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ryusui

Feedback comments for LD53

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TimestampSince previousGameryusui's comment
May 4 03:51:44 Pack-Man ♥ 3 Cute, but the gameplay is just too punishing. The guards' sight cones are unforgiving and the pick up/put down mechanics are too fiddly. Is there a reason picking up and putting down boxes takes two separate buttons, on that note? In Zelda, for instance, picking things up and throwing them uses the same button.
May 4 04:02:20 10m 36s Peculiar Parcel Pioneers ♥ 2 I'm sorry, I just can't get past the use of AI art. There's something that just sets me off as uncanny valley about the whole affair. The character portraits are passable (if a little unsettling), but the map is zoomed in close enough that the general fudginess of the details is hard to ignore. I did like the writing, what I saw of it; that's easily this project's strongest point (hopefully THAT wasn't AI-generated as well). However, the gameplay feels really, really thin. It took several stops before I found my first package delivery, and when I realized I'd have to scour the map looking for the intended destination and *that* was the entirety of the gameplay loop, I gave the rest a pass.
May 4 04:11:08 8m 48s Hamazon Waremouse ♥ 1 RNG seems badly broken. I had an order that asked for headphones and the conveyor belt refused to give me any. As noted, it's also annoying that the game doesn't keep track of the items you've collected for the current order (simply crossing off the items on the checklist would've been helpful!), nor are you given any indication that you got the order right or wrong - in fact, there doesn't seem to be any obvious scoring at all.
May 4 04:15:53 4m 45s Dino delivery service ♥ 1 Collision is very, VERY unforgiving, both in terms of delivering eggs (those tiny targets are hard to hit!) and avoiding obstacles: the hitboxes on obstacles seem WAY bigger than their sprites, and it took me a few tries to realize the big leaf-munching brachiosaurs were *not background scenery*. The perspective also makes the "crash into the ground" hitbox feel much higher than sensible!
May 4 04:26:08 10m 15s Smuggling Pirates ♥ 2 So, first of all: is there a reason the "forward" button on the tutorial boxes makes you go BACK? I appreciate that there *is* an option to go back and forth through the tutorial, but the way the arrow's pointing makes it look like "continue" and not "back." (That said, forcing the player to play through an encounter with a single pirate is a bad joke!) This game gives me flashbacks to FTL (a game I haven't played in *far* too long), but the clumsy interface makes surviving encounters a chore. Even with a full contingent of pirates, I'm stuck rapidly clicking back and forth between options trying to keep from sinking while also warding off whatever disaster my ship had gotten itself in. I think maybe that if the game had a smoother interface for assigning pirates to jobs, this game would be worth a few plays, but as it stands I got to my first island and hung up my sailing hat for good.
May 4 04:54:44 28m 36s Delivery Dash ♥ 2 Any reason the directions in the intro say "Right Mouse Click to Continue" when it's actually left-click? >_>; There's really too much broken English text here; I'd rather you trimmed the intro entirely (or found yourself a native speaker) than subject us to all these paragraphs of mangled grammar. ^_^; (Even "Delivery" on the end-of-level goal is misspelled!) That said - despite the janky collisions, I found myself compelled to play the game through. (Full disclosure: I did not beat the final level "properly"; I inadvertently clipped through the floor at one point and decided to call that a win. XD) I like the air dash mechanic, though I'll admit I'm not a huge fan of "press Up to jump" control schemes (jump should be a separate button from the movement controls!) I'll also admit I don't like how it's possible to reach the end of the level with health remaining and still be told you damaged the food too much to be accepted. The health bar shouldn't cheat you like that - an empty bar should mean game over; green in the tank should mean it's still deliverable.
May 4 05:09:08 14m 24s FastData ♥ 1 @kyn21kx You know you can edit your submission to fix the instructions and provide a proper download link, right? Very pretty but very hugely not a fan of how it dumps you right into the game with almost no time to react before your first obstacle. The gameplay makes me think a bit of Audiosurf, but the parry mechanic feels unforgiving; I know this is designed as a rhythm-action game but the timing still feels punishingly tight.
