Foon → Ludum Dare Explorer → LD51 → Feedback comment stats → ShaunShepherd
Feedback comments for LD51
ShaunShepherd's games and stats for all events →
| Timestamp | Since previous | Game | ShaunShepherd's comment | |
|---|---|---|---|---|
| Oct 5 00:35:21 | Storm Raider | ♥ 1 | Really great puzzles! The pacing was quite good also (the harder puzzles were later). There could have been some inbetween levels to introduce the ideas in a less challenging environment (placing boxes on ledges wihout mixing a non-trivial jump for example). Would have loved to see the puzzle gimmicks fleshed out a little more, but obviously can only do so much in such a short period. Really great stuff! | |
| Oct 5 01:24:23 | 49m 02s | Resource: Remixed | ♥ 1 | Incredible work, there is so much to do! The art and effects are all great. The 10 second timer resetting the resources and things around the world made the collection of resources feel quite arbitrary and lessen the impact the player has on the world. Exploration was then less important , why go anywhere else if I have it all around me? Of course, you have to collect the things to win the game but that separates the main game loop from the players main goal. Insanely well-polished, especially for 3 days, well done! |
| Oct 5 01:34:54 | 10m 31s | Hidden Moves | ♥ 4 | Such a delightful game, had me grinning the whole time! The core concept is such a fun idea, and the dance moves are great. Music is also really good. Such a solid all-around package. Having some indication when the dance portion is going to start would be handy. The students just sort of wander around and mostly congregate where the game starts so there feels little to no reason to move. Maybe the students could move away from you every time you dance (out of embracement) so you then have to hunt them down. Really good stuff so glad i got to play this. |
| Oct 5 06:37:11 | 5h 02m | Assault on Hartblood Hotel | ♥ 1 | An impressive amount of content and the art and music is fantastic. I found the combat quite a bit of fun but having random ecnouters pop up so frequently with no way to avoid/leave them was frsutrating. The story/world was flesh out just right, great job! |
| Oct 5 07:40:10 | 1h 02m | PolyGone | ♥ 1 | Great application of the theme! As it is right now the losing of an ability functions as a conveluted timer. Would be cool to see puzzles that require the player to be in different stage of losing their abilities instead of it always being 'losing abilities is bad' to fully utilise the core concept. Really fun game, good work. |
| Oct 5 22:49:00 | 15h 08m | Countdown Cowboy | ♥ 1 | Really well balanced difficulty curve and mini games. Everything thing has a sound or animation really great stuff. Rock solid work! |
| Oct 5 23:01:52 | 12m 52s | Coffee Rush | ♥ 3 | Can definitely fall into a satisfying workflow. Would be nice to have some indicator for how close the player is to losing. |
| Oct 13 07:01:47 | 175h 59m | 10s Puzzle Dash | ♥ 1 | Some interesting puzzle ideas, and the level introducing the laser was a great teaching level for the mechanic. The movement was a little fiddly and increasing the radius in which the player can pick up boxes would help not break the flow of the speedy puzzle solving. |
| Oct 13 07:20:55 | 19m 08s | Pablo's piñata party | ♥ 0 | The animations look great, and the game presents a fun loop. Might be cool for there to be multiples pinatas and they explode every 10 seconds, instead of having just the one slowly grows in size. That would allow the core premise to be turned into a game loop which could allow for a more expansive game. Great work! |
| Oct 16 05:56:20 | 70h 35m | Cactus Hourglass | ♥ 1 | The art style is really great. Having a game end screen would be pretty helpful, the first couple times I lost it felt like the game restarted unitl I noticed the text in the top right corner. |
| Oct 16 06:05:10 | 8m 50s | Schism | ♥ 1 | The music was really great and the switch between dimensions was well done as well. Even though the other dimension was scary visually and dangerous, I kept dying very quickly, it didn't feel all that scary mechanically. There was maybe not enough feedback that I was being pursued or attacked and it didn't feel like i had much control over whether I was going to die or not. I really like the contrast between the dimensions on all levels, well done! |
| Oct 16 06:25:27 | 20m 17s | Patched | ♥ 1 | The environments were fun to navigate and there’s so much to the levels. The enemies AI was a little basic they were often stuck on a wall, including the bosses, which made killing them really easy. I'm also not sure what the balance patches were. I did notice the amount of ammo I had kept changing I’m guess it had something to do with that. |
