Foon → Ludum Dare Explorer → LD51 → Feedback comment stats → leorid
Feedback comments for LD51
leorid's games and stats for all events →
| Timestamp | Since previous | Game | leorid's comment | |
|---|---|---|---|---|
| Oct 4 13:43:24 | Timeslime | ♥ 1 | Very nice particle effects and thus impact to hits. Tune was minimal just like the overall graphics and very fitting. Only thing I would do, would be to highlight the top bar at the beginning, as well as when inputs are added because I was very confused in the first round and only understood what's happening in the second one. Third one was the first round where I didn't mash buttons to evade, but strategically planned my moves. Still, once you understand it, it's interesting which inputs you add when, but it always ends with the player running into a bullet because of previous inputs. A delete functionality would be interesting maybe. | |
| Oct 4 18:09:04 | 4h 25m | Dichotomy | ♥ 2 | I rage quit the game before because of the swinging knives. (I didn't read the description and didn't know about the slow-mo ability) Having some controls listed in the game and some in the description is quite confusing, it should be one or the other or full controls listed in both. The game is based on trial and error quite a lot. Controlling the swinging knifes (slow mo) during jumping through the levels is ok but other mechanics could serve a similiar purpose while not being based on reaction time (pressing Slow Mo Button too soon or too late and the cube dies). A UI display for when an ability is ready would be very handy. Other than that, the visuals and audio are cool and fit well together. I had no bugs other than distorted bridge models. Edit: Even with the slow-mo ability I quit again. Not enough patience. |
| Oct 4 19:16:31 | 1h 07m | Ticktock Tactics | ♥ 2 | I think a possible solution to the problem @kavehes mentiond would be to have two clocks, one only for movement one only for attacks. This way you have some room to move your units forward, attack and then backwards again. Or to have one-shot units which will die after a few rounds. So when it's their final round, it doesn't really matter where they are placed. Also the AI was very preditable, always searching for the lower most unit closest to their banner, this way it was easy to make them attack a unit with high health. But overall, I played this quite a while and had a lot of fun with it. Is it endless? Or how many levels are there? I think I played this for more than 40min. xD |
| Oct 4 21:51:25 | 2h 34m | Void Timeline | ♥ 3 | Wow what a game. Made it to encounter 7 on my second try. Is it endless? (otherwise I think I died at the boss battle) Made it a few rounds while also repairing my ship every now and then, at round Nr5 I discovered that energy also stays between fights - but at that point, it was probably too late. Played it for about 30min I think - which is quite long to start over, so yea, a checkpoint for "long" games is always a good idea. (or player lives, would also work, anything that makes it a bit more forgiving) Still had a lot of fun with your entry, it's great and has a wonderful, innovative puzzle-combat-system. (as well as cool graphics and sound) Thanks for making this game, it's amazing. :) |
| Oct 5 00:55:23 | 3h 03m | Reboot | ♥ 1 | Innovative concept but too hard. One floor less would probably help more people finishing the game, I barely managed to get to the top most floor (I hope it's the last one, with 3 boxes at the corners to press at the same time?) - but didn't mange it often enough to press all 3. The later cursors have to deal with all the movements of the previous ones which makes it harder - but you also have to get further up so double difficulty. If upper buttons would open new things in lower floors this would counteract the doubled difficulty curve. Or giving old cursors a different shape and way more transparency, so it's less distracting from the main cursor. That said, it was quite fun and had cool old school vibes. |
| Oct 5 02:19:08 | 1h 23m | Crazy Ball | ♥ 4 | Addicting .. I lost all sense of time while playing, slowly improving my score up to ~50 points on a consitent level. But it felt quite unfair and based on RNG as those purple balls are way way better than the normal ones and when you get a few of them, you survive way more - the item that makes the paddle larger is acutally a debuff, as if the game wasn't hard enough already. xD And yea, there are some unsolveable situations where you have to get hit to reach the ball. And the wall is sometimes reflecting the ball in strange ways. Still, I played it seemingly forever and was never annoyed by the music, visuals or controls. So despite all my critique, I think it's a well made game. ^^ |
