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

Wheffle

Feedback comments for LD48

← LD46   LD50 →

Wheffle's games and stats for all events →

TimestampSince previousGameWheffle's comment
Apr 26 16:02:28 Dwarf Deep ♥ 1 I love the graphics, they are clean, crisp, and detailed. Good ambient music and spot-on sound effects. I have a soft spot for digging games... they are just fun. The air system is a bit brutal though, it was a grind to get the air tank upgrade and that didn't seem to improve it much. That's just a matter of game balance/tweaking though. I enjoyed it, good entry!
Apr 26 16:16:38 14m 10s DeepSea ♥ 1 The graphics, particularly on the sub, look really nice. I don't mess with 3D much, so I'm always impressed with compo games that look pretty. The gameplay is simple but serviceable. Good job!
Apr 26 16:57:20 40m 42s Chthonic Brilliance ♥ 3 This is a great example of simple mechanics with great execution. The slime animations were spot-on. I am not a puzzle game maker, I'm always impressed with level design in these types of games. Some of the levels had me scratching my head for a bit, but none of theme brick-walled me. Really nice balance. My only complaint would be that the game only just barely scratches the theme. Good work, I happily played through all the levels!
Apr 26 21:42:42 4h 45m I'm 14 and ♥ 1 What an incredible experience 😆 Keep it up man, congrats on the submission!
Apr 26 22:02:11 19m 29s Tunnel Rats ♥ 2 I've never seen a cockpit shooter in this pseudo-3D art style. I really like it, it looks fantastic. The music is also nice and punchy. Bonus points for having a tutorial, that doesn't happen often in compo. It could have used some more enemy types and maybe a couple more mechanics, but you've got a really solid concept and executed it really well. Nice work!
Apr 26 22:09:15 7m 04s Stabalot ♥ 1 Very unique idea, I really like it. I think the difficulty compounds a bit too fast, as more blocks are added each round *in addition to* the sword speeding up. That's a bit of a nitpick though. I can see how the mechanics could be expanded with more time, like adding a minigame for blocking or perhaps partial damage for partial penetrations. I really enjoyed it, love seeing really unique games!
Apr 26 22:21:40 12m 25s Celestial Corruption ♥ 2 The story and the enemy designs really steal the show. Really phenomenal job on both! I mean, the detail on the ships was insane. The game could use a little 'juice', like some bullet impact particles and explosions. Obviously you have to cut things when you're doing compo. The story was simple but fun, the ending screen was great. Nice entry!
Apr 26 23:32:41 1h 11m Abyssonaut ♥ 4 That was excellent. The level of polish was pretty unreal for a jam game. The mechanics were super intuitive and the atmosphere was really good. After grabbing the egg, I definitely felt tingly with the weird spike things rising up from the bottom. My only complaint would probably be the controls. Admittedly I didn't use a gamepad which it seems the game was designed for, but having all the controls on the left hand was awkward. But seriously, great entry! I'm baffled how you guys were able to get art, audio, and gameplay up to that level in (less than) 72 hours.
Apr 26 23:51:06 18m 25s Aquanaut ♥ 2 I didn't expect to get accosted by a giant eel right off the bat. So, basically boss fights all the way down, I dig that a lot. The music was good, and I appreciate the muffled "oof" sound from inside your helmet when you get hit. It was simple, intense, and fun. Really cool entry!
Apr 27 00:24:56 33m 50s The Depths of Science ♥ 3 I am very happy to see that the models were made from scratch. Lots of creativity! The high kick attack from the pink guy had me laughing. There's something goofy yet creepy about the scientist models, it kinda look like they're having a bad hair day but it's kinda freaky. I like the keycard + elevator level model, goes well with the jam theme. I got stuck on the level where you had to kill the giant eye to get the key card, I wasn't aware it was killable and I wandered around for a bit. Other than that it was pretty smooth sailing. Fun game!
Apr 27 02:54:54 2h 29m improbability engine ♥ 1 I mean... these puzzles are no joke. I had to throw in the towel at the rubix cube thing. I will probably come back to it later... you managed to polish the crap out of this and it looks and feels fantastic. Really impressive, you are a legend.
