Foon → Ludum Dare Explorer → LD54 → Feedback comment stats → ellaris

ellaris

Feedback comments for LD54

← LD53   LD55 →

ellaris's games and stats for all events →

TimestampSince previousGameellaris's comment
Oct 2 08:07:05 Space Limiter Warp Drive ♥ 2 The risk reward is cool. Mouse control was weird, I felt my mouse was trapped in the corner and I had to pull the player back all the time. The audio and visual feedback on getting close was nice.
Oct 2 08:52:05 45m 00s Clearing space ♥ 1 - Overall a nice puzzle game. - The goal was clear and the loop was engaging. - Some levels felt harder than others, maybe being able to select a level could let people adjust their mind and get inspiration for other levels they get stuck on.
Oct 2 09:19:47 27m 42s Pool Frog ♥ 2 - I liked the art style and the frog animations. The sound was a nice arcadey touch. - The game loop felt quite good but there seemed to be a lot of fish slow to catch you and only one fly, so it was pretty risk free to fall into the water and there was no real safe area with the amount of fish. - It took me quite a bit to figure out that eating flies is not automatic when I come into contact with them, it could also be cool to be able to eat flies mid jump, maybe with the tongue extending in the jump direction or getting stunned upon falling down after trying.
Oct 2 09:45:57 26m 10s Limited Space Game ♥ 1 - Getting the suit of the defeated enemy was nice, but being able change or upgrade them would be fun. Maybe they could take damage as the player does and would need to be exchanged, or when they would lose durability when being used. - The extra health in games about killing enemies isn't very productive, I think having a shield that could send back enemy attacks and would regenerate over time would be a better defensive option. Could also just go with attack speed increase. - I don;t know what happened to my health bar but after getting pummeled it stayed red for the rest of the game, even after getting healed for the next waves.
Oct 2 10:01:01 15m 04s Lifeless Landscaper ♥ 1 - Nothing happened after mowing all the grass, which was a bit disappointing. - The ghoul hands were quite annoying popping up in front of the player, and the only way to deal with them was to wait for them to disappear. I think it would be good to allow the player to make a decision, like showing the ghoul intended square faster so they have time to plan a different route, or have the ghouls walk between graves. - It's a bit weird you could pick up the mower and put it down, but there was no reason to do it then to initially get the mower.
Oct 2 12:14:29 2h 13m Pactory ♥ 1 - Nice quirky game with interesting art - I like the physics and having everything interact with each other and the cows liked to spin a lot. Moving objects seemed to apply a lot of force, a bit annoying but it worked well with the object losing (off screen) refund mechanic. - I did the easy levels which were fine, then tried the insane ones but everything just kept bouncing, truly insane.
Oct 2 12:49:10 34m 41s Scissor Knight ♥ 0 - Interesting idea with some interesting mechanics. - It didn't seem to work too well, the items would disappear when clicked, couldn't be moved, some items would be hard to get rid of and didn't want to enter the trash. I could not move items from inventory to crafting and didn't find a way to snip the items with the scissors to reduce the squares used. The initial item also disappeared at first when clicked, had to restart the game to get a new one and kill a goblin. - The monsters seemed to have randomized statistics, which didn't regenerate when the monster killed you so after reviving you fight the same monster who is going to kill you again.
Oct 2 12:59:58 10m 48s Walled In! ♥ 1 - Nice music with clean simple art and fitting music and sounds - Allowing player to just spam shoot without any penalty made me spam click my mouse, which is not the most entertaining. - Does seem to rely on the luck of getting the big enemy to border reset, although I think sometimes it reset for no reason? Zrzut ekranu 2023-10-02 145619.png
Oct 2 13:08:29 8m 31s No Pockets ♥ 2 - Interesting premise, descent experience. I liked the music. - Under magic I only used the steal ability, since it's what I thought the game was all about, didn't try the others but they felt out of place if you're meant to steal enemy items. I also didn't try the defend action, since it seemed like waiting for death. - The enemy getting their item back felt weird, especially that stealing and using the item passed the turn, maybe it could be a swap your item for enemies and you start with like a stone or stick.
