Foon → Ludum Dare Explorer → LD52 → Feedback comment stats → Reed Molbak
Feedback comments for LD52
Reed Molbak's games and stats for all events →
| Timestamp | Since previous | Game | Reed Molbak's comment | |
|---|---|---|---|---|
| Jan 9 22:53:31 | Unfortunate Harvest | ♥ 2 | Hi there, it was fun! I found a similar bug to what's reported above, where I fell into a hole. The character didn't re-appear, but I could move the camera through the level. | |
| Jan 9 23:00:20 | 6m 49s | Dr Bentham | ♥ 2 | I really love the concept, and I thought adding details about the person's occupation and other life details was a good touch. I wasn't quite sure what to do at first, I think there can be a better indication about which bodies are dead and alive at the start. I also think it'd be nice to have some kind of score or other indication of progress -- I didn't really know when to stop. Nice job esp as a solo dev! |
| Jan 9 23:06:02 | 5m 42s | Slim Pickings | ♥ 2 | Very fun physics, I liked the floatiness. I didn't really understand the grab early on (and I don't think I really needed it), I think some better tutorials-by-example earlier would help. |
| Jan 10 00:15:00 | 1h 08m | Harvest the Sun | ♥ 1 | I thought the concept was really fun, and the music was also really catchy :) I had a really hard time with the controls (I kept going down when I thought I'd go up). I also couldn't quite tell when I would harvest helium -- between that and the controls, I never got to a point where I felt like I knew what I was doing. |
| Jan 10 04:25:27 | 4h 10m | Necrosis | ♥ 1 | Really fun, I really liked trying things out to figure out the best strategy. Would be cool to see different configurations or restrictions on more kinds of plants. |
| Jan 10 18:35:12 | 14h 09m | 4 Souls 2 Reap | ♥ 2 | Really great entry, I love these kinds of games. The art was excellent and the level design was really well-done. One of my favorite games I've played from this jam. I think it was at its best when it was focused on the movement levels, where I was managing several move options and trying to figure out which ones to string together when. I was playing this in a browser with a keyboard, and as others have mentioned that made things pretty tough. I ended up stopping on a pretty late level, where I think the right combination of moves involved a hover followed by a horizontal scythe-throw and a teleport that had to be done quickly before falling, and it felt like the kind of thing where the controls were working against me. I made a platformer w/ a similar throw/teleport mechanic once and found that a WASD setup w/ mouse aim can be really helpful, but obviously that's a lot of added scope for a weekend jam. I also found the combat pretty hard to predict, and I wonder if the game needed it at all (maybe enemies are more environmental hazards rather than something to kill). The hitboxes seemed finicky, especially on a couple where you needed to jump followed by melee. I often felt like there was a good amount of chance in whether I got hit or not My last thought is that maybe the respawn checkpoints could be shorter in some places. There were some cases where it was fun to replay an early challenge I'd mastered, but a lot of the time I'd die on a challenge late in a level, and I wanted to try another approach (maybe a dash instead of a jump or something). When I have to play the whole stage first, it kind of disincentivizes trying new stuff because death is more expensive. This seems like the kind of thing that gets more important the harder the game is, so some of this might just be that I was using a keyboard so it was harder than intended. |
| Jan 11 01:18:02 | 6h 42m | Chess The Second | ♥ 1 | I thought this was a fun game, but I wasn't quite sure how the game ended. It might have been a bug or something, but I eliminated all of my player's pieces and ended up just refreshing the page. Fun idea though, I enjoyed a couple rounds |