Foon → Ludum Dare Explorer → LD50 → Feedback comment stats → Vladadamm

Vladadamm

Feedback comments for LD50

← LD49   LD51 →

Vladadamm's games and stats for all events →

TimestampSince previousGameVladadamm's comment
Apr 3 20:22:47 Cursed Unicorn ♥ 2 It's a fun game, I liked the short narrative intro, the graphics and the overall mood. As for the downsides, the audio side feels a bit empty with only few sfx and it would have been nice to have a small music loop or some ambient sounds. The balance felt quite off as the Faster Attack upgrade is kinda always a better option compared to the Heal. Also, as the difficulty curve comes at a stop after 5-6mins while our character still levels up, after a bit of time I got to the point where I couldn't lose anymore as I was killing enemies faster than they were spawning, delaying the death of the unicorn undefinitely. I'll just assume that after a long time, baby unicorn would become big and we wouldn't be able to hold it anymore, it'd end up wandering away from us and ultimately die from the spirits, so its death is still unevitable. Still a solid compo entry overall.
Apr 3 22:15:54 1h 53m Don't Touch It! ♥ 1 It's a fun idea (at least if we forget the current situation). The graphics and animation is rather impressive for a compo game. One thing I feel could have been improved are the texts as it lacks a bit in variety once you've played once or twice already.
Apr 4 01:41:58 3h 26m last summit ♥ 1 The limited moves mechanic was an interesting idea and the game overall was quite well executed. I liked the title screen a lot, simple but great for teaching the controls. The overall game feel is nice for a compo game and I was a bit surprised by the rather big number of levels. As to the downsides, the power-ups weren't intuitive at first and I initially thought they were enemies/obstacles due to them having a red border with sort of 'hair', just like the red rectangle obstacles. I think that some color coding could have increased the game's readibility, with a color being used for all things bad/that kills and another color for the character and everything 'good' (flag, powerups) rather than have everything red. That way each element would pop out more to the eye.
Apr 4 03:08:19 1h 26m Find, Fling, Repeat ♥ 1 Rather simple mechanics but they all work together and fit very well with the theme. The art style while minimalist looks good and the 'blinking star' animation on the background was a nice touch. The game overall feels well polished for a compo game, and the main menu is a perfect example of that with lots of details (animated buttons, the asteroids, black hole & character doing their thing on the sides) making it very lively. As to the less good stuff, I've found a potential exploit as in you can push the asteroids away by rushing into them (not sure that was intended). Also, the sound effects felt a bit too loud, especially compared to the music.
Apr 9 16:27:34 133h 19m Before Impact: Meteor Fantasy ♥ 3 *(tested on [stream](https://www.twitch.tv/videos/1450111897) yesterday)* An impressive game in terms of content with a rather big map, quite a lot of upgrades/weapons, enemies, the altars, spots with greater enemies, etc... The graphics are nice with a consistent art style and a lot of assets produced there, the music and sfx all work well and the music change upon the meteor coming closer adds a lot of tension near the end. The end cinematic was nice too. The game feel is good too. It's really a great game overall, so most of the 'bad' things I'll point out will be nitpicking and things that are more if you want to continue the game after the jam. First thing was that it might not have been clear enough in game that you are limited to 3 weapons & accessories and that info could have maybe been conveyed on the level up screen. Second is that I felt it lacked some kind of really dangerous enemies with a different behaviour, some kind of miniboss. I think the fanatics could have been used as that, as they are supposed to be the main enemy from the story, rather than being weak enemies that get one shotted.
Apr 9 22:17:52 5h 50m Under Siege ♥ 2 *(tested on [stream](https://www.twitch.tv/videos/1450111897) yesterday)* It's a good minimalist strategy game, simple but it works well. The balance was surprisingly good for a jam game, online leaderboards were also a nice addition as it encourages replayability and finding an optimal strategy. The art style works well with the simplified strategy gameplay, and the music is pretty chill. There's also a good gamefeel and level of polish overall with the necessary feedback (audio, screenshake, etc...). For the downsides, there's a bug where you keep your last run's resources/units upon restarting, as well as the "Make Settlement Button" not enabling itself once we reach the 80 wood needed (requiring us to unselect then reselect the area to do it). The whole right side of the UI doesn't have use outside of the tutorial leaving quite an empty space. Gameplay wise, my biggest gripe was that we lack of a good overview on the units in the game, how many units are there in each settlement, how many units are being queued in the castle, etc... and having to select each area one at a time to get those important infos.
Apr 11 12:33:30 38h 15m One Percent Left ♥ 0 I'll start out with the good things. There's a lot of work on the graphics and it shows. The main mechanic of the charging cable was a good idea and the level design showcase several uses of it. Now, for the negative, the biggest issues are by far linked to that main mechanic. First thing, is that the game is hard mostly due to the controls. They could gain a lot from being simplified, as it is not really intuitive at all to have 2 buttons to do a single action (plug the cable) as well as some auto aim if you're in range of an electrical socket. There's also some bugs and things that are unclear with the charging mechanic. There's times where the cable would somehow seem to be linked to a far away socket? and also times where you're plugged yet you're still losing battery (and die).
Apr 11 13:05:19 31m 49s The Endless Night ♥ 1 An impressively polished game, right from the menus that are already well detailed & animated. The graphics are beautiful, with quite a lot of details in the town, some nice animations (love the concert ones). The music is also good and goes together with the graphics in setting up a great mood. The gameplay has enough complexity with a lot of different elements and mechanics (hunters, priests, graveyard, concert) in addition to the main 'delay the night' mechanic. The biggest issue I had with the game though was that it can be unclear sometimes of why you lose, as I sometimes lose while having neither of the night/manor bar nor the light/guards bar full. I don't know if it's due to some bug or if there's a hidden night timer. Another smaller issue is that the manor doesn't stand out enough from the other town buildings, it could use in looking more sinister/darker so it can be instantly spotted.
