Foon → Ludum Dare Explorer → LD49 → Feedback comment stats → Apples_mmmmmmmm
Feedback comments for LD49
Apples_mmmmmmmm's games and stats for all events →
| Timestamp | Since previous | Game | Apples_mmmmmmmm's comment | |
|---|---|---|---|---|
| Oct 4 17:43:41 | Unsteady Bounce | ♥ 1 | Nice art, simple level design which ramps up as the player gets more familiar with controlling the ball. It's a little bit like playing a sports mini-game with the sliders, gradually gaining knowledge on which parts of the sliders will have the desired effect. | |
| Oct 4 17:54:54 | 11m 13s | Dr. Frank | ♥ 0 | Nice little game! Got around 750 points on my second try, once I could distinguish the highlighted flask from the normal ones. Has an arcade-y feel with the short looped music, scan-line type overlay and ramping monster speed. Might be nice to have an indication of when the monster is about to 'wake up'. Would be interesting to see what other challenges could be added as the game progresses, or even more complex goals. |
| Oct 6 20:52:14 | 50h 57m | AFTER SUN | ♥ 2 | Nice submission! Great graphics. Sound seemed fitting but could definitely use a lot of adjustment as far as volume is concerned. I like the concept, and the game loop seems pretty good in general. I noticed myself having issues with the ladders quite a few times, and landing the ship seems a bit unintuitive at first (but maybe that's not a bad thing), it's also difficult to tell how many people you have following you since they overlap the people you're trying to pick up, maybe some text showing how many followers out of a max follower count would be good. So you aren't running farther than needed to check if you're still picking up new followers. |
| Oct 6 21:42:40 | 50m 26s | The Ruins of Cuglatr 2 | ♥ 1 | Fun little journey. Got to a factory and died to a turret. Some obvious grammatical errors, don't know if that's due to random generation stuff or just rushing through creating the text for the game, but either way just something that could be ironed out over time. Other than that, everything seemed to work correctly for me. |
| Oct 6 22:07:59 | 25m 19s | Office Novice | ♥ 2 | Great art and fun game! I did a nice job on my second try. The only thing I didn't know how to do going in completely blind was get the people their documents. I also had some times where I was stuck in a corner by an NPC and couldn't push them away, so I just had to wait for them to move. I also had one push my character on top of on of the tall office plants, which I was able to just walk off of thankfully. |
| Oct 7 20:09:15 | 22h 01m | Bad Ball Blob | ♥ 1 | Might be good to extend the timer, there definitely seems to be a lot of opportunity for the ball to reach the ground after the timer would run out which could allow for more variety in how the levels could be solved. Especially when the levels size increases, since the timer doesn't seem to take height or width into account. |
| Oct 7 20:27:54 | 18m 39s | Unstabled Goat | ♥ 2 | Nice entry. Looks and sounds great. Gameplay intention isn't all that clear to begin with, and the item mechanics even less so. Strange that the camera doesn't follow the goat, which allows the goat to be lost off-screen entirely and also causes the entire screen to stutter when the cart hits an object and stutters. Would be interesting to see the game get progressively harder rather than how far you can get being strictly based on when and if the power-up to destroy blocks shows up. |
| Oct 7 20:44:21 | 16m 27s | Unstable Valley | ♥ 0 | Found it quite difficult to play, but certainly an interesting concept. Was a bit difficult to tell what the current state of the game was, or even what my most recent actions had accomplished. Since it's easy to select a unit type and send them in a direction, it's a bit overwhelming to try and receive feedback for the different directions in such short sequence without being able to differentiate when one directions information concluded and the next began. Maybe cutting down the syllables required to relay information would be helpful, though that also presents a bit of a problem in having to remember what the shorthand audio is referring to. Considering how long it currently takes to get a description of an area, it also seems like the enemy is able to move to quickly. Maybe it would be more fitting to have a steady pace at which you can build and send units as well as the enemy so that you can guarantee you've at least heard the current world state before making your decisions. |
| Oct 8 20:04:28 | 23h 20m | Project Stallion / Zherebets Proyekta | ♥ 1 | Amusing game. Feels a bit weird that the control rods halt the current movement of the drone as well as keeping it from gaining energy. Also, since the power fills up so quickly it can be hard to judge when to use the control rods and feels like it adds even more the RNG feeling of the game. Funny to see the theme tackled in both the instability of the actions and the unstabling of possibly mutated horses. |
