Foon → Ludum Dare Explorer → LD49 → Feedback comment stats → Drunk Wizard
Feedback comments for LD49
Drunk Wizard's games and stats for all events →
| Timestamp | Since previous | Game | Drunk Wizard's comment | |
|---|---|---|---|---|
| Oct 5 16:48:51 | Unstable Delivery | ♥ 2 | Fun little game :) the driving was cool, I was trying to get Unity wheels to work a few days ago and just could'nt stand them (don't know if you used them, but I think you used a simpler method which in my opinion resulted in better feeling at least for me :) ) only the camera was a bit off when turning. The main thing that dragged the game down for me was the complete lack of audio, as I see with quite a lot of games and yes, it can be time-consuming, I think that adding any sort of audio, even the tiniest amount, can elevate the feel of the game dramaticaly. I hope you will participate again in the next LD and implement some audio feedback, because I think this game was really cute :) | |
| Oct 5 17:09:53 | 21m 02s | Geiger Cubes | ♥ 1 | This is a cool prototype and for me, felt like a proof of concept for a relaxed, exploratory adventure game, that focused on ambiance and sound design :) I would love to see a little puzzle game with this rubberball-shooting gun with some platforming, exploring a nice little floating island to chill vibes in the background :) |
| Oct 5 17:23:03 | 13m 10s | Beer Quest | ♥ 1 | Really liked this actually, sort of my type of adventure game, simple and short :D I unfortunately wasn't able to figure out, how to - I think - brew the beer? :D It would be cool to see this finished, you got the gathering, now some light-weight crafting options, and a side quest or two :) The guards don't actually react to you talking about beer, nor when the king calls upon them, which is a shame, as the unsuspected instant death situation would be quite funny :D It is possible I missed something, something from the things I wrote about here, if that is the case, I am sorry :) |
| Oct 5 17:46:58 | 23m 55s | Pest Control | ♥ 2 | A solid entry, the movement was quite good, even if a bit too fast and slidy for me, but still felt good :) I personally would suggest adding a progressive recoil? By that I mean, the first shot would always hit where you aim and any subsequent shots in quick succession would be more imprecise :) Another thing missing was the lack of general feedback - hitting enemies, hitting batteries, water and cores, when the player is hit and maybe some red flashing lights, that would alert the player to the instability level, as without audio it is really easy to loose track of it. On that note, the lack of audio was what pulled the game down for me, but I understand the reason, it is time consuming, and the result is not guaranteed (hell, look at our entry where I put an effort into audio, and it is still a mess), still, some basic noises would be welcome :) That said, I will repeat, the movement is solid and fun, the level was interesting, with multiple paths to take, the movement animations on the character felt natural and were responsive. Implementation of the theme was also nicely done, with higher risk, bringing higher rewards :) (this is something we wanted to include in our entry as well, but due to time constraint, was left kind of on the side) Great work for solo developer ;) |
| Oct 5 18:10:45 | 23m 47s | Space Cracks! | ♥ 1 | Really cool game, only small thing was that towards the end of the game, the cracks stopped forming, leading to me just running around, grinding, but that is nothing major as for the majority of the gameplay, it was hectic :D nice inclusion of the in-game tutorial in the form of dialog - only thing missing was actually telling players which button is interact so they wouldn't need to mash the keyboard blindly :) Good job! |
| Oct 5 18:22:59 | 12m 14s | Unstable Abel | ♥ 2 | Nice little game, the graphics were nice and the wonky physics was cool to look at :D also Abel's annoyed noises when bumping were a nice touch. Only thing was I didn't know about the invisible boundaries, the game is in sort-of isometric view, but wants you to go forward, I was confused several times trying to run to the sides only to seemingly get bugged and stuck. I would suggest adding some semi-transparent wall so that it is clear, that you are hitting the level border :) Good game, had a little laugh which is quite rare |
| Oct 5 18:38:44 | 15m 45s | The Cave Diamond | ♥ 1 | Really nice, the graphics went together nicely, the controls were intuitive, only picking up the crystal was a hit or miss and the slow jazzy music in the background on one side didn't fit to the situation? But for me, it fitted the tone of the game :D The game is really cool, but with unskippable cutscenes and replaying the whole level from beginning - sorely needs checkpoints. But a big thumbs up from me ;) |
| Oct 5 19:12:32 | 33m 48s | Train Tilt | ♥ 1 | Cool game, nice take on the theme and given the few hours it took, it is a solid entry :) The music is absolute banger, I constantly felt like I am running away from a chasing train, only for my doom to slowly creep closer and closer. However I had some issues with the controls, the grabbing felt inconsistent and if I pushed a box to the right side, it quite often floated up and over the railing, falling off :/ |
