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

rcxa

Feedback comments for LD54

LD55 →

rcxa's games and stats for all events →

TimestampSince previousGamercxa's comment
Oct 1 20:01:19 Fruit Fitting Frenzy! ♥ 1 I'm also able to see the fruit icons in both Chrome and Edge on Windows 11. Also, I thought the gameplay was fun, the theme was well-utilized, and I loved that the game didn't need a tutorial or instructions because of how each step was introduced.
Oct 1 20:48:34 47m 15s Clearing space ♥ 2 Playing this was a great wind-down from the jam. It was a good mix of challenging and relaxing. The text displayed between levels reinforced that vibe in a really nice way. I thought the difficulty was good, some levels took me a while but as soon as I cleared the right blocks and got the solution it was very rewarding. One thing I got stuck on for a while was that I didn't know you could move the pollen (?) after you made the flower bloom. I don't even think I'd try that make that clearer, though. The less-is-more presentation works great here and once I figured that out it felt great.
Oct 1 21:06:33 17m 59s Limited Space in Space ♥ 1 That was very fun. The controls are a little touchy, but honestly, when I overcorrected on something that accidentally sent the rocket flying way off course it was pretty funny. It took a long time to get my first satellite orbiting, but after that run I got like 6 orbiting. I think that's a pretty nice difficulty curve, like it's definitely a difficult game, but not unfair. My only issue with the web version is that the vertical height was too large so I couldn't frame the entire game in the browser.
Oct 1 23:04:40 1h 58m If I Fits, I Sits! ♥ 1 This game is very charming. Sometimes it's a little difficult to determine the boundaries of the box accurately, but I love the aesthetic and core concept of the game.
Oct 1 23:20:28 15m 48s Snake Snake Boom ♥ 1 I loved the sound design in this game and how the snake opened its mouth on the tile before hitting food. I liked the use of the 1-bit-ish graphics. The one mechanical critique I have is that the input doesn't seem to queue the next move. So often times if I tap a key at the wrong time it skips my input.
Oct 1 23:39:28 19m 00s No Pockets ♥ 1 I definitely agree with more communication for what is happening turn-to-turn. Also, it seems like there's some imbalance with the items that the enemies use. That said, I love how the graphics are done. The menus in particular are beautiful with the 1-bit style.
Oct 2 00:36:11 56m 43s CASHBLAZER ♥ 1 I dig the commentary on DLC. That was a great way to use the theme to make a statement about negative aspects of the game industry. Audio and graphics are also fitting for the game. The main thing I'm having trouble with is the UI hiding the gameplay. It might be a bug but when I hit a "paywall" the UI element in the middle of the screen doesn't go away which makes it difficult to play the game since the player is also centered in the screen. Additionally the player can move below the UI element in the bottom middle which also hides gameplay and makes it more difficult.
Oct 2 00:54:54 18m 43s Limited Space Game ♥ 1 I like the core concept, I also think the choice to make the defeated enemies dynamic objects that can be moved through slowly vs static objects was a great choice. For expanding the game, I feel like I'd like to see the hexagons be faster and trying to run into the player rather than approach and shoot to differentiate them from the triangles. That could give them a double purpose of being a direct threat and jamming up the player with grey objects once they hit the player.
Oct 2 01:05:38 10m 44s Bottle Royale ♥ 3 That's a neat concept. I had a minute or two where I didn't fully grasp the gameplay. I think I was tapping X instead of holding it. After that, I made it a while into the game. I think one thing that might improve the gameplay is if there was some way of knowing that one of the NPC bugs was about to charge. I tended to find myself pre-emptively charging to squash other bugs before they could charge, I think if there was some telegraphing of other bugs' moves it would add another option of avoiding the jar after the charge.
Oct 2 13:21:12 12h 15m Running out of space ♥ 1 I liked the audio of the game and the shrinking borders caught me off guard in a good way. It was a good use of the theme to add a twist to a more familiar game.
Oct 2 13:36:24 15m 12s Pactory ♥ 1 Very humorous, I loved the skeleton for the insanity difficulty. The physics were touchy but it worked in that panicking caused a disaster which added to the humor. The objects respawning if they go off-screen did a good job of making it feel fair. Great job!
Oct 2 13:48:00 11m 36s The Carver ♥ 2 Very clever use of the theme! Definitely took a little while to figure out how to last more than a few enemies but once I figured it out it was pretty strategic. I also liked the enemy movement during attacks.
Oct 2 14:11:17 23m 17s Limited Headspace ♥ 1 That was a very unique game. I think it was a great utilization of the theme. One thing that I missed the first time through is that I was supposed to use the space bar. Because of this I accidentally skipped through the tutorial. After I restarted and followed the tutorial it made a lot more sense. Aesthetically, everything here works really well. The graphics, presentation, music, and sound effects all fit together. Great job!
Oct 2 14:35:40 24m 23s Heavy Machinery ♥ 0 I like the balancing. At first, the slowdown from the parts was actually good for me, the ship with only a single weapon felt too fast so I kept running into enemies. Then there was a sweet spot where I could maneuver well and firepower was good. I decided to just keep adding as much as I could. At that point the non-shooty ships couldn't get close enough to damage me, but the shooty ships got me because I couldn't dodge the projectiles anymore. I had a lot of fun with this one!
Oct 2 19:52:22 5h 16m Verliies ♥ 1 That was a pretty unique game. It was also pretty challenging! I'm a little torn on suggesting that the blocks that break when you step on them should be more visible. On one hand, I found myself getting through them by memorizing where they were after accidentally breaking through them. On the other hand, I eventually did notice they were 1x1 and always positioned where there would otherwise be 1x2 blocks. The only issue was I found it a little difficult to recognize that pattern at the speed that the game progressed. The graphics were simple but effective which is great and the music and sound effects were well done and fit the mood of the game. Great job!