May 5 03:54:55 22h 45m D'erps Delivery Debacle ♥ 1 I love the concept on paper; it's just there are so many little things that come together to make this thing *frustrating* when it should be *engaging.* This is the second game I've played this Ludum Dare which has a dedicated "drop" button and it *really should not.* Upgrades should be permanent when obtained; making me choose between basic features like "run faster" and "see the timer" and "a map that doesn't fade after a few seconds" feels like a bad joke at my expense. Likewise, keys should be used instantly when you touch the door, as should turret upgrades when you touch the turret - *there should be no reason to have to explicitly "drop" anything at any time.* (Honestly, the fact that the map fades by default also strikes me as foul play!) I want to love this game, I really do, I love the loop where you're having to constantly run back from your explorations to defend the flower, but the "delivery" angle you've tried to shoehorn in here with the "pick up and drop" mechanics is at complete odds with everything that makes this game *interesting*. The actual "tower defense" angle may be thin (it'd be more fun if you could actually aim and shoot oncoming enemies!), but it's the absolute least of my problems with this game.
May 5 05:47:24 1h 52m Cow Delivery ♥ 1 Honestly a bit frustrated that there's no explosion animation for the player, given how much attention was clearly lavished on the cow crunching. The controls are also on the finicky side given how much precision dodging is involved, but no major gripes with the interface otherwise - the tractor beam is a nice and forgiving one-button arrangement (if you've played some of the games I have, you know how much that counts for!) I *loved* the kinda-sorta-Metroidvania-ness of having to deposit a certain number of cows before certain doors would open. I wasn't a fan of having to navigate the laser hall twice (four times, technically, both coming *and* going), but I liked how you clued how to use the rock beyond the four-cow gate with the setup you find near the fourth cow itself.
May 5 08:37:10 2h 49m Darby's Delivery Service ♥ 1 Cute and enjoyable, if a bit thin. I couldn't figure out how to tell the fake Jury Duty letters from the real ones, though, and while it was easy enough to figure out where the letters with the gold lobster stamp went, I'll admit I was stymied by the other special mailboxes. The fact that there's no end goal to shoot for, or even a loss condition, is kind of a bummer - it's chill, to be sure, but the fact that there's no winning and no losing leaves things feeling kind of pointless. I also don't like the double-RNG at play - the mailboxes *and* mail both being random, with no way to select any letter than the one at the top of the stack, means I'm often stuck hanging around waiting for the right mailbox to show up before I can deliver anything. (All the more annoying if the next letter in the pile goes to a mailbox I just had to let slip offscreen!)
May 5 08:48:07 10m 57s Eyes of Odin ♥ 2 Clearly a lot of work was invested into the presentation here, but...the game itself feels very very thin? I will admit I aimed for the arches at first thinking they were necessary to proceed only to realize they were just scenery. Very atmospheric, even though it's literally just a straight flight from point A to point B and then back again. I'll also admit that with as close as the camera is to the raven's back, it manages to feel claustrophobic despite being a game about flight. (And I was a bit perturbed to realize there's nothing stopping you from diving down through the mist and looking up to see arches and towers floating in the air!) Also, "Options" on the title screen doesn't work, and there's no way back to the title screen from "Credits." Was the art created for the game, by the way? It looks hand-painted - which is very very nice, given I've seen a game this LD with unsettling AI-generated assets.
May 6 05:08:01 20h 19m Spatial Delivery ♥ 0 I wish there were some in-game instructions! I glossed over the ones you posted in the description and I had no idea you could queue paths or switch drones with Tab until I was about to write my review. As it stood, I stuck with a single drone for my entire playthrough because selecting drones by clicking turned out to be too finicky. I also wish it was possible to discard produce! Since every delivery spawns with its associated item, it's possible to end up loaded down with undeliverable goods, and the screen becomes a minefield of produce with no recipient. And yeah, as noted by others, it is *bad* that there is no way to exit the game other than Alt+F4. If this game ran in Windowed mode, it'd be forgivable, but taking over the screen and forcing the player to force-quit is poor practice. (My own game lacks a dedicated "Quit" button, yes, an oversight on my part, but you can close the window at any time!)
May 6 05:18:51 10m 50s Ghost Pizza ♥ 1 Deceptively simple. Gets *very* tense the further on you get - those ghosts mean business! (Or loss of business, in this case! XD) I'm mixed on the lack of audio - the SFX we *do* get does its job nicely, but I'm not sure whether the lack of music contributes to the overall spookiness or just leaves the soundscape feeling empty. Other than my quibbles on the lack of music, this - despite its simplicity - is easily one of the most complete, polished, and balanced-feeling games I've played this Ludum Dare so far. I love the mechanic and I love the animations you have going with the ghosts. (Also - very much appreciate that you did not make being touched by the ghosts an instant game over. This would have been a *much* different game otherwise!)