| Oct 5 02:50:54 | 31m 46s | SENSATIONS | ♥ 3 | Very interesting shader, well done. |
| Oct 5 21:50:02 | 18h 59m | Holospecter | ♥ 1 | Very cool game, but I didn't make it to the end, so probably a bit frustrating too with the waiting mechanic in some spots. Still liked it tho, very cute Artwork. Regenerating air could be way faster than losing it (without violating the theme). This might help the pacing. ^^ |
| Oct 6 01:39:34 | 3h 49m | Eldritch Eaters | ♥ 1 | Game didn't end when one was eaten, got the other three to the door, the monster AI was quite unpredictable and I wasn't sure if it would fit between the small 1x1 openings? But quite fun and for some reason intuitive - I think because it had few elements, so it was easy to understand which does what. Only thing I'd wish for would be a button to undo wrong moves. Also the guy that got eaten was still around, I walked over his shadow but I couldn't revive him. This might be an interesting mechanic (reviving). |
| Oct 6 01:47:44 | 8m 10s | Disarm it | ♥ 2 | @gordienkogames Could you explain how this works? I only get info panels when clicking on things, even the bomb and it ultimately explodes. Seems like other jammers managed to progress, I tried left mouse button, right mouse button, spacebar, nothing seemed to work, am I missing something? Edit: just after writing this, I saw that the icons are different for different objects and you can actually click on them to take them and perform actions. If the icons would have a background and round corners, they might look more like buttons which would be more intuitive. Also freezing time while the info panel is open and a collect button in the info panel might solve the issue for players like me. |
| Oct 6 17:48:00 | 16h 00m | EX SOMNIUM | ♥ 2 | Wow, I really liked the clever puzzles and never really had to wait, also the smooth transition was genius in not distracting the player. Only thing I would add is to include a glowing object at the beginning so players understand that they can interact with them. There is a very small glitch where the door is visible under the first staircase and I thought I could interact with the door instead of understanding that I could interact with the staircase. But I ultimately figured it out and finished this wonderful piece of art. Brutalism ftw. |
| Oct 6 19:42:39 | 1h 54m | Oroboros | ♥ 0 | Is there a skip intro button? I got stuck between some rocks and the intro started playing again and .. it's pretty long. Other than that it seemed like a good game but I wasn't able to see much of it. |
| Oct 6 21:17:32 | 1h 34m | TENET SECONDS | ♥ 1 | Last one took a few tries but all in all this was a cool game with good level design, artstyle and mechanics. Unexpededly clever with a whooping 10 levels! |
| Oct 6 22:33:18 | 1h 15m | Out Of Memory | ♥ 2 | 92 Seconds lets gooooo. Awesome Puzzle Game, had tons of fun with it. If you want to keep going with it, consider a second bar that shows the current action stack of the robot that's hovered. Thanks for making this game :D |
| Oct 6 22:36:59 | 3m 41s | Duo Dungeon | ♥ 1 | Download took longer than the game but it was cute :D |
| Oct 6 23:02:21 | 25m 22s | Persistence | ♥ 1 | Out of another world. Felt alien to me but I liked it until a point with L shaped Chain-Cubes and a maze to move them through, I don't see a way how a human can solve this. Would like a video playthrough to see the end. Still liked it :D |
| Oct 7 18:38:35 | 19h 36m | Rush Hour | ♥ 2 | Not really my type of game but here some constructive criticism, as requested: - The camera movement occludes which ingredients are required, the box where this is shown, should be moved towards the center of the screen, maybe even up to where the ingedients are, so the eyes of the player don't have to move up and down so much. - grey out non-required ingredients to make it easier to read which ones are required. - Click to Grab, Click to Drop, this is probably an intended mechanic but classic drag and drop might improve the flow here. - highlight missing ingredients if a customer is unhappy before he walks away, so players understand what mistakes they made Despite it not being my type of game and always losing, I still enjoyed it thanks to the art and music. |