Apr 27 03:10:38 15m 44s One-Butt Alien Corridor ♥ 2 I like strategic, deliberate games like this. This is a super unique idea and I really enjoyed it! I would have liked to be able to select marines by right clicking on them or something, but other than that there wasn't anything obvious that bugged me. Maybe marines could learn to turn a *little* faster, but that's a balance decision. Cool entry, really memorable.
Apr 27 03:35:58 25m 20s Date Night ♥ 3 Not sure why my boss wanted 6 coffees in a row, but I won't ask! The tasks are weirdly satisfying to do, so great job on that. The audio is really crisp and the visuals are satisfying. Sometimes the pathfinding would mess up when I clicked more than once on a task, and I couldn't figure out the email task (it said to press enter at the end but nothing seemed to work). Overall though, was a pretty cool little game. I especially liked the view of the boss from the printer. Cool entry!
Apr 27 04:49:05 1h 13m Chuck Yeager's Jet Janitor ♥ 1 Took me a while to "get" it and then man it was satisfying diving into the blue stuff. The abject chaos was pretty fun. It's nice to play a game like this, the world needs more.
Apr 27 16:31:21 11h 42m Deep Purple ♥ 1 I liked it. The puzzle mechanics were straight-forward but allowed for some interesting levels. The music was pretty nice too. There are a lot of details here that give the game more juice, like being able to crush yourself, blocks launching you upwards, and the screenshake when moving blocks. One thing I wondered was whether you were supposed to have to get all the coins in each level. I noticed you could skip them. It was fun, not too easy and not too hard, cool atmosphere. Nice work!
Apr 27 16:45:21 14m 00s DUNGEON SMASHER ♥ 1 I can't say that wasn't satisfying. Sometimes all you need is to super fly and smash bricks.
Apr 27 22:26:58 5h 41m Depth Orb ♥ 0 Nice! Reminded me of early 2000s games with the 3D-rendered 2D sprites. The mechanics were simple and fun, and all self-explanatory. The boss guy that fires a bunch of bullets in the air made Firefox vomit and crash, but it worked a little smoother on Chrome. I appreciate your list of tools, I'm always interested to know how others go about doing the jam. I'm going to check some of this out...
Apr 27 22:35:44 8m 46s CHROMAHOLIC ♥ 1 The style is awesome, the ambient is awesome... I was just confused about how to play. I think I *kinda* started understanding that you needed to keep getting glowing orbs and take side passages, but I'm still not exactly sure what the heck was going on. The hallway ends that dropped you down somewhere I think were the most confusing parts. But it was a super unique and cool experience. Like I said, the style is amazing, and I honestly prefer being dropped into a game with no instructions and intuiting my way through it. If you can get that to work, that's the ideal.
Apr 27 22:46:23 10m 39s Orange Diver: The Great Drown ♥ 4 The level of art detail is pretty amazing. That combined with the music created a great ambient. Babysitting the diver on a rope was a nice twist, definitely keeps you busy. When it gets really dark it's hard to see powerups in time to snag them, it might have been nice to be able to see powerups through the darkness. I suppose that is a design decision though. Good entry, had fun!
Apr 28 02:28:59 3h 42m Drills and Gadgets ♥ 1 This is really excellent. Super simple but strategic, easy to understand, good challenge, and diverse content. Even the changing soil as you go deeper adds a lot of juice to the game. I didn't feel the need to move side-to-side much, so maybe there could have been something that incentivized that more. I also got too many drill upgrades too quickly on one run and never had time to clear obstacles and enemies, but that's just a strategic blunder on my part. Well done, I played this quite a bit!
Apr 28 02:44:32 15m 33s Deep Sleep ♥ 3 Putting together a psychological game for a game jam is ambitious, I'm really impressed. There were some rough edges, game jam stuff and all that, but the core was there. Very cool, gave me some feels. Respect.
