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

ryusui

Feedback comments for LD49

← LD47   LD50 →

ryusui's games and stats for all events →

TimestampSince previousGameryusui's comment
Oct 5 00:32:09 TumbleArchery ♥ 1 This is really clever! I just wish it were a little more playable. The lack of feedback for firing had me confused at first; the lack of player projectiles really threw me off. ^_^; I like the concept of the platforms constantly shifting, so you have to wait to hit certain targets. With a bit more polish and some tightening of the jump physics/mechanics, this would be *really really good.*
Oct 5 00:51:25 19m 16s Portals From Fire ♥ 4 Really ambitious but also really confusing. The graphics and audio are on point, there is definitely a vibe of a situation rapidly spiraling out of control...I just wish I had a better sense of what I was supposed to be doing other than "run to nearest portal, then press E." It's hard to get a sense of what, if any, kind of strategy is required. It's also a bit frustrating that the controls - the most important part of the experience - don't work as listed in the actual release. Side note: is there any reason at all the game maps one input to "left click"? The use of mouse controls for this one purpose seems really counterintuitive.
Oct 5 01:01:32 10m 07s Dr. Bleeno's Dimension Glitcher ♥ 1 I'm giving this game bonus points just for the nostalgia blast the art style gave me. XD That said, I wish I understood the mechanics better - like someone else above, I got stuck because I reached a place where I needed the wall jump but I could only use "Sonic Spin" mode. A bit more clarity on this matter in the instructions would be much appreciated!
Oct 5 01:21:14 19m 42s Bitrot ♥ 6 Conceptually really solid; I just wish there was more to it. At first I thought there was some trick to Fungus Superhighway, since I kept seeing the same scenery, but no; I just had to persevere to the end ^_^; Are there any secrets to the game we should be aware of? This feels like a game that ought to be RIFE with secrets.
Oct 5 01:37:24 16m 10s Inside ♥ 2 I enjoyed it up until the prison sequence. Crawling around in pitch blackness was punishing. I also see in the comments where waking up the old man and getting caught is the intended ending; I wish it was better signposted that this is the case (especially since the message is the same as when you get caught on first waking up).
Oct 5 01:46:17 8m 53s RadioFrog ♥ 2 This game feels like a testing zone for a really awesome exploding platformer. The elements are here for something amazing - the graphics, the *punch* to the explosions, the clever gimmick where you can stand on enemies without getting hurt - but I'm legitimately disappointed that there's nothing really to do except blow up bugs; there's not even a high score (or maximum chain counter!) to keep me playing longer than it takes to appreciate the core mechanics you've got put together here. It's a little frustrating also that there are side paths you can't actually make use of, or rather there are jumps just slightly too steep to ascend - though given the noted issue where you can't jump to your full height if you're brushing up against a wall, I don't know for sure if that's deliberate.
Oct 5 06:48:23 5h 02m Void Jumper ♥ 1 There's the seed of something brilliant here - it just runs a bit too slow to be engaging, and destroying platforms to score seems counterintuitive. The graphics are good, but a bit more variety in the environment would be appreciated.
Oct 5 07:01:11 12m 48s Genomancer ♥ 3 The concept is interesting, but I feel like the game is too punishing by default to really enjoy/get into the mechanics you've laid out here. I know this is a limitation of the jam/compo format, but the concept would be much better suited to something more complex than a basic "waves of enemies"-type game.
Oct 6 16:14:27 33h 13m Snmuloc ♥ 1 Oh my god this is incredible. Who would've thought a puzzle game where you have to AVOID clears could be so punishing? I love the concept and I love the "oh *crap*" moment when you realize you've accidentally set up a match XD
Oct 6 16:17:18 2m 51s Ember's Climb ♥ 1 Pretty solid! The jump physics reminded me of Winter Bells for some reason. My only gripe is that the camera doesn't look far enough ahead (or above) - I once died because I couldn't see the next platform straight above me, so I slammed right into it and ended up dropping into the lava. ^_^;
