Foon → Ludum Dare Explorer → LD50 → Feedback comment stats → DDRKirbyISQ
Feedback comments for LD50
DDRKirbyISQ's games and stats for all events →
| Timestamp | Since previous | Game | DDRKirbyISQ's comment | |
|---|---|---|---|---|
| Apr 10 01:37:11 | WHEN NANA SAYS IT'S TIME FOR SCHOOL | ♥ 3 | Ohhh, interesting. The "gameplay" is both cool and clunky at the same time, but it's fun regardless! This really makes me wonder what other things could be accomplished with this kind of thing, both by itself and when combined with actual game programs. I know OneShot, DDLC, and other games have explored a little in this vein but I'm not sure I have seen it pushed really far, most of it is more on a surface level. What you have here reveals some stronger possibilities, I feel like. | |
| Apr 10 02:07:41 | 30m 30s | Super Crusher Fighters | ♥ 1 | Pretty surprised I was able to finish the game, some of these levels are very unforgiving! I imagine this game will seem incredibly unapproachable for some, but past that, I did find the puzzles to be enjoyable in general. :) |
| Apr 10 02:56:00 | 48m 19s | Graveyard Path | ♥ 0 | Not too shabby! A good little LD entry with simple yet effective level design and "puzzles". I was impressed that aging while in a short corridor as a baby caused a death -- I guess in hindsight that isn't an uncommon case to check for, but in my mind many gamejam games would simply have the player clip into the ceiling and get stuck at that point... My two wishlist items if I had to suggest something: - The difference between the second stage and third stage jumping abilities is immediately obvious -- I think this is partially because the walljumping lacks some sort of separate "wall cling" animation/state. - In terms of platforming design, IMHO it's usually poor practice to feature a scrolling camera where you can't see most of the room that you're in. This leads to "leap of faith" situations where the player isn't sure whether there is ground or spikes below. In the future, you might want to consider either a more zoomed out view / smaller level grid, or using a more fixed "per-room" camera, though of course this depends heavily on the project. Congrats on your game! |
| Apr 10 15:16:03 | 12h 20m | QUADRATORUM | ♥ 1 | Kind of interesting. The concept of reacting to the music amplitude is cool in concept, but with such a repetitive music loop I found myself wondering whether that implementation was really necessary as opposed to simply synchronizing to the beat. Regardless, the music loop makes this game much more bearable, I can't imagine playing without it going on. Without any indicator of remaining health, I had a hard time figuring out whether I was ever in any danger or whether there was actually a difference between shooting vs ramming the enemies (I assume there is). Interesting, the game psychologically felt a bit boring when the arena was too large (free to just move in big circles), and it felt restricting when the arena was too small (nothing really happens, and there's only a few spots for enemies to warp in). There was a sweet spot in the middle when the gameplay felt just right. One last note, your default html5 canvas size is huge! Please note that a significant portion of the population is running at 1366x768 or 1280x720 desktop resolutions ([reference](https://gs.statcounter.com/screen-resolution-stats/desktop/worldwide)) and your canvas size of 1440x810 will not fit on their screens. (I'm running at 1280x1024, for reference) |
| Apr 10 15:25:31 | 9m 28s | Bonanananza | ♥ 2 | c-c-c-c-c-comboooooo |
| Apr 10 15:45:35 | 20m 04s | The Endless Night | ♥ 1 | Pretty cool! Love the polish on the menu, the button hover sfx in particular really make things feel professional. As already mentioned, some additional visual quality-of-life features would be nice (manor being a different color, guard detection radius being more visible), but it's otherwise really fun! |
| Apr 10 17:12:47 | 1h 27m | Ride the Sauze | ♥ 1 | "Based on a true story" I hope to god whatever poor soul this is based on didn't get hurt too badly, haha...then again, I guess the rider in the game never actually wipes out, so maybe it's not so bad after all. |
| Apr 10 17:17:12 | 4m 25s | Blocko and the Lasers | ♥ 0 | Pretty simple, but not bad. Feels like it might be really fun with some sort of roguelite-ish upgrade system between runs (?), but anyways, yeah! |
