flower was rewarding. I guess if this game was light on content, I kind of wanted a better punchline than to just walk out of the screen with the flower in my hand at the end. Was a fun few minutes though, thank you for the game.
Apr 26 05:58:50 8m 39s Rabbits Running ♥ 2 This game was pretty spot on for the theme. Falling deeper and deeper into the pit. Only bummer was the dead-ends were a bit rough. I guess that's ok for an RNG based game. The falling experience was exciting, and it was definitely tense and fun playing. I can't wait to see what kinds of upgrades you'll add alongside the green plus. Thank you for the game.
Apr 26 06:14:23 15m 33s Space Dwarf Alchemist Go! ♥ 3 space-dwarf.png By the end of it, my ears were really hurting. But I guess that's the cost of going 10 million km into space. At the start of the game I enjoyed figuring out the economic tension between the data/gold/distance mechanisms. At one point, pretty early on, the game kind of felt broken. I couldn't see my ship anymore, it was just a thin line of pixels, and they were always shooting at one enemy ship at a time. I didn't even figure out what the enemy ships were doing that was problematic. I guess I got too rich too fast. Though I did enjoy being rich, and "breaking" the game, in the end, the zapping noise of the laser is what made me feel like I should quit. Maybe I should also clarify that it did feel cool to break the game, kind of like throwing cards in the air. Thank you for the game.
Apr 26 06:22:32 8m 09s Arcade Deep Space ♥ 0 I made it 220 space things in. The bullet hell was fun. I enjoyed getting chased by the silly ships. It was cool to see the future space levels that were in orange. I mean it was cool at the beginning, and then it became really noisy and hard to see the red folks. Perhaps the future levels need to be darkened? Also, I think there's a bug where I can collect more than 3 hearts, but I only see up to 3 hearts. This game would be awesome with sound or music, not too heavy sfx, but just something to get you in the deep space vibe. The game played nicely, thank you.
Apr 26 06:29:53 7m 21s Down There Somewhere! ♥ 1 Spot on with the theme :) I didn't like having to click or hit ctrl so many times. But I did like digging around the monsters. I felt like it's just about getting lucky and finding more shoes, that's the only strategy to getting a better high score. I wish there was a bit more skill involved because dodging the monsters was pretty easy. Especially at the fire stage, it felt kind of pointless, like the game was killing me and I lost control which wasn't too cool. Otherwise the mechanics worked well and I did feel like I'm digging straight down. Thank you for the game.
Apr 26 06:40:07 10m 14s Dig World ♥ 1 This was a sweet experience. The giant money sign in front and center of the UI, the tediousness of carrying only one item at a time, and the pointlessness of ladders, kind of detract from the simplicity of the cool multiplayer experience. Just being in a place with a few folks that are building something 2D, would have been cool by itself. So it's interesting to see that you added more mechanics that somewhat took away from the experience. The music is just super relaxing and chill. Overall I had fun, thank you for the game.
Apr 27 04:26:50 21h 46m Shiny Depths ♥ 1 Wow, I had a 37 minute session here. Got the level 3 pickaxe, level 2 bag, level 2 light. I initially thought it was 100% boring (hah!) but in the end I got in this loop where I was excited to discover new rocks and how deep can I go. It was a real balancing act between the resources health/money/pickaxe/battery which kept me busy and interested for longer. I do wish that I could have dug upwards, or had a way to place a block, it felt just a bit too easy to get into situations that I literally cannot get out of. For example - one time the elevator went up without me and I was stuck forever underground :( Still though I had a great time exploring my underworld of gems. Thank you for the game.
Apr 27 04:57:12 30m 22s The Discloser ♥ 1 This was quite a text adventure. I loved how I felt like a real conspiracy theorist, connecting the dots in a deep conspiracy. I felt like it took a lot of clicking to get through, and it was a bit hard to understand what my goal was and how to reach it. When I got the aha moment, it was a bit too late in the game loop. It would be nice if there was some sort of sense of progress in the game. You absolutely nailed the theme, it felt truly deeper and deeper! Thank you for the game.
