Foon → Ludum Dare Explorer → LD54 → Feedback comment stats → Gyncoca
Feedback comments for LD54
Gyncoca's games and stats for all events →
| Timestamp | Since previous | Game | Gyncoca's comment | |
|---|---|---|---|---|
| Oct 19 19:07:16 | Fairy Tale 2: Big Trouble in Pixie Hollow | ♥ 1 | I couldn't build anything after the giant started growing, felt like I wasn't playing much after the first setup. Nevertheless the concept was cool and it could be extended with a more active Giant and more nuanced building/managing choices. | |
| Oct 19 19:42:35 | 35m 19s | Panic Color! | ♥ 0 | Keyboard controls make the game a bit harder than it should be imo, maybe you could try having one button that cycles through the available colors and move with the arrows instead, I think using X C SPACE and arrows would feel more natural and easier to manage or just swapping WASD with ARROWS as movement is the more crucial control here I'd like to use my right hand to do it. I can see how the layout would work better with gamepad which is probably how you played and tested it mostly I assume. The non-stop loud music is distracting and feels like the music and sound effects are fighting each other for attention. A bit reduced volume and stopping and relaunching the music at a random point on game over and restart would make it feel more immersive. In general, some less "in-your-face" and more suspenseful music would complement the gameplay better I think. I liked the presentation and the overall idea of matching the attacks with the enemies. |
| Oct 19 19:55:18 | 12m 43s | Downsizer | ♥ 2 | Cool graphics! The controls were a bit annoying, would've loved to just active stuff with clicking instead of hover and space. Panning was unintuitive, I assume it was meant for mobiles maybe? While the controls could benefit from a bit of "less is more", the visuals and audio is great and the overall polish is amazing. Good job! |
| Oct 19 20:01:57 | 6m 39s | Super Cube | ♥ 2 | Very satisfying level of juice and polish. The sfx works well with the rest to provide a crunchy feeling on hits. Overall a great little game. |
| Oct 19 20:31:58 | 30m 01s | Negative Space | ♥ 1 | Found it a bit too easy but played till the end, I only realized in the late stages that I could even rotate the pieces (I think this adds way too many options which makes it more easy while causing a bit of analysis paralysis as well). A bit of conclusive info at the end would be nice, maybe even a time trial to spice it up. The negative cargo idea was fun, although felt a bit pointless in cases where the port had the same shape in positive and negative as well, in these cases I mostly just added and removed the same block essentially doing nothing. Overall I like the presentation of the game and the positive negative idea. I suggest trying to work on the difficulty/puzzle tuning by creating smaller levels with less pieces and a more limited space. Good job! |
| Oct 19 20:47:14 | 15m 16s | SUPA SEAL-MAN!! 小さな氷山島に魚の事故!! | ♥ 3 | I had much fun playing this! Great entry, simple but well polished and cohesive! すばらしい |
| Oct 20 12:23:19 | 15h 36m | Speedy Deliveries | ♥ 1 | I think the background could have a bit less contrast/brightness. Since the user is required to click certain things those things should pop out more to give a clue on what is interactable and what is not. The highlighting on the selected box should be stronger one way or another. Sound feedback on the user interactions could easily make the game feel more responsive and engaging, just a tiny bit of rustle on moving and selecting parcels would be cool. In general your text containing UI elements like buttons and score label could use some padding, Gameplay-wise I think it would be satisfying to be able to move multiple parcels with the same destination at once, this would add a bit more momentum to the game. The incoming parcels could also stack up if you don't take them fast enough leading to a stack overflow loss if you are too slow ;P Nevertheless, good job completing the game! |
| Oct 20 13:32:39 | 1h 09m | Conveyor Chaos | ♥ 1 | Very slick game with solid mechanics. Later levels made me feel quite claustrophobic which is a testament to the theme well implemented I think. I think being able to rotate the camera would be nice to have new perspective on things. Maybe you could even get away with removing the walls completely as they mostly just in the way to see the level. While I like the look and feel of the game I wonder if the 3D is really justified here, seems like it just makes controlling the game a bit more clumsy while not helping the mechanics much. Rotation is a bit unintuitive, maybe some visual aid to where pieces would and could rotate would be nice (or allowing for manual click and drag rotation or something). To increase difficulty I think you could focus more on a few tricky pieces and spaces instead of increasing piece count. Maybe introduce new belt types which can't be rotated or can't be moved but able to rotate or completely static, or only compatible with one color. This way you can create harder challenges while keeping the analysis paralysis low. Good job anyway! |
| Oct 20 14:16:02 | 43m 23s | PhotoSquatch | ♥ 1 | Funny game with a cute sasquatch. I like the core idea of having to do stuff inside the viewfinder. As controls go I think overloading the left click with jump and taking the photo is a bit confusing. I found myself often taking photos when trying to jump before reaching the ground wasting away my score as a result. While I like hanging on the pegs I didn't like having to deal with spawning and despawning them and they looked out of place from the rest. I think it would be nice for gameplay and fitting to the sasquatch theme to be able to hang on any of the trees in the background. Alternatively let the oldest peg auto despawn when clicking on a new location. For later improvements I think some combo system would be beneficial that would make the viewfinder follow you for a bit if you keep providing interesting moves. For example kicking a bird in the view would momentarily align the view's velocity with yours. Something like this would make the game more satisfying. Even just not repositioning the view on capture would be nice to be able to burst shoot a lot of images, think this would give the game more momentum. As a stronger feedback you could add camera flashes to capturing photos. Then maybe balance out the former suggestion of being able to take multiple shots in succession with some blinding effect where the sasquatch gets dizzy from too much flashing xD. Anyways, nice entry, I enjoyed jumping around kicking birds haha! |
