Foon → Ludum Dare Explorer → LD49 → Feedback comment stats → DaleP

DaleP

Feedback comments for LD49

← LD40   LD50 →

DaleP's games and stats for all events →

TimestampSince previousGameDaleP's comment
Oct 4 03:39:47 Card Cannons ♥ 0 I’m intrigued by the concept but couldn’t figure out what was going on in the game – I think I might have run into some bugs. - the instruction page was microscopic on my screen (Macbook pro, same in both Firefox and Safari). - As shown in the screenshot below, during gameplay, the numbers on the cards were off the bottom of the screen (regardless of full screen or windowed). From the instructions it sounded like the numbers are supposed to be visible so you can see the effects before playing them. - I tried to play some of the cards blindly and it rotated them (???) but the only numbers I could see were zeroes. Screen Shot 2021-10-03 at 10.21.45 PM.png
Oct 4 05:50:59 2h 11m emoceans ♥ 1 It’s always nice to see simple yet polished games like this. The varying boat stability was a really good representation of each emotion. The controls felt satisfying despite being (intentionally) inconsistent, which is surprising.
Oct 4 06:26:42 35m 43s falling flamingo ♥ 1 The mac version doesn’t seem to be a file type that my mac recognizes – it just tries to open the downloaded file in a text editor. Usually, mac games should be a .app bundle (i.e. a folder with the extension “.app”, containing the executable and some supporting files in a certain folder structure), which itself would be compressed into a .zip file for players to download.
Oct 4 07:33:41 1h 06m SCANLINE ♥ 1 Nice added mechanic to sokoban! I thought the puzzles were the perfect balance of challenging yet solvable with good planning. I did discover an exploit for some of the earlier levels: !> if you walk into a wall while standing on a pressure plate, it inverts the pressure plate’s logic and lets you keep a door open without using a box. I assumed that wasn’t intentional because it completely bypasses some of the earlier puzzles, but isn’t actually required to beat any of them as far as I could tell.
Oct 5 04:29:35 20h 55m On the Thin Ice ♥ 1 Took me a few tries, but I made it across! I kept wishing I could slow the hunter down by leaving holes in the ice behind me. IMO the best part of the game was how it became a game of self control because the hunter created tension that makes you *want* to run fast, but you have to do the opposite. Just a heads up, when I played the the web version on a mac, the sound didn’t work in Safari but the gamepad didn’t work in Firefox, so I didn’t get to experience the gameplay with sound at the same time.
Oct 5 04:45:23 15m 48s War Horse ♥ 1 This was very short but a fun bullet hell. Good animations, and the controls are just floaty enough to make it feel more chaotic without being too frustrating (for me anyway). My only nitpick is that it wasn’t immediately obvious how to escape after eating all the apples. I had noticed the path in the corner early on, but tried to go through without eating all the apples and there wasn’t any feedback, so I thought it was just part of the scenery. It took me a minute to realize that it would let me go through after eating everything. Side note, you might want to mark the link as web/HTML5 so people who aren’t on Windows realize they can play it.
Oct 5 06:17:51 1h 32m CalmR - Rock Skipping Mindfulness ♥ 2 Ran fairly badly on my computer (AMD Radeon Pro 5300M GPU, MacOS 11.6, non-VR) although it ran smoother if I looked up a little, but seeing as how I’m apparently the most mindful person in existence I finished it anyway. Off to go live like a monk! !> For some reason I always love games that let you feel like you’re rebelling against the game in some way.
Oct 5 09:25:24 3h 07m What is Watt? ♥ 2 Cute graphics and animations! This is basically a cautionary tale about how unregulated capitalism disincentivizes having enough reserve power for spikes in demand, right? I thought the music and sounds were well done but had to turn it down because I was getting a nasty (*very* loud) popping sound after placing a generator (Firefox, not sure if it was the game or a browser bug).
Oct 5 23:18:15 13h 52m Pepper Dealer ♥ 2 This has a surprising amount of depth with the sometimes conflicting goals of stacking the peppers into a stable pile, keeping the scale from tipping over, and accurately measuring them to get the orders right. I think the game balance could use some tweaking – it does feel like cash gain is too slow at first. There needs to be more of a penalty for shorting the orders, because as it is you can make a profit just by dropping a single pepper and pressing enter for every order. And there needs to be some more immediate feedback at the end of each order (it would be nice to know, without pausing to do math, if you're being penalized for getting an order wrong, or wasting money by putting too many peppers in an order, or getting a bonus for accuracy, or whatever).
