Foon → Ludum Dare Explorer → LD50 → Feedback comment stats → Meep
Feedback comments for LD50
Meep's games and stats for all events →
| Timestamp | Since previous | Game | Meep's comment | |
|---|---|---|---|---|
| Apr 5 04:10:07 | I'm Not A Robot | ♥ 1 | Managed to get 34 :D Was definitely way more addicting than I expected and even ended up longing for more (e.g., more pictures, other captcha types, etc.). Had a minor issue where I had to zoom out to see one of the captchas, but it didn't detract from it as I just played zoomed out from then on- solid compo game! :) | |
| Apr 5 04:25:56 | 15m 49s | For all the Cheese | ♥ 2 | Loved the art and feel of the game, but also ran into the bug above where the boss totally stopped attacking. I managed to "kill" it in that its health went negative and the bar started filling up in the opposite direction. :P Had a blast with it pre-bug though and would love to give it another go if it gets fixed (or at least know why it happens and how to avoid it). |
| Apr 5 06:42:30 | 2h 16m | Les Aventures de De Lay L'InĂ©vitable! | ♥ 1 | Nice to see other entries made with PICO-8 :D I think the art + lore really added a lot to the experience. My main bit of feedback is around the UI/controls, as the sliders weren't very interpretable (e.g., how does slider position relate to angle?). I think it would add a lot to draw an arrow from the player that rotated or stretched as you moved the sliders to give some rough idea of what direction (and speed) you'll throw the baguette at. I eventually got a feel for it, but having this extra visualization would help overcome that initial hurdle and make the game more accessible. :) |
| Apr 5 08:39:43 | 1h 57m | The Manbutton Project | ♥ 1 | Really creative and polished game! :D The key color feedback for what to hold and let go worked really well and the score board gave it a lot of replay value. :) |
| Apr 5 16:09:33 | 7h 29m | Venting Machine | ♥ 1 | Loved the art style and it reminded me of old flash games I used to play! :D My main feedback is on the mid-air punches and perhaps better telegraphing (or explaining) how they work. I ended up doing one by accident before realizing what the percentage and arrows were referring to- it added extra depth and became much more fun after figuring that out. :) |
| Apr 5 16:31:08 | 21m 35s | Mia's Bear Service | ♥ 1 | Really cute game- Had a lot of fun with it! :D My main feedback is that it was a bit unclear where some of the table hitboxes were, and that the dash felt like it replenished too quickly. I felt I was able to comfortably spam the dash without feeling like I had to manage the resource. Taking advantage of that, it ended up feeling much more relaxing than expected (which is also satisfying in its own way, depending on what you're going for :P)! |
| Apr 5 17:44:11 | 1h 13m | Hungry Hungry Bird | ♥ 1 | Absolutely love the art style and especially the bird's sprites. :D Everything just looked really satisfying. I mostly wish there was a tad bit more to do. For example, some sort of bonus for long streaks/combos, avoiding obstacles/enemies, high score boards, etc., to give each level a lot more replayability. :) |
| Apr 5 18:32:30 | 48m 19s | Protocol Delta | ♥ 1 | boats2.PNG Like you said, the pulse is the way to go and eventually I pretty much exclusively used it. :P The art was simple but really aesthetic and the subtleties (shape, dots, etc.) telegraphed everything really well that how each unit worked was intuitive. I feel the yellow guys being able to hurt other units might make it possible to last forever (or extremely long) as you can hoard them and set off a chain to get a clean slate. Another solid boats entry :D |
| Apr 5 18:45:24 | 12m 54s | Faces of the Beast | ♥ 2 | Fun little matching game :D It started out a little unclear how it would progress but this did a really good job of scaling the difficulty with the choices of face differences. Great work! |
| Apr 5 20:06:50 | 1h 21m | Different Strokes | ♥ 4 | Beautiful take on the theme! Would love to see something like this this get enough critical mass to stick around actively post-LD. :D |
| Apr 7 14:33:23 | 42h 26m | Extremely Exteme Sports | ♥ 2 | Really awesome game! Everything controlled really well and the online multiplayer added a lot of replayability. Can't really ask for much more as a compo game, but perhaps post-LD it would been interesting to let the players interact in some way (e.g., throwing objects, shoving, etc.), but that might be tough to balance around insta-death without feeling a bit too random (and perhaps the more involved netcode). :P |
| Apr 7 17:27:48 | 2h 54m | SkyTimer | ♥ 0 | Really fun entry :D I liked the choice of showing the next target as it became less of a reaction game and more involved quick planning on whether it's best to grab the next going forwards or backwards. skytimer.PNG |
| Apr 7 19:52:01 | 2h 24m | Rise n Time | ♥ 1 | Really fun entry! I love the idea and could see it being a full platforming x rhythm game. :D My main concern is that in all of the current levels it was possible to find a cheesy comfy spot where well-timed jumps in-place (or with slight nudges) could beat it. I'm not sure if that can be addressed with just level design though- it would perhaps need extra mechanics like moving obstacles with a similar period to the clock pattern. Nevertheless, really impressive compo game and got me curious about TIC-80 :) |
| Apr 7 20:14:48 | 22m 47s | Will There Bee Another? | ♥ 2 | Really charming take on the theme :D I think my main feedback is that it felt like there was only one correct route through it, which can feel punishing and like random search without extra context/information ahead of time about what they might prefer to hear. Would be nice to have a tree with alternate routes which converge on a good ending (or even multiple good endings!). That said, it's relatively minor and didn't really detract from the game as it's relatively short- it's a great jam game and this is mostly a sign of wanting more of it :P |
| Apr 7 22:29:01 | 2h 14m | Icebreak | ♥ 1 | Really fun idea- the minimal tactics-ness reminded me a lot of Nitrome's Rust Bucket. As others have pointed out, I do think that enemy predictability is important in games like these- e.g., break ties in the search consistently, or instead use simpler rule-based/heuristic movement even if it leads to a couple of silly decisions in specific scenarios. While it's still possible to get a feel for the randomness and plan over expected values, it adds a lot of extra labbing for the player before they can get into the strategic part of it. That said, I really enjoyed its current state and these nitpicks are really me wanting more of it. :D |
| Apr 7 23:16:26 | 47m 25s | Flooded Caves | ♥ 1 | Really smart take on the theme, and great to see more PICO-8 entries! :D Would be nice to iron out some of the performance issues but it was minor and really didn't detract from playing and enjoying the game in its current state. |
| Apr 8 00:00:56 | 44m 30s | Save Gogo | ♥ 1 | Really fun, albeit morbid take on the theme. :P All packed behind a little animated dog. I think it would've added a lot to have it periodically do random things on screen (e.g., dig up a random object, run around, etc.). It'd create some excuse for people to leave it open to catch these little moments, and have more commitment to feeding Gogo. Nevertheless, rooting for Gogo's survival and like others have said, this would be a really cool concept to flesh out post-LD (e.g., a Discord bot that acts as like a community pet, etc.). :D |
| Apr 11 20:08:38 | 92h 07m | Grapecheese | ♥ 1 | Really cute twin-stick shooter with impressive content for a jam! Really enjoyed the progression and diversity between the boss phases. :D |