Oct 2 13:20:09 11m 40s A small town ♥ 2 - Really fun game, with nice simple assets and engaging game loop. I enjoyed not having to wait for the bullet and predict where to shoot and being instantly raised when I kill an enemy on the same square. I've built a tower from where I sniped enemies until I fell off and one enemy spawned there. - I think the AI could maybe use some work, sometimes (probably when there was no path) it would just move between 2 squares. - One thing worth looking into is auto reload on kill, since enemies spawn after you kill the last one and sometimes multiple of them, or spawn them after a delay so the player has time to reload and reposition.
Oct 2 13:37:43 17m 34s The Spellswapper of the Dark Forest ♥ 2 - Nice idea, I like the creature and weapon art and effects. - I felt there was no reason not to spam shoot, especially once you get some guided missiles which follow your cursor forever and you become invincible. Maybe have a second loading bar when the second bar loads the next spell does x2 damage or something. - There wasn't much going one, at the beginning you discover new spells but after awhile it became repetitive, once knowing some of the spell effects I knew what I was lucking for. I think it would be nice knowing the loading speed for each spell to compare easily, because 15 bullets is more than 1 but not better if each bullet has the same loading time (a choice between interactivity/precision/dps)
Oct 2 13:55:56 18m 13s Super Pinup Smasher 2000 ♥ 3 - Nice art style. - At first I had only one motivation to keep going, then I was required to use a bit of brain power and was doubly engaged. The pit of shame much more enjoyable than it sounds. - When you finish a level you can sometimes hear a banging sound (it's the character stuck running in the background), makes it harder to appreciate the art.
Oct 2 14:11:09 15m 13s Age of TinyVillage ♥ 1 - Liked the art style - At first I placed the production far, close to the trees, learning how it works I placed it closer, accidentally getting my workers collide with it. Still don't know how barracks work, it only makes one soldier and then says it needs 150 stone, but I just get overwhelmed, even if I rush barracks.
Oct 2 14:18:33 7m 24s Running out of space ♥ 1 - Nice music and simple art - The rocket movement isn't the most useful since it's best to stay in the middle, maybe sometimes dodge the fast moving asteroids, but by that time I was getting overrun anyway having no where to escape to. - Currently you can just spam shoot which isn't the most fun, since you have no decision other then how badly do you want to destroy your keyboard, maybe you could load the shoot making it more powerful over time, better than single jabs, hurts more when you miss.
Oct 2 14:28:19 9m 46s MineRaider - LD54 ♥ 1 - Nice scavenger hunt - The inventory was a bit hard to click and the camera was still moving making it confusing. - It was a bit misleading to have a pickaxe but not being really able to use it. - I got lost, couldn't find my torches, but I reached the, elevator?
Oct 2 14:34:09 5m 50s River Dance ♥ 1 - I was stuck in the first level several times, being unable to make a move after moving everyone to the left (from the bottom), then it worked if I moved the green girl first. - The movement animation is very slow and there could be a restart button.
Oct 2 14:41:35 7m 26s Limited Space in Space ♥ 1 Great idea and a good gameplay loop, with easily visible difficulty increase.
Oct 3 09:25:33 18h 43m Forklift Frenzy: Limited Space Edition ♥ 1 - Really fun driving, good art and sounds. - Had a bit of a hard time identifying the walls at the beginning, especially sine I saw one box outside them, which confused me for few seconds. - The shop was a nice idea, but it felt a little weird pawning of the boxes you were supposed to deliver during your delivery time. - The chaos and speed of it all wasn't bad, the problem I had was that I didn't know what to do, grab a package and deliver it, but where, there are 3 possible destinations, I didn't have time to figure it out as I felt rushed. Maybe you could giver the player more time at the very beginning to look around, examine and figure out how it works and then crank the difficulty (like a short tutorial, deliver a package to each platform). Another thing you could do it to give the player an arrow indicating where they should go to deliver the package, (I think I figured out how it works afterwards from the screenshots when I had time to process it) like each platform that accepts that box gets an arrow, bigger if it's order is partially completed and maybe give a red tint to incorrectly stashed boxes.
Oct 3 09:34:23 8m 50s Necr♥mantique ♥ 0 - The art was good - The music started off way too loud - I think I skipped through the tutorial text, and didn't understand it the second time - Towards the end I summoned the paladin with my full army and they were stuck there dancing for like a minute while I randomly clicked around and then I won.
