Foon → Ludum Dare Explorer → LD54 → Feedback comment stats → WilloXs
Feedback comments for LD54
WilloXs's games and stats for all events →
| Timestamp | Since previous | Game | WilloXs's comment | |
|---|---|---|---|---|
| Oct 3 10:52:41 | Mothership | ♥ 2 | Oh no - i have a problem with my browser. It seems like some combination of left and right klick triggers the back to last site option. Do you have a downloadable version perhaps? Because right now its sadly unplayable (with no fault of yours). | |
| Oct 3 11:12:24 | 19m 43s | Shot in the Dark | ♥ 3 | This game snowballs really hard on you when you miss a shot. I think you have to really get into the feel of the enemy movements to have a chance. I figured them out after like two tries and its pretty fun when you get the hang of it. I'm not the biggest fan of the requirement to have to completely stop moving to use the radar though. Maybe just halfing the move speed while doing would be fine. Because in the later stages and when you miss one (or a few) enemies, attacks come from all sides and you can only dodge or die and cant stop to use the radar. For me it's quite easy to get to 3000ish and then it gets really hard with the new stationary enemies. A bit of music would have been nice, but i like the subtle sounds that every action causes. I really like the artdirection with the simple style that works nicely with the environment/setting. |
| Oct 3 14:31:16 | 3h 18m | LD54 A Space Station Odysee | ♥ 1 | I agree with the others that the controls are a bit too clunky. I dont want to make any suggestions just the feedback that they didnt work as intuitively as could be. Item pickup was also confusing - i dont see a reason why you need to add an extra action for the pickup. Just collect them when you move onto the tile seems far easier. As of now the game is a bit to unchallenging for my taste. I think the concept is quite ambitous but needs to much time for a jam game. This way we have a big level but only essentially fetch quests with no real danger apart from timing out due to oxygen (which is really not to bad as the generators are cheap to come by). I played the newer version and finished it. It was a bit sad that the cutscene left one of the little guys stranded at the station xD |
| Oct 3 14:48:18 | 17m 02s | Nice Park! | ♥ 3 | Really cool - but i hate hate hate the tiny cars! Give me 10 more levels with the normal ones and i'll gladly play them once again xD Cool idea - best use of the theme ive seen so far (slight disclaimer: ive played 5 games til now). And all the little details are cute. The leaves, the smoke, the bird - all really charming. |
| Oct 4 11:13:03 | 20h 24m | Parking Ltd. | ♥ 1 | After failing miserably at the first try, i too figured out that you can cheese it by launching the cars out of the parking lot immediately. Funnily enough the checkmark will not be removed if you drive the car back in - so that made things easier. I managed to beat the game and i noticed that it stayed a bit repetitive. While the driving is fun, the levels didnt really feel different from one another. I think this would have been a thing to improve on with more time. And another (small) gripe i have is the missing visual uniformity: While the actual game world has a coherent style, the texts/ui really lack one. We have the handdrawn font and the post it style for time and score, but then the very standard font blue on white for the car identifiers. And also a tiny light blue settings icon in the bottom left corner. I would suggest sticking to the post it format for all of the ui. It fits the game better and is nicer to look at if it's uniform. The handling of the cars felt quite tight. I think for this scenario that made sense. Ssomehow i managed to make my cars airborn on numerous ocasions anyway xD |
| Oct 4 11:24:56 | 11m 53s | Orbit | ♥ 2 | Hey - fun idea! But nope, after like 10 minutes of trying i'll give up on level 3. I hope you didnt make an awesome endscreen i missed out on. On the other hand - im pretty sure i saw every popup of the owner complaining about me killing his satellites. Anyway - i think i have some design suggestions. There are three factors that determine how the satellites launch: launch angle, satellite speed and rocket lifetime. As it is now, you have sliders for the latter two and direct game-like control over the angle. I know that for determinism the sliders are good, but as a game experience i would like it more if i would control them directly too. For the rocket lifetime for example you could charge it up with holding down the mouse at launch. I dont have a perfect intergration for the satellite speed yet but maybe something similar. |
| Oct 6 14:45:09 | 51h 20m | Clockwork Express | ♥ 3 | That had a very unexpected dynamic. I was not terribly impressed at first. "Well it's just a reskinned tile fitting game but even easier as you can just leave tiles out and win anyway". But after a few levels it got to the point were the puzzle became not how to fit the tiles but where to fit them and which ones to alternate. That was pretty cool and i like the narrative aspect - that must have taken some time to add. Two quality of life features that would be great if you do a post jam version would be: - An unobstructed view of the level before the journey starts. - A slowdown when dragging tiles (to relief some of the stress and misclicks resulting from it). Of course the artwork is beautiful and the tunes are great too. I think it notices when your about to run out and plays the "didididi didididi" soundtrack? If so, great touch! I really have nothing bad to say - well done! |
| Oct 6 14:57:56 | 12m 47s | Packed to the Gills | ♥ 1 | Ok i love it too all around 4~5 stars. But there is one tiny thing i dislike: Nothing in the game uses the mouse but between levels we are forced to. Just accept any keypress as well or perhaps just space. Anyway - great game and a very cute credit sequence. Edit: just saw your comment above xD But enter is a bit out of the way too. I still keep suggesting any key to progress text. |
| Oct 7 10:36:35 | 19h 38m | Super Cube | ♥ 3 | Really cool game and super polished. It looks like i dont have the hand eye coordination to get to the top places though. For me it feels a bit hard to spot the player cube with all the particles floating about at times. And i'd wish for a bit more lenience when it comes to leaving the limited space - more like football where it only counts as "ball out" if it's over the line with its whole volume. But these are just personal takes. The game looks sounds and feels great to play and as everybody can see there is even a large competetive player base xD |