| Oct 7 19:21:15 | 42m 40s | Light and Dark | ♥ 1 | I re-visited all 4 rooms twice to find the one crystal in the big room to fight the boss. Still liked it as it was unique and still simple to understand - the mechanics, the levels were hard to understand for me. Now some constructive criticism as requested: - to improve the level design, don't make the area the player can visit so big, close rooms, where the player has fulfilled the mission (collected the crystal). - some sign like "EXIT ->" would also improve undestanding where to go (away from the exit). - also the orthographic size and how the camera moved could be improved, by making the camera faster and showing more of the level (orthographic size is too narrow in our game too) - as other jammers have pointed out, the clock itself is blocking a lot of the view, the minute-hand of the clock could be on the outside instead of the inside, or thinner, transparent, half the length. - to improve the player controller movement you could use frictionless physic materials on the character collider(s) That said, it's still very unique and I eventually made it to the end, which felt good. The story went a bit over my head like .. why are robots considered "creatures of the dark"? .. but the different rooms, the clock-mechanics and so on felt good and idk why but I never really had to wait in a way that would be annoying, like I've seen in so many other games in this jam. So that was executed quite well. Keep up the good work, hope to see you again in the next LD Jam. ^^ |
| Oct 7 22:18:43 | 2h 57m | RoomZ | ♥ 1 | Constructive Criticism as requested: - add some indicator for when the player was hit and from which direction, so players understand how to avoid future hits - A better Indicator for reloading, currently the block goes in and when it's not moving anymore, the reload is complete, would be way more visually understandable if, on a finished reload, the block would pop out or the weapon would shake or something on the crosshair, something to clearly indicate when the weapon is ready to shoot again - Same for starting the reload, something should move quickly within 0.1 seconds to indicate the reload has started, greyed out crosshair, animations on the weapon, additional sound that has a very clear start and end - I think there was no sound when hitting an enemy and no indicator other than their healthbar shrinking, there should be a distinct sound and a hit-marker on the crosshair (usually a 45° rotated X in the middle of the crosshair) - Instead of giving instructions inside the room, you could write them on the outside in 3D space, so the game flow is not interrupted by UI but by the intention of the player (him stopping by to read what's written there) Other than that it was quite straight-forward and I made it to the end in my first try while also understanding the rules of the game. I like that, especially in Jam-Games. |
| Oct 7 22:26:49 | 8m 06s | Run Grandma!Run! | ♥ 2 | Constructive Criticism as requested: - Demons need way smaller hit-boxes - Getting hurt is a negative feedback loop, as the screen is covered in blood, leading to even more hits, idk if this is intended - I would probably make the grandma invincible for a second or two if she gets hit, so the player has some chance to recover - if there would be some walls on the map to take cover, it might lead to some more interesting situations, as on an open field (with borders) the variations how enemies can corner you are limited Still had fun with this one because of the situation - a grandma fleeing from demons. xD |
| Oct 7 22:43:35 | 16m 46s | Home R.I.P.airs | ♥ 1 | Constructive Criticism as requested: - as others have mentioned, pressing the button as fast as possible could be replaced with a short wait time, which might improve the game flow - towards the end it feels unfair when too many things break at once without enough time to fix them before the health runs out, idk if it's random or by design but for me it seemed impossible to win - I don't quite understand when the ghost shows up as the salt was always about 75% - The hitbox for fixing things could be a bit more generous, fixing the door from the second step seemed logical from my perspective but the game didn't allow it Tho I liked the overall idea of a haunted house and fixing things while running back and forth was quite comedic. |
| Oct 7 23:10:36 | 27m 01s | Sonar | ♥ 4 | Constructive Criticism as requested: - The UI should scale with the screen size or the camera should zoom in automatically when the upgrade menu is open because doing this with the mouse wheel is slow and not really required (idk if this issue is only on 4k screens) - The game would benefit from a clear indicator when the weapon is ready and auto-rotating towards the mouse when the shoot button is clicked, otherwise I have to move towards my enemies to fire at them which feels a bit unituitive - I think the hull upgrades enable the ship to dive deeper? As this is only required to pick up old crates and ressources and new ones drop from the surface where they are easy to see, the optimal solution is to stay on the surface and only collect there, where the sonar isn't really needed - Deeper in the water visibility is almost zero, so 10 seconds to wait for the sonar feels long, while close to the surface, it feels just about right, increasing the spotlights on the ship could solve this issue and reveal more from the cool underwater environment - WASD Controls with Mouse only to aim and shoot would allow for more encounters with enemies, as well as different moving crates to further extend the experience A very moody game that was visually very pleasing with good audio to support it. |