| Oct 5 20:11:53 | 59m 21s | Captain Peggles | ♥ 2 | Absolutely love it! The music is nice, the sound effects too, even the dialog has some grunts, and the graphics, oh my GOD! Nice and unique take on the theme and the gameplay. I just like everything about this. My only gripe is that I had some longer periods of nothing to do, but I get that not everything can be perfect in a 3 day LD Jam :) |
| Oct 9 07:44:29 | 83h 32m | Manicat | ♥ 1 | Oh man, absolute masterpiece! The game just oozes fast-paced janky charm all the way through. Love the scaling of difficulty, I even love that I was able to levitate, basically I had no idea what was going on, but the premise was explained and so simple, I didn't mind :) It's a shame about the sound as that would elevate this game to a whole other level (I didn't hear any sounds, even though I read a comment here about running sound, so maybe a problem at my end) |
| Oct 9 07:50:56 | 6m 27s | Chickie Catchers | ♥ 1 | Absolutely beautiful game! I very much like you implemented audio, the game would feel much emptier without it. The balancing mechanics were nicely done and the difficulty of the level was nicely tuned with nice progression. The art and sound design were amazing, I simply don't have anything bad to say about this entry, well done! :) |
| Oct 9 08:46:22 | 55m 26s | Unstable magic | ♥ 0 | As I see in some of the comments above, the map is big and - apart from visuals - mechanicaly empty, to correct this, there could be some powerups or health pickups in different corners OR you could shrink the map considerably and make it more of a gauntlet to get to the mausoleum. With smaller map, you would have more time to look at some other features :) In my opinion, the inclusion of a leaderboard was unnecessarry as I see these more for a quicker paced games, in this game which had a dark atmosphere, it could actually hurt it by making players feel constantly pushed forward as they are timed, instead of them carefully crawling forward, waiting what's behind the next corner (I would at least hide the timer in-game and give the player a time afterward) I wasn't sure what I was doing wrong, but I think the mausoleum was the giant door, but I didn't know how to open it also everytime I went near that area, I started taking damage from invisible sources. Now, the positive - The game has quite a good atmosphere (some of the post-processing screen effects were a bit much though), the background sound and the pale color palette went together nicely (one thing that would help immerse me more would be the inclusion of footstep sounds). The combat felt very good (speaking of the graveyard area as I couldn't make it further): screen shake - check, sound effects - check, hit effects - check, just all around pleasing to use, if you wanted to make it a bit more fluid, I would allow the player to move at a slower pace while channeling the fireball. Everything here is just my opinion, I don't want to discourage you as I know from experience from working on several LDs that under the time pressure a lot of stuff gets lost, you forget something, don't notice some little things and that goes with the game jam :) Finally - good work on creating something like this, graphics, audio and effect work was really good. If you polish it a bit further (or create something the next LD), I would love to give it another go :) |
| Oct 9 08:56:04 | 9m 42s | Sire Sleipnir | ♥ 1 | MASTERPIECE! Love it all around, got a lot of Lord of the Rings vibe from the intro dialogue (been a while since I watched it) :D Truly, add some more levels, introduce two - three new mechanics and you have a frantic stompland of an action game. Brilliant...c4c38e8c66c9e89d17be94503e2f500a.jpg |
| Oct 11 16:51:39 | 55h 55m | Unstable government | ♥ 1 | very cool game, nice take on the theme! My only gripe was that it took a long time before anything happened, for first 5 minutes, I got about 5 newspapers, but the restriction was the same, leading to me just sitting there, idly twiddling my thumbs. But after that, once the restrictions started changing and new buildings unlocked, it really started taking off! I was constantly shifting my buildings around, trying to be faster than the dirty, dirty cops, coming 30secs after a new decree. After the rough start I really enjoyed the game (the music loop could be a bit longer or varied as it got old pretty quick :D) |
| Oct 11 17:09:50 | 18m 11s | MISHIT | ♥ 0 | I actually feel that the shooting mechanic should be the other way around, when you misclick, the red bar should move, that way, it would encourage you to keep your rhythm in firing. This way I couldn't really shoot anything unless I spammed LMB, since I had to aim and then look at the scroling bar. This way I actually felt punished for being good at the shooting mechanic - I couldn't keep my rhythm, because every succesfull shot changed it. The movement could also be made less floaty, but that isn't as big a deal. with the levels as arenas I felt it was a bit of a shame to have all the enemies just slowly rush the player, some of them could have been static or seek cover, or could have some sort of arc attacks, shooting over obstacles. This large block of text might seem to be made only to tear you down, that is not my intention, as was stated, this is an interesting idea and the arenas seem to have at least some thought put into them - there is something here, and it would be cool, to see what you come up with, with more time and experience. Just don't be discouraged and try working on this a bit further, experimenting with different ideas on implementing this system and utilising the arenas :) |