Foon → Ludum Dare Explorer → LD51 → Feedback comment stats → thebmxeur

thebmxeur

Feedback comments for LD51

← LD48   LD54 →

thebmxeur's games and stats for all events →

TimestampSince previousGamethebmxeur's comment
Oct 3 14:41:45 Incursion ♥ 2 Playing with keyboard and mouse, it seems that space and shift didn't work to go up and down (or it was too slow to notice). I found it was a bit hard to know in which direction I was moving. Space game often put small objects or particles to have reference points to know if you're moving and in which direction, and that could have help.
Oct 3 14:54:44 12m 59s Weirdo Words ♥ 1 It would be nice to have more or less time based on how many letters there are. I didn't get much after 5 letters (not native English speaker).
Oct 3 15:00:20 5m 36s Goo-Defense ♥ 0 The movements feel a bit off, and it looked like I was shooting above small gooballs (but it was hitting them). Some hit visual and audio feedback would have been nice.
Oct 3 15:13:56 13m 36s it could be worse ♥ 1 The animation of the "gun" made it somewhat feel good. I was unfortunate to start my 1st and 3rd games with the invert control thing and it didn't felt that it got worst than that... In both cases I lost because I pressed the wrong direction and went into the wall and an enemy. Lower speed, lower fire rate... didn't make it that worse. It would have been nice to be able to jump with space.
Oct 3 15:34:21 20m 25s SANDMAN ♥ 1 I seem to have some issues with the game, it stutters and doesn't seem to properly detect when I click on an enemy or on the way. Sometimes I get the red sword over enemies but most of the time I don't. Some time the character moves without me clicking or on things I clicked earlier. I also only get the "missed" after I died. The console displays a bunch of error: ``` ERROR: Nonexistent signal: storage_slot_item_changed At: core\object.cpp:1530 ``` The following error repeating several times ``` ERROR: Node not found: CountLabel At: scene\main\node.cpp:1382 SCRIPT ERROR: clear: Invalid set index 'text' (on base: 'null instance') with value of type 'String'. At: res://widget_elements/skill_slot.gde:76 ``` At the end (when I died ?): ``` WARNING: WorldEnvironment::_notification: World already has an environment (Another WorldEnvironment?), overriding. At: scene\3d\world_environment.cpp:40 ```
Oct 3 15:57:02 22m 41s [X-ED OUT] ♥ 3 At first I thought I would have some remarks, but after a few try it turns out it's really well balanced. Good job.
Oct 3 16:18:30 21m 28s Toot-al Darkness ♥ 2 One of the items to pick up was unreachable, it was close to a wall and I couldn't get close enough to pick it up. It was really hard to orient myself (which I understand is the point) but it was too much in my opinion.
Oct 3 16:47:28 28m 58s Broken Switch ♥ 0 I got inside the room requiring 350 pills and died pretty quickly and I didn't want to collect everything again. It might have been easier if I needed only a few items at precise locations so that you can sort of speed run back once I died. I also found it hard to read the key you need to press on the phone: it's too blurry and sometimes the text seems incorrect (I had issues with page down, text seemed wrong; b 8 and 0 look too much alike). Also I don't use a Qwerty or Azerty layout (switched the layout to play) so when required to press a key I had to translate to Qwerty. It might have been easier to use only keys around WASD so that we can keep the mouse in one hand and not have to move the other much to press the required key. And I don't know what the seringe do (I couldn't use it) and at some point I pick up an object but I don't know what it was.
Oct 3 16:56:30 9m 02s 10 Seconds ♥ 0 The waves start every 10 seconds, but since you need to finish them before that (otherwise you're dead) the theme doesn't really "fits/apply" in my opinion. I mean it's not possible to have enemies left when a new wave starts so the 10 seconds are pretty irrelevant. Also the game on the ludum dare page seems to shoot below my cursor.
Oct 4 10:58:47 18h 02m 10 is The End ♥ 1 Like everybody, level 7 was the hardest (I solved it only after reading rolly's comment). Level 8 was second hardest but I figured it out eventually. Nice entry.