| Oct 9 01:51:32 | 26h 40m | GHST-PRTCL | ♥ 0 | Constructive Criticism as requested: - ghosts you need for the combo should spawn at the beginning to enhance fairness - maybe there souldn't be a respawn of ghosts mid-trun, because it shrinks player time to about 5 seconds instead of 10 sec - particle effects when jumping/landing would probably improve game feel I'm not really into highscore games at all, nor anything competitive but I had quite some fun with it as visuals and "rules of the game" were easy to understand and allowed for a quick entry. |
| Oct 9 01:55:53 | 4m 21s | Watch Wizard | ♥ 1 | Constructive Criticism as requested: - It really needs a direction arrow at the character pointing in the movement direction - Could use some indicators of incomming enemies Still was a quick and fun jorney. Keep up the good work. |
| Oct 9 18:41:21 | 16h 45m | Puzzlebot | ♥ 2 | The last two levels were really really hard. I'm glad I made it to the end, but the risk of falling down and having to restart everything was pretty scary. The biggest citique goes to not seeing the elevators when removing boxes. To "see" elevators there are a few things that could've been done: - Make a button to see them through walls X-Ray Vision - Make a screen with a camera that shows the position of the elevator - Different Level Design to see the elevator from where the button is located - Audio Cues that indicate where the elevator currently is Second part are the very narrow timespans, with almost no margin of error. Despite correct execution it might be a failure just because one jump wasn't precise enough or because I didn't jump on the elevator while he was already going up, but when he was at it's stopping position. This could be improved if battery was only consumed when the robot moves. 10 Seconds of movement, instead of 10 seconds realtime. Or 10 seconds game-time instead of 10 seconds real time might also work, if it would actually be 20 seconds realtime for example. Also the throwing and picking of boxes should have some indicators -> When is it possible to pick up a box? An icon over the box or outline or something like that would totally work. -> Where does the box land when I throw it? This one is harder to fix, given the rigidbody physics, but boxes could lerp to a specific location and then turn on rigidbody physics, so the outcome is more preditible. Despite all those small inconveniences I really liked the gameplay and robotic music. If you want to take this further, which would totally be possible, I'd really go with "battery is consumed on movement", as well as adding checkpoints and very predictable movement (inlcuding jumps) and throws. I hope you keep making cool games and I'm eager to see what you'll come up with next Jam. If you intend to continue with this, please let me know. ^^ |
| Oct 10 21:23:18 | 26h 41m | BDSM | ♥ 1 | To the people comming here after us, this is what we have found out: You can select a land and then buy it, a green arrow appears, showing this land is now yours. Then while this is selected, some of the incomming requests on the right will be green. You can click those requests and a building appears. You only get money from selling buildings so you will run out of space soon. If you re-buy the house you can get the people out and destroy it. The two buttons on the left get the people out of the house. The two buttons on the right destroy it. Top is cheap but slow, bottom is more expansive but faster. I guess you have to do this quite fast, so you can handle incomming requests. Knowing that ... the design is really really really confusing. So my ideas to improve it: - Minimum Information on incomming requests shouldn't be hidden in a hover info, because they only last 10 seconds and moving the mouse up and down is tirering and makes it harder than it has to be. - Houses block the view on tiles behind them, this could be solved with a minimap or a second perspective, or a button to blend out all houses or X-Ray for the hovered tile - Hovering should be visible - Hover info for UI buttons when a tile is selected - Also a hover effect over incomming requests, when they can be clicked - And a pause menu to think about some strategies and exit the game in a more convenient way would be awesome I hope my suggestens are of any help for personal improvement. Once I figured it out, I saw some potential in the idea. |