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| Timestamp | Since previous | Game | Koolruz's comment | |
|---|---|---|---|---|
| Apr 5 02:03:22 | Aster Defense | ♥ 5 | It might be worth calling out the controls in your description. It took me a little bit to figure out how to interact with the game - I kept clicking the buttons, expecting something to happen when I did, and it took me a minute or two of clicking around to realize that I was supposed to be clicking around the planet to set up my defenses. Even after I discovered the controls, I wasn't really sure how I was supposed to use the missiles or radar - I didn't realize the missiles could only be placed in orbit far from the planet. I did eventually figure that out, but I never seemed to be able to get radar to work. Once I figured out how to play though, I thought the distinction between shields and turrets was very clever! It was cool how the shields were your only reliable protection, but they were consumable items, so you had to strike a balance between burning through all your cash on shields, vs having an unreliable turret defense :) | |
| Apr 5 02:16:45 | 13m 23s | Almost Immortal | ♥ 2 | The art was super cute, and I loved that you had to find a balance between using one attack or the other, or else you'd end up dying. That said, I did some other way that I could interact with the world, because I eventually found myself in a sort of loop where I was kiting the villagers around indefinitely, nudging my meter either direction as necessary. Overall though, I had fun and even though I eventually found an equilibrium, it was definitely interesting to explore the mechanic! |
| Apr 5 02:56:46 | 40m 01s | All Charged Up! | ♥ 0 | I really liked how difficult it was to stay on the course/how tricky the controls were, because it meant that you had room to improve on every lap, as you got a handle on the controls! It really added to the addictiveness of the game for me - I wanted to keep trying to improve my lap time, even though I still need to make dinner 😅 I really wish that there was a ghost of my fastest lap, or even just something in the UI showing me my fastest lap, because I really just wanted to keep shaving seconds off my time. |
| Apr 5 03:48:27 | 51m 41s | Stay Cool | ♥ 1 | I absolutely loved the swagger on the snowman's walk cycle - Great job animating that! :) I did run into a weird situation where I think my next platform was impossible to reach - Even at the apex of my jump, I was unable to get up here: Capture.PNG Despite that, I still really enjoyed playing! The springy jump sound effect was very satisfying, and the music was simple, but really catchy - I'm still humming it to myself now :) |
| Apr 5 03:59:20 | 10m 53s | Ava-launch! | ♥ 4 | First things first, that shredding soundtrack is amazing! I had a hard time on my first day figuring out where the avalanche was going to be coming from, and accidentally built all my ramps on the wrong side of the houses. After that disastrous first day, I think I understood the mechanics, except for how gathering building material worked. I always hit a point where I couldn't build any more, but I didn't see anything on screen telling me why Overall though, this is a solid entry! The soundtrack and the in-character text scroll explaining the controls did a lot to endear the game to me right off the bat :) It made a really good first impression! |
| Apr 5 14:51:38 | 10h 52m | fireme.club | ♥ 1 | I didn't quite understand the mechanics of how attacks worked, but this is really cool and impressive for a jam game - It feels very slick and polished! I *really* like the the asynchronous autobattler idea, and with more of a tutorial, I could see myself coming back to it on my phone! |
| Apr 5 15:16:47 | 25m 09s | Out of blood | ♥ 1 | It was very cool to have a more passive role in combat than a traditional top down shooter - It made things feel more strategic, almost like a light RTS, rather than a top down shooter :) I didn't have a controller that the game picked up, so I was using keyboard and mouse controls. Because my summon abilities were tied to the mouse buttons, I kept expecting to summon things in the direction that my cursor was pointing, rather than in the direction that I was facing walking. If it doesn't upset the balance of the game, I think tweaking the keyboard and mouse controls so that you aim with the mouse would go a long way towards making them feel friendlier Overall though, this takes a familiar formula and turns it into something new! Great job coming up up with the idea! :) |
| Apr 5 15:52:31 | 35m 44s | Wither | ♥ 2 | wither-score.PNG As someone who has killed many a basil plant, the line "Based on a true story" got a good laugh out of me :) I agree with the other commenters that dealing with the bugs was a little bit overwhelming, especially because I didn't realize you needed to pick up bug spray to kill them until the second day! 😅 One thing that was a little bit frustrating was how you could queue the same action multiple times. I would frequently accidentally click on the same plant twice or more, especially as I was learning the controls, and was stuck watching my character water a plant several times in a row. I really like the idea of being able to queue actions, I just wish the queue was a little bit more forgiving of misclicks. Overall though, great job, especially for a solo game that was almost a compo entry! :) |