Apr 28 19:12:50 16h 28m Hellevator ♥ 1 This game is *very* addicting, congratulations on that. I kept dying and I kept playing... I'll probably play some more later. I want to see Lucifer. lol. The art and audio jive together well to create a creepy atmosphere. I'm not sure why but pixel art has such a great capacity to be creepy and claustrophobic to me. I'm not sure I have any major complaints, except perhaps there should be a health bar so that one mistake doesn't kill you instantly. That's more of a design decision though, so it could go either way. The game does seem pretty difficult, but maybe I'm just bad haha. Superb entry, seriously well done.
Apr 28 19:51:41 38m 51s ROOTS ♥ 1 This might be my favorite game out of the entries I've tried so far. Really excellent job. It was super chill, it was nice that the worst thing that could happen was that you just didn't earn that many flowers on a particular run, so progression was steady. The central loop was addicting, and the upgrade system was a great companion to that. I don't really know what else to say, it was just a fantastic experience.
Apr 29 00:25:31 4h 33m WordGeddon ♥ 0 I'm a bit of a sucker for typing games, but I have learned that I suck at scramble games. I could only beat it on easy. The idea is simple and it was a lot of fun! I liked the detailed lose screen, that was a nice touch. I think my main suggestion would be to give longer words some sort of compounding score instead of linear. I'm surprised how well the scramble works though, you can make smaller words out of the letters of almost any 8-letter word. Pretty crazy.
Apr 29 00:35:21 9m 50s Dreamer's Depths ♥ 1 I liked the premise and the dash-jumps were super fun. Sometimes while you were walking normally you kinda left the ground on slopes, which caused me to miss a few jumps. Some of the sound effects made me poop my pants, I think just toning the volume down on them would have fixed that. I appreciate the dialogue and story, that effort brought a lot to the game. Also the portals into the next world looked super dope. The boss fight was simple but pretty satisfying as well. I enjoyed it quite a bit, nice work. Also, good to see another Godot user. ✊️
Apr 29 16:08:13 15h 32m Dome Romantik ♥ 2 That was pretty amazing. I thought it was clever how you upgrade aspects of your UI at the beginning, which teaches the player what parts of the UI mean piecemeal instead of dumping a complicated UI on the player at once. The art and the audio make for a juicy experience that feels satisfying. The controls were simple and intuitive. I kept thinking there might be flying enemies any minute due to the fact that the dome laser is, well, on a dome. More enemy types would have been cool, but it's a jam game and you only have so much time. And honestly there was a ton of content in there with all the different resources and their purposes. It was really an excellent experience, definitely one of my favorites from this jam.
Apr 29 20:11:47 4h 03m Blackout ♥ 6 This was *really* good. You guys did a banging job. I usually have problems with point-and-clicks with getting stuck, but that wasn't the case this time. At least not for long. The music and art were really excellent. Especially the music. Fantastic job!
Apr 29 20:24:16 12m 29s Unto the Eight ♥ 1 Pretty interesting and unique game. I thought the light system was a bit annoying when combined with the cold system, since you needed to explore to find wormplants and as time went on you could see less and less. It was hard to focus on the deliveries. Maybe your light should last a bit longer, I'm not sure. The art and sound were good, I am a sucker for pixel art and I enjoyed the bizarre-ness of the world and exploring it with all the goofy characters. Seems like the project has a lot of heart, and it shows. Nice work!
Apr 29 20:34:57 10m 41s Derbys F#ckin Pissed ♥ 2 Simple yet pretty satisfying. The art/animation for Derby was pretty funny and livened the game up a ton. The battery powerup was a bit underwhelming as it would run out before I could use it to dig very much. Maybe it should last longer or last for a set number of digs. I really enjoyed that you took the time to write in a story and draw cutscenes, I know that is quite a time investment. I think it paid off, I was f**kin pissed too, it got me pumped to find that douche guy in his weirdo house buried in sand. Cool entry, nice work!
Apr 29 21:05:06 30m 09s Nadiria ♥ 1 I love me some pixel art and the dash movement feels really nice. I think the environments are a bit too open though, it's quite disorienting. It might be better to have a smaller, more succinct design, maybe keep either the top and bottom or left and right walls visible most of the time. There were a lot of dead sections where you just kind of swam with nothing around which might have been good to cut. I *very* much appreciate the checkpoint system, but at least one of them was a really long dead-zone swim away from a very nasty section (I'm looking at you, ya dang purple barrier with spikes right on the other side!) so that added a lot of redundant swimming for me. The music was really good and helped set a cool mood (did you make the music yourself?), and it was pretty enjoyable. I also liked the enemy designs, they were quite fun. Good entry and keep it up!