| Oct 8 20:45:21 | 40m 53s | Unpredictable Processes | ♥ 2 | Stable operation achieved! I like the concept and the emissive lighting. I feel the biggest drawback is that a lot of the levels seem like they're trying to push into the max range of what's possible with the characters movement, but not all that plausible with the characters movement. There are many times when you can push the jump key and not get a reaction presumably due to a few factors: the player can appear to be grounded when the code doesn't believe it is, or the input can be slightly early or slightly late in which case buffering input helps to see if the player pressed jump a few frames before being grounded,as well as checking to see if the player presses the jump within a few frames of no longer being grounded in which case the intent was very likely to jump while they were still grounded. The jump itself also feels quite floaty. It's difficult to tell whether the player will continue accelerating indefinitely or if there is a max velocity they can achieve, instead maybe consider trying out something like a "tiered" velocity system where if the player continues running in a direction long enough they move up to a higher tier. That way if you have two or so tiers of movement it becomes a lot easier to predict exactly where the player should land given the speed they were already going and the time at which they jumped allowing them to build muscle memory for future challenges. Lastly, the player should only feel like they're sliding on a platform if the visuals of the platform indicate they should in fact be sliding, as with a ice covered road. Some videos that might be informative in case you're interested in continuing to work on some platformer controls: [Why Does Celeste Feel So Good to Play - Mark Brown](https://youtu.be/yorTG9at90g) [Better Jumping in Unity With Four Lines of Code - Board to Bits Games](https://youtu.be/7KiK0Aqtmzc) [Math for Game Programmers: Building a Better Jump - Kyle Pittman GDC](https://youtu.be/hG9SzQxaCm8) Hope these comments are at least a little helpful. |
| Oct 8 21:01:17 | 15m 56s | Super Stable Charger Robot | ♥ 1 | Nice entry! Before crossing the first electric path I definitely mistook it for an area that should be fallen through, rather than run across, perhaps reworking the graphics to look more like an electrified platform would be helpful there. Having a progress bar or something to let the player know when the next shift of usable tools would happen would probably be useful in deciding what path they might take. Some visual indicator of which radio device you're going to send signals to when you get close enough would be nice as well. Good job on forcing the player to learn how each of the tools works before advancing to the stage where they've all broken down. |
| Oct 8 22:00:18 | 59m 01s | Karawan | ♥ 3 | Great entry! Making the new caravans follow the path of the main one makes for game-play that's straightforward to understand but still challenging. The difficulty is pretty fitting for one-off stages, but would probably need to be tuned down if they got significantly larger, complicated, or if some random generation system was implemented. Might be nice to have a "skip turn" type thing where the trailing caravans could continue to gather their current location. Would love to see this expanded upon some day! |
| Oct 10 07:09:38 | 33h 09m | Unsteady | ♥ 1 | Insane how quickly some people beat this haha. First playthrough was just under 8 minutes. Really amusing to play, and interesting level design once you start to learn the inversion stuff. |
| Oct 10 07:25:19 | 15m 41s | Cloudfall | ♥ 1 | Nice entry! Fun twist on the endless jumper genre. Really enjoy the progression of the music and shifting colors as you progress. Would be nice to see something where you can start at higher levels, rather than always working from the slow bottom zone. Also a bit strange to see that the clouds only start to wrap back on the screen when they've completely left the view, rather than as soon as they start to leave the view, maybe smaller platforms but the full wrapping would add coherency and maintain the same difficulty balance. |
| Oct 11 00:15:01 | 16h 49m | Bomb Mania | ♥ 1 | Looks great and plays well. A+ on every level. Would be nice to see some visual distinction between the turret being on or off, rather than a big text pop-up telling you exactly what to do. Perhaps a tracking laser and shield while it's actively attacking you and in a defensive mode, and just the ZZZ while it's sleeping. Having a noise for when you try to attack it but can't do damage would help distinguish from when you can as well. |
| Oct 11 00:36:47 | 21m 46s | Sky High Islands | ♥ 2 | Not a bad concept. Would've been nice to see some of the more difficult and interesting puzzles earlier on. So many of the earlier levels are pretty trivial, so much so that I didn't even realize the stone blocks also fell (just with a longer period of stability) until pretty far into the game. |