| Apr 5 16:30:32 | 38m 01s | Very Long Spell | ♥ 0 | This is a very well polished game, really good job! :) I tried a run with all three of the spells, and I felt like Lazzer was definitely stronger than the other two. Fireball was just too slow, where you were still waiting on it to do anything even after the spell went off, and I didn't want to get up in my enemies' faces to use the multishot attack 😅 I really liked how you stretched the theme and made it work for you! I've seen a lot of games so far where the player is forced to delay an inevitable outcome that they don't want to happen, but I haven't seen anything where the *game* is delaying something that the player wants! That inversion was extremely satisfying :) |
| Apr 5 19:03:42 | 2h 33m | STAY | ♥ 1 | end-screen.png Good job on this game! The genre shift between each stage was really neat, and the scanline/CCTV effect that you used really worked well to give the game an interesting visual appeal! I did wish that the last stage had a little bit more going on, because I often found myself waiting between enemy spawns, but aside from that, I had fun from start to finish! |
| Apr 5 19:03:47 | 5s | I Sink Not | ♥ 7 | This game was really relaxing and fun! The whole vibe was great, just sailing your boat with relaxing music and a nice atmosphere. Like other commenters, I also thought that I had managed to game the system with this monstrosity of a boat, but suddenly found myself sinking quickly and had to rethink my strategy. I thought that I had a good system, but then I saw other folks in the comments with scores in the 10,000s, so I guess I have more learning to do! :) boat.PNG I loved how you pan the camera across the boat as it sinks to the bottom of the ocean, that was a really nice touch! |
| Apr 5 19:35:01 | 31m 14s | RESET | ♥ 2 | This was an interesting game! I *think* that I found all the easter eggs and jokes that you scattered around (there were a lot of them!), but by the third loop, the humor made for a weird juxtaposition with the dark plot. Once it became obvious that things weren't going to get better, I was expecting the environmental jokes to change to match that new tone, and it felt strange when they didn't. One thing that felt strange to me about the art was that the pixel scale on the sprite art didn't match between different assets, which made things feel inconsistent/less cohesive, and detracted from the retro sprite art vibe. That said, I didn't even realize that the main character was a 3D model until other commenters pointed it out - The shader/post processing effect that you used there really worked for me! It reminded me a lot of old point and click adventure games - Great job on that! Overall, good job on the game! :) Hopefully the my nitpicks don't sound harsh or discouraging, because they *are* nitpicks! |
| Apr 5 19:53:57 | 18m 56s | Wizard Hunt | ♥ 1 | Chiming in as part of the "I wanted to go into the doors" crew :) One slight criticism is that aiming felt strange to me because the way your arrows interacted with the scrolling of the stage. It may very well be lack of skill on my part, but I never quite got a handle on where I was supposed to aim to make my arrow go where I wanted, and resorted to just shooting half a dozen arrows near whatever I was aiming at, and hoping that one of them would hit. Overall though, nice job! :) |
| Apr 5 20:53:37 | 59m 40s | Foster The Beeples | ♥ 3 | The audio is perfect for this game - The music is relaxing to listen to for extended periods of time, the little sounds that the beeples make are too cute, and it breaks my heart to hear them sneeze/cough when they get sick! Absolutely great job on that! The beeples themselves were also really cute - I still have the game running while I'm typing this up because I feel bad abandoning Gus! :( The main point of friction that I had was figuring out the controls - I didn't discover the shop/upgrades menu for awhile, and the distinction between the shop and upgrades felt strange to me, because you're making purchases in both places. I also ran into a few visual bugs, where my beeple's displayed state didn't match what they were doing, like this time when my beeple was apparently sleepwalking beeple.PNG One art recommendation that I have is to use a consistent pixel size for your sprites, because it can help to make things feel a lot more cohesively tied together Overall, this was incredibly cute and relaxing, and a really nice way to wind down after playing a bunch of LD games this afternoon! :) Great job, especially for a second LD game! |
| Apr 5 21:15:06 | 21m 29s | Did I Just Poop Myself by the Produce Section | ♥ 2 | This is the first Ludum Dare game to get me to genuinely laugh out loud - The combat dialogs just really worked for me! The eggs guy was hilarious, as was the end boss who I don't want to spoil to anyone reading the comments. I can't believe I'm saying this about a game based around poop jokes, but great job on the writing! |