Oct 5 23:57:54 39m 39s Unstable Alchemist ♥ 1 A little too hard for me. You’ve made breaking things with explosions fun and satisfying, so I thought there should have been more opportunities to do that, like breakable walls, enemies packed closer together to use splash damage on, maybe ways to set up chain reactions using some of the potions lying around (although I wasn’t able to get that far into the game so maybe that’s all there and I missed it).
Oct 6 00:37:30 39m 36s Unstable Reactor ♥ 2 That was nerve-wracking (in a good way)! Felt like I was in an episode of Star Trek or Battlestar Galactica. Took some trial and error to work out a strategy and figure out some of the nuance of the different systems (e.g. I’m pretty sure each turret you activate lasts forever, but the fighters get destroyed pretty easily although they’re faster to activate. Finding the right shield timing to block bombs was kind of annoying. etc), but it’s fairly intuitive to learn. The game does a pretty good job of providing the feeling that you can stay mostly on top of things early on but as the waves build up, the shit really hits the fan and you have to scramble to make a last-ditch effort.
Oct 6 03:55:50 3h 18m The Blue Bedroom ♥ 1 This is a really thoughtful tribute to Van Gogh. The “you found x of 14 secrets” at the end was a nice reminder to go back through and reflect on everything again in addition to finding the paintings I had missed.
Oct 6 04:27:18 31m 28s Carrying A Microwave Down 3rd Ave ♥ 2 Well that was an experience. Playing it was certainly more fun than actually carrying a microwave down 3rd avenue, from what I gather.
Oct 6 04:45:40 18m 22s Good luck, space traveller! ♥ 0 I could only see the lower left corner of the cockpit in the HTML version. Not on Windows, so I couldn’t try the downloadable version.
Oct 6 05:05:49 20m 09s Captain Dinohater ♥ 2 The sheer chaos permeating everything adds so much to the experience. Once moment you’ll have a gun you like, the next you’ll be tossing it away and jumping up a magma geyser to kick a pterodactyl because obviously that’s what you do with pterodactyls.
Oct 6 06:29:57 1h 24m Moonbound ♥ 1 Having a market for RPG stats that both the player and enemies can trade is an interesting way to handle enemy scaling. With the frequent market fluctuations it’s pretty easy to become as powerful as you want to be without actually leaving the starting room, which made actually fighting the enemies pretty irrelevant. I found it kind of difficult to see some of the enemies in the forest area.
Oct 6 06:55:09 25m 12s PhysOS ♥ 2 Hilarious premise. The finger and hand are perfectly awful. I love all the little details like the dead pixels on the screen, the macintosh/rainbow apple parody, the file names, and just all of the text/writing in general.
Oct 6 23:20:23 16h 25m Towering Dice ♥ 1 Finally made it to 90 (exactly) with 36 dice on the fifth attempt. The dice I have are pretty rounded so it was a challenge. What ended up working for me was to build the tallest, narrowest, shittiest tower I could as quickly as possible (ended up being 5 high), while using the dice that didn’t fit into it as the foundation for a tall enough tower to let me coast to 90 with the remaining rounds, then sat the extra dice from the last few rounds around the base so as not to disturb anything. The points boost from the early tower allowed me to not have to build the main tower as high as I attempted on previous tries. IMG_4351D.JPG
Oct 7 03:30:22 4h 09m Paper Pirates ♥ 1 This was hilarious to play – the graphics, music, dialogue, and general feel of the game work really well together. It’s amazing that you actually composed a sea shanty for a Ludum Dare entry and I like that you included the jukebox feature. The mac build seems to have incorrect file permissions – I had to run `sudo chmod -R 755 ~/Downloads/v1.4-bugfix-mac.app` before I could open it.
Oct 7 22:33:14 19h 02m Panelka's Fall! ♥ 2 I like how the art style and music come together to create a nice atmosphere. The game is nicely polished with lots of little added graphical details. My main issue was that the pieces seemed to lose all their sideways momentum when dropped, which made it kind of unintuitive at first (for me at least) to judge where they would fall. It was fine once I got used to it, though.