Oct 2 20:12:07 19m 45s disembARK ♥ 4 This was very unique and humorous. The audio and graphics fit the game well. The game gets pretty hectic and I really liked both the lightning when you throw an animal off that there's not two or more of as well as the water-line of the ark indicating how close you are to sinking. Overall, I think this was really well done, great job!
Oct 2 20:51:48 39m 41s Limited Build ♥ 1 Very cool, after a while, when the tower got unstable, I started building out horizontally just to balance it. That was a pretty interesting dynamic. I liked the addition of enemies that could destroy parts of the tower, it made the placement of the guns on the tower strategic. The only issues I ran into were the random spawns of objects and placing a part when the tower was unstable. The issue with the spawns was just that sometimes I wouldn't get a gun fast enough so there wasn't much I could do against an enemy spawn. The issue with placing parts when the tower is unstable is sometimes the block wouldn't be aligned properly when placed while the tower was moving. This caused some clipping issues that made the tower more unstable. Not sure if that's due to the movement of the tower or the joints bending when the tower moves. That said, overall, very well done! I had a lot of fun playing this one.
Oct 2 21:30:16 38m 28s Space Promenade ♥ 2 I really liked how the camera adjusted based on the fleet size. I feel like the zoom when the fleet was empty was a little too close, it made it a bit difficult to navigate the map. When the fleet was large the gameplay felt awesome. I really liked the aesthetic, the music and sound effects complimented it really well. The enemy base in the small corridor on level 2 was fun, I did that one last and was moving my fleet left and right to the beat of the music. It was a pretty cool ending to the game!
Oct 2 21:49:01 18m 45s Space Limiter Warp Drive ♥ 0 I liked the presentation of the game. Both in how you introduced the gameplay in a way that was easy to grasp and how the player gets a meaningful choice in how they want to play, either faster but more dangerous or slower but safer. Also, some of the patterns were great, like the zig-zag and the one that's straight lines followed by a spread of obstacles. I do agree that the gameplay feels better with WASD than with the mouse controls, but it's pretty solid with WASD.
Oct 2 22:17:49 28m 48s The Bullet Box ♥ 1 I dig the music! I pretty quickly learned the worst thing you can do is shoot a few bullets without charging because they end up super fast and impossible to avoid. I like that every time you shoot you're adding more danger for yourself as well as the enemies. I think that also hits on the theme nicely since you're effectively reducing the play space if you're shooting a lot. I also it's neat that you can charge the weapon without shooting to almost use it as a melee weapon. I got pretty far doing that, but since it requires you to get up close I got killed by something behind me that I couldn't see. Seems like a good trade-off though. I definitely think this gives you a cool space to experiment with different game mechanics given more time!
Oct 3 01:22:38 3h 04m Floodwater ♥ 1 Very fun! I especially loved the puzzles where you had to move a block to unleash the water and move faster than it to the exit. The gameplay was compelling and the aesthetics were great. Really great job!
Oct 3 20:39:12 19h 16m Packed to the Gills ♥ 3 Everything works really well in this game. The scope of the project is perfect, the graphics look really good and are very cohesive, the use of the theme was excellent, and the music and sound effects fit the mood of the game perfectly. Very well done, I had a lot of fun playing!
Oct 3 20:50:03 10m 51s Robot Demolition Program ♥ 2 The graphics and sound are cohesive, I found the graphics easy to read. The gameplay was challenging and fun. I feel like certain setups for the map and the placement/movement of the yellow robots sometimes made it a little too difficult to avoid the robot which was sometimes a little frustrating since they drain all of your battery immediately. I found myself really feeling for the blue robot and it was sad when I didn't manage to get it a charge before we got crushed. I really enjoyed playing, great job!
Oct 3 22:46:43 1h 56m Super Cube ♥ 2 Very nice! The gameplay was super easy to pick up and it was great fun. The UI was very polished and the game had great feedback. It felt really good to play. I did make the mistake of assuming you had to click and drag on the square to launch it, as soon as I realized you can click anywhere I did another playthrough and the moment-to-moment gameplay was really incredible. I agree with the other comments that this would be a great mobile game and it's also a really good browser game. Really well done, I had a ton of playing!
Oct 3 23:47:18 1h 00m Give Me Money ♥ 1 The graphics were simple, clean, and effective. It was a good distillation of the idle game genre and a well-scoped project for the game jam. Everything worked well, and it was fun to play. I struggled a little with the hitboxes for the money machines, I had trouble determining where the could be placed, especially along the top of the play area. Overall, I had fun playing this game, good job!
Oct 4 00:11:14 23m 56s CaveBots ♥ 1 There's definitely a learning curve to it, playthrough #2 was a lot more successful than the first one. I really like the music, sound effects, and graphics. It sets a great mood for the game. The game has a good amount of complexity to it considering the limited timeframe to make it, great job! Also, really neat to see a game made in Golang, it's been a while since I followed the Golang community since I don't use it for work anymore. I loved Golang for API development but wasn't aware of any engines or frameworks for games.
Oct 4 00:40:34 29m 20s Turn it ! ♥ 1 I think the main mechanic of the game was very unique and innovative. I had a lot of fun playing it and I really liked the art style and the audio. The game had a really nice mood to it. I do think the main mechanic needs some way to prevent the player from just using two blocks to solve the puzzles. There was at least one level where I was given a number of blocks (I'm guessing I was supposed to build a staircase) but I was used to only using the two so I grabbed two and ignored the other ones. That said, the mechanic is solid and there's a lot of room to build on that like blocks that can only be landed on once or blocks that can only be moved X times before becoming static or something. It's a really creative mechanic and it was a fun game to play, really great job!