| Oct 16 06:35:37 | 10m 10s | 10 Seconds To Recycle | ♥ 1 | Really great concept and excellent execution! Instead of the game ending after 10 seconds maybe the rules could change, mix up the right key for the shape or change the shapes every 10 seconds. Also, there's no punishment for pressing the wrong key on the shape so it's easy enough to do decently if you just aim and spam the three keys, maybe a loss of score if the wrong key is pressed? Brilliant entry, well done. |
| Oct 16 06:47:14 | 11m 37s | Radar | ♥ 2 | The visuals are outstanding. I found the hitboxes a little small, the bullet would overlap with the enemy by like 50% but wouldn't hit, the first play through I didn't land a hit and just thought it was missing an effect for killing an enemy. Some sort of health indicator would be nice as well. Really cool concept enjoyed it a lot. |
| Oct 16 07:15:42 | 28m 28s | GRABOUL | ♥ 2 | Really cool interpretation of the theme, and lots of fun to play! Well polished and the art is great. Would be cool for the game to be a little more dynamic, whether that be more complicated shooting patterns, the terrain shifting around or enemies on the levels. Great stuff. |
| Oct 16 07:24:52 | 9m 10s | Baja Blasters: The Toll Bells for Thee | ♥ 0 | Cool idea! Getting a bullet every 10 seconds might work if the player had some other way to earn points, maybe linked to the movement somehow? The art and music is great. |
| Oct 16 08:13:59 | 49m 07s | 10 Seconds Hero | ♥ 2 | The visuals are amazing and the smashing the cube to bits is lots of fun. Having the song change every 10 seconds didn't feel significant enough. Maybe if the music styles and their rhythms were vastly different it would give a little more variety and motivate the 10 second change. Really good work looks great and is lots of fun! |
| Oct 16 23:44:51 | 15h 30m | Power Loop | ♥ 1 | This is so good! Really well polished, so much JUICE and a great way to use the theme with the enemies growing stronger. I love the mechanic where you move toward the hit. It’s frustrating in the best way and makes for some interesting risk/reward with such a chaotic impulse to movement. Having an upgrade to stop this bit of chaos makes a lot of sense and it's a good upgrade. It’s such a good upgrade that it's mechanically beneficial for the player to take it, but then the player has a less choices to make surrounding their core verbs. The game does get difficult and there’s lots of enemies to focus on so an argument could be made that removing allows for less load on the player later in the game. But I think having a mechanically beneficial upgrade that strips the player of a more decision rich action set is one that players will always game themselves out of having. Instead of the upgrade getting rid of it maybe it could turn it into something useful, like a side dash with i frames when you hit an enemy or the dash does damage on impact. The game is still really really great without the forward push, just thought it’s often the kind of abrasive mechanic that some players hate and wanted to let you know that I thought it was a great addition. I played this way longer than I should have, great work! |
| Oct 16 23:54:05 | 9m 14s | HeartBeat | ♥ 0 | Great atmosphere, and the story is also engaging and the art is really good. Would have been nice for the game to explain itself a little more and not have the characters tell me what to do. The nurse mentioning the lunch tray was a good clue. When you go over to the tray if it looked super reflective, I think that would have helped connect the ideas. Obviously, you can only do so much in a jam. Great work! |
| Oct 17 00:07:04 | 12m 59s | survive the night | ♥ 1 | I really like the core idea of swapping between the two major player actions. The fact that there’s random shooting and movement in the opposite modes made it a little harder to grasp what the modes did, I'd either remove the randomised opposites or make them very week but properly respond to player input. Having the modes be discrete, you can only move in run mode, would make doing well in the different modes way more important as the run mode is pretty safe as its always shooting. |
| Oct 17 00:24:41 | 17m 37s | Big Block Mode | ♥ 2 | Really interesting idea! Such a cool spatial puzzle! Would be nice if the big bloc had a grid overlay so it would be easier to judge where the current blocks will fit in. Great work would love to see this fleshed out into a bigger project. |
| Oct 19 22:54:48 | 70h 30m | Parasite Assassin | ♥ 1 | Really interesting idea. There were a couple spots on the map I could not reach in the time limit, not sure if I missed some sprint button. Either if I moved faster or the map was smaller might help that. Also maybe consider multiple levels of failure. Instead of 'the timer runs our game over' maybe the player losses point every 10 seconds they don't find the person. |