Foon → Ludum Dare Explorer → LD49 → Feedback comment stats → CharlieMrl
Feedback comments for LD49
CharlieMrl's games and stats for all events →
| Timestamp | Since previous | Game | CharlieMrl's comment | |
|---|---|---|---|---|
| Oct 13 11:19:32 | ENTROPY | ♥ 4 | Really nice entry :) I liked the concept a lot and the character movement feels really good ! The game looks nice : it's clean, sober and quite simple to understand what's interractible. I also really loved the mood of the experience, and the music going crescendo is really helpful to that. The only thing I would have to say about the controls is that sometimes it's a bit "hard" to estimate what's the max distance you can hook. Otherwise, this game feels really polished, good job ! | |
| Oct 14 11:26:59 | 24h 07m | Acidium | ♥ 1 | The mix between visual novel and top down combat phases is interesting, but I don't think it's well coherent with the story as it is right now (for exemple, it's a bit weird that the setup of the fight is in a kind of medieval dungeon when the story between the characters happens in our universe). The fight works pretty well, it's not that hard and the characters and animations are neat but I still find that there's a little lack of feedbacks and game-feel elements (such as screenshakes, vfx on the weapon etc.) I didn't really enjoy being stuck at a level if my score didn't reach an expected number, I think there's no real link to the story (it could have been fun if the score would impact your future dialogs without stopping you to progress in the story) Otherwise, you did a great job ! |
| Oct 14 11:48:00 | 21m 01s | Re:Kotel | ♥ 0 | I find the shooting mechanic hard to handle, I think it's always shooting towards the character who will aim at the mouse cursor but as it's always rotating on itself with the inertia, it's kinda hard to aim precisely. I also think that the visuals are a bit too agressive, the effect when you hit an enemy is really confusing, it made me loose the character from my sight too often... Otherwise I liked the character inertia, I would have loved to navigate in a bigger space. |
| Oct 14 12:11:02 | 23m 02s | Unstable Equilibrium | ♥ 1 | Nice game, I really like the concept ! The First-Person controller is well responsive and feels really good. The gun mechanic is quite original, but I think the way we can scroll between the different modes is not that ergonomic. I like the fact that the game is short, but I think that the level design is a bit simple, it would have been fun to have more "unstable objects" to interact with (like a room with a full unstable floor or platforms). |
| Oct 17 16:42:59 | 76h 31m | Shipping Lane | ♥ 1 | I like the fact that you have water physic that impact the boat, that's cool good job, but I find the movement reaaally slow, and the pixel effect make the water and the wave hard to see or understand. |
| Oct 17 16:52:23 | 9m 24s | Euro Drunk Simulator | ♥ 3 | This game is pretty fun, kinda sad for the fps drops when looking at the student tho. I think the car controls are pretty cool, it's pretty easy to understand and drive. I liked the setup at the end with the music coming when approaching the final ramp, it's was pretty funny, great job |
| Oct 17 17:21:41 | 29m 18s | [U]nstable - 235 | ♥ 2 | I find the game a little overwhelming, it's kinda hard to understand what you have to do. I feels like there are too many things to find in the spaceship. In fact I find it a bit sad that the game only works with Key / Door mechanics (you have to find a door, find the key that will open it / or find an item and bring it to another place). I think there's a little lack of feedbacks / polish and Game-feel elements, such as animations on the character, particles, screenshakes etc. I also find the doors hard to understand (there's no visual element or link between them to see where you will arrive), I understand that it can be a part of the challenge of memorization but it can be annoying sometimes. Otherwise great job, I liked the mood, the universe and the concept of Unstability works well here ! |
| Oct 17 17:29:41 | 8m 00s | Instabilliards | ♥ 1 | Fun little game, the concept is pretty cool ! I think the camera is aiming a bit too much down : the only part that you can look while shooting is the top of your screen which can be a bit annoying, but it's not that much of a problem. I find that it's hard to estimate the strength you'll put in the ball when shooting, I guess it would have been more understandable to have a kind of strength gauge to evaluate your shots. Otherwise great job, I find it really cool ! |
| Oct 18 11:07:32 | 17h 37m | This Is A Stable Game | ♥ 1 | Interesting concept, I saw it's your first jam and just want to say good job, the game is working pretty well. I think in your future games you could try to spent some time on the feeling of the character (add a little bit of inertia, add a bit more gravity to the jump so it's not like a moon jump, and add some particles)... For the level design part, I find that the "reverse colliders" platforms were a little bit confusing, I know it can be a part of the challenge but it can be hard to apprehend... Otherwise I think you did a great job with the game progression, the narrative and the teach of mechanics |
| Oct 18 11:16:10 | 8m 38s | Railrider | ♥ 0 | Nice little game, the feeling of unstability is really present. I think that's a good thing that the mouse crosshair is big : it's easier to focus on the character balance and shoot at the ennemies at the same time... For me, there's a little lack of polish and game-feel elements to really feel the speed of the character (like motion blur, small FOV changes, some wind particle near the camera etc.) |
| Oct 18 11:42:53 | 26m 43s | Perfectly Balanced | ♥ 1 | Really great and polished game, good job ! This is very relaxing to play, and the athmosphere is super nice ! |
| Oct 19 16:06:20 | 28h 23m | It Was Desert | ♥ 3 | Sooo clean ! I love the concept, and the realisation is perfect ! The game looks good and the gameplay is simple but tricky ! Great Job ! |