Oct 4 11:46:48 48m 01s Motor Dime ♥ 1 With the windows build, if I pressed a controller button to start, the camera would stay on the title screen. I can't say I enjoy the game that much. The bike doesn't have much punch (slow to accelerate/brake, or at least it feels like it), and having a fixed throttle (meaning when you release the button it doesn't decelerate) felt off to me, and made it hard to get a feel of when to slow down to be near the conduits. The getting back to the bike after a crash reminded me of Road Rash on the Mega Drive/Genesis.
Oct 4 11:58:22 11m 34s Parcel Problems. ♥ 1 At some point I had several loaf of bread creating a barrier and making every item fall off the belt. Who orders bread ?
Oct 4 12:08:11 9m 49s It's all in a day ♥ 1 Like everybody, the lack of feedback and the way information is spread across the screen made it a bit hard for me. Looks nice.
Oct 4 12:28:56 20m 45s Lights Out ♥ 1 I only encountered the monster once (at least I think it was, might have been a statue for all I know). Knowing that the monster only move every 10 seconds doesn't give much information. Where does the monster start ? How far can they move ? Do they teleport to a new location once every 10 seconds, or do they travel 10 seconds than pause 10 seconds ? The mood was nice, but once I got into the "cavern" I didn't feel any pressure has the monster didn't seem to come there.
Oct 4 12:51:34 22m 38s BackroomsBreak - Alpha version test v0.1 ♥ 3 I don't know if it's by design but at some point I started in a room that seemed to be infinite on one axis. I followed the room (which was completely empty) until I reached a wall. Behind the wall was a room that seemed infinite on the other axis. I followed that for a while and when I found another wall, there was a corridor behind and a faint green light at the end. I liked that for a while the illusion of infinity, and the general procedural generation reminded me of the backroom videos. I wanted to see the monster, but was a bit disappointed when I found him, I had to track them as they were stuck in a door way.
Oct 4 13:02:03 10m 29s A "Ding" In The Dark ♥ 1 I wish there was more challenge, it seemed pretty easy once I got the hang of it. I stopped playing because it didn't seem to change over time.
Oct 4 13:32:38 30m 35s TENET SECONDS ♥ 1 Finding the solutions was not the problem for me, what was difficult was executing it. As other said the issue when stacking characters and jumping and not being able to jump while on the machine made the last few levels more difficult than necessary. Great game still.
Oct 4 13:39:57 7m 19s PATTERNM. ♥ 1 I also expected filled square to mean it needs to be switch on. I wonder if it would have been more engaging to use the numpad layout since using only one hand seems easier to me. But I suppose not every keyboard has that.
Oct 4 19:06:55 5h 26m The Stack Machine ♥ 1 Very nicely done. The sequence level was very interesting to solve. Nice job. I also made a "sort of" programming game if you're interested https://ldjam.com/events/ludum-dare/51/rain-systems
Oct 4 19:57:24 50m 29s Cobor goes farming ♥ 2 I'm used to the Intel asm syntax so having the destination operand as the last parameter was confusing at first. I found that it was easier to just hard code the path by using a bunch of `set x #0` than to worry with detection. I also had a small issue where the bridge opened twice. It happened several time, I'm not sure why. On a broader note, I think the UI was too big (font, button, text too big), making it hard to use the manual or read objectives. I've seen in the past other game like this (were you program some robot) where the size of the programming stuff is smaller than the presentation of the bot. It's not the case here but the size of the UI makes it feel off. Great game.
Oct 5 19:03:00 23h 05m SquareMan ♥ 1 Took a little time to get used to the controls. For some reason I didn't get that the "character" was always moving and I was expecting to have to keep the button pressed to move.
Oct 5 19:12:43 9m 43s Nua ♥ 1 I found it a bit hard having to restart the whole game when I fail a level. The game lacks a bit of feedback to show how much time certain tiles take to cross. Could have drawn the time each tile taken on each tiles.
Oct 5 22:27:30 3h 14m Best LD Game Ever! ♥ 2 I wish there was a star to stop the rebound after jumps ;)
Oct 5 22:57:37 30m 07s Frog Night ♥ 3 L'UI n'était pas claire pour moi. Je n'ai pas cliqué sur la flèche en haut à droite parce que je pensais que ça ramènerais au menu et je n'avais donc aucune idée des critères à rechercher (pourquoi peuvent-ils être masqué?); je n'étais pas sûr de ce que le cœur brisé ferrait.