Oct 6 16:28:16 10m 58s Acidium ♥ 1 Jesus, Alex, dump this loser already! XD I played three days and called it quits after that. The arena shooter sequences are sincerely some of the best I've played in a LD project, but I never could make enough points to get more than the most basic-tier upgrade. I'm a little unclear how upgrades work, on that note - are they cumulative? Like, each time I score at least 3000 points, I get a buff to my gun?
Oct 6 16:36:22 8m 06s A Spelling Error ♥ 1 I love the concept, though I think it would be better if there was a button to add a word to your spell rather than picking them up automatically (it would be a little more intuitive to be able to stand on a word than simply face it to verify what it is). The voicework was also worth a solid 5 stars in the Audio category all on its own. XD I really hope you get a chance to finish this!
Oct 6 16:57:05 20m 43s Alchemeow ♥ 1 This is a really pretty, polished piece of work, but it doesn't feel much like a proper game? More like a toy where you play around with changing the cat's appearance. Nothing wrong with that, mind - it feels like you have the kernel of a decent game here, but the mechanics don't quite feel like they cohere? There's really too many options and too few tools to rely on anything but guesswork, and while I did have a successful run, I credit that more to the clues the game gives that you can safely ignore anything that's outside the cat's immediate reach than any actual strategy. ^_^;
Oct 6 18:26:16 1h 29m the Bar ♥ 1 More involved than it looks at first glance. Really clever how you hid two of the items in the park so clearly behind movable objects but kept the third out of sight, leaving it to the player to figure out what to do. ;) I wish moving objects was a bit faster/more intuitive, though - as pointed out above, you sometimes literally don't have enough time to move an object out of the way before the scene changes. It's also a little frustrating how towards the end there's more time spent waiting for the scene to change back to the one you need than there is actually doing things.
Oct 6 18:39:47 13m 31s INSTABILIS (LATIN) ♥ 1 I really don't like the gimmick where choosing "blue" freezes the game. Like I get what you're trying to do here, but with all the screwed-up visual effects going on (which are really good, BTW), it's hard to tell that I'm literally choosing to end my game rather than entering the next room.
Oct 6 18:55:07 15m 20s Glass Cow Dash ♥ 1 I'm glad to know I'm not the only one who was more...self-indulgent with their choice of protagonist XD I like the concept here, but it's really frustrating that you can't see how far your dash is going to take you, only guess at it. I got stuck at the end of level 3 because I couldn't "thread the needle" right before the exit; I kept crashing into the left and right walls (or dizzying myself out trying to make the necessary small adjustments ^_^;) Some kind of visual indicator where your dash will land would make this game a lot more playable.
Oct 6 19:05:06 9m 59s Box, Arm, Bomb ♥ 1 The jump and claw controls are really too finicky for the game you're trying for here. Grabbing the bomb is easy; grabbing the terrain and climbing is next to impossible. I had the idea of using the bomb itself as a springboard for the second jump, but it didn't seem like the game would recognize the bomb as "solid ground" for the purpose of jumping.
Oct 6 19:14:06 9m 00s i am a writer ♥ 1 I loved everything about this except the videos, which really ran too long. Speaking of which, is the game supposed to end on white noise? I think I somehow skipped through it and now it's stuck at the final words on the screen.
Oct 6 19:43:37 29m 31s Day Broken ♥ 1 I'm going to give this high marks for the graphics and sound but I literally could not get past the introductory walking sequence; I can deal with spooky and creepy but I couldn't deal with the tension after the voice introduced the clicking element ^_^; None of this is meant as criticism; I just can't deal with certain kinds of horror and this is one of those kinds ^_^;
Oct 6 20:23:45 40m 08s Stronkey Kong ♥ 2 This is really clever. Donkey Kong with a building element? I would actually buy something like this as a full game. I also like the bunny motif on all the characters (even the barrels and fires!) What I don't like is how much time/effort it takes to grind enough points to do anything with, and the unnecessary-feeling added step of having to visit the shop to buy new parts (couldn't I just select the pieces I want with the mousewheel and put them down directly if I have enough points without the extra step?)