Oct 3 09:44:55 10m 32s Super Cube ♥ 2 - I liked the art and sounds, getting multi-kills was satisfying - After some multi-kills it could be hard to see the player with all the debris flying around - At first I thought you sometimes randomly bounce off of enemies, then I figured you bounce off when going at high speed and go through when going slowly, which fells weird. - At the very beginning I thought you had to drag the player object, which I found to be hard, then I figured I can click anywhere on the screen.
Oct 3 10:02:50 17m 55s Lockdown: 1986 ♥ 2 - Nice graphics and cozy atmosphere. - The voice over was nice, but too surprising and loud - The ending could not be advanced with the mouse, which I found weird, and you get to see the German menu only after the credits. - At first I thought that I was getting the same drawing event with the stick man and skipped it, glad to find out there actually was some progress with that.
Oct 3 11:29:40 1h 26m Rift Escape ♥ 0 - It was fun bumping the boxes and watching them collide - I think the game started of too slowly, there was not much to do in the beginning and then it started to ramp up. - I found it unnecessary to use the move controls, I boosting around, which did make it a bit tricky with the ring of death, especially when bouncing off of things.
Oct 3 11:49:01 19m 21s Negative Space ♥ 2 - Surprisingly enjoyable, I didn't have high hopes at the beginning, but as I started playing I couldn't stop. - I enjoyed continuing with the mess that I've made trying to dig myself out of it. I didn't get the turn mechanic so didn't really use it, I also flipped once towards the end, thinking I'll flip a piece or maybe the bottom board, not the top one. - You said it's too easy, I didn't find it hard, but it was quite enjoyable, I think the flip mechanic might be too strong, have the player deal with the consequences of his decisions. - Could use a background track and maybe some sound effects when moving boxes.
Oct 3 12:04:56 15m 55s Inferno Collapse ♥ 1 - Interesting, I laughed when I saw the character and it's movement the first time. - The character was in the way a lot making it hard to see where you are going, especially on the closed in levels where the camera could go wild. - I think showing the claw animation even when there are no smiles would be good, because I tried several things and seemed like they didn't work. - I think re-spawning on the previous level is not necessary, just re-spawn at the beginning of current level (which the game sometimes did anyway)
Oct 3 12:19:11 14m 15s Boxes and Webs ♥ 0 - A really neat idea, with some rough edges, there were a lot of cools things to do. - I think it would benefit greatly from a smaller tutorial map where players could figure out how everything works and interacts together, because being thrown into all of that was quite confusing. - There were a lot of cool abilities, but remembering them all was not feasible, having some reminder UI would help greatly, especially if only available actions showed up.
Oct 3 12:29:43 10m 32s The Bellhop ♥ 1 - Simple, neat, effective, enjoyable experience - It felt like the passengers were spawning in real time, which means it would be best to smash buttons to get as many passengers off before you get swarmed. If you want it to be more of a puzzle game you could make the passengers spawn when the elevator moves. - The main motivation here was getting a higher score, but not knowing when the elevator will break (capacity/load), and not seeing the exact amount of passengers going to each floor (since they obstructed each other), made it hard to enjoy making decisions, since it was almost random.
Oct 3 12:51:17 21m 34s Train Trouble ♥ 7 I feel like you had some interesting systems, but they didn't work very well together. - I felt the best way to fight wasps was to ignore them, spam d and repair your train after. Fighting them can only cause you more damage to the train and killing them didn't seem to give you any benefit, just make them disappear. - The barricades weren't very entertaining, you just had to spam d when you hit one, I'm not sure why the player would want to decelerate. It would be more interesting if hitting the barricades was bad (cargo takes damage 0 lower value, people get killed 0 lower morale value), and shoot the barricades instead of the wasps. But not so that speeding and shooting straight ahead is the optimal strategy. - Leaving the repair/upgrade screen had the back button in the exact same place as end game button on the next screen, which lead to my premature exit. - After the tutorial I didn't see the upgrade button on the wagons (or maybe I wasn't done with the tutorial somehow?), if I skipped the tutorial the button was there. - There were different stations, but I'm not sure if they actually differed in any way. Also it didn't make sense to go to stations in between since you get penalized for leaving people, so just go out and back to central every time. - When in central station, I was able to select central station, which wasn't very productive and shouldn't be allowed.