May 6 05:34:30 15m 39s Holy Ghost Kitchen! ♥ 1 Always a sucker for culinary gameplay shenanigans. That said, I feel like the controls are very much too obtuse for some of these; "circle left" is suffering on a keyboard (not so much on a thumbstick, which I don't think the game supports?), and the chopping minigame could absolutely have used some points from the cooking games in Like a Dragon: Ishin!, where the blade moves automatically and the player is expected to time the chops. (On the upside: I should count my blessings you didn't try to add Ishin!'s timing-critical "add seasoning" minigame!) If you'd like an example without having to actually play the game, here's a video of Ishin!'s cooking minigames (the chopping is the first one demonstrated): https://www.youtube.com/watch?v=Qux7SFZfAHo ...On this subject: is that supposed to be a fish or an onion you're cutting? It looks very much fish-shaped but I realized an onion would make more sense in context. @_@;
May 6 05:40:33 6m 03s Stroke Stork ♥ 1 Oh I am NOT a huge fan of how you can't use WASD controls, nor how you have to restart from the beginning and watch/skip through the intro each and every time. Good graphics, but genuinely too punishing to keep my interest for long.
May 6 05:53:10 12m 37s DE-LIVER THEM ♥ 1 Big fan of both the puzzle gameplay and the warped take on the theme (my own game has a less gruesome but similarly off-kilter take on "delivery"!) I'll admit I didn't have the patience to puzzle my way through all 20 levels, but the concept is clever. My biggest gripe is that there's no visual distinction between the hunters the player controls: tabbing between them when there's three on screen takes some guesswork; some sort of indicator of what order you tab through them (like a red-green-blue cycle) would've been helpful. Speaking of, the instructions really should display before the game starts instead of being hidden on the pause screen - I didn't like how it wasn't obvious at first what I was supposed to do on the second level, even if my confusion was only temporary.
May 7 14:38:06 32h 44m Deliver the Gem! ♥ 1 Oh God, no. I am not a fan at all of the combat here. If I could click a second time to recall the gem, that would be one thing, but having to dodge bullets and pick up the gem again is torture. If I could simply forgo the combat entirely and make a mad dash for the exit on each level, that would be one thing, but you *have* to kill all the enemies on each floor, which is an exercise in sheer frustration. And if you had extra time before the release, like you said, then why on Earth did you leave the health potions broken and unusable?
May 7 15:32:20 54m 14s Dirigible Delivery ♥ 1 Good to see another Godot dev putting out a 3D game (though your project is *way* more ambitious than mine XD) The amount of *world* here is impressive, but I have to say the game feels like it's missing some basic quality-of-life features - a speedometer and distance indicator for tracked cargo would've been much appreciated. I also don't like how the ship doesn't pitch up/down as you climb/descend. I know that maybe *technically* an airship *shouldn't* but I'm too used to flying mounts in Final Fantasy XIV; the lack of the additional direction signifier is jarring. It also feels like the actual gameplay loop is slightly broken - the game was telling me I'd won before I ever ascended past the first three islands, though I still got a "Make final delivery" objective (never figured out what that meant), and even though I made it to Vaguely Island at the top, nothing special happened - in fact, it threw up a dock screen for "Sweetfish Isle" first, only giving me "Vaguely Island" after I closed it. So...given how much time the player needs to invest to make it that far, maybe make sure these kinds of things are working and not broken on release next time? Speaking of broken, I think docking is too fiddly - feels like the hitbox for when the docking prompt shows up is too small and doesn't always line up sensibly with the actual dock. I don't think anyone would miss the actual docking animation, either, which just looks bad most of the time - skipping straight from pressing the button to the dock screen would be an improvement. As an aside, I found the wind system equal parts frustrating and fascinating - it was annoying having to struggle against the currents to get where I wanted to go (maybe a minimap showing wind currents would've helped them feel less frequently like *obstacles?*), but it was neat how there was a system for tacking into them, and the particle effect itself was impressive. I'd love to know how to do something like that myself.
