Foon → Ludum Dare Explorer → LD48 → Feedback comment stats → Wuppos
Feedback comments for LD48
Wuppos's games and stats for all events →
| Timestamp | Since previous | Game | Wuppos's comment | |
|---|---|---|---|---|
| Apr 26 20:44:36 | Deep into the mine | ♥ 1 | Thanks for this game! This was fun :D Those spiders are really terrifying! I made it to around 250m. As a little point of feedback, I think it would be cool if there was a bit more feedback to the player. Like little explosions when you hit an enemy, or screenshakes Anyway, good luck with any other games you will be making! | |
| Apr 26 21:06:01 | 21m 25s | Through Dimensions | ♥ 1 | Thank you for this game! It was really fun to play, and there is a lot of content here for only 48 hours of work! Really nicely done! Unfortunately my character got stuck inside a rock, and I could not move at all anymore, and I did not feel like doing all the levels again. Otherwise I would have definitely played it until the end! (I got 19 gems, so juding from the other comments I saw a good chunk of the game :p) The only points of feedback are that at first I did not notice I was standing on one of those teleport places when I pressed Z, so I was confused for a while how I should swap layers. (The teleport spots also dont stand out so much.) Secondly, I did not realize you could walk out of the screen, but I did it by accident after a while. Great job! Really enjoyed playing your game! |
| Apr 26 21:26:43 | 20m 42s | Beyond the Canyon | ♥ 3 | I really liked the story of this game! It stayed a bit vague, but I think it will resonate with a lot more people becuase of that. The story reminded me a bit of a game called 'the first tree', do you know it? I can recommend it if you like to play these kinds of games yourself :) I also really liked that you aimed your game specifically towards this community of game developers near the end :D Thank you for making this! Great job! |
| Apr 26 21:43:28 | 16m 45s | The Hookmarine | ♥ 1 | This was a really frustrating, yet super satisfying game! Sometimes you do the most awesome moves, where you catch a barrel mid-'air'. Other times you dont catch the barrel and it tumbles all the way down again. In summary, great fun :D One little point of feedback is the camera. I noticed that sometimes the camera was looking upwards, whereas the barrel I wanted to catch was falling downwards out of the screen, making it harder to catch. Maybe something to think about :) Great job! |
| Apr 26 22:03:20 | 19m 52s | Need more deep: Donut cover | ♥ 1 | This felt like a pretty unique way of doing a platformer. Nice idea! The atmosphere was also really good. It truely felt like a dark scary basement of a goblin. The voxel model of the goblin was pretty as well! I think some more feedback to the player could go a long way for this game. For example, sound effects when jumping/dying, screen shakes when dying (dont overdo this one :p), or even particle effects if you are up for that. That would imporve the game feel a lot, and I recently found out myself that that really makes a game more fun to play as well! I also noticed that sometimes when I missed a jump I would just skip a large part of the level :p Anyway, thank you for making this! Good job! |
| Apr 26 22:30:14 | 26m 54s | Embark | ♥ 1 | Ah no! I got to a depth of 60 meters before it crashed. I would have played more otherwise :( Thank you for this great, relaxing game! At first I thought there was a bug which made me unable to move the platform. But as i continued playing I learned that it was intentional :) The first reaction was 'well that is a bit strange, how can I ever save all my excavators when my spell has such a long recharge time'. As I continued playing I realised I did not have to save all my excavators, as long as I kept my reserve full enough. It was a nice balancing between buying upgrades for efficient block-breaking, and upgrades for surviving. It almost had like a relaxing city-builder game vibe after a while. Thanks a lot for this! I might actually come back to this one later to try it again! (Although the crashes are a real shame. If you fix them, please let me know :D) My feedback would mainly be about the start of the game. First of all, there is no tutorial at all, which makes it very confusing at the beginning. Secondly, there is not much to do in the first level. You just wait until your excavator has excavated all the blocks, whilst shooting him down with your spell once in a while. Perhaps it would help if you decreased the number of blocks to break in the first level? I also noticed that my 'make platforms wider' artifact did not increase in price. So I could make them as wide as I wanted to :P Thanks a lot for this! This was amazing :D |