Oct 3 13:01:36 10m 19s Flicker of Lumina ♥ 1 - Cool idea, I liked the upgrades - I found it hard to aim the fireflies and tended to run behind the firefly and bait enemies into walking into it. - It was pretty tough at the beginning with one firefly and getting a second one made it much easier, maybe you could start with two but they would gradually lose their light and flicker out.
Oct 3 13:14:06 12m 30s Limited Space , Rod Humble, Ludum Dare 54 ♥ 1 The rules were quite confusing, maybe it would be good to provide an example with the calculations shown. The creature descriptors were quite lengthy and unnecessary when looking for numbers. Maybe if you changed the rules to something involving the descriptions, like their value is not shown but can be obtained depending on the amount of verbs (or something) in the description.
Oct 3 14:08:07 54m 01s Tunnel Tiler ♥ 1 - Pretty fun cool idea, I liked the way the map wrapped, so you had to also plan for future laps. - I wasn't able to access the instructions but pretty quickly figured it out, apart from being able to move on the same color blocks. - Sometimes you would get a near instant game over because you spawned close to an enemy and it would move over the player before I was ready to react. maybe have the enemies move straight for like 1-2 seconds.
Oct 3 14:17:56 9m 49s Amazin' Delivery Service ♥ 0 - Pretty cool, neat looking game. - I liked the physics and it was quite fun throwing stuff around, however it seemed to be better not to wiggle around so you don't lose the package and just drop stuff directly down, since I didn't find it easy to rotate things through the momentum. I just felt this mechanic didn't go too well with neatly arranging boxes, maybe if you would fling boxes at box houses to destroy them? - Some light music and sounds could be nice.
Oct 3 14:40:07 22m 11s CaveBots ♥ 1 - wow, a really awesome game - One this is that I didn't notice the build blocks straight away and it took me some time to figure it out, or that the titan bots charged the enemy. - The random nature of building availability made it so I could build factories close to the entrance and turrets and barricades far from it in corners.
Oct 3 21:27:34 6h 47m Jurassic escape ♥ 1 - Well done, I think the sounds and the music suited the game pretty well - There was a lack of diagonal movement, which could be felt with higher speeds when you had to dodge a vertical and horizontal dinosaur, on high speed the vertical dinosaurs were falling at an angle making it even harder.
Oct 3 21:36:19 8m 45s TetraPolis ♥ 1 - Definetly an interesting and unique idea. - It felt quite difficult, as someone who doesn't play tetris that part was taking most of my attention, while I tried to figure out the rest of the screen and then I died. It might be a nice challenge for tetris players who could instinctively position the blocks and concentrate on the other tasks.
Oct 3 21:51:44 15m 25s The Sound of Light ♥ 2 - Interesting idea, the echolocation effect lighting the walls was pretty cool. - The first few maps seemed to be the same, then a little different and finally total shift leaving me confused. I feel it would be better if each map was different so the player would have to discover them. - The echolocation timer left me waiting a couple of seconds waiting for it to come back, which wasn't very enjoyable. I think it would be nice to be able to use the echolocation more, but maybe it would have a weaker effect, like every second or two you could light up the wall you look at and 5 adjacent walls. - I sometimes lost track of enemies chasing me, I;m not sure if they went invisible, but I think it would be good to always see the enemies, at least the ones close by, on account of being able to hear them. - I also found the audio to be a bit loud and annoying
Oct 3 22:14:48 23m 04s Limited Heart ♥ 1 - Cool little puzzle - The cut scenes didn't contribute much, and you could at least invested into lip sync :p. - I caved in and pressed space. - For the last puzzle there could at lest be some notification when the heart is full, like "sometimes you hart cannot be happy".
Oct 4 08:52:56 10h 38m Shipping Empire ♥ 1 - Nice, I enjoyed the art style and rearranging object squishing them into the limited space. - Could maybe use some relaxing music, water sounds
Oct 5 19:30:42 34h 37m One does not make jam without breaking pots ♥ 1 - I liked the art, and the idea was solid, would've been cool to see your full power. - I think having the jam essentially teleport made it a bit chaotic and stressful, you could add at least some movement animation.