Apr 29 21:17:38 12m 32s River, Carry Me Away ♥ 5 The art and especially the music were top-tier. The music synced really well with the images. The objects in the water was a nice touch to add some interactiveness. There could have been a bit more interaction, but I respect the design decision to go super all-in with the emotional story experience, which definitely delivered. Very beautiful, well done.
Apr 30 00:24:20 3h 06m Spermy the Whale Goes Deeper and Deeper ♥ 1 Dang, this is deceptively hard. The art is really charming and I appreciate that you did it on a whiteboard... that is just amazing.
Apr 30 00:43:21 19m 01s The Little Boring Drill ♥ 1 Actually a pretty fun concept. Needs some polishing and stuff, but as it stands it's still weirdly addicting.
Apr 30 01:08:01 24m 40s Where's grandpa? ♥ 4 I thought I could escape my destiny, but I guess not :P The puzzles were pretty good for a game jam. I had the most trouble in the first room, some of the puzzle controls were not very intuitive for me. The safe combination lock should have either worked like a normal combination or just been a code that you punched in, I spent a long time trying to figure out how I was supposed to enter the code. The tile slide puzzle had me scratching my head for a long time as well because I didn't realize you had to click and drag the gray bar down to the bottom. It also might have been easier if the tangram pieces rotated 45 degrees at a time instead of smoothly. Besides those hitches, everything else went well and it was fun. I'm terrible at making puzzle games, so you have my respect. Nice entry!
Apr 30 01:15:16 7m 15s Diving Ball ♥ 1 The controls are smooth and the goal is simple. Was pretty fun and a little addicting! The art is really nice too, really crisp. I did realize that the depth meter was more of a timer, as when you pushed yourself up it didn't reverse. I tried to cheese it by floating as long as I could but the ball wasn't very easy to keep control of that way, so my evil plans were mostly foiled. Nice work, it's a good entry! The background audio really sells that you are under water, something I couldn't figure out how to do in my compo. How did you do it?
Apr 30 01:24:13 8m 57s Gurk's Tower ♥ 2 Simple and fun. I liked how the final boss' weak point was its one eye, which were the enemies you had been fighting. Could have been cool to have more enemies, but it was fun as it was. Very interesting choice to use Wolfram for your music, had a cool effect.
Apr 30 21:59:47 20h 35m HELL deep is your love? ♥ 5 Love the NES style art and music. Pretty brutal platformer, I died a lot 😆 That's not a horrible thing. *Maybe* the death boundaries could have been a little more forgiving, there were a few "leap of faith" moments that forced you to memorize the level. That might be by design! Anyhow, it was really polished and pretty fun and challenging. Good work!
May 2 03:31:09 29h 31m Get Some Foogin Sleep! ♥ 0 This game is bullsh**, who has 9 hours to sleep? 😛 I love how fast everything gets when you're in the REM zone. At first it seems totally non-doable, but you can kinda fall into jive and go pretty far if you concentrate. I played this for longer than I'd like to admit. Well done. The music was also pretty ballin too, did you do the music yourself?
May 2 23:52:10 20h 21m Snake on a Sphere ♥ 1 Nice simple game. At first I wondered where the challenge was, but when the world started shrinking it became apparent. The last few layers are pretty challenging. Super fun take on a snake game! Also, kudos on coding the expandable smooth snake body, I imagine that isn't a trivial task and I can't imagine off the top of my head how I'd do that.
May 3 03:56:56 4h 04m Deeplift ♥ 1 I don't think I've seen a game like this before, pretty original. The audio was pretty satisfying too. A few more mechanics wouldn't hurt, but that's the nature of the jam. I respect the guts it takes to do something experimental.
May 3 04:10:13 13m 17s Fare Well ♥ 2 Pretty fun take on the downwell style. I like the premise. I also like how there is no health bar or anything, enemies just knock you out of your bucket. The music was oddly enjoyable and creepy.