Apr 20 02:25:07 205h 19m Super Mowser Bros ♥ 1 *(tested on [Stream](https://www.twitch.tv/Vladadamm) 2 days ago )* A well polished jam entry with a great reversed parodic take on Mario. The graphics are great, the music & sound works well (though the music loop is a bit too short & can get repetitive), the mechanic and core gameplay feel quite complete with just enough complexity. There were a few bugs (the nodes being out of reach and the "In Progress" destroyed sprite) & a lack of difficulty curve that were fixed in the post-jam version though. Regarding the post-jam version, the addition of the difficulty curve was welcomed, though it could still be improved imo as right now it feels like there is not much danger in the first 10 minutes as you'd win time while Bario is still slow and then the tension would only pick up in the last minutes. That aside, the biggest area of improvement left is the UX as a whole. Some info is missing right now (koopas being better builders, turtles better fighters, etc...), the drag'n'drop feels a bit slow and the process of building things could use to be simplified (UI/UX wise). It's also a bit hard to keep track of Bario's progression while he isn't on the same screen as us.
Apr 20 03:55:18 1h 30m Loop ♥ 1 *(tested on [Stream](https://www.twitch.tv/Vladadamm) 2 days ago )* A minimalist game with a single basic mechanic and simple graphics but that works pretty well overall and is very addictive. I liked the music loop a lot, though a small issue with it is that it doesn't loop perfectlym the s;qll sfx on the direction change was subtle, just audible enough to notice it if you pay attention but not loud enough to annoy you (that could have been an issue as you need to spam a lot). I think I had only 59 or something like that during stream. I improved it a bit after 2-3 runs today, and with the current leaderboards high score not far, I had to try and take it. Managed to do 88. Then, I read the comments and saw that the leaderboards had been wiped and there was a 91 at some point. So I had to tryhard a bit more and here's a new record. LoopRecord.png @peringo Sorry, but your team has a new record to beat @geckoo1337 Regarding the WebGL & Leaderboards issue, I also had issues on my LD46 game and it was due to the way I was making requests to the server. If you're using HttpClient ('normal' c# way to do http requests) it won't work in WebGL, and you have to use UnityWebRequests instead. Don't know if that's what's causing the issue in your case though.
Apr 20 08:29:04 4h 33m Secret Mission: Datastorm ♥ 1 *(tested on [Stream](https://www.twitch.tv/Vladadamm) 3 days ago )* It's always interesting to see entries with games done without an engine. I like the neon vectorial graphics, it's simple but it works well. The overall idea of mixing a racing game with shmup and bullet hell is good and has potential, though I feel like in the current state there are too many game mechanics mixed at once as you've got 2 different movement mechanics mixed together (classic car controls & move in the square controls) + the chasing that forces you to focus on movement and go fast. Add to that bullet hell mechanics where you need to dodge stuff in addition to staying on the track and shmup mechanics where you destroy the turrets (which also cancels the bullet hell stuff if there's nothing to shoot bullets anymore) with different weapons and a 'Turbo' gauge to fill to have a bit of bonus. This not only makes it that there's too many things to manage at the same time for the player, but also that some of the mechanics feel a bit lackluster. There's still quite a lot of work put in that entry, just to implement all of these, etc... all this with no engine to help. So, gg for that.
Apr 21 16:42:34 32h 13m Inevitabone ♥ 1 Reminds me quite a bit of Undertale's boss fights with the playable area in a small rectangle while the 'boss' is looking at us from above. It was a nice idea to have the death taunt us which added quite a lot to the narration, and the use of UI was great. The progression in difficulty is nice with different kinds of obstacles and patterns, and the music that was handcrafted to match the level design works quite well overall. The controls could need some improvement, as movement is quite floaty with too much inertia and we can't control how high we jump, which aren't good for a game where we need to make precise movement and react fast to dodge things. On another point, I felt like the score didn't bring much as nothing seems to improve score except how long we last. It being displayed in the playing area felt a bit weird and not the most readable as it could hide a bit of gameplay. I think it would have been better located next to the Health bar below the playng area.
Apr 21 16:57:29 14m 55s Smog ♥ 1 It was short (though it's a bit normal in compo), but everything feels really well put together. The art is minimal but still shows everything needed, the story is short but complete with the narration giving us enough info to understand the story. The audio side was very minimal but still matched the story. Overall, great job on the narrative aspect of the game. As to the downsides, it lacked a bit in interactive parts so the QTE part at the end felt a bit out of place (imo, either more interactive parts would have been needed but hard to do in 48h, or it should have been fully cinematic). There were also some visual glitches on camera transitions (iirc, mainly while going up/down between the house and bunker).
Apr 21 17:55:05 57m 36s Age of Chips ♥ 1 I was really surprised to see a full blown RTS attempt in a jam with every major mechanic of a RTS there. Resources, Buildings, Upgrades, Unit management, Pathfinding, etc... A RTS is one of the most complex genres as there are a lot of necessary systems and it's impressive to see you managed to do all those in 2 days. The art side worked quite well, with the UI looking good overall and quite a lot of models (the bases, different units, rocks & resources). However, as the game is way too ambitious for a jam format, there are definite issues. First, the pace and balance of the game in the jam version were very off, with everything being too slow, the resources too limited, etc... Also, some features were lacking such as minimap or audio, and a lot of minor UX things. The lack of a real AI for the enemy also removes a great part of the fun.