Foon → Ludum Dare Explorer → LD50 → Feedback comment stats → Defrag
Feedback comments for LD50
Defrag's games and stats for all events →
| Timestamp | Since previous | Game | Defrag's comment | |
|---|---|---|---|---|
| Apr 4 12:51:32 | PlantBad CO. | ♥ 1 | I tried three times, and the reactor detonated each time. I only made it to the 3rd robot going on break. I thought I had a good system, but it seems like the different reactors burn at different rates. Anyway, nice work making loss feel inevitable. I've never had more fun hauling fuel to reactors! | |
| Apr 4 12:52:58 | 1m 26s | LightQuest | ♥ 1 | Double check that your Itch.io page is public. I've seen the 404 before due to someone keeping it as a draft. Edit: The link is working now! Nice job getting the core game loop down in just 48 hours. I found the skill floor to be above my abilities, unfortunately. I was able to reliably get the first "optional" clock, but the second "optional" one was too much. The third clock (the first "mandatory" one) over the valley was too difficult, and I gave up after that. Also, I never understood how to use the sword - a quick in-game tutorial would go a long way. I really like "words floating in the background" for sidescrollers like this. |
| Apr 4 13:10:23 | 17m 25s | Smog TD | ♥ 2 | Nice submission Zackavelli! Balancing pollution was an interesting riff on the TD genre. I was torn between increasing defensive firepower and filtering pollution. It was a little hard to know what the optimal move would be without hovering over everything to check the cost efficiency of each option. I like the car models that you worked up, and the sound effects show some time investment as well. -Defrag |
| Apr 4 13:27:58 | 17m 35s | Soul Dilemma | ♥ 2 | Interesting balance between surviving this night versus preparing for future nights. I took me a moment to realize where I was supposed to get the souls, as I kept trying to walk into the buildings. I eventually figured out that I was supposed to click on them to break in. I like the different abilities, but I didn't like that the mana ('old souls') didn't replenish between nights. It felt too expensive to use abilities since I would have to re-earn all those expended souls the next night. |
| Apr 4 13:37:51 | 9m 53s | Hydropy | ♥ 1 | This was a pretty novel entry, and definitely capture the theme. Looking back, I think this is one of those rare games that doesn't need a tutorial. You quickly will learn what to do, and that becomes part of the experience. I didn't feel like I had much player agency, but maybe that was the goal. I did my best to clear trees, but it soon devolved into me just hold the button and waving the mouse around the screen. |
| Apr 4 13:49:18 | 11m 27s | Gomma | ♥ 1 | I thought this packed a lot of world-building in a tiny package. In just a few minutes, I was a little cold farmer trying to keep my giant grubworm happy. The platforming required more precise control that I enjoyed, and I spent a lot of time just trying to nail the landings on the 1-tile wide steps that I had to go up every single time. I think having an easier way to go up would help the player. |
| Apr 4 13:59:50 | 10m 32s | Hex'd | ♥ 2 | Cute platformer with an interesting twist in that you turn into a slime when close to dying. I liked the checkpoint-lives hybrid system. Art was amazing for a 48-hour jam, especially with how tight the gameplay was. Very nice entry. There were a couple physics issues that made me die a couple times in what seemed like a trivial situation, but there is never enough time to QA everything. |
| Apr 4 14:00:21 | 31s | Anonymous VS Death | ♥ 1 | Gamejolt WebGL page doesn't show anything even after giving it 2 minutes to load. |
| Apr 4 14:15:17 | 14m 56s | NAP GUARDIAN | ♥ 2 | Edit: My problem with the tutorial was entirely me - I wasn't perceiving the prices on the background as the actual shop. I thought the dummy on top was the shopkeeper. |
| Apr 4 14:23:33 | 8m 16s | Apartheid | ♥ 1 | I'll echo the comments above: great graphics, nice meta-polish with the menus and language selection. This is a pretty different take on inevitability from what I've seen so far, which is going to help it stand out in peoples' mind. I think this is part of the experience you are going for, but it is uncomfortable being in a situation where there is no way to win. I saw two end conditions, neither of which felt "good". |
| Apr 4 14:31:04 | 7m 31s | Floodgrid | ♥ 1 | This game felt very complete for a 48-hour production. I like the variety of pick-ups available, though I thought some had dubious utility, such as the dash to the border. I wish I could drop those if picked up. One minor request would be to have some kind of indicator which tiles are about to become flooded on the next turn. That might help with tactical decision making. |
| Apr 4 14:43:08 | 12m 04s | MAGICAL JUGGLER EXTRAORDINAIRE | ♥ 1 | Fantastic - best game I've seen so far. I think you nailed almost every aspect. This felt very put together for a 48-hour submission, and the addition of the different achievements was a nice touch. |
| Apr 4 15:09:57 | 26m 49s | Hold It! | ♥ 1 | I had to go fullscreen on itch in order to see everything. Consider adjusting the dimensions there to make it fully visible by default. I figured out the gameplay pretty quickly, so nice work keeping it simple. Finding ways to increase the interesting decisions would help increase the game's legs. |