Oct 5 19:48:47 18m 05s floating rock in space ♥ 1 Zrzut ekranu 2023-10-05 214021.png I forgot I had darkmode color inverter extension on :p - interesting idea, but the enemies clip to the walls a bit, maybe let them mine the walls slowly and don't cover the spawner. - I like how the level closing in seemed like a bad thing, but it was a blessing in disguise since you could just kite and farm enemies.
Oct 5 20:06:37 17m 50s wild maid ♥ 0 - I liked the art and the music was fitting, sound effects a bit loud. - I think you should skip the first game, as I was about to leave the next iterations were definitely more interesting from a single player standpoint.
Oct 5 20:25:42 19m 05s Volatile Village ♥ 1 - Interesting idea but kinda gets repetitive, I liked the fatigue expression. - I had a lot of gold and nothing to spend it on. - It was difficult to tetris the buildings having limited space and not being able to put them back, especially if I just needed to rearrange something but couldn't because I placed building in the trash too inefficiently.
Oct 7 10:13:55 37h 48m Wide Berth ♥ 1 - Way too big, and pretty short. - The enemies seemed to flash all over the place, it was hard to see them when they were standing, but this made it annoying. - The visibility was too low, I basically went through the game blind.
Oct 7 10:43:00 29m 05s Setting the Stage ♥ 2 - Interesting idea, cool character art. - It took me a few minutes to figure out the tutorial stage. I saw 2 spaces, I placed a musician in one and an instrument in the other. Maybe have some visual que for missing musician instrument in a "position", or have the tutorial have 1 "position" so it's impossible to have this problem. I did read the tutorial, it said 1 musician and 1 instrument, I saw 2 spots I thought it makes sence, one spot for the musician, one for the instrument.
Oct 7 11:14:33 31m 33s Function f ♥ 1 Wow, what an awesome idea, both entertaining and educational. Simple yet elegant. I remember seeing some program at one point in school where you could mess with different functions. I just recently felt the need for the math functions and graphs in my games. Graphs that determine the difficulty curve, the number of enemies steadily increasing, the number of helpful items/buffs goes up with the enemies as the player learns the game and then decreases to make it harder, making a nice curve. I've been, somewhat successfully, using the windows calculator to visualize it.
Oct 7 11:38:08 23m 35s Please Sign Here ♥ 2 - Cool game, I loved the humorous backstory - The forms where flew over too quickly, I think it would be good if the camera slowly went over the form, and the player could click on the screen to speed it up/ skip it. With the magnifying lens it was hard to read some text, maybe it could allow to move the camera horizontally, but keep the same zoom level. - I feel like the portals could stop the mouse from moving after teleporting for a little while (0.2s), I often went too far because the portal hitbox was so small, you could also extend the portal hitbox. - I also got this and I'm not sure where I went wrong with this one, seemed somewhat random Zrzut ekranu 2023-10-07 132825.png
Oct 7 12:02:55 24m 47s On the Ice ♥ 1 - cool, I liked the global best showing and the leaderboard. - It was annoying that the first time I failed a map I had to click the restart with my mouse, and only then I was able to restart with the enter key. - I'm not sure multiple inputs were working, on the last map I discovered the slowing down ability, before I usually had up or down and left or right pressed at the same time.
Oct 7 12:32:37 29m 42s Star Step ♥ 3 - It was quite interesting, I played the entire game with just left click. - It was hard to see the enemies and what they were shooting at you, seemed to have similar sprite to the players shoot shell.
Oct 9 07:49:43 43h 17m Tiny Shelter ♥ 3 - Nice art and cozy atmosphere - I think it could benefit from some more gameplay elements, like having to bring the cats back, and if they are left at a station for too long they would get unhappy, since now they just teleport back. - it seemed like either all cats wanted something or none of them did, which made me go between panic and boredom, which I don't feel is what you were after.
Oct 9 11:19:08 3h 29m Sheep in Wolf's Clothing ♥ 3 - cool game, I liked the art style, also having the rooms be same layout was nice for ease of navigating. - The fights were a little simple, not much too do. - The puzzles were also quite simple, also when turning while pushing a block sometimes pushed the block away from the character along the track (push block upwards, turn right, the block moves left), not realistic but it's not really a complaint.