| Apr 27 10:49:11 | 12h 18m | CHROMAHOLIC | ♥ 1 | I really liked the atmosphere! The colorscheme, the pixel resolution, and the sound/music all blended perfectly. Also the room becoming darker was a great way to communicate to the player that they are running out of time, while also adding tension at the same time. At first I was very confused about what was happening though. I had no clue why I died, or what I was supposed to do. After a few tries I figured out there were multiple paths (I did not see the first branching path to the right for a while), so I understood it was a maze of sorts. It took me a really long time to figure out that I am also on a timer, and that those glowing orbs replenish my time. Perhaps it would have been good to space the first orbs further apart a bit more, so that it is more clear that the room becomes brighter when you pick them up. I must confess that I did not reach the end of the maze yet, but it was a really great experience. Thanks for making this! ^_^ |
| Apr 27 11:00:51 | 11m 40s | Treasure Diver | ♥ 1 | Your game and my game have very similar names, so when I saw your game come by I knew I wanted to play it! :P Unfortunately I cannot get past the first few coins, maybe I misunderstand something? When I click on the screen the submarine goes down, but after the second coin my oxygen runs out and I die. I never have enough money to buy oxygen upgrades. Perhaps you forgot to add a "delta time" variable in your oxygen meter? (In other words, the speed at which your oxygen runs out might depend on the fps I am running at.) Another hint, I tried downloading the windows version to see if that would help, but this one would not run at all. Remember to not only add the .exe file, but also all other files it needs. (The ones that are created when you build the game.) I might also just not understand what to do. In which case, please let me know so I can try again! :D |
| Apr 27 11:18:39 | 17m 48s | Challenger SUB | ♥ 2 | Nice little game! The mechanics were very interesting. You had to juggle evading things with your submarine, while also trying to aim the torpedos. I made it to a depth of 3000 meters, but then the meter stopped increasing, so I guess I got to the bottom of the ocean :P The main feedback I would give is that the game stays pretty easy all the way through. It would be great if the game got harder as you went further down. Maybe by adding more enemies and bombs. Another point of feedback is the feedback to the player. Juicy explosions when you kill an enemy, sound effects when an enemy dies, and screenshakes when you get hit improve the game feel a lot. I believe that that will also make the game more fun to play! All in all, good job at making this! I think the sprites looked really nice and fitting as well :D |
| Apr 27 11:40:57 | 22m 18s | Mineshaft | ♥ 2 | Nice game! At first I did not know what I should be doing, but as I played along I got an idea of what good moves are and what bad moves are. I guess this is always how it is with these kinds of games :) My first game was a really tight victory against the AI, with only one dollar difference. My second game I understood what I was doing, and I won 12 to 5. (Although I am sure that luck played a large role there as well :P) The AI plays its moves pretty slowly. For the first game this is great, because I had no idea what was going on. For the second game it might be nice to be able to speed that up a bit. Besides adding a few sound effects and visual effects (like rock particles when you dig, or explosions when you use TNT), I dont know what other feedback to give. It plays great! Thanks a lot for making this ^_^ |
| Apr 27 16:16:14 | 4h 35m | Into The Depths | ♥ 1 | Nicely made game! I reached a depth of 332 meters, how did I do? :P I liked the game loop a lot. Each time you were looking for treasure and air pockets, while avoiding the squids and fish. At first I was a bit annoyed that you had to go up every time to get the upgrades, but after a while I did not mind so much anymore. It gave it a bit of a strategic choice to make, as in 'will this be the dive where I try to go as deep as possible, or will I collect a bit more gold to get an extra oxygen thingy?'. After a bit I had more than enough oxygen to last me a lifetime, but then one of those sneaky squids got me >_< As a point of feedback, maybe it would be interesting if the game got harder as you got further down somehow. Maybe by spawning more enemies? There was also a few times that I got through one of those side-branches, but there was nothing at the end of it. I understand this is just part of the random generation, but it did not feel great when that happened :) Of course, some sounds and visual effects would make the game even better, but understandably you probably did not have time for that after making the rest of this very polished game Thanks a lot for making it! It was a lot of fun to play :D Edit: I also noticed very late there was also a shop on the right. Although, to be honest I did not really see the use of the attack mechanic. Generally just avoiding was good enough for me. |
