Foon → Ludum Dare Explorer → LD54 → Feedback comment stats → alaah
Feedback comments for LD54
alaah's games and stats for all events →
| Timestamp | Since previous | Game | alaah's comment | |
|---|---|---|---|---|
| Oct 20 19:48:44 | Ribbon 2 | ♥ 1 | Thank you for the Linux build! It's is immensely hard for me to write, but this is my least favorite game you've made (the first one I played was Morose, and, before you say anything, I actually loved that game). That doesn't mean it was bad–because of course it's a compo game that outperforms almost all jam games in quality–just that for the first time you haven't wowed me; in part because it's a sequel, probably. I played the game three times (first + speedrun any% + speedrun 100%). Ribbon, in retrospect, was *really* short ~~at mere 25.6m~~, but the novelty more than made up for it. The captivating thing was its unique juxtaposition of 2D and 3D. Here, this aspect doesn't play a role aside from the two initial puzzles, which is a shame. I understand this is a compo tech demo, and you clearly wanted to include as many mechanics as possible instead of focusing on the good one, but the playability of this demo as a jam game suffers because of it. The latter 3D-only half, the bulk of the game, isn't fun; jumping is awkward and annoying, and extra annoying if the character bunnyhops in an endless cycle if you stand in the arrows, and the star is probably too precise for WASD controls (it would be good with a joystick though). The move to a fixed camera angle made the game more intuitive to control, but at a cost of the 2D view often going completely nuts, and even spoiling secrets at times. Of course, the production value is top notch and the mix of pixel art with (mostly) low poly 3D still looks great. I have nothing to add here. Since my comment is negative I should suggest improvements. The problem is, I think the game would work best with some degree of twinstick controls, but this would have been a no-go in an LD game. Maybe even mouse-based movement would work, although that's an idea I haven't thought through. I would mostly ditch the platforming aspect and focus on the puzzles that take advantage of the unique mode switch mechanic, and imprecise movement would automatically become much less problematic. Maybe add some dynamics to the ribbon so that it doesn't twist so much to the point of breaking 2D (the first game effectively did that thanks to its control scheme). | |
| Oct 20 20:13:02 | 24m 18s | SUPA SEAL-MAN!! 小さな氷山島に魚の事故!! | ♥ 3 | Whenever the topic of video games as an art form comes up, we usually think of games deliberately made to evoke higher emotions–games like Myst, Gris, Papers Please, or anything made by Thatgamecompany. Of course, everyone has had different experiences and will come up with their own examples. As for me, however, the first game that comes to mind is **SUPA SEAL-MAN!! 小さな氷山島に魚の事故!!** |
| Oct 20 20:39:52 | 26m 50s | LIGHTDANCER | ♥ 1 | Screenshot from 2023-10-20 23-31-59.png Beautiful game. The only thing I could complain about is that the boss doesn't play well with a 1-ammo quiver; Titan Souls bosses are beautifully designed around this mechanic, but here's it's just a relatively mindless shoot–collect–repeat. Extra props for the lack of contact damage. There is only one enemy type, but it works really well. |