| Apr 10 17:59:50 | 42m 38s | STUDY LADY (cookie mix) | ♥ 3 | Sure took a while, but I finished! I will admit that I simply had it playing in the background while rating other (audio-less) games, which was a nice way to multitask. There's always something fun about these sorts of games... I wish that the 3rd world was a bit more interesting; once I got there it felt like the majority of my time was spent waiting around. I understand that this sort of progression is common in idle games, but...still. It was kind of cool to go through the entire progression, but at the same time having to wait for all 3 worlds to go around made things feel a little tedious. I would have loved to simply have a fresh restart and be introduced to a new progression system with each world rather than having two worlds which stayed on despite being mostly irrelevant in the greater scheme. Is future funk-type music picking up these days? I've also been experimenting with some of those stylings and ideas in my own productions recently; perhaps it's just a coincidence. |
| Apr 10 18:02:07 | 2m 17s | The Pit | ♥ 2 | Haha, pretty fun! However, it doesn't seem like my failure is inevitable...I got to depth 60 before I stopped out of boredom after slaying dragon after dragon after dragon... 60.PNG There was a bit in the middle where I was running low on resources and cards, but I got out of it just fine and managed to sustain pretty much indefinitely. The wound cards felt bad but were much more manageable than I first thought given the other mechanics, and also given that they are destroyed after only 1 use. I guess you can get screwed by RNG if you fail to pick up cards of a given type (e.g. no heals), but that didn't seem to happen to me, fortunately. |
| Apr 10 19:13:06 | 1h 10m | Bullets For Hell | ♥ 1 | Nice. The enemy design makes me wish that I had this playing instead of the included music ;) https://www.youtube.com/watch?v=pci4AO238w4 |
| Apr 10 19:32:46 | 19m 40s | The Pit | ♥ 1 | Pretty interesting! Kind of a shame that the moving side to side becomes irrelevant because the power level of the cards is so high (collect all coins on the screen) in comparison. But I guess we all know deck-building games are about achieving broken synergies anyways. That draw 2 / draw 3 bug where you can continually draw cards is game-breaking, but sort of in a good way...that moment when you realize you can continually extend the level, stop your fall, and keep generating more coins, cycling through your entire deck again and again, that I think is when you reach true victory. |
| Apr 10 19:57:11 | 24m 25s | That Toilet... Feels so good. | ♥ 1 | What in the world did I just play, hahaha. xD This kind of aesthetic is in nowadays, is it? Somehow I don't think I've used this chord progression much, I'll have to remember to give it a whirl next time... The sfx are great here! |
| Apr 10 22:21:00 | 2h 23m | Tax Delay | ♥ 0 | Short game, definitely doesn't overstay its welcome, haha. I definitely noticed that each time you restart, the player character cycles through a multitude of characters with some racial / gender diversity, whereas the IRS agents...are all white males...=O |
| Apr 10 22:31:50 | 10m 50s | The Gallows | ♥ 2 | It's rough around the edges, but interesting. I feel like there's something here, having all of the text sprawled lends to an interesting emotional effect, like I'm reading someone's notebook with everything laid bare. At the same time it's a bit overwhelming and stifles any sense of intrigue. So I'm not sure what is best. Congrats on your game! |
| Apr 10 23:29:21 | 57m 31s | Shepherd's Island | ♥ 2 | Short, sweet, and just challenging enough IMO. The music wasn't annoying despite being repetitive, and the sfx kept things from being monotonous while thinking about the levels. "Delay the Inevitable" was probably my favorite, it's one that seems very open-ended until you try it and realize that you really need to do it a certain way. Great job! |
| Apr 11 00:10:44 | 41m 23s | Enlit | ♥ 1 | A short experience, but well done. I guess it's easier for something not as complex to feel more polished, but at the same time...it's more polished of an experience than most. Despite the short length, it felt like the end was a bit abrupt. I guess I'm trying to say I liked it enough that I wish there was a little more? |
| Apr 11 00:14:37 | 3m 53s | Delayarrhea | ♥ 2 | This "music" though... |
| Apr 11 18:30:53 | 18h 16m | Drowsy Drop | ♥ 2 | Interesting, if confusing? |
| Apr 12 04:27:01 | 9h 56m | Shotgun King: the Final Checkmate | ♥ 1 | Too good. |
| Apr 12 23:45:56 | 19h 18m | Snooze | ♥ 0 | This game was difficult but worth it! Clever take on the music, too. |