May 3 23:42:52 19h 32m Autumn Hike ♥ 3 This is *definitely* one of my favorites this jam. I loved the art, the music was simple but fantastic and I loved how it got a bit more deranged the further "down" you went. The take on the theme was pretty original and tied in perfectly with the game, the execution was fantastic. It's short and there's not a ton of gameplay or content, but it was an amazing experience. Awesome job! Also, just want to give a shoutout to the dithering effect. It looks really great haha.
May 4 04:30:00 4h 47m Boombox ♥ 4 Really cool idea, polished, great feedback and satisfying audio and visuals. It's a simple idea taken to an extreme, and it works really well! Man, not sure what else to say, I don't have any major gripes... it was just fun. Really well done, one of the best entries I have played so far.
May 11 02:10:55 165h 40m MINOTOAD ♥ 2 I love the art and sound, it's really juicy. I also really appreciate all the little stuff that you managed to squeeze in, like the slowdown effect when you get hit, the arrow pointing to the baddies, and the screen transitions. Lots of polish! I did unfortunately experience the bug where a hoplite (love the name, lol) got off the screen, I think that would be something that is fair to fix post-jam in my opinion. Besides that, I kinda wished there was some kind of circle ground indicator for where the hoplites would land, and my only other gripe would be that using WASD with E for the attack is awkward (although I ended up using the arrow keys because of that). Those issues are pretty nitpicky though, this is a really smooth and fun experience. Nice work!
May 15 01:21:07 95h 10m Deep in Wraithwood Forest ♥ 2 It's rough around the edges, but the core is really solid and it was a really cool experience. Sometimes, particularly in the western portion, I found myself stuck in a "the way to win is not to move" situation with the wraiths. I wish there was a "pass" button. It also took me a long time to figure out that I could kill wraiths, and without that knowledge the western forest seemed apparently impossible. The movement seemed a bit sticky too, and using the mouse felt unresponsive. On the web version at least. Besides all of that, it was a *lot* of fun. I loved exploring around in the darkness and finding campfires. The block pushing mechanic was basic but highly effective here. The only part that I felt the block puzzles got a little out of control were in the eastern water areas, if you died in the middle of some of those or messed up block placement then it was sometimes a pain to set everything back up. The audio seriously enhanced the experience, so really nice job on that! I'm just a sucker for hex tile games as well, so definitely bonus points there (hexagons are bestagons). Although there were some hitches and issues, some x-factor about the concept and execution hooked me and had me happily playing through the whole thing. You guys made something really cool, I think this is one of the top games I've played this LD.
May 15 01:32:07 11m 00s There, Again ♥ 1 Very cool snappy platformer. The alternating character and environment was a nice touch that kept the gameplay and music fresh. There's a *lot* of content here too for a jam, well done on that. The controls were easy to learn and felt responsive, except for one weird issue I ran into: I apparently couldn't carry things and jump while running to the right, although I could do it while running to the left. Might have been some weird input issue with my cheap keyboard, I don't know, but it made some of the platforming pretty difficult in specific sections. Whatever the case, really nice work. It's rare to see a game so polished and with so much content, *and for compo*. Really nice work!
May 18 16:42:14 87h 10m Dungeoneer ♥ 1 The art is simple but it's clear and has character. I really like it. The gameplay is satisfying, good tried-and-true formula. It would have been nice if it was a bit more clear when you were damaged, like a bit of a screen shake or red flare effect on the viewport. I'm not sure why a carrot made you shoot faster, but it was really satisfying to machine-gun down enemies near the end. Pretty good jam entry, definitely had a good time trying this out! I didn't run into any bugs, thankfully, but just a quick tip in case no one has mentioned this yet: try using some kind of source control for your code for the jam, and everything else you do! That way you can fall back to any version of your game because it keeps a record of every change, you could have fixed those bugs on the jam version very easily. If you've never used source control like Git before it can seem imposing, but if you get graphic tools to help you (like Github Desktop or SourceTree) they basically do all the work! Github and Bitbucket are free and good places to start.