| Apr 27 16:34:44 | 18m 30s | Dungeon Depths | ♥ 2 | I really liked this idea! Making these rope mechanics during a game jam must have been challenging! I would not even know where to start with those, haha. I was impressed to see that they worked really well! They looked great, and you could get some swing if you pressed the buttons well. It felt really good to make a far jump once you got some speed going. One bug I ran into was that I died on top of a spawnpoint, which then set my spawnpoint there anyway. This way I skipped a chunk of the game I think. Maybe another point of feedback was that it did not feel great that you did not have any control whatsoever in the air. This is just my humnle opinion, but I think it would feel better if you could control the character just a tiny bit in the air. I stress again that this also comes down to preference a lot! One other thing is that it felt a bit of a chore having to press R each time I wanted to restart (maybe I am just lazy :P). This was fun to play! And I was happy to see that my hard work payed off with a treasure chest at the end. |
| Apr 28 15:56:57 | 23h 22m | The Hidden Unknown | ♥ 1 | I really liked the atmosphere of this game. Even though it was very minimalistic with the art, the fade to dark really increased the deep underground feel, and the white circular mouse cursor also felt really fitting (maybe because it looked a bit like flashlight?). The information on the screen was big and clear, which I liked a lot. There was not more information than there needed to be. What I did not like so much is the feedback to the player. Sometimes I put down a wire and it apparently did not give me power. Then another time I put one a lot further away, which did work for some reason. I still am not entirely sure what the rules are. Does it need line of sight? I think a wire or even a simple line connecting the poles could clarify that a lot. Then, I also think it would have been nice to find things along the way. Some treasure to find and make the search exciting ^_^ Perhaps you could have found more generators, which would be an amazing find, since you would not have to go all the way up again. As a final point of feedback, I think the choice of buttons was a bit odd. I was not sure what an easy position was for my hands. Usually I kept my left hand on the arrow keys and my right on the mouse, but when I needed to place a wire I had to lift up my hand and bring it all the way to the E key (so much work, I know :P). I hope you dont take the feedback too harshly and that it is somehow useful! I thought the visuals were amazing, but that the gameplay needed a bit of work. Thanks a lot for making this :D |
| Apr 28 20:47:18 | 4h 50m | Archeo | ♥ 1 | I got a fame of 6200 at the end, but I must confess that I also stopped because I was going for a while and I felt there was not much more going to happen. The concept was really nice! I liked that you had to juggle time between buying things, digging, and cleaning your artifacts. After a bit I found out that you could just spam the digging site to dig, whilst cleaning your artifacts. Once I had 9 shovels and pickaxes or so there was always some digging happening while I was cleaning. This made it so I always had more than enough fame to buy extra time, and there were no real decisions to make anymore. The art was nice, and I liked the sound and music as well. The game was polished, played well, and after reading the short tutorial it was very clear what to do. All in all there is a solid basis here I think! Perhaps it could help if the digging site requires a few more clicks? Such that you have to divide your attention more. Very well done in 48 hours! Good job :D |
| May 1 11:50:20 | 63h 03m | Dungeon Escape | ♥ 1 | I got to 13 floors deep, before one of those sawblades in the ground got me. >_< It was really scary and tense all the way through, so you really nailed the feel of the game! It truely felt like a deathtrap. I enjoyed the intro as well, it really set the stage. - For some feedback, when I started I immediately got damaged by rats. This made me frantically run into some spikes that suddenly came out of the ground (in my rush I didnt see the tripwire), and then suddenly I teleported to a different place (I ran into the room with the way down, but I did not realize that was a thing yet). This was all very overwhelming and confusing, and I had no idea how I should protect myself against these random terrors. I think it might be better to spawn the player in a peaceful room at first, and give them the time to discover how the game works. On the other hand, it made me very paranoid of everything that came