Apr 27 05:10:39 13m 27s Dhromur ♥ 2 The models were cool, but I understand they were outsourced. I personally loved Heroes of Might and Magic for the base building and cool art, but this game only had the map movement and battles :/ I feel the most important thing for me in a Ludum Dare game is to get a sense of the gameplay, and you didn't quite get there as far as defining a game loop. It's more of a walk around the map and fight. Please focus on one mechanic and polish it as much as you can, so we can play a game. There really isn't time for multiple different mechanics in such a short game jam. The map model was a bit too high into the camera at times, the pathing was awkward on the map. There was no AI for the enemy, though that was actually thing for me to fight myself. I did enjoy the walk through memory lane. Thank you for the game.
Apr 27 05:19:52 9m 13s Where's my dynoMITE? [LD48] ♥ 2 The visual and audio art style is simple and charming. The biggest problem I had was the rope was so finicky that it felt like it had a mind of its own, the controls weren't tight enough, and it made me uncomfortable in navigating the map - especially thinking of how I'm tossing my guy around. If the rope was a bit tenser, and simpler, I think this could be an awesome puzzler. I also just enjoyed exploring the map and seeing the funny stahp sign. Thank you for the game.
Apr 27 06:08:33 48m 41s Oceanwork ♥ 1 The audio, visual atmosphere was awesome. I felt like I was playing a dive mission in Half-life 1 or Quake 1. The mechanic of diving and getting different kinds of ore, was interesting for exploration, and I enjoyed learning the map. The tediousness of some parts was frustrating for me. Specifically the first set of upgrades took 3-5 dives at least which felt a bit too repetitive, and also there was no hint of what might be in the future. For example, even if there were 2 kinds of ores there one that was $1 and the other $2, it would have made me more curious earlier on to discover more. If you fix the earnings curve issue, I would have totally been hooked enough to play through the whole thing. I quit after I got my first gold. Still - this is an amazing eat of engineering and art in such a short time - thank you for the game.
Apr 27 06:22:30 13m 57s Wrath of the Stone ♥ 1 I generally love tower defense games, so this was interesting for me to analyze. I kind of adored the art style of the dwarves, and wanted them to win. The mana indicator was a bit hard for me to figure out, and the tutorial was overwhelming. But the idea of setting up traps is very unique and cleverly executed. I think this game has potential to be an interesting puzzler/action game. If there was a bit more of a sense of progression - which is key to tower defense games - unlocking cool abilities or towers, like the beast, then I would have probably tried a few more loops of the game. Don't show me all your cards too fast :P Thank you for the game!
Apr 27 06:39:53 17m 23s Hellevator ♥ 2 This was a cool game. It took me a bit to figure out what to do. I think I might even try again to beat it later. I really felt like an exorcist for a moment there. The challenge curve through the level felt difficult but the controls were so tight that I always felt in control. The art style was functional, unique, and interesting. I wish it was a bit better telegraphed that the generator pushes the elevator down - in general - don't explain the game, make the game explain itself better. Twas a great experience. Thank you for the game!
Apr 27 07:06:26 26m 33s ​Nyctophobia ♥ 1 The art is beautiful! From the characters to the environment, all the pixels got me in the zombie escape action vibe. Even though you didn't make the music - it was a good choice for the battle and exploration phases. I got frustrated with having to kill zombies because there was so little ammo, and they just were so harmless, it felt wrong to kill them. Have you seen "I Am Legend"? I felt like I'm the bad guy in this game for some reason. I felt like I really wanted more ammo, more guns, and another zombie type. The game really sets up an appetite for more. It would actually be fun to fight a ton of these simple zombies if there was more ammo in abundance, there should be some better balance between ammo boxes and zombie count. Still, I had a lot of fun, the gruesome scenes were painful in a beautiful, horror movie way. Thank you for the game.
Apr 28 05:29:43 22h 23m Le bateau ivre ♥ 2 I was able to drink from the mug, and when my boat sunk for the second time I gave up. The art style was cool, but I wish I had a bit more sense of purpose while playing. Maybe sounds would have made me understand better if I'm progressing or not. Thank you for the game.