| Oct 20 14:47:23 | 31m 21s | Too Maneon Loots | ♥ 2 | Cool game with a nice concept and an impressive implementation! The big tool-tip with stats and enlarged icons on hover are really distracting and makes the inventory handling a bit annoying. Would be nice to either see all stats on each tiles without tool-tip (like you can with the stats that have icons) or seeing the stats of the hovered item in a designated spot on the GUI that doesn't move around with the cursor. Sometimes I feel like I can't place down the item in my hand even though I have enough space. The orange/reddish color on the stat bars was a bit misleading for me as I thought my items were reducing my stats by that amount. Consider having the base stat bars be white and any temporary upgrade on top green. The attack icon being red was also something I first thought meant a reducing effect on my attack. I think you should unify the stats to each have icons and items could either raise or lower each stat. The death screen should have a `restart` button instead of `quit` as on the web `quit` has not function and I most likely don't want to go to the main menu but I do want to `restart` ASAP :) Thanks for the game, great job! |
| Oct 20 15:09:05 | 21m 42s | Kobold Delivery Service (KDS) | ♥ 1 | Funny game, I enjoyed it. I was mildly distracted by the pile of boxes near me that looked exactly like my box and so I thought the thrown box would smash into them. Think you could give a bit more lives to the player or make it so that you can somehow gain back lives if you manage to make deliveries. NPCs popping out for a frame from the houses like on the title screen on "wrong house" would make it even more funny. Good job! |
| Oct 20 15:22:47 | 13m 42s | Bee Catcher | ♥ 0 | Nice little game but please add an end screen so players can see how much they scored. I usually don't prepare to die so I don't check my score before doing so and it's all gone in an instant. |
| Oct 20 15:36:04 | 13m 17s | In the Shadows | ♥ 1 | Cool game! The chasing enemy could get me through the thin wall which was unexpected. Maybe thicker walls could help there? I think changing the user's cursor to something that is affected by the CRT post-process would make the game feel more immersive. Good job! |
| Oct 20 15:49:35 | 13m 31s | Limited Spacebar | ♥ 1 | A simple mechanic implemented nicely! I'd suggest that the power up screen should make existing laser zones disappear so that the player don't suffer from powering up and failing to continue the game properly in an instant. Laser zones that go off in a sequential manner should appear so as well to signal to the player about the order they will go off. You could get more out of zones if you randomized the order on each spawn. If general it is good to let players use the keyboard to control menus if the game itself is keyboard controlled. Let us restart with space and let us pick power up with arrows for better keeping the momentum of the game. The green circle can spawn behind the bar in the lower left corner, I thought the game was bugged for a moment. Maybe have a safe zone around the edges where the ball can't spawn, you shouldn't spawn it into the player either as then you have to exit and reenter it for the collision to register which is a bit weird. Maybe you should somehow punish the player for not picking up the balls. It's a bit tempting to just wait for the power up near the edge of the screen when on low health, this takes away the flow a bit. Simply connecting powering up to X number of balls instead of time would solve this. Anyways, you've made a satisfying game! |
| Oct 20 16:18:23 | 28m 48s | Let Me Breathe! | ♥ 0 | Awesome game with a creative implementation of the theme! As others said some indication of your oxygen when outside of a bubble would be helpful. I'd appreciate a built-in cursor as my system one can get very lost in front of the busy background of the game, something like a larger crosshair (or even a dashed line between it and the player) would be great to help aiming feel better imo. Being able to dash with right click would be nice. In the upgrade menu it would be more intuitive to be able to buy stuff by clicking on the icon rather than the prices. Effect tooltips seem out of place from the rest of the graphics with the resolution and antialiasing going on. Being able to burst the bubbles by just running or dashing into them could be nice. The game over screen should also contain some stats about the failed run. At least say how much time was left to win or something similar. Nevertheless this is a nice game with lots of polish and good design, thank you and congrats on making it! |
| Oct 20 16:41:50 | 23m 27s | FIT_OR_DIE | ♥ 1 | Awesome aesthetics on this one! I enjoyed the sounds and the little info arrows on files providing funny details looking real polished. Having all the levels laid out and the game panning between them was pretty cool too. I suggest saying on the page (or better yet inside the game) what the single button for control is or letting the player use multiple buttons (or even any) to control the game (space was my first try, clicking second, arrows/wasd third, enter only came after sweeping the keyboard :p). To easily add a bit of replay value you could accumulate the remaining time on each finished level and use that as a score at the end. As of later updates, more types of files and deleters would be cool. You already have ones with different speed, maybe some could only be deleted by deleters with admin priviliges like system files? Or have files that shouldn't be deleted (like system files ahah) go around the level too as a distraction/avoidable item, which would crash the level if deleted. How about some that needs to be deleted ASAP like malware which would force you to priortize those before the rest. Anyhow, great little game, thanks for making it! |
| Oct 20 17:38:46 | 56m 56s | How to Po | ♥ 2 | Hot game with funny graphics and a catchy soundtrack. As other said, falling off this easily from the level is a bit too unforgiving compared to the imprecise control with keyboard arrows. I would like to have a bit more control over throwing the buckets, or maybe have an option to just kick them so they slide down the level and spill at the edge, I think this latter might fit better with the tone of the game. Overall I feel that right now the environment is quite challenging and our control is a bit limited in comparison which makes the game feel slightly unfair. That being said it's a cute game and a fun experience which got rather scary at the final level :P Thank you for making this! |