| Oct 11 02:43:56 | 2h 07m | Boomsheep | ♥ 3 | Would've been nice if the days were shorter. Felt like the game was more about stamina after a while, rather than dealing with properly managing the herd. Seemed like I could mostly just use the shear command to make them continually run to get their wool cut, and since the cooldown was low enough I barely ever had to use the wash command or the don't explode commands without any real incentive to do otherwise. |
| Oct 11 02:53:34 | 9m 38s | Decommissioned | ♥ 3 | Could make for an interesting visual novel experience where you start here and know nothing about the system so you obviously just fail, but get sent back further in time or something to learn more about the machine, project and eventually the best chance that the three have at succeeding. Is there only 1 ending currently? |
| Oct 11 03:12:19 | 18m 45s | 5 Minutes | ♥ 2 | Came pretty close, but didn't quite make it the 5 minutes in my 3 attempts. Pretty interesting to try and work out the timings and relationships between all the button functions. The graphics are nice, and the game would be even more atmospheric with some sounds relating to the increase or reduction in each of the fields, as well as some BGM that develops along with the dangerous situation. Update: Won on my 5th attempt, just barely haha. |
| Oct 11 03:55:02 | 42m 43s | 00:00 (ZeroTime) | ♥ 3 | On the web version I fell off the ladder (as I was reaching the top) that leads to the ship on my first and second play, leaving me stuck on the initial building floor with no way to start climbing again. Switched to the Windows version and didn't have that problem. Also found it weird that I bounced off the warp gate my first time reaching it. Not sure if that's intentional, but I saw no game explanation for why it happened (maybe you're required to be going a minimum speed or something). The mechanics were fun, but the 3rd battery unit that can shut off the speed of the ship is pretty dangerous with how randomly unstable it can be. My first time flying the ship it fell out, so I reinstalled it, and as soon as I reset the speed from the bridge it fell out again so I just died right out of the gate. Maybe some kind of clearer indication of when the batteries can fall out might be helpful, like a loosening clamp or something (If there already was, I couldn't determine it). Overall, really cool entry. Nice graphics, audio, and engaging gameplay. |
| Oct 11 23:20:43 | 19h 25m | Cargo Breaker | ♥ 2 | Amusing game. Nice variety of items. Found it easy to drag the mouse off screen while I was aiming and it wouldn't register me letting go of the click, which was unfortunate. The speed at which you can throw smaller items makes sense from a "realism" standpoint, but in terms of difficulty the game is considerably easier being able to throw the larger objects more slowly and thus more precisely, since they stack easier and more uniformly based on their size. A bit hard to tell at the end if the ship was trying to shake items off before measuring the height or not, if so maybe they're something you could do to make that part of the process more obvious. |
| Oct 11 23:35:13 | 14m 30s | Reef Gobbler | ♥ 1 | Great looking game, and nice job hiding the upper right UI if the cursor is too close. Seemed like the bugs wanted to wander too close to the edge of the screen (or possibly off it, not sure) which made keeping track of those ones a bit problematic, maybe reducing the total screen space they can wander would be an improvement. Would be nice to see a species count, as well as maybe changing icons or colors to indicate if they're under or over-populated. Also seems like the plants grow in areas that aren't affected by the slug goo, which makes the slugs feel less useful. The main other thing given more time would just to be moving the instructions in game somehow, whether that be a comprehensive tutorial or just a goal with some tooltips over the tools and the species. |
| Oct 11 23:55:18 | 20m 05s | Dark Forest of Echoes | ♥ 1 | That ending was quite unexpected haha. Nice touch with the text speed, would've been nice to get movement speed as well. Also, the aesthetic was pretty interesting. |
| Oct 12 00:12:36 | 17m 18s | RoTable | ♥ 2 | Got stuck between the stop sign and the statue. Don't know how many levels there are, but I imagine too many for me to complete haha. Nice job on the entry, it seems like a pretty good game, just not really for me unfortunately. Maybe I'd be able to get a better handle on the controls if I could use thumbsticks for the rotation of each leg, and maybe even have them be different colors to help my brain distinguish the movements, though struggling to overcome that is probably half the fun for a lot of people. Considering how many people got into speedrunning Getting Over it With Bennet Foddy, I imagine a lot of people would enjoy this as well. |