Apr 28 05:38:07 8m 24s Depth Seilor ♥ 1 I got to level 3. I'm not sure I quite figured out the controls. It was an interesting idea to let me play with the rope momentum using a shotgun. I felt like the enemies were too small, and the obstacles too surprising, maybe I was moving too fast and impatiently? Also it felt like it wasn't too rewarding when I passed a level. And I didn't really understand why I died when I died. The concept itself is super creative and cool though. Even if it were without enemies I would have probably had fun gliding down and shooting things. Thank you for the game.
Apr 28 05:45:39 7m 32s PANEMUAN ♥ 1 The drawings are so pretty! I felt the characters were moving very slowly, to the point where it was more like a slideshow than a game. And the message was a bit in my face. Maybe don't send me back so far when I die in such a slow moving game? Either way - the art seems like a huge talent of yours. Maybe draw comics too? I would like to read them. Thank you for the game.
Apr 28 05:59:56 14m 17s Frog ♥ 2 The art fits perfectly with the action. The difficulty curve and level design was perfect. The mechanics were interesting to learn and I had a great time playing. I saw the sax frog and just wanted more levels! Some of the bubble controls felt a bit hard to understand even near the end, but it was still fun to mess with. Please make more levels! Thank you for the game.
Apr 28 06:03:16 3m 20s trabitboy_ld_48 ♥ 2 All I did was jump right at the start of the first level and got this error... Error plycommon.lua:40: attempt to concatenate global 'urightCorner' (a nil value) Traceback plycommon.lua:40: in function 'oneOfCornersInWall' plyjump.lua:30: in function 'bhv' game.lua:149: in function 'updfunc' main.lua:74: in function 'update' [C]: in function 'xpcall' Once I got past the error - I actually kind of enjoyed the game. The controls are BUSTED, super strange gravity that goes up slowly and down quickly. But it was all broken in a charming way. I actually had fun jumping around and shooting maggots. If there is one thing that would have made this even better for me - it would be having no latency for when I fire a fireball - it just feels like I'm not the one shooting when there's that bit of delay between the key down and the actual fireball showing up. Still it was fun and a bit interesting to navigate the maze and maggots. Thank you for the game!
Apr 28 06:38:41 35m 25s Rex's Wizardspace ♥ 1 Wizarding is a cool theme, combining keystrokes to make spells is neat. The fact that the spell is made of 2 characters - X vs O, made it feel like they are opposites and I'm concocting a good vs evil spell in different ways. Even though technically it's just letters, somehow it felt like I was "combining" magical bits. The coolest part was the mobility and the easter egg under the map which I would have never found without your guidance - was cute. I wish there were more mobility tests of my skill with the wand. Perhaps you should have chosen between the animal manipulation and the mobility stuff to reduce scope but add polish? Either way this was fun, thank you for the game.
Apr 28 06:48:53 10m 12s Sky Plummet ♥ 2 I got up to 100 points. The melody made my ears bleed and I think you did that on purpose. Naughty. The game was really hard in a somewhat interesting way. I just couldn't be bothered to go down slowly, but diving was way too fast. So I ended up toggling dive and no dive. I wish I felt like I had more control over the bird, in some intermediate speed. And I wish that gold didn't kill me when I wasn't diving. It just feels like the risk-reward in this game is a bit misbalanced towards pain. The drill-bird was cute though :) Thank you for the game.
Apr 28 07:23:23 34m 30s Space Dig ♥ 1 What a brilliantly fresh take on lunar lander! I enjoyed learning the difficult controls, and working my way up to dominating space. After I bought everything I closed the game, I hope I didn't miss anything. This game also reminded me a bit of good old Subspace which was a nice multiplayer space ship shooter. The scope, polish and balance of the game is spectacular for a compo game. If there was one thing - I wish the game gave me some reward for fighting the baddies, like maybe one of them drops a golden rock? Either way - it was a pleasure, thank you for the game.
Apr 29 04:38:28 21h 15m LD48 - Operation Reconnaissance ♥ 1 The idea here of having a small unit of troops entering close quarters combat is cool. Having control over where to go vs where to shoot was interesting and somewhat challenging for a bit. For some reason it didn't feel like there was action, or strategy to be found. The game loop for me was just to slowly inch up against one enemy at a time, and I didn't feel like it was thrilling during the fight either because it was just me backing away while the enemy chased. I'm not sure what's missing, but this game might play better in a scenario where you're being chased by the purple circles, and have to use the maze to your advantage to run away. Maybe. Either way the concept was cool, thank you for the game.
