Foon → Ludum Dare Explorer → LD49 → Feedback comment stats → BluishGreenPro
Feedback comments for LD49
BluishGreenPro's games and stats for all events →
| Timestamp | Since previous | Game | BluishGreenPro's comment | |
|---|---|---|---|---|
| Oct 5 15:38:39 | The Last Light | ♥ 1 | Definitely had trouble keeping the level layout in my mind while playing some of the later levels. It's a really neat concept, I'd love to see some iterations on it to potentially help create some associative memory of the layout, like my suggestion for a geometric plane beneath the player instead of a void, perhaps combined with something to distinguish your facing-direction (N / E / S / W) | |
| Oct 5 15:40:29 | 1m 50s | Wiggle Bird | ♥ 2 | Great polish; short and sweet! Definitely tough to wrap my brain around the controls |
| Oct 5 15:42:05 | 1m 36s | Un Stable - Escape To Greener Pasture | ♥ 0 | The art and animations are really cute. Excellent job on making this for the Competition! |
| Oct 5 15:45:07 | 3m 02s | Ezekiel And The Fake World | ♥ 1 | Excellent variety of levels and obstacles! All the more impressive when I know how much you had to fight the engine to get this made. Can't wait to see what you make when that's no longer holding you back! |
| Oct 6 14:25:28 | 22h 40m | Helico Pter | ♥ 1 | Very challenging, but I really liked how the entire environment began moving as of the Lava level! I appreciate you added an invincibility cheat for those who want to see more of the game, even if I was too stubborn to use it. |
| Oct 6 14:27:17 | 1m 49s | Timmy's Very Bad School Day | ♥ 4 | Lots of fun, glad I got to contribute to the canonical pronunciation of "Gteve" :) |
| Oct 6 14:32:42 | 5m 25s | Jingoku | ♥ 1 | Unbelievably polished! I did find each minigame to be a bit tricky the first time through; but once you get the hang of it, it's a lot of fun! I'd love to see how you end up tuning it based on player feedback. |
| Oct 6 14:34:26 | 1m 44s | Stable Inc. | ♥ 1 | I like the approach of a Single-player Keep Talking and Nobody Explodes; makes sense in the context of a jam where not everyone has someone they can play with. |
| Oct 6 14:39:49 | 5m 23s | Captain Dinohater | ♥ 2 | Absolute favorite entry so-far, this was just so much fun to play! (Please add an option to disable the camera rotation on death, that made me SO motion-sick, and unfortunately, it's easy to die suddenly before I can shut my eyes) |
| Oct 7 21:34:44 | 30h 54m | Cyberduk | ♥ 3 | The game was pretty tough, but the art is great, and there's a nice variety of platform types to make each level feel distinct. |
| Oct 7 21:35:48 | 1m 04s | Chaos Theory | ♥ 1 | Took a little bit of time to understand the intricacies of the simulation, but pretty neat once you figure it out! |
| Oct 7 21:41:16 | 5m 28s | Unstable City | ♥ 0 | Just one small note that I didn't mention during yesterday's interview, I didn't actually realize you can click the arrows next to the Tax %, but I doubt anyone else had trouble with this |
| Oct 8 13:52:56 | 16h 11m | The Volunteer | ♥ 2 | Really somber atmosphere; effective and simple aesthetic. I do wish more of the branching paths didn't terminate in dead-ends, but I understand this was a result of limited time. |
| Oct 8 13:55:59 | 3m 03s | Drunk Hill | ♥ 2 | Quite tricky to navigate, glad I managed to make it to the end! |
| Oct 8 13:57:33 | 1m 34s | 1000 Shells | ♥ 2 | I wish I understood how to solve these puzzles better; unfortunately the concept never clicked for me. It would be great if you had the time to introduce more, easier levels to help new players learn the mechanics. |
| Oct 8 13:59:26 | 1m 53s | Bitrunner | ♥ 1 | Simple but effective; I'd love to try playing this co-op so one player could focus on using the mouse while the other moved the character. |
| Oct 8 14:01:23 | 1m 57s | Flat Earth (Not Another Rude Bear Game) | ♥ 2 | What are you worried about defending against? Don't worry about it ;) |
| Oct 8 14:03:26 | 2m 03s | Ark | ♥ 2 | Nice and relaxed puzzle game; very well polished. Excellent job! I'd love to see optional numbering on the paths, but it would be tricky to implement at crossings; perhaps each character draws their number in one quadrant of the cell? (Red character is always top-left, yellow character is always top-right, etc.) |
| Oct 11 19:35:14 | 77h 31m | Neon Saber | ♥ 2 | Lots of fun, but it felt a bit out of control; some levels I managed to clear without even looking at the screen, while other times I tried my best, but couldn't get past the boss enemies. Maybe you could give boss enemies HP indicators? |
| Oct 11 19:36:22 | 1m 08s | Improbability Fighter | ♥ 1 | Would have loved to see a greater variety in ship types. It really felt like the Tree was a downgrade, but otherwise it controlled a bit too much like the regular ship. |
| Oct 11 19:39:03 | 2m 41s | Snake Using Windows | ♥ 1 | The presentation was really novel, but I'd love to see a twist on the Snake formula to give this more replay value |
| Oct 11 19:41:02 | 1m 59s | Crazy Golf | ♥ 1 | I think it would be most helpful to only apply the slowdown effect while the mouse is clicked down. Well done within the time constraints! |
| Oct 11 20:01:41 | 20m 39s | Poverty boy | ♥ 1 | The writing felt a little hard to follow; as if I was missing some details. I can appreciate the subject matter you're trying to tackle, but it came across as a little too abstract. I'd love to see what you could have done if you'd had more time. |
| Oct 11 20:03:10 | 1m 29s | Divine Intervention | ♥ 2 | Fantastic art! The game-play is a little overwhelming at first, I'd love to see this broken up into more Wario-Ware-esque stages of difficulty so the player gradually learns all the controls over time. |
| Oct 11 20:06:13 | 3m 03s | A Healthy Dose of Dungeon | ♥ 2 | The combat was a little tricky to get a handle on; maybe instead of discrete mood displays around the edge of the screen, you could have had a single fill-bar which you could see draining and know how long you're going to stay in a specific state. And keep the player's portrait in a single position, maybe making it a tiny bit larger? |
| Oct 11 21:15:10 | 1h 08m | Experiment #56 | ♥ 1 | Making difficult games is always a fine balance; if possible, try to reduce the "iteration time" (the time it takes to attempt a challenge again). The faster you can get back to a point in the game where you failed so that you can give it another try, the better. |
| Oct 11 21:40:50 | 25m 40s | Bearly Stable | ♥ 2 | It's a little to easy to do well by staying still in the middle; but then you loose at random because of the elephant, which is a little frustrating. Very funny though! |
| Oct 11 21:42:45 | 1m 55s | A bad day to harvest | ♥ 1 | Really neat game; I'd love to see if you can integrate the prevention of disasters more into the experience. The easier it is to avoid them, the harsher the penalty can be for failing to do so. |
| Oct 11 21:44:50 | 2m 05s | The Butterfly Defect. | ♥ 1 | Really clever; I think this came together well, don't sell yourself short! It was a little tricky to figure out how to start the game, and unfortunately easy to win the very first time, but you can really get into a good rhythm. |
| Oct 13 01:33:24 | 27h 48m | Eudora | ♥ 1 | Really neat; if you can fix the 4 things I brought up on stream, I think you'll have a real winner on your hands! |