Oct 9 11:34:51 15m 43s Escape from the clutches ♥ 2 - I liked the art and the audio - The weakness/vulnerability usually appeared while I was in the middle of an ability, so it would be cool to get like a heads up 2 seconds before the indicator shows up. - Getting webbed was pretty annoying, the only way of combating that is to stun the opponent mid cast, but it was very time sensitive, and if done wrong you lose your stun and get stunned yourself which is very punishing. - I didn't notice the difference between the web and poison attack (cast animation) and would cast the shield on enemy cast wasting it most of the time, also the shield felt useless and not very fun to use. - You could cast the empowered attacks while performing another attack, which isn't bad in it of itself, but the most success I found when I used this to minimize the amount of my characters cast time so I had maximum basic attack time.
Oct 9 11:49:04 14m 13s LIGHTDANCER ♥ 1 - The graphics were nice and the lighting was very atmospheric - I enjoyed the way the arrows bounced of off the boss, sometimes multiple times, one thing about that is when I was shooting there I sometimes was touching a tree and had the arrow land on it making me a little confused. - I think the burning enemy corpses could stay alight for a second longer, it was a tad hard to snipe enemies from afar pick the arrow and shoot a tree to have some light. It could also be a distance thing, if you shoot the enemy from afar you get more/longer light, shooting enemy up close means you get your arrow back faster, but it could also be so that the killed enemy light is shorter/smaller.
Oct 9 12:07:43 18m 39s Unlimited space ♥ 1 - Interesting idea, I liked the emoji language, even if sometimes hard to understand. - I found the coordinates a bit annoying until I figured I can just hold to zoom across the space and the customer will jump out when he needs to, would be cool to see the current coordinates in real time instead the log. - I often found myself either having a customer and passing by many others, or not having a customer and zooming across a lot of empty destinations. Maybe you could generate the customers more evenly, or generate few extra customers not too far after a customer is delivered.
Oct 9 12:16:51 9m 08s Blow Ball ♥ 1 - Cool, but I had to play with myself, on account of not having anybody, simple ai would be appricietead. - I found it a little confusing, albeit maybe because I played as 2 player against myself, but I often moved in the wrong direction, it's a little weird because when you click to the left you move to the left and shoot to the right, when defending I would think of moving and when attacking I would think of shooting, so it felt like the controls (in my head) were inverting themselves depending on the position of the ball.
Oct 9 12:38:19 21m 28s Auto-Pilot ♥ 1 - Pretty cool idea, it was quite fun. - It would be nice to be able to move the ships between rounds - It would be nice if the ships had different abilities (probably not LD scope tho) - I feel the balancing was a bit off, if you go defensive the enemy gets more turns to damage your ships, if you go expensive ships they are larger, harder to fit and are more likely to take damage, where a small weak fleet can get wiped in one unfortunate attack. So the best strategy is to get high damage 2 hp ships and win after 2 rounds hoping your ships don't get attacked 2 times.
Oct 9 13:15:19 37m 00s SUSTAINING ♥ 0 - Some impressive UI Design - Unfortunately the game didn't grab me, the controls were weird and it was very annoying to move the ship, I kept bumping into the walls. I kinda felt the gameplay was holding the game back, maybe try a visual novel or point and click adventures. - It seems it's supposed to be a horror game, but I never felt scared, which is a good thing because I don't really like horror games, there never seemed to be any actual danger or at least I wasn't aware of it. I feel like in a horror game you should make the player scared, even if there is nothing to be scared of at the moment. - Why did the girl use her own oxygen to put the fire out, wouldn't adding more oxygen to the fire not make it worse?
Oct 9 13:25:11 9m 52s Stone Heart ♥ 0 - cool, I liked the way the shield regenerated over time and I appreciate the arrow directing me to the goal. - It was a bit weird seeing the minerals out of the total, It made me wonder if I have to collect them all to beat the game. - I actually shrunk my ship to the point where it wasn't visible anymore, I think there should be a limit, and with the smaller ship it's hard to see where it is pointing.
Oct 9 13:55:00 29m 49s roadtrip ♥ 1 - I felt there wasn't anything to do during the travel - The day night cycle was a little too sudden - I placed my baggage in front of the wheel and could not move it, I could move my character but it doesn't go into the trunk, but the suitcase driving is ok :p - The music was quite annoying - It felt like there was no goal, I didn't leave any hitchhikers, it felt like there was no progress.