Oct 7 00:13:58 3h 50m Milburt ♥ 2 Honestly I'm genuinely floored by the presentation here - this is a really well-put-together visual novel. I loved the wild text effects you had going on. I have two issues, one more serious than the other. One is that it's hard to tell at times who's talking - there's quote marks, yes, but I got really confused at Fronk and Stacy's scenes because I mistook their dialogue for the protagonist's. The second is...everything with Stacy is ***really, really gross.*** Like I get the whole succubus angle, but the narration is trying *way* too hard to have its cake and eat it too, like, "she's *sooooo* sexy we're going to go through the whole thesaurus describing her boobs, but it's okay since she's evil and you're being brainwashed." It's a shame, because I really liked everything else (especially FRONK ASCENDED!), but the Stacy scene was enough to put a big dent in my enjoyment.
Oct 7 00:28:26 14m 28s Emergency Power ♥ 1 Short but sweet, minimal but evocative. I've only got one gripe with it: it feels a lot like you used "roguelike" in the blurb to fool people into playing a straight text adventure. To be clear, I'm always down for a text adventure, but I've seen enough weak attempts at "roguelikes" in LD that the label has become a bit of a groaner for me. ^_^;
Oct 7 00:52:18 23m 52s Lightning Ball Rampage ♥ 0 I felt like I was struggling to control the ball every step of the way. Not exactly what I think of when it comes to "lightning." Mostly I aimed straight for the exits on every level without trying to break the electronics unless they were in my path, because I felt like I wouldn't have enough time to struggle back to the goal if I went out of my way to hunt them down. Not really fun to play. Also, I don't know if this is a deliberate glitch, but not all of the walls have highlights. I tried passing through a spot that turned out to be a wall and died nearly instantly. :(
Oct 7 00:59:37 7m 19s Totally Rad ♥ 0 I liked what I played of it, but I found the controls really frustrating. Clicking the tools to switch them felt really, really finicky - like I would click directly on one but it wouldn't register. For a game that emphasizes swapping tools and repairing problems quickly, that killed my experience. Keyboard shortcuts wouldn't have gone amiss.
Oct 7 03:25:57 2h 26m Chemical Love ♥ 1 I'm glad I noticed your comment about the walkthrough, or I might not have bothered to push through after the first three endings. ^_^; Like others have said, the only real issue I have is that you have to go through the entire loop each time to see any new endings. That said, I really appreciated the QoL feature where the game warns you if you've made a concoction leading to an ending you've seen before.
Oct 7 16:29:13 13h 03m Unstable Fury ♥ 1 DASH COMBO: THE GAME It's lacking presentational polish (a proper death animation would've gone a long way) but I love the general "always moving forward, always attacking" vibe you've got going here. An "auto-lock" to automatically aim for the nearest enemy in the direction you're facing would make things even smoother, I think.
Oct 7 22:40:03 6h 10m Paranoia ♥ 0 I really enjoyed what I got to play of it, but I ran into the same game-ending bug where I couldn't move after 3-1 started. The music might be a bit more intense than the game warrants; I think something softer and spookier would've been more appropriate than the dramatic "Jaws is approaching"-type music. I also agree that the walljump is a little hard to work with given the tiny field of vision; I'm really glad the sequences involving it are all fairly short and simple. ^_^;
Oct 13 23:05:42 144h 25m Junkbold ♥ 2 Lovely concept, seizure-inducing physics! I love the QoL feature where you're constantly reminded what you're trying to build, plus how every piece of junk is tagged to indicate its properties so there's no guesswork involved in what parts will satisfy the request. However, I wish the world didn't feel like it was shaking itself apart every time I search through the junk pile - sometimes the physics jitters were so bad I'd find myself walking one way one moment and turned around 180 the next. Sometimes I'd even get stuck in place for no clear reason and have to shuffle around to try and dislodge myself from the invisible hitbox. This is an idea I'd love to see polished further. Might it be possible to rework the junkyard so it no longer relies so heavily on wonky physics?
Oct 14 02:29:39 3h 23m The Yellow Wallpaper ♥ 1 The pencil art is nice, the platforming is okay. The room segment feels like a waste; there's literally nothing to interact with besides the door and the wallpaper. I mean, to be fair, this is the point in the original story, but I think railroading the player more directly into the platformer gameplay would've worked to this game's benefit.