May 7 16:32:04 59m 44s Contraband Crackdown ♥ 1 The game loop sounds compelling on paper but I think the game area is too cramped for it to really shine. Everything happens so fast and in such tight quarters that it feels like a frantic button-mashing frenzy with no real thought or strategy involved. Also not a fan of how there's functionally no way to lose the game, you can only grind through it till you reach maximum rank; I quit after I hit rank 3 myself.
May 7 16:35:09 3m 05s Magic Parcel Service ♥ 2 I'm really torn on this one! The game itself is so thin as to be practically nonexistent (I finished it in under a minute!) but the concept on display is *clever* - having to *give away* your powerups one by one in order to finish. (I'll admit, I delivered the first two powerups so quickly I don't even know what they all do - I kept the fireball to the end, though!)
May 7 16:49:42 14m 33s Wasabi Whiskers ♥ 1 My brain is not prepared for the kind of puzzle-cracking this game expects of me. XD All the same, I appreciate the level of effort and polish on display. Also, I'm a sucker for sushi, cats, and conveyor puzzles, so that's a whole trifecta of my interests on display here!
May 7 17:08:02 18m 20s Beelivery ♥ 0 Consider this another thumbs-up on the bullet hell gameplay! I don't say this often, but I wish there was a downloadable version available - the level transitions were *neat,* but they also made the game freeze and stutter in my browser. Also agree that the stinger mechanic feels like an afterthought - it makes me think dangerously of another game I've played this Jam, where combat was reliant on a slow-moving, limited-use projectile, but fortunately unlike *that* game, this one didn't *force* me to use it.
May 7 17:17:18 9m 16s Bunpacking ♥ 3 The controls are a little finicky (feels like I've played *way* too many games this jam which had separate dedicated pick up and drop buttons where a single button and/or automatic pick up/drop actions would have sufficed) but overall it's cute and fun; I also really like the "2D-in-3D" style you have going here. (Also was fun figuring out I could just sidestep the Nabbers like a toreador!)
May 7 17:25:08 7m 50s Moon Kiss ♥ 1 The controls are finicky, and there really needs to be a download version; the game runs choppily in the browser. Despite never successfully launching a single satellite, though, I love the concept you've got going here. The whole idea of rigging up a *truck* to launch payloads into space is *hilarious* - I award points just for that. And yes, I would sooner trust your fictional space delivery company to get us to Mars than Elon Musk. (At least *their* truck only explodes when it *hits* something!) (Also, yes, I can read the actual title you've got going here - 果てしない空間, "Endless Space" ;) )
May 7 17:35:29 10m 21s TWEET ♥ 1 *Relentlessly* adorable. XD The platforming was a little fudgy, but I'm glad that wasn't the focus - the minigames kept things interesting and were implemented well enough to make them diverting instead of onerous. I also loved all the animations you worked in, and details like how the girl has an extra frame facing the camera when she turns.
May 7 19:30:02 1h 54m The King is Dead ♥ 4 I love this! My only gripe is that the final challenge feels impossible - there's really not enough time to surmount the Tomb of Kings while also dealing with all the other hazards of the road. Some more polish (I also experienced the issue where sometimes my hand prevented me from reading the cards on the board!) and a more forgiving endgame would make this something worth coming back to!
May 7 19:48:49 18m 47s Apricot Kernel ♥ 1 I feel like this was telling a very personal story in *roman a clef* form. Really quite lovely. I can't say I share the same experiences, but there are sentiments in there that felt familiar to me regardless.
May 7 19:57:10 8m 21s Total TattleTale ♥ 2 One of the best times I've ever had doing something hideously unethical. I'm not sure which I enjoyed more: screwing over the Land Robber Dealership or sending the would-be panda-nappers to the tiger cages. XD Also: secret ending? You have me intrigued. :3c
May 7 21:55:46 1h 58m Witch Brunnette ♥ 1 Absolutely adorable! And while I don't use Love2D for game development anymore (I've switched to Godot in recent years), it's great to see others using it. <3 Things get really hectic over time - maybe the game could use some kind of powerup system, like, giving you a purpose beyond score for putting ingredients in the cauldron? (Speaking of - I love how defeated bats drop wings you can use for ingredients!) My only gripe with the presentation is the lack of music. A fun little background loop would've done a *lot* for the game. It's not catastrophic that it's missing, but it would've taken the polish to the next level, I think.