Foon → Ludum Dare Explorer → LD50 → Feedback comment stats → joe40001
Feedback comments for LD50
joe40001's games and stats for all events →
| Timestamp | Since previous | Game | joe40001's comment | |
|---|---|---|---|---|
| Apr 18 04:16:47 | Moonshot | ♥ 2 | My feedback: I'd increase text display rate by 20-60%, maybe slightly quiet the volume of the text bleeps. But otherwise a good and well balanced game. Obviously it's bleak and so the part of me who wants to 100% it and have fun wasn't fully satisfied, but I appreciated it for what it was. And it was pretty well balanced for a "dodge random objects" game. Those are often way too easy or too hard. | |
| Apr 18 04:21:08 | 4m 21s | Super Mowser Bros | ♥ 2 | Web build is too laggy for me to play. |
| Apr 18 04:24:59 | 3m 51s | Keep Up | ♥ 1 | Very rarely has janky text and basic assets felt like a deliberate art style, but in this game it does. I shouldn't like this game as much as I do, lol. It's a bummer I can't vote on mood, because I think you did a great job with mood. |
| Apr 18 04:36:18 | 11m 19s | Swords & Feelings | ♥ 1 | I really liked it. Bummer there is 0 audio. Even quick bleeps and bloops might have helped. But everything else about it is so polished I understand why there wasn't time. Art was great, the feel was great, and just having that card in your deck from the beginning was great. While it was a bit easy, I think that fits the feel of the game being inspirational. Really well done, this is one of my favorites. |
| Apr 18 04:53:36 | 17m 18s | Block or Bust | ♥ 1 | Really good, really funny, awesome game. Only feedback is it would be nice to have an easy way to quit from the pause menu. Otherwise loved it, so impressive you could get something this big done in such short time. Kinda perfect for this theme. |
| Apr 18 04:56:11 | 2m 35s | Lumber Tracks | ♥ 0 | Unfortunately too laggy for me to play online. |
| Apr 18 06:03:27 | 1h 07m | Bar Up! | ♥ 0 | Good effort, but unfinished. The gui/art is alright. |
| Apr 18 06:07:07 | 3m 40s | The Oscar Slapdown | ♥ 0 | Runs very laggy for me, not much to the game. I like the art though. |
| Apr 18 06:12:19 | 5m 12s | Bleed | ♥ 1 | Interesting music, kinda unsettling. The sword's range wasn't very clear, so it was hard to attack enemies. It ended up being easier just running to the end. I like the mini-map though, and the art was nice. |
| Apr 18 06:23:54 | 11m 35s | Belecint | ♥ 2 | It was a bit laggy on my computer, also there really is no downsied to spam clicking. Still, liked the art and design. Fun little clicker game. (I got to 49) |
| Apr 18 06:32:17 | 8m 23s | Let's Do Alien Taxes! | ♥ 1 | Fun idea. Some parts were a bit unclear, but I eventually solved it. As others said, music doesn't loop. Good job. High marks for humor/innovation. |
| Apr 18 06:45:10 | 12m 53s | Degrowth | ♥ 0 | Interesting idea, I gave it three attempts but the mechanics are not clear. You should likely add an instruction page. Even if it's meant to be a puzzler, having some sense of what the icons mean would help. I kinda get what the drill icon means, I understand what creates/consumes power, but it's unclear how this affects the people who live there, and what makes people leave. |
| Apr 18 09:31:51 | 2h 46m | Taxapocalypse | ♥ 1 | Got 122 years. Was very very laggy on chrome but ran great on firefox. Fun idea. |
| Apr 18 11:08:28 | 1h 36m | Embers | ♥ 1 | As a tech demo it is cool. The tile flip is nice and the whole thing is pretty smooth. I could see this tech integrating nicely into an indie civ or board game type game. Well polished, but gameplay-wise a little lite. Still, really cool to play around with. |
| Apr 19 03:14:35 | 16h 06m | Closure | ♥ 1 | Well made. Bleak without being shallow. Unfortunately relatable. |
| Apr 19 03:24:18 | 9m 43s | Trouve ta voie | ♥ 1 | Good take on the theme, I liked 3 different options for handicap. |
| Apr 19 03:29:45 | 5m 27s | Ten Steps of Life | ♥ 1 | Welp the LD version is indeed astonishingly incomplete. lol. Still appreciate the idea/effort. |
| Apr 19 03:48:53 | 19m 08s | Stay Cool | ♥ 0 | I made it to 70 seconds and 20 coins. Fun little game, liked the art on the snowman. |