Oct 9 14:14:16 19m 16s Notable Deeds ♥ 2 - Interesting idea, liked the unity touch, although I wasn't able to spot any of them. - It felt like the game didn't have an end (if you play well), maybe have a set amount of certificates fro a level, harder levels could include more certificates. - At the beginning it was quite a hard to figure out what is going on, I think it would be nice to have the timer only when the player is reading the deed, then have three buttons and once a button is pressed you don't need the time constraint to place a grave (or even place it automatically). - The weird thing is, the graves despawned in real time, so it was in your best interest to place he graves down as late a s possible, you could just have a unit timer that goes down when you place down a certificate. - I think the deeds could use some complexity, at the beginning I didn't exactly agree with everything, but I think I got the judging process in the end (or just got lucky later on). Maybe you could split the deeds not only to bad and good, but also minor and major.
Oct 9 15:02:20 48m 04s Disc Runner ♥ 1 - Wow I love this mechanic, it took me some time to figure it out (because why would I pay attention to the nicely informative gif which is the first thing on the page *facepalm*) and get used to it but it's great. - I'm not sure that fighting enemies in real time is the best suit for this, if you added bounce to the ball you could have a really solid puzzle game. - It was really fun pushing enemies and getting pushed around instead just dying when you get hit, it was a nice surprise.
Oct 9 15:33:06 30m 46s Packed Blobs ♥ 1 - Awesome game, nice mechanics, good pacing, cute art style - I liked how levels could be completed with like a basic more obvious route, and if you wanted you could try finding the solution hiding in plain sight for the perfect clear. - It was nice having the random levels, even if lower in quality (understandably) they do provide more content and creativity (random 4 map size) - For some reason I thought the timer was real time based (maybe because of the previous games I tried), and the range of the moves wasn't exactly obvious, it would be nice to display the exact range and possibly the outcome when hovering over the action button (although this was probably not exactly jam feasible)
Oct 9 15:50:30 17m 24s Defrag ♥ 0 Interesting and fun idea for a puzzle game, I enjoyed rearranging the pieces, it does take a while to fully grasp the concept.
Oct 9 16:08:20 17m 50s If I Fits, I Sits! ♥ 1 - Interesting unique experience. - I failed many times over and it was really annoying seeing the title screen for like the 10th time, and the sound starts to sound like laughter. - It took me very long to understand what is going on. I somehow found using left and right confusing, and thought I'm stopping the front of the cat and the end of the cat. Then I thought you have to make the cat the same length as the box, and I was confused weather the front of the box counts as valid space. Then I figured out the cat had to stop above the box and had to fit inside it. I think the title is a little confusing, because even if the cat fits it doesn't always sits (if it doesn't have to move and fits, it sits). I only ever got 2 success in a row, I once got good points (270) but I didn't understand why, as to me it didn't fit well unlike some other times when I got low score. **edit** also I guess the gif (and the main screen) show the cat extending not directly above the box but outside it's vertical "goal points"
Oct 9 16:31:56 23m 36s Unstable Resource ♥ 1 - First I thought it's 100 collective resources, but then it turns out to be separate, then I spam pump for a minute, red gets exactly 100 and my only option is to match or explode, so I explode. - I didn't feel any agency, like my input doesn't matter and I have no choices to make and it's just random if I win or not. Looking at the comments people seem to differ, maybe it depends on understanding probability, for me it's a simple question of, if vale is under (desired_value - (max_increment-min_increment)/2) you pump, otherwise you don't, only one choice made before the game even starts (which technically you learn by playing the game, so not necessarily on your first playthrough).
Oct 9 16:50:13 18m 17s Clear the space ♥ 2 - Cool idea with expansion. - Having a wheel for actions bound to the keys 1-5 isn't the best idea, the wheel would be good for mouse clicks, but a simple line would be easier to know which button corresponds to which mode. - It would be nice to see the current mode you are in reflected on the player character. - After a while it kinda gets tedious, there is no end goal, just increasing your points, and the only way I could think you could lose is if you forget to recharge and run out of energy, since you can build the energy rooms it's quite easy recharge. - After visiting like 10 rooms it can get hard to remember what is where, maybe you could add a map mode, which would display a map with the rooms and their contents labeled.