| Apr 5 22:49:30 | 1h 34m | 9 Turns to Launch | ♥ 1 | This was a very cool puzzle game, but I wish that there was a way to change the camera angle/hide the UI while playing. For example, during this puzzle, there was a tank hidden behind the turn counter, that I couldn't see until it killed my unit hidden-tank.PNG I also had a harder time grokking each puzzle than I should have, because the bazooka and infantry units both looked so similar from a distance - I was never sure which one I or my enemies had :( That said, I really loved the design of these puzzles, and had fun playing! Despite my difficulties with the camera, this was a really clever and fun game! Good job! |
| Apr 5 23:08:10 | 18m 40s | Sisyphus - The Game | ♥ 2 | This is a really good execution of the theme, and I love the art style! The hill looked amazing, peppered with objects! The one place that I think the art style ran into issues was readability - I had a somewhat hard time figuring out exactly what the collision was for each object, and I had a really hard time reading a lot of the text. I was also really disappointed that if the ball got stuck, it counted as a loss - I was building a maze to try and get the ball stuck as often as possible, so when that ended up costing me the game, it was really disappointing. Nitpicks aside, the game was unlike anything I've seen before, looks great, and it fits the theme perfectly - Great job! |
| Apr 5 23:31:11 | 23m 01s | Time, Commander? | ♥ 2 | The time rewind mechanic is a genius way to make a slower, more methodical game - On my first death, I was really not looking forward to replaying the entire level, but when I got to just rewind time, it was so easy to say, "Okay, well, I'll take one more try at this!" It also made each level feel like a little puzzle to solve. Great job! In terms of constructive critique, I did have a little bit of trouble figuring out the aiming controls at first - I eventually got a handle on them, but the fact that I had to click in order to aim made it feel like I would aim towards what I clicked on, rather than towards my mouse cursor. This made a difference when I was driving past a tank and trying to aim at it - My first instinct would be to click on the tank, but because I was moving that angle quickly became incorrect. I also think I ran into a bug - On level 3, this tank just popped out of the wall and killed me before I could react tank-in-the-wall.gif That aside, I still really liked the novelty of this game, and how smartly you approached building a slower-paced, tactical experience. Great job! Capture.PNG |
| Apr 6 00:06:39 | 35m 28s | overRUN | ♥ 1 | The sound design is really solid, and moving troops around felt very good - Unfortunately, I'm absolutely awful at RTSes, so I could only save one person before getting into a no-win situation where zombies swarmed the dock and I was unable to bring any more troops in. This sounds really weird to say, but I wish there was a failure state to the game, because my only choice at that point was to hit refresh and try again no-win.PNG Overall though, well done making an RTS in 72 hours! That's really impressive! |
| Apr 6 00:24:20 | 17m 41s | Male Pattern Boldness | ♥ 1 | That ending also made *me* laugh! It was completely unexpected, but also made perfect sense, given what we knew about this character. I really enjoyed this game, even though the keyboard controls were *really* hard! It felt a lot like a WarioWare game in terms of humor/aesthetics, which I really dug! I really liked the facial expressions that the character made after each level, they were very charming. The only real complaint that I have is that you couldn't readjust anything after placing it on your head - I had to replay the last level a few times because the wind kept blowing everything to one side of the head or the other, but not knocking it off, so I would end with very poor coverage, and it felt like there was nothing I could do about it. Overall though, great job! |
| Apr 6 02:31:05 | 2h 06m | Make a Manga Series but It's a Fishing Game | ♥ 1 | I managed to last until week 17! I liked that the well of ideas slowly ran dry the longer your series went on, and I just generally thought the fishing mechanic was pretty fun on its own :) I fell into a really satisfying loop where I had enough fish in my backlog that I could use a bunch at the beginning of the day to get my ratings up, and then spend the rest of my time fishing, and it was really relaxing! |
| Apr 21 01:01:55 | 358h 30m | Volcano Crisis | ♥ 1 | I really enjoyed this game! It took me a few turns to figure out exactly how things worked, but once I did, I really liked how you abstracted the concept down to a clean and simple mechanical execution! My one piece of feedback is that it might have been nice to have turns progress a little bit faster near the end of the game, because you naturally had fewer actions you could take at that point, but I was never bored by the pacing - In fact, I ended up replaying the game a second time to get a perfect run, and I was thoroughly engaged throughout :) lava.PNG |
| Apr 22 00:47:27 | 23h 45m | Kiwis Can't Fly | ♥ 1 | This was incredible - I don't have anything else to say |