next, so maybe it served its purpose. - The rats were really cool, becaue they made you run away from them, making it more likely you stepped into some traps. On the other hand they felt a bit unfair (for me), since it was nearly impossible to get away from them without taking at least a bit of damage. - I really loved the atmospheric sound effects! They felt truely fitting. However, the game still felt a bit silent to me. Maybe because the sound effects where pretty silent/non-impactful? I actually dont really know why it felt that way. - One final thing I wanted to note is that (for me) keeping my health high was a bigger problem than the time. I never felt in fear of running our of time, however my health got really low near the end (and evenutally zero :P). Maybe this was intentional, but I just wanted to let you know! All-in-all I really liked this game. You mentioned this was a bit different from your usual games, but I think you did a great job! After getting hit in the face by an axe, I got very carefull when opening doors. And once I noticed that those spikes were triggered by tripwires, I also started looking at the floor more. This game makes you very paranoid, which I think was exactly the point. |
| May 1 12:30:58 | 40m 38s | Oh no, I opened the door and there was a fish! | ♥ 4 | Really nice experience! Well done! The graphics were amazing and the atmosphere was perfect. I really liked the idea that you kept all progress after you died. There was a penalty for dying because you had to go all the way back to the beginning, but the penalty was small enough that I was not demotivated to continue after death. Even though most of the terrain was made of the same material, it was still unique everywhere, and you had landmarks that made it possible to find your way back to where you died. I finished the game and was happy to see there was an actual ending to it. That made the whole feel complete ^_^ I usually try to give at least some critical feedback, but to be honest I dont have much. The grappling hook was sometimes a bit tricky to use, but nothing too bad. And I did not really see the point of the dash all that much (except for moving around faster). Thanks a lot for making this! It was very different from other LD games I played so far, and I enjoyed it a lot :D |
| May 1 13:15:19 | 44m 21s | Deepest Sword | ♥ 0 | Amazing game! I had a lot of fun playing it! I agree with many people here that this could be a fully released game. The quality and polish are very good. The mechanics are very creative and interesting, but I must say that they can be extremely annoying at times as well. So I think that the length of the game was perfect as it was, and that it should not get longer. Sometimes the camera made me a bit nauseous, especially on the final level for some reason. Great game! Well done. |
| May 1 14:14:20 | 59m 01s | Deeper and Deeper | ♥ 1 | Very well done! The game feels very smooth and polished. It looks beautiful, not only because of the dynamic lighting, but also because I just really like the pixel art. I thought it was very interesting that you could move the camera by throwing your torch. This is a nice way to deal with the 'jump of faith' problem in vertical platformers. It was a shame you did not do more with this mechanic. One idea would be to distract ghosts by throwing your light maybe? The main point of feedback I have is that respawning after you die takes quite a lot of time. First the menu has to appear, and then you have to press replay. It would have felt better if the respawns were instant, so that you could try again immediately (in my opinion at least). I did really like that you could skip levels if you wanted to! For a gamejam this is a very nice feature :D However, I did accidentally skip some levels without beating the previous one accidentally. (I had to go back to them via the main menu.) I thought it was a great little game! It took only a few minutes to beat it, but it was a lot of fun to play. Thanks for making it ^_^ |
| May 2 11:14:35 | 21h 00m | The Deepest Fish | ♥ 2 | Really nicely done! I loved playing this. It was really relaxing at first, but in those later areas catching fish became real difficult. I loved that fact that you got better equipment as you gained money, and that you were able to catch more expensive fish. It really felt like a big deal whenever you were able to buy that new boat. I think it would have been really cool if there was a catalogue of all the fish I caught. I could look back and feel a sense of accomplishment looking back at the early fish. It would also be really cool if each fish had their own difficulty in the minigame, but I can understand that there might not have been enough time for that. This is not really a feedback, but what I think could be interesting is if you could use your money for other things as well. Like fishing rod upgrades that let you move faster, give you more life, or lower the time in the minigame. Maybe that is not entirely the feeling you were going for (and I would respect that), but it could add a bit more decision making to the game. If you had not mentioned that you could progress by clicking the paper in the top right, I probably would not have figured that out. Maybe it would have been an idea to make it flash or stand out in some way as soon as you have enough money for the upgrade? Thanks a lot for making this! Very well done :D |