| Apr 12 23:49:29 | 3m 33s | Untitled Arrow Game | ♥ 0 | Nice. I feel like this sort of thing could actually work really well as a level-based challenge with different music riffs and increasing difficulty, rather than an endless thing. But ah, as an LD game, it functions well. |
| Apr 13 03:08:55 | 3h 19m | Carpentangle | ♥ 1 | Nice. I'm also of the mind that powerups or some other sort of mechanic (probably not freely allowing rotation, for the reasons you've already outlined) might serve well to spice things up a bit and give the player a sense of "lucky excitement" -- we all know how that works out in match 3 games, where you feel like you're almost about to run out of matches but then a lucky chain reaction or powerup comes in to save the day. As is the gameplay is more "pure" which I think rewards strategy nicely (not that I'm great at it), but I think that sort of "sporadic reward" can add an extra element which keeps someone coming back. But I do think that the building up of inevitable large pieces that screw you over is also pretty fitting to the theme as well, so maybe with that in mind, what you have is plenty appropriate. |
| Apr 13 16:29:54 | 13h 20m | Under Performer | ♥ 1 | Lol, this may be the most innovative "boss battle" I've seen. |
| Apr 13 18:03:56 | 1h 34m | Tatertot Towers | ♥ 0 | Is it really that difficult...? I thought that the story mode waves were quite easy... =/ Well, that's LD for you, I guess. This was fun! I think my main complaint is that I felt like it was optimal to continually gather more resources, which meant I wasn't actually spending much time watching my towers do work, which I feel like is a shame! |
| Apr 13 18:51:05 | 47m 09s | Dilate the time! | ♥ 1 | Not bad, haha. There's not a ton here but for an LD game it's not bad and at least has an interesting spin on the tried-and-true LD platformer. I'm never a fan of higher inertia in my platformers (Mega Man > Super Meat Boy) but that's just personal preference. Do the coins result in a different ending screen or is it just for show? Feels like maybe there's an opportunity there with them being pieces to some key for saving your loved one or whatever, which would incentivize another go at trying a 100% run. (??) |
| Apr 13 20:04:01 | 1h 12m | SUPER 2 Late | ♥ 1 | Hi there! If you'll read the [official rules document](https://ldjam.com/events/ludum-dare/rules), I'd like to point out the following paragraph about 3rd party assets: > You’re free to use 3rd party Artwork/Music/Audio assets, or assets you previously created, but **we ask that you OPT-OUT of the respected voting categories (Graphics, Audio).** You can opt-out of a voting category when you submit your game. This is pretty clear -- please opt-out of both of those categories out of fairness and respect to the other entries! |
| Apr 14 01:40:20 | 5h 36m | 3rd Emu australian war simulator | ♥ 0 | Never has spawn-camping been so effective of a strategy! |
| Apr 14 03:26:02 | 1h 45m | Peace Council | ♥ 1 | Innnnteresting. One unfortunate thing is that the random events aren't really apparent unless you check the entire map every turn. |
| Apr 14 03:40:25 | 14m 23s | Wigglesmith | ♥ 1 | Hello and greetings from the land of reasonably-sized monitors and laptop screens! Please note that a good **[24% of users](https://gs.statcounter.com/screen-resolution-stats/desktop/worldwide) worldwide** have a vertical resolution of 768 or less, making your game window too large to fit on screen at once. That aside, this was pretty hilarious. I was honestly surprised at how much better I got at the game on the second go-around once I sort of got the hand of where the components needed to be released in order to actually make it onto the anvil. |
| Apr 14 04:28:03 | 47m 38s | Boxed In | ♥ 1 | uh.gif Am I doing it right?? |
| Apr 15 03:49:47 | 23h 21m | phon-ey wars | ♥ 0 | Hello and greetings from the land of reasonably-sized monitors and laptop screens! Please note that a good **[30% of users](https://gs.statcounter.com/screen-resolution-stats/desktop/worldwide) worldwide** have a resolution of 1440x900 or less, making your game window too large to fit on screen at once. |
| Apr 18 04:07:40 | 72h 17m | Mad Wizard's Attack | ♥ 1 | Interesting concept! Seems a bit limited as you can only build a fixed number of each resource generator, so there doesn't seem to be a lot of room for strategy there. You had some interesting ideas going on with the "bonus from adjacent buildings", I just wish it was more fully realized; as is I feel like most of the time is spent waiting on passive resource generation (with no way to increase it). Nevertheless, congrats on your game! |