Oct 7 23:07:53 34m 39s Very Shifty Code ♥ 1 Seems pretty realistic to me. Really captures modern enterprise-grade™ software development.
Oct 7 23:26:00 18m 07s DUNGEON ECONOMY ♥ 1 It was fun to balance being able to steer with collecting enough to sell. Like others have said, I thought the rhythm of the game was good in that I always had something to be doing (except for short breaks in between areas of fire and the slow motion near the traders, which were both a nice break), but never felt like I couldn’t keep up. Having to carry increasingly large stars was a nice way to ramp up the difficulty. It would be cool if the portal that the player is supposed to collect stars for was actually shown in some way.
Oct 7 23:59:56 33m 56s Home Renos Inc. ♥ 1 This is pretty nicely polished for this complex of a compo game (it has a tutorial, everything works, most actions have good sound feedback, the UI is complete…). I liked the “race against time” aspect with the decay, but eventually it got frustrating because it seemed like what slowed me down the most was having to hammer WASD to move the pieces one block at a time (and then sometimes the rotation didn’t work near walls/corners). I want to say mouse-based block placement would be ideal, but even just being able to hold the movement keys would help a lot. Anyway, it seems like an idea that should be expanded on with some minor fixes for the frustrating bits.
Oct 8 00:39:59 40m 03s Going Home ♥ 2 This is definitely one of the best entries I’ve seen, and it’s from the compo! The minimalist style did a great job of encouraging the player to fill in the gaps with their imagination and also added a sense of mystery (oh, a fire! Wait, are those human footprints? Who are they? Oh, they’re attacking me, fine, I’ll defend myself. Wait… did they think I was coming to steal from them? Was I the aggressor there?) The lighting was stunning, and set the mood perfectly. A few minor nitpicks: - I fell down the bank of the second pond once and couldn’t move any more. - Having seen the screenshot of the game, I was pretty sure I was supposed to go up/forward, but since the game started out looking down from above with no hint at where to go, I decided to be one of *those* players and try exploring the other way. I got kind of far but there was nothing there and it was slow getting back on the right track. I would suggest either blocking off that direction or hiding a reward back there, maybe just a weapon upgrade or something. I’m *not* suggesting having the camera point forward from the start, because the landscape/palace reveal when the camera first tilts back at the oasis was breathtaking.
Oct 8 05:42:33 5h 02m Megalomania ♥ 1 I enjoyed reading the crazy events and testing different options, and thought the music did a good job setting the stage. I do wish there was more time to read and appreciate them, and I also would have liked to see more of the unique events with fewer repetitive “political faux pas” and “truth exposed” events (side note: I was able to go into negative influence if I bribed too often – not sure if that’s intentional or not). At first I was a little confused because I thought the goal was to gain world domination *without* letting the countries get all the way to 100% destabilization, since it took them “off the board” so to speak. Maybe it’s just because I played using a laptop trackpad, but it would have been nice if the click areas for some of the countries were more generous. Just a heads up – your mac zip archive seems to have incorrect file permissions. I had to run `sudo chmod -R 755 /Users/daleprice/Downloads/Megalomania_Mac.app` after unzipping, before I could open the game.
Oct 8 06:15:36 33m 03s Banana Republic: Nuclear Power Plantain ♥ 3 I’ve never had more fun being set up to fail at running a nuclear power plant, and I don’t think I ever will. It didn’t seem like it was really possible to do a good job of keeping the reactor rods down, but it was hilarious to try. So many extra little humorous details thrown in – the bananas for gauges, the fact that occasionally a banana would get launched into the reactor (and the sound effect), even the banana guy that walks out the door when you click Exit…
Oct 8 09:27:23 3h 11m Plains In The Sky ♥ 1 This is a really good physics puzzler. I was hoping for more levels and was a little surprised when it ended. If you came up with more chapters and put it on Steam or something I’d pay for it.