| May 2 11:38:11 | 23m 36s | In Too Deep | ♥ 1 | I made it to a score of 6987, how did I do? I liked playing it! It was all very polished and worked as expected. The goals are simple and easily understandable (although I did have to check a few times which crystal did what). At the beginning there was a real challenge. I had to choose between building turrets, or continueing to build more miners. At some point however I had more than enough money, and whenever the enemies came through I just dragged my mouse over the screen to place a whole lot of turrets. Maybe a bit more balancing is necessary there. As others have said already, I really think some sound effects could have helped this game a lot. Thank you for making this! I enjoyed it a lot :D |
| May 2 11:53:34 | 15m 23s | Sid | ♥ 1 | Very well done! The game is extremely atmospheric, which I really loved. The one thing that bothered me to no end is that the music abruptly stopped whenever you died. If the music just continued playing I think this game would have a perfect mysterieous, calm yet eery atmosphere. The mechanics also played really well into this theme, because you never really know where you can jump unless you throw your light. Throwing your light feels scary, because you cannot see anything at all without it. Very interesting and very well executed! Besides the music stopping, another point of feedback was that I sometimes did not know where I should go next. The exit of a level was difficult to see for me, especially in one level where you had to jump off screen. Maybe it would have been cool if there was a bit of light trickling from the exit? Another thing is that at first it was not very clear what buttons I should use. I tried pressing all the buttons on the keyboard, and for a second I though the game was bugged and I could not jump. Then I tried the mouse and everything made sense. Anyway, thanks a lot for this! Playing this was a pleasant surpirse, even if it was a bit short. Edit: I just read in an earlier comment that you are making another version. If you finish it let me know! I would love to play it ^_^ |
| May 2 12:19:46 | 26m 12s | Tiptap the Tadpole vs. the Menacing Cthonic Horde | ♥ 1 | Really interesting and fun game! I played it with my brother, and we had a good laugh! It took a bit of time to figure out how player 2 should play, since we did not immediately understand you had to drag the parts onto the monser above. At first we thought it was a kind of candy crash like game. Eventually we figured it out though, and it was great. The game plays extremely smoothly and it is very polished, amazing that you managed to do all that in 48 hours. Here and there it is a bit unbalanced, sometimes player 2 was able to make a monster that just could not be outrun by player 1. This is also the kind of game you cannot play indefinately, because it gets a bit boring after a while, but of course this is completely fine! We also thought it would have been good to know how much the time the tadpole has to survive still to win, since this is not mentioned anywhere. Thanks a lot for making this! I was very impressed by what you managed to make in 48 hours! |
| May 2 12:31:15 | 11m 29s | Hammer It In! | ♥ 1 | This game was really funny and interesting! :D I had a great time playing it. Everytime I was like, oh there is a house, I guess I am hitting a nail in the roof? Nope we go further, maybe we are repairing a table? Nope we go further. It continued like this for a while, and it was very amusing to me XD. The game is about hitting a nail at the right time, but that was not much a challenge. For me the real game was seeing what we would come across next as we went further down. Everytime there was something interesting and new to see, and that made me want to continue. The ending was the perfect cherry on top, and I think you could not have done it better. I dont have much feedback here to be honest. I think the game was perfect in what it tried to achieve. Amazingly done! :D |