| Apr 19 03:53:01 | 4m 08s | Hummingbird | ♥ 1 | Got to 11. I liked the ending game over effect a lot. Nice little game. |
| Apr 19 04:04:11 | 11m 10s | Ludare OS | ♥ 1 | Art was nice, the button mappings weren't that intuitive though. Impressive accomplishment as a project though. |
| Apr 19 05:04:40 | 1h 00m | Coming for you | ♥ 1 | Got to the end. Interesting idea. A little frustrating but the easiness balances that out well. |
| Apr 19 05:47:49 | 43m 09s | Color Cage | ♥ 1 | Nice concept, kinda a bummer there is no secret ending for escaping into space. Clean and polished feel though. |
| Apr 19 23:00:29 | 17h 12m | Lazer Bean | ♥ 1 | My scores: 11, 21, 52, 54, 1:39 Really nice art, the game was a little frustrating but I think that's by design. Good feeling gameplay. I will say losing the gun when you jumped made jumping seem like a bad idea, also it's possible to lose the gun at a higher level than you are at, which kinda dooms you. Still very well done though. |
| Apr 19 23:18:05 | 17m 36s | Flupye Ranch | ♥ 1 | Interesting game, I think I spawned a log on myself and the game froze. Got to 22k, just fortifying like crazy seems to be an effective strat. |
| Apr 20 00:00:07 | 42m 02s | Before The Bang | ♥ 1 | Dang I was really hoping for a special ending for getting 100%. It's a sign of a good game that I kept playing until I got 100%. Which was pretty hard for me because I'm playing alone (and on a trackpad, lol). Still good game feel, great difficulty curve. |
| Apr 20 00:14:54 | 14m 47s | Death Or Taxes | ♥ 1 | Good game, made it to the end a few different ways. My mother is not proud of my choices... |
| Apr 21 04:43:59 | 28h 29m | Wigglesmith | ♥ 1 | Screenshot (31).png I did it! Tips for those who are stuck: **SPOILERS** > The hitbox check is delayed by like half a second, release such that your hand will be in the right spot in like half a second. Also, for me, just doing a lot of wrong ones was quicker/more effective than trying to do the right one. Also a windmill motion seemed to help me build junk weapons quick. 😄 The hitbox wonkyness could use improvement, and also the win screen could be more clear and say "you win" or something above it. I liked the idea and the art though. Good job! |
| Apr 21 10:48:41 | 6h 04m | Protocol Delta | ♥ 1 | Screenshot (33).png Hey, boats. Your game was awesome as usual. After many hours of playing and attempts to get above 11 min (I got a low 10 pretty early), I do have a few bits of feedback that I think would help things: 1. Add some very subtle audio cue for when your power is out and another when your power is full, I can't tell you how many times I died from thinking I had more power than I did. And there isn't time to check the bottom when things get crazy. 2. Add invincibility frames. Even if it's like 0.1 seconds. Several rounds were 100%->0% health in a microsecond. Which was more frustrating than fun. 3. I lost track of my ship a couple times. I really really really like the aesthetic but if there was some way to make the ship stand out more so it doesn't get lost. That would be awesome. 4. Maybe add a pause. I know maybe people might cheese it some, but while the 10 min grind was fun, I couldn't pause to adjust my position. This one is more optional, I understand it's part of the challenge maybe. But I think these kinds of fun arcade games often have them, so it would be nice. 5. Minor thing, but maybe from pause you can exit to menu or quit. I had to alt-tab out, which is a common thing, but yeah no harm in adding that. But don't get me wrong, I played for hours because it was fun/awesome (and because I wanted a higher spot on the leaderboard :P ) Awesome job, such a well polished and fun experience. |
| Apr 21 11:25:41 | 37m 00s | Bitboy | ♥ 1 | Good game. Genuinely unnerving. I'm glad there wasn't a jumpscare. Great atmosphere. A way to speed up the text would be nice. I believe I made it to the true end... I think. |
| Apr 21 11:57:27 | 31m 46s | The Great Flood | ♥ 1 | Good puzzle game. Nice feel. Not that challenging. (I finished it) I will say it does let you get on 2 boxes and go back and forth into the sky. Not sure if this is intentional. Good job. :) |
