Foon → Ludum Dare Explorer → LD55 → Feedback comment stats → Antti Haavikko
Feedback comments for LD55
Antti Haavikko's games and stats for all events →
| Timestamp | Since previous | Game | Antti Haavikko's comment | |
|---|---|---|---|---|
| Apr 16 12:12:56 | Summoner Survivors | ♥ 2 | Neat. But it really becomes rather boring and repetitive after a while. There is like no real challenge until at like I dunno maybe wave 20ish the boss appeared and whirlwinded right on top of me and I just couldn't move away from it. Felt really unfair and unfun to lose like that. And it happened to me again. Now it didn't even spawn with that dash warning like but just immediately on top of me. Not sure which wave it was since the font is so hard to read. I feel like own attack becomes completely useless after you get few summons and it just hinders you from that point on. And found no use at all for the unit moving functionality. It felt janky as hell and even when I tried to build me a protective layer of melee units, it wasn't any good either as they just broke the formation as soon as I needed to move even a tiny bit. Which obviously you need to do constantly to get money and dodge dynamites. One more try and now I made it past 20 at least but then the frame rate just tanked to a slide show and it became basically unplayable. Bit of a z-ordering issue with the trees... Screenshot 2024-04-16 at 14.37.10.png Is it just me or is the cheap yellow archer just the best option get get in mass? Maybe sprinkle in some blues if you're too wealthy to spend on yellows but the melee guys just didn't seem any good. Anyways good job! 👍 | |
| Apr 16 13:06:07 | 53m 11s | Summoner's Recipe Book | ♥ 3 | First of all, almost missed that the game was actually playable for me (mac user) as I'm not used to them being embed in the LD site itself. But glad I did notice and managed to play it. But this scroll issue thing really annoyed me. Enough that I had to go digging around in css with dev tools and fix it to see it all. Screenshot 2024-04-16 at 15.17.25.png Would this be considered beating it? recipe-book-all.gif It was pretty darn interesting to try find them all. Basically pretty much seeing the unknown recipes when getting a "hint" felt a bit cheap and cheaty. But without it was just too random and tedious. Maybe the hints should cost something and could then reveal the ingredients one by one to make it bit of a less "here is the answer". Or could give more general hints like how many ingredients, maybe the character pic as a hint to get ideas like "made of opals so it must be one of the ingredients needed" or even a more lore(ish) description of the creature in question to get more vague hints that way. Like for the first half of my play through I was really confused on how to get materials because I thought you'd get them on creature sacrifice, not by just having them in your party. But then it clicked and the rest became a breeze. One big quality of life thing (that would have made my resource generation issue easier too) would be to allow checking your party of creatures that which resources they generate. You only saw it once and then either had to remember them all. Kinda funny that one of the hardest to get materials is the one you start with. And if you're an idiot like me and waste them all before understanding any of the mechanics really, you can get yourself in some big trouble later on. Awesome art! And so much of it too for some cool creatures that you basically only see once for a split second and then never again. Music fit the mood well too. Could have wrapped this thing in a mask component so that it doesn't overflow when scrolling. recipe-book-no-mask.gif Awesome job! 👍 |
| Apr 17 13:09:52 | 24h 03m | Burger Ritual | ♥ 3 | Tried it twice and keep getting a "bad ending"? Am I constantly getting screwed by the ingredients not correctly stacking to the burger or is there even a non fail ending? Screenshot 2024-04-17 at 15.51.53.png Well, third time the charm I guess. Was extra careful now with my ingredient draggings... Screenshot 2024-04-17 at 16.09.10.png The gameplay itself was kinda boring and clunky. As I already eluded above, the ingredients sometimes didn't stick to the burger itself when dragging them on place but just stayed there on the area beneath. Especially happened to me when the burger was getting tall enough and I instinctually dragged the ingredients near the top, not to the bottom where I think the hit area was no matter what. Having to close the scroll each time was a bit annoying. Felt like an unnecessary extra step now that there was no time limit or anything. Would make a lot more sense if there was time constraint so that you would need to flex your memory or waste time toggling them on and off again. But right now it felt like and extra step. Just extra clicks that were already a bit too plentiful. But of course removing/automating those would make the game very thin. Art looked great! Adding even a bit of movement would have really livened it up though. The sounds and music served their purpose, though nothing too amazing, it still felt really silent and monotonous. Anyways, good job! 👍 |
| Apr 17 16:54:54 | 3h 45m | Come By | ♥ 1 | Keeps crashing on me when I think dog is going too far or something. Screenshot 2024-04-17 at 19.44.23.png Kinda started to get a hang of controlling the dog but the last level is stupid annoying still and constant crashing doesn't help either. And for the earlier level(s), it's just easier to ignore to do completely. The dog controls are a bit too much to handle. It was really confusing at first too, distinguishing the dog from the sheep wasn't easy. It was only after the tutorial was complete that I actually realized that one of them was a dog and that's the thing I was controlling with z/x. I think a simpler control scheme would have worked a bit better. Maybe something like z to toggle between alert/sneak and x+arrows to forward/back/circle left/circle right. I guess that'd be a lot easier to remember. And at least having the button legend be available on other levels too would have been nice. And of course there is the thing about the amount of content. There is quite little and the difficulty spikes hard as it pretty much just throws everything at you at once. More gradual increase would have been approachable as it could introduce different mechanics one by one and let players learn them more easily. And I loved that you end the level by patting the dog 💁♂️🐶 Good job! 👍 Shame about the crashing... **edit:** Had to go back for a one more try. Beat it at least though let quite a lot of sheep get away... Screenshot 2024-04-17 at 19.58.08.png **edit 2:** Okay, a bit better now. 😅 Screenshot 2024-04-17 at 20.05.13.png |
| Apr 18 13:56:45 | 21h 01m | Summoners Rift | ♥ 2 | Pretty neat. Summoning assistant is too good, made winning feel cheap... Screenshot 2024-04-18 at 16.28.31.png The idea was quite cool. Though, it wasn't too easy to understand as the lengthy tutorial just didn't let you play at the same time. It basically just front loaded you with way too much information with zero context. Would have