Foon → Ludum Dare Explorer → LD51 → Feedback comment stats → WFMG
Feedback comments for LD51
WFMG's games and stats for all events →
| Timestamp | Since previous | Game | WFMG's comment | |
|---|---|---|---|---|
| Oct 1 01:35:46 | Zom-b shoot | ♥ 1 | You can only submit one game per LD | |
| Oct 4 01:51:36 | 72h 15m | Toy Factory | ♥ 4 | It's too fast! It's a shame they specified 10 seconds in the theme, because for everything you need to do here, 10 seconds is too harsh. Besides, moving the right pieces in the right order without being able to bonk them until it's all assembled if you want all the pieces together. Then you have to paint, and then take the picture. I think you should've make the current tool automatic, and the same for the photo stage. When you've assembled all the pieces, clicking the toy automatically bonks it, and when you've bonked it, you're immediately selecting colours. I did enjoy this game enough to choose to spend my time writing extensively about it. I liked the theme and I love Christmas in general. I think I intended to make a game like this at some point, but I never did. The "Santa's Workshop" stuff. Anyway, the graphics are nice and appealing. I don't care so much about inconsistent pixel scaling or such, especially with the short deadline - the graphics were nice, pleasant to look at, fit the theme, and didn't get in the way. The music was a clever choice. It's easy to invoke Christmas sentiments through public domain songs, but you thought to make it faster to convey the stress. Good choice. I thought the game was pretty funny, too. On their own, things like "no pressure" and "bonk" aren't exactly the pinnacle of humour, but everything was well-utilised. I am impressed, and I think you are a competent game dev. Now go waste your time like I am if you want ratings! |
| Oct 4 01:59:31 | 7m 55s | Fred the Egg the Gardener | ♥ 1 | I liked the graphics, especially of the 3D assets, but I had a bit of a hard time with gameplay. |
| Oct 4 02:18:09 | 18m 38s | Factory Reset | ♥ 3 | I really liked your take on the theme. Very intelligent. |
| Oct 4 22:47:46 | 20h 29m | Office Madness | ♥ 3 | It was a very intelligent take on the theme. I made it 4 minutes and 10 seconds. What it needs is a visual indication that you've moved on to a new minigame, because sometimes it's the same type and you don't even realise. It also needs more minigames. It's a great foundation, though. |
| Oct 5 00:09:23 | 1h 21m | Karl Åke | ♥ 5 | Jo, nu har jag varit på bonnegårda en god lång stund, men ingenting händer. Koa är helt från vettet och fåret alldeles löjligt. Hönsen trodde jag dessutom skulle börja bokstavera ut ena riktigt läbbiga ord. Jag samlade iallafall ihop 12471 riksdaler, men inte kom banken. Måste jag bara vänta? Känns som dåligt planerat. Blev lite långtråkigt efter ett tag, även om kons galna dans och långa spene var underhållande. |
| Oct 5 00:11:21 | 1m 58s | Dice Against Time | ♥ 2 | Good job getting the turn-based stuff down. Not my go-to genre, but this is competently made. |
| Oct 5 03:40:06 | 3h 28m | The Bear's Drunken Adventure | ♥ 2 | I got past the obstacles on my second try, but nothing more happened. No more levels? No "congrats"? I is winnar? Perfectly adequate platformer, but I didn't see a story. I must have missed something. The colliders for the platformers are a bit weird, at least on the edges of them. Idk how they're made in Construct, but it's a little issue. |
| Oct 6 01:55:41 | 22h 15m | We Stole Aliens | ♥ 3 | This is very cool and has a few things in common with my game, but there are a few things that unfortunately make a big negative impact on the game. The menus almost look professional, but they don't scale with your screen resolution. The graphics look realistic for the most part, but the game places high demands on the computer. The concept of driving away from the cops (no doubt one of my officers) where visibility and speed are factors is a great one, but it's difficult to tell when each feature is recharged and you can barely tell a difference when you use the light feature. There ought to be some sort of overlay (with consistent style) that tells you that they are recharged. An example of a game that does this (with nitro) is MotorStorm: Arctic Edge. The cop cars are cool, but they are nothing more than a sign that you have failed. If you see them, you have lost. The object of the game is staying on the road. I think the vision is too obscured, to where it feels almost out of your hands whether you win or lose, but this only marginally. When you do lose, it's anticlimactic. Just a simple game over menu. Even just pasting it over the gameplay with a transparent background would've made it better, or you could've made some sort of sequence/image to represent your apprehension. Like a newspaper talking about your arrest. If only there were some hope for the player character, there would be more of a reason to continue playing. A hope of something new happening, maybe of getting away, or anything like that. Here, it's more like the old theme of "Delaying the Inevitable". I think that so long as you focus on game development over excuses, something not everyone can do, you're a promising team of developers. This game definitely has potential as more than an LD game, because it doesn't do well as one. It needs these crucial details sorted out, your engine difficulties the same, and you could have something worth buying. |
| Oct 7 02:59:16 | 25h 03m | Save Again | ♥ 1 | This is one of my favourites, tbh. I wish for things like fullscreen, etc., and it can be disorienting once you start moving the save points around because it all goes so fast. You have to strategically die when the spawn point is moved and you have to keep track of which is which. However, this felt fun, to hurry to the next portal/save point with the platforming. More polish, with mario-style jumping, and it's a good game. |
| Oct 9 02:39:29 | 47h 40m | Kangaroo Court | ♥ 0 | There is some jankiness going on here. It's pretty annoying, because the game itself could be really cool. Just looking at that sheet and trying to keep up with what they're saying, the timer, all while they're doing that voice mumble thing is very very disorienting, not to mention the gavel is unwieldy. There's no reason to be able to strike it in two dimensions. Its hitbox is also small, so it's almost impossible to use it instinctively. It's also pretty unforgiving, with no warning when you're low on time. There's no "restart" button either. There are some typoes and even more grammatical errors as well. Good concept, doesn't work nearly as well as it should. Fix these things and make a better game out of it. |
| Oct 9 02:48:20 | 8m 51s | Jake Count : Four times to live | ♥ 2 | It's pretty disorienting this way, and the platforming itself isn't that great. It's hard to tell where to go, and the jump button shouldn't be up. Good stuff: All the graphics, concept of exploring 4 different planets searching for artifacts, music, sound effects. |
| Oct 10 00:11:05 | 21h 22m | Careful Caverns | ♥ 1 | Cool game! It's fun to go through the caves. I've always liked this setting. |
| Oct 10 00:13:48 | 2m 43s | Sun's out Buns out | ♥ 2 | bnuy |