Oct 5 23:13:28 15m 51s 10 Seconds To Avoid Death ♥ 1 The performance for me weren't great, it felt a bit sluggish making it harder to aim precisely. It got quite tense after a few rounds.
Oct 6 16:35:39 17h 22m BUN-hop ♥ 1 Nice entry, I had a little trouble on the last level because I was playing with only the left hand. Once I used the right shift to dodge it became easier.
Oct 6 16:43:39 8m 00s Termination Imminent ♥ 0 It was weird at first the the character only looked to the left, than when I picked up the gun I understood why.
Oct 6 17:12:52 29m 13s One Minute Away ♥ 1 Agreed with ha1fbit, it wasn't clear what the special power were, if they were random and when they were activated. I had some levels where I could jump infinitely and restart the level and couldn't do that, and was left confused not knowing how to finish the level. I also once got stuck in the floor: I was near the top of the level and wanted to try to jump on the top tiles to cross the level laterally, but that flip me at the bottom of the level and than quickly at the top and I was stuck in the ground. The text at the top right was hard to read for me (I was paying attention to other things at the center of the screen). I had to redo the last level a bunch of time because the only solution I found was to try to fall over the time thing and than loop several time by falling down and hope to have enough time to punch the thing. Wasn't really a good experience. Also I didn't find a button to restart the level, but several time I messed up and had to wait for the thing to restart because I knew I wasn't going to make it.
Oct 7 12:02:17 18h 49m Time Rift ♥ 1 It's a bit weird to have the sound off by default, as it's contribute a lot to the game feel. At least it didn't blow my ears out like it sometimes happens in ld games. The gameplay felt a bit off. I don't play a lot of bullet hell games, but it seem to me that they generally have somewhat slow bullets moving in known patterns, or fast bullet with precise timing and feedback to announce themselves. Here with enemies spawning at random location, with some shot that seem to explode into more bullets and the view not covering the whole screen, it felt unfair.
Oct 7 12:37:05 34m 48s DeepDive ♥ 2 Good mood. At some point something pushed me and I had trouble finding my way back, but was part of my interest. Nice entry.
Oct 7 13:03:35 26m 30s ASCII Arena ♥ 1 Nice entry, as other already said, it would be nice to lock the mouse in the window.
Oct 9 23:39:47 58h 36m Shock ♥ 2 I was interested to see were the game was going as shocking someone/"something" felt uncomfortable from the start. I didn't go to the end (if there is one) because I missed the buttons at some point and didn't feel like doing all the work again to load the various bar. I also felt that the game was missing a bit of feedback to know if the game is still progressing. For example when the bar to load electricity appears, and I use the button to load it, it takes a while with no more new things happening. I didn't know if there was more to the game, there was a few lines of text that seemed different but wasn't sure it that mattered. After looking at the comment I went back to the game because they appeared to be more and I got to the point were there is a big rectangle on the top right with text in it, which I didn't really grasp what it was about and failed to press the button while reading it. So I liked it, but since it seems like it's story driven (with the gameplay making everything resonate) I would have liked some checkpoints or at least not a complete failure state for missing to press the button once.
Oct 11 12:02:22 36h 22m Wyrmweaver ♥ 1 I quickly started putting every thing in 1 corner of the map so that enemies spawn in some general direction which probably made it easier for me. I had the issue several time where I clicked outside the window which was a bit annoying. There was also some slight slow down when the boss spawned and came into my turrets field. As other said, some sound/visual feedback when a cool down finishes and when we shoot would have been nice. Nice entry.
Oct 14 16:37:07 76h 34m Swapply ♥ 1 Very good entry. I encountered two bugs: - At the end one of the character died when I jumped close to the very last wall when I was walking to the right. - The game finished while one of the character wasn't touching the door. There was around 1 "door width" of space from one of the characters.