| Apr 21 12:34:58 | 37m 31s | Giraffe o'Clock | ♥ 2 | I was able to beat it on hard, but the DDR segments were not my cup of tea. Still impressive effort and large game for a jam. Good art and feel, well done. |
| Apr 21 14:00:24 | 1h 25m | Mr. Second | ♥ 2 | Screenshot (34).png I made it to the end. I'd like to give some feedback though. First know it's an impressive effort with good art/music, but honestly the gameplay was quite unpleasant. I feel like this game really really needed some playtesting or just a more clear vision from the beginning because it feels like a already a bit slippery precision platformer with a mechanic put on top of it that just gets in the way of the gameplay. Most levels the time mechanic is just something that will kill you because it grabbed you mid jump. Or it swaps your position but half carries your momentum so you hit spikes or several other things. It's very frustrating to play. If you have a game like this I think it's super important to decide what you are trying to do. Is it a puzzle game? If so most of the gameplay experience should not be accidental deaths. If it's a puzzle game the switches should not extend a platform for half a second. These platforms seemed designed to troll you into jumping just to retreat before you can get there because it's not a super responsive platforming system. I see no reason these were designed this way. If this game is meant to not be mainly a puzzle but instead a platformer then you need a good feel for the mechanic such that it enhances the platforming rather than impedes it. When you make a unique mechanic you should ask "what makes this fun?" and then design the levels around that. Most of the levels felt very haphazard. Multiple levels were beatable as just one of 2 instances of the bird. The whipping back and forth camera felt jarring. Maybe if it was a longer amount of time you stayed on each version, or maybe if it was a shorter amount of time but they were both on the same screen at all times. The way it is felt like you were being yanked back and forth and there wasn't time, and as you got impatient the temptation was to try to do 3 jumps when you should only do 2, which usually lead to switching in mid air which was basically a death sentence. When it comes to this main mechanic though, in jest I will quote the words of Jeff Goldblum of Jurassic Park: "You were so preoccupied with whether you could, you didn't stop to think if you should." It's an interesting idea for a mechanic, but you really need to design the levels around it. It's not enough to come up with some strange mechanic, you need it to serve the game in some way. Playtest, playtest, playtest. 9 levels is a lot, particularly if it's just 1 developer. 5 or even 3 really tight levels that fully used the mechanic would have been much better. A good game design tips video I saw once said "follow the fun". If you really wanted to make this specific mechanic into a game you should think about what makes it fun and really really design around that. Brainstorm why you are making this mechanic, and design the gameplay around that. I only write all this because you all seem like talented people, but the end result was less pleasant than a lot of games I see made with basic assets and little polish. When making a game, the game comes first. Figure out the feel you are trying to make and what makes it fun, and build from there. This game IMO just does not work mechanically. It's biggest feature doesn't really add anything and makes the platforming a lot more frustrating and inconsistent. Other notes: If platforms work as switches, just having the most basic "click" noise really helps. And/or you can have the platform get slightly bright or different in color. I know you mention in the intro that they are switches, but still, a little audio/visual feedback goes a long way. Hope you don't mind my rambling feedback, hopefully some of it is helpful. I write it because there seems to be a lot of talent on your team, which is why it's so important to not forget the game design fundamentals. |