| May 2 13:09:48 | 38m 33s | A Shallow Dive | ♥ 1 | Really polished, beautiful and fun little game! Really nicely done in 48 hours! The biggest complaint I have is the restart from the beginning when you die. It felt a bit annoying having to redo all the levels that I already passed before. It felt a bit like adding insult to injury. I felt this especially when I got stuck in the last level, and I could not do anything but die. (Although in the end it was ofcourse just my fault for getting stuck :p) Another point of feedback is that at first I did not really understand how the spear worked. I died at some point thinking I would fire my spear, but I didnt and died. Then I understood that you move alternatingly with and without the spear, and everything made sense. Thanks a lot for making this! It felt great to play, and it looked beautiful. The pixel art was amazing, and the colorpalette fit the them wonderfully. Great job! :D |
| May 5 09:41:46 | 68h 31m | Drills and Gadgets | ♥ 1 | Really good game! Well done :D It was very addictive and just fun to play. It became stressful at times when there was both a rock in the way and enemies coming towards you. Especially when you introduced those enemies that moved faster everything became really hectic. On top of that you also have to collect resources to keep fuel topped up, and keep your health high. This I often forgot >_< Really nicely balanced between all these espects! The fact that you had to gather the upgrades using your laser was a nice idea, since you have to choose even more where to use your laser. The only porblem I had with the upgrades is that I did not know what they did. The refuel and health ones were obvious. Then there was one with the image of a drill, so I guess this improves my drill somehow? (Although when I picked it up I did not really notice any improvement.) The others I had no idea what they were for. I am not saying you should have some overwhelming tutorial screen, but perhaps some indication that I upgraded something would be nice. For example, maybe the drill changes color, or has more particles? A second point of feedback is when the enemies hit the drill. For me this felt a bit early, and there were times where I thought I killed the enemy, but actually it had exploded because it damaged me. Maybe the enemies should come a bit closer, or maybe there could be a bit more feedback when you take damage? The start was a bit confusing, but very quickly it became clear what I had to do, so I dont think this was a big problem. Others were also saying they found the game pretty easy, but I must say I found it quite difficult. Maybe because I am just not very good with a mouse XD All in all a really nice game! It is one of the most fun games of the LD I reviewed so far :D |
| May 5 09:56:20 | 14m 34s | Mind Dive | ♥ 1 | Nice game! I agree with many here that the music was perfect. It is really calm music that gives the mind room to think, which perfectly matches the game! I am also in the camp of people who found it pretty relaxing. Just floating around in a brain, evading shocky thingies. I think the game was a bit long for what was there. After a while it would have been nice to spice things up a bit with new challenges or new things to see. Maybe even a change of art would have been enough to keep it interesting. Another point of feedback is the end. I did not know where to go when I was there, and by accident I touched the red part. I think it would have been better if the exit was a bit more clear. Maybe there could have been some pathway that lead outside? Nice little game! Thank you for making this! :) |
| May 5 10:26:01 | 29m 41s | The Undergroundies | ♥ 1 | Cool game! The level design was really good. People already mentioned it, but you really managed to create tension by having those undergroundies chase you in that narrow tunnel. You go so awfully slow, and it feels like they will catch up, but then you barely escape! That was a really cool moment. Also that moment when you fall down and you have to evade undergroundies that fall faster than you. And then of course the ending, which I wont spoil for other players :) Yeah, this game has a lot of cool moments. Others have mentioned it as well, but I believe the camera could use some work. The main problem is that you cannot see where you are going, and you often have 'leap-of-faith' moments. This also adds to the claustrophobic feel of the game, but for a platformer like this I think it is important to be able to see where you will land. Maybe you could put the focus of the camera halfway between the player and the mouse cursor? This way you can move the mouse downwards to carefully peak over a ledge, and it might keep this claustrophobic feel. One other thing is that the art is very inconsistent. The pixel size is not constant, and the artstyle changes a lot as well. This gives the game a bit of a messy feel. I also think that the cave background is too detailed, which makes the foreground objects stand out less. This might just be my preference in art though :) Anyway, very well done! I really enjoyed the short journey. :D |