Oct 11 09:55:15 41h 05m Abyss Ascent ♥ 0 - Interesting premise but very short - The very beginning has the character on a black background, which is fine taking into account the time constraint, but could use a little display of urgency to the player, like some sound effects or even the character dashing from side to side. The music wasn't enough to convey the idea of danger and running away from a flood, it was nicely done later in the elevator with the background shaking. - Fixing the elevator presented 3 choices, 2 of which seemed identical, It would be nice to differentiate between them or at least give a little context before the player has to make that decision.
Oct 11 14:56:54 5h 01m Conways Crowded Farm ♥ 1 - My clouds didn't seem to move to the east, they went north and west. - I felt the descriptions and the goal wasn't very clear and obvious.
Oct 11 15:09:37 12m 43s Control Your Luck ♥ 1 - It's weird to have to press 2 buttons, when there is only 2 options available, you could easily map it to 2 different buttons. - I think the circles could use a random variable amount of time before they try to leave the circle, they seemed to leave in the exact same way I put them inside (or pushed outside), making it a little to easy since I knew the pattern (the one I made, by first getting the good ones in and bad ones out) - I think it would be more fun if clicking the circles didn't push them all the way inside/outside the circle bu slightly towards it.
Oct 11 15:16:26 6m 49s 海盗试炼Trial of pirates ♥ 0 Interesting idea with moving the platforms and having them being destroyed, but I didn't know what I was supposed to do and the resolution was off Zrzut ekranu 2023-10-11 171219.png
Oct 12 18:41:39 27h 25m Pickle Packer ♥ 1 - pretty interesting idea, I liked the physics of the pickles and some of the chaos. - The game became too chaotic too quickly, it's fun to watch the world drown in pickles, but up to a point, the sell area also gets overrun by pickles pretty fast, especially when you try to move your jars there, making it even harder. - It felt weird having only 20$ where the jar is 15 while some jars don't give you that much money, you might want to consider raising the jared pickle price to 2$ instead, I spent a lot of time trying to squeeze the pickles together to at least get the money back for the jar, but I went -4$.
Oct 12 18:48:38 6m 59s Penguin Waddle ♥ 3 - I liked the art and enjoyed the babies follow me around - The one thing which I didn't like is that the orcas could spawn behind the penguins, and eat the new penguin and some old ones when you tried to pick it up, maybe you could have an indicator to let the player know where the baby is going to come, or not have orcas spawn there for like 2 seconds. - The orcas didn't seem very threatening, maybe you could have the ice melt, or the orcas could damage it, or maybe the babies would occasionally wander off and you would have to chase them down.
Oct 12 18:58:36 9m 58s Locked Together ♥ 0 - The sound is pretty annoying - it would be cool to be able to speed up the text appearing, it takes a long time to show up - I think there was too much generic text, like them just saying "I like talking about this" or "enough talking about this" where it could just be cut down to like a name and + or -
Oct 12 19:06:51 8m 15s Limited Survival ♥ 0 - interesting take, I liked the struggle with the enclosing circle wall. - I think the spawning crystals should avoid spawning in the corers or close to the edges, since even at high space availability it would be hard to get to them from the screen center. - There wasn't much reason to stop shooting, things died pretty fast so I basically held the attack button all the time - there seemed to be a problem with the shooting sound when you got close to the enemy or maybe it overlapped with another sound, it went away when I stopped shooting
Oct 14 10:53:40 39h 46m Field of Flowers ♥ 1 - Interesting game, I liked the different mechanics behind the plants - I got to the cross and it started to get complicated having to work out why my plants were dying - I think the game starts a bit slow, it takes some time to get the money fro the first non-basic flower
Oct 14 12:19:21 1h 25m Broken Robot ♥ 1 - Interesting game, I like the unique inputs - I think it would be good overall to explain the rules to the player, not all people like puzzle games, even less like figuring out what the puzzle is before trying to figure out how to solve it. - I got to the dash, I didn't find a way to beat it, I hope it's not based on reflex to change the board mid move
Apr 16 23:01:00 4450h 41m The Despatch Rider of Hope ♥ 0 When In setting the arrow back would bring me here Zrzut ekranu 2024-04-17 005651.png I don't know but every time I start I take different items and every time it seemed like I needed the item I didn't have and instantly died.