Apr 29 04:42:59 4m 31s Goober Bros. ♥ 1 The characters were cute, and this might've been more fun if I had an extra person here with me. I thought for a moment that this was a co-op digger game. It could have been fun to have a few more levels. But it did give me a nice nostalgic digger vibe, so thank you for the game.
Apr 29 04:49:20 6m 21s Diving Ball ♥ 1 The visuals were pretty and the sound design was really cool, I definitely felt under water there with the varying jet sounds and bubbles. I wish there was just a bit more to do or see while I was going deeper and deeper. I got to 600 and something and it felt like there wasn't anything else for me to see. Was there? Did I miss it? The control scheme was a bit surprising because I kind of thought the outline was where the jet will be coming out of, but I did get the hang of the controls pretty quickly. If there was just a bit more reward happening while I was going down I might have tried to go even further. Thank you for the game.
Apr 29 05:07:58 18m 38s Graverobber ♥ 1 The technical visual effects in this are INSANELY GOOD for compo. The lighting, shadows, particle effects, glowing things, it all looked really cool. The WASD controls alongside just having a dash attack caused me to become disoriented at times. The controls were responsive, but it still felt like I lost control multiple times when playing. I wasn't able to kill too many monsters because the strategy to do that just didn't seem to work for me, I kept getting hurt by foes that I failed to shake off. Maybe also consider limiting the range of the boss projectiles to allow for an attack and retreat strategy. Still it shows a lot of potential and depth that I even had fun trying many times to get as far as I can in the combat. Thank you for the game.
Apr 29 05:24:51 16m 53s The deepest curse ♥ 1 This game was pretty cool. Lots of upgrades and interesting platforming challenges. There were a few times that my jump key stopped working for some reason. There was one time that I got to the double jump upgrade but missed the hook upgrade, which felt bad. In general it feels awkward to have a limited amount of lives in such a hard game. Maybe limit the amount of lives for normal difficulty and above? As far as level design - it was easy to get lost and feel unsure which way is the way forward. Otherwise the art was very readable and I understand everything immediately. This platformer seems like it would a lot of fun to dive into if I only didn't have the few bugs that got in my way. Thank you for the game.
Apr 29 05:59:36 34m 45s Shooting Digger ♥ 2 After 1048 seconds, dying on jungle world 3 was more a gift than a punishment. This game is SUPER hard. The hardest part is staying focused for so long. I feel exhausted after focusing on this little grey character spinning on a giant grey map. Please bring up the contrast of everything. It's already hard enough to escape getting hit, but my eyes were really tired just tracking my own body. Why do the levels have to be so long too? I guess if I was better, it would have been ok to complete this game in about 10 minutes. But the loop of shooting, scooting, rinse and repeat got old, and then the actual game became how long can I focus without blinking. I really liked the control scheme of slow shots with one mouse button and faster movement with wide shots with another. It was interesting and the enemy design was cool. I just wish I had a chance of playing this to the end with shorter levels. Thank you for the game.
May 1 06:29:36 48h 30m Shoot Them Deeper ♥ 1 I always knew counting is hard. But not knowing whether I need to count kills or sightings was even harder. The art by itself was cool, and I would have loved to experience all these cool visual effects and different bullet stylees. The synth wave vibes you created were amazing! I'm just so bad at counting I died at -300 and got too frustrated to keep playing. Still it was a lot of fun to look at. Thank you for the game.
May 5 05:36:50 95h 07m LD48 - Tunnel Ninja ♥ 0 Screen Shot 2021-05-04 at 10.34.19 PM.png I played for quite a while! This game was super interesting to me. The art reminded me of the old ninja Shinobi game. The music was ok to start but in the end got annoying. As far as gameplay goes - I never felt like I was getting better. I think there's something wrong about how attacking downwards causes the character to jump upwards, it made it needlessly frustrating to stun some of the ninjas and bombs. Attacking sideways was way more fun somehow. I did really enjoy getting deeper and deeper up to depth 10. Really cool arcade action. Thank you for the game.