| Apr 4 15:15:39 | 5m 42s | Betrothed | ♥ 1 | I liked the creative, yet efficient tree creation process you followed to make this. I tried going down a couple wrong turns to see what would happen, and I liked that the game was aware of those wrong decisions. I liked the inner thoughts too. I don't know that I fully understood the ending, however. |
| Apr 4 15:32:44 | 17m 05s | Ant CRISIS | ♥ 2 | I kept getting lost, and I when I finally made a concerted effort to take a collected plant back to the nest, I couldn't figure out what to do with it. I think a little more hand-holding at the start would go a long way. I wasn't sure what the 'inevitable' was. Otherwise, I liked the art and unusual very close topdown perspective! |
| Apr 4 15:36:39 | 3m 55s | Kessler | ♥ 1 | I enjoyed the novel use of moving around on the surface of the Earth. Concur with others about the music grating a bit. Adding a SFX toggle can be a nice quality-of-life inclusion, but it is excusable in a 48-hour jam! |
| Apr 4 15:41:40 | 5m 01s | Delay Dragon | ♥ 1 | Great submission! Use of the fireballs as a dual-purpose ability (delaying the firewall and assisting in movement) was interesting. I had a tough time getting the fireballs to always go in the direction that I wanted, but it was an execution error on my part, not the game. That said, linking the jump command to automatically aim the fireballs down and left might have helped. |
| Apr 4 15:52:53 | 11m 13s | IGNA | ♥ 1 | Great polish on this little guy. I also only saved two people, but I did manage to make it to the rocket. The worms didn't seem to threatening as I found laying mines offensively to be pretty easy. I wish I had a little more feedback from the game upon finishing it. Instead, after the rocket sequence, it just took me right back to the start screen. |
| Apr 4 15:54:24 | 1m 31s | Don't Let the Bookbugs Bite! | ♥ 1 | I don't see any links to play or download this game. |
| Apr 4 15:59:18 | 4m 54s | Track Switching | ♥ 2 | Man, I really wish this had some cool train sounds. Anyway, I immediately grasped the concept, so nice work keeping it simple. It is obvious how this can rapidly ramp up in difficulty. I think remapping the switch inputs to match their order on a keyboard might help. For example, the left most switch should correspond to the left most number (1). |
| Apr 4 16:12:58 | 13m 40s | The Final Day | ♥ 1 | You packed a lot in there in just 48 hours- congrats. I enjoyed the worldbuilding you did, and the game is pretty intuitive. I didn't feel like I had much player agency though. For example, I did not understand why I would select Defense instead of either Attack or Run. Audio was pleasing in a retro manner. |
| Apr 4 16:18:58 | 6m 00s | Soak 'Em Out | ♥ 2 | Spot on for a retro game with the theme. Felt very complete. Nice chiptunes and NES-style graphics. Gameplay was intuitive yet challenging. Nice work! |
| Apr 4 16:30:40 | 11m 42s | 書 shū | ♥ 2 | I can see why this was considered experimental - very first time I've played a calligraphy game. Determining what to do was a little difficult, and I was often confused about why I failed a level. The minimalist musical notes were really rewarding to hear, consequently. I didn't notice the ink supply slowly draining at the top - I suppose that is the thematic connection? I might actually play around with this some more, but I think most people would appreciate a little more hand-holding to figure out why they are or aren't advancing. |
| Apr 4 16:35:51 | 5m 11s | GameJam Tycoon | ♥ 1 | Interesting take on delaying the inevitable - my personal hope is that mental breakdown isn't inevitable with game dev! For the game, I could not draw a connection between what impact the different choices might have on the three currencies. A few more scenarios might also increase replayability. |
| Apr 4 16:45:52 | 10m 01s | Tick Tack | ♥ 1 | Fairly easy game to pickup and understand. I thought I should get a little more advance notice of the teacher's next move. As it was, I just tried to hope that he wouldn't turn around because if so, there was nothing I could do to escape in time. The theme of inevitability didn't come through for me. |
| Apr 4 16:54:55 | 9m 03s | Cyber Revolution 2789 | ♥ 0 | This reminded me of a fun tabletop game called Guillotine. I had to keep checking the notes to see what each item's effect was. However, it generally made sense, although I found the result sometimes wasn't what I was expecting. I do like that the game prevents you from using an item that will have zero result. Unfortunately, I often ended up in situations where I didn't have anything that would save me. Alas, I was unable to further delay the inevitable. Nice core game loop! |
| Apr 4 20:08:40 | 3h 13m | Heaven Fallen | ♥ 1 | I like what this game seems to be aiming for: some kind of tactical reverse tetris where you need to carefully plan out your resources and offensive capability in order cope with an increasing threat from above. However, what I ended up just clicking on a bunch of icons to see what they did. I think the next step for this would be some kind of in-game inspector that presents the player with data on what each block does. The little rockets seemed the most useful, as they actually keep the god tiles from pressing down too far. |
| Apr 5 00:58:23 | 4h 49m | Kitastrophe | ♥ 0 | I don't see any way to play on your submission page. Can you host the game somewhere? |
| Apr 5 01:01:51 | 3m 28s | Delay the inevitable: College Addition | ♥ 1 | Nice job getting smart on game dev, Unity, Itch, and game jams all in one fell swoop. The game needs a little work to be round out the core game loop, but I think I can see where you were headed. Just getting a submission in makes you way ahead of many others. |
| Apr 5 01:54:39 | 52m 48s | Imposter Syndrome Surgeon | ♥ 1 | I like the premise of the game. I would have liked to have seen more ways to fake being a surgeon. Audio was catchy and pixel art was nice. Good work! |
| Apr 5 02:12:06 | 17m 27s | Sorting Algorithm | ♥ 1 | To be honest, I initially thought I was just going to play a few minutes based on the simplistic gameplay. However, I ended up staying for the entire story. Excellent work hooking me into the narrative. It vaguely reminded me over Superhot, albeit with a totally different mechanic. I really liked the twist when I had to sort things that were unrelated, but it still was intuitive. Audio was spot on. |
| Apr 5 23:12:34 | 21h 00m | Reactor Guy | ♥ 1 | I like the minimal handholding for an experience like this. The games weren't intuitive at first, but you designed them in a way that I was quickly able to figure out what to do. After I figured out each game, I tried really hard to beat them as fast as I can, but I still encountered the same endgame. I suppose that is the theme coming through. The graphics, especially the giant reactor core, really helped sell the environment. |
| Apr 5 23:24:59 | 12m 25s | Save The Dinosuars | ♥ 1 | Very cool game. Top marks in the fun category! It feels like you spent a lot of time tuning the upgrades, asteroid size and speed to eke out just the right amount of eustress. It is so satisfying to blow up the last chunk of asteroid right before it hits Earth. The different weapons were cool, although I don't know exactly what each was doing. |
| Apr 5 23:48:06 | 23m 07s | NumberCatch | ♥ 1 | Pretty cool that you were able to work in a leaderboard. The gameplay was interesting for a few minutes, but I wasn't sure what the strategy once was the AI started guessing numbers faster, around the 30-40 second point. Nice technical execution though. |
| Apr 5 23:55:58 | 7m 52s | Alien Recon | ♥ 2 | This is best RTS I've seen in LD50 so far - nice execution. I thought I had a pretty solid defense until the bigger bugs that spawn later arrived. Losing swaths of my wall was crushing and I couldn't recover in time. Good entry! |
| Apr 6 01:43:10 | 1h 47m | Mystery Bomb | ♥ 2 | I escaped the inevitable! Took me quite a few deaths though. I kept falling for some red herrings and trying to follow some hunches that might not have been intentional. Evocative art, especially for a game jam. I thought the music fit the mood too. I thought some sound effects would have gone a long way, such as a floorboard creak while walking to another room, or a rustle as I go through the different books. |
| Apr 6 01:53:55 | 10m 45s | Oort's Escape | ♥ 2 | I enjoyed the premise, but I would have liked to have seen more decision-making for the player, even if it was just between where to place satellites. As it is, I feel like my placement really didn't matter, as the range was generally sufficient to hit rocks coming from any direction. I really wanted the planet to rotate, even just for the aesthetics of watching the continents drift around while I protected millions of people. |
| Apr 6 10:27:43 | 8h 33m | Beyond The Veil | ♥ 3 | Extremely high production values that would rival games with a larger time budget. The voice acting was a standout from other submissions I've seen so far. The gameplay itself seems like it may need a few tweaks as the game state can easily revert right back to the initial starting condition. For example, even after 5 minutes of combat, both myself and the bishop have full health and full stamina. Perhaps max health could drop by 1 for every 10 points of damage received? Or perhaps one/both of us have some kind of third currency that is slowly built up to power some kind of battle-resolving action? |
| Apr 7 02:06:19 | 15h 38m | InevitaBallistics | ♥ 1 | The game's objective became pretty clear as soon as the missile starting flying towards me. I really like it when games can communicate the goal so succinctly, especially in a jam where reviewers may be going through many games in one session. I think understanding what the various pickups (or traps?) do is the biggest challenge. One possible solution would be to dedicate some UI space somewhere to show some text anytime a player picks up something. For example, a banner could scroll something like "Increased speed for 10 seconds", or "Reverse controls for 10 seconds". |
| Apr 8 01:33:13 | 23h 26m | Grim Reaper vs You! Featuring the Narrator! | ♥ 0 | I like the literal take on delaying the most inevitable thing we face. I played through a few decision trees, and I thought some of the conversation arcs were pretty humorous. |
| Apr 20 11:27:25 | 297h 54m | Ludum Dare 50- EXTRA ******** SPECTACULAR!!!!! | ♥ 1 | Memory, with some interesting art and audio. I lost on the 4th level (5x5 grid, I think), and was a bit relieved to not have to keep trying to delay the inevitable loss. The art was creepy, but technically good, especially for just in an afternoon. The zoom out mechanic was thematic at first, but I think it literally went a little too far because I had a harder time clicking on specific cards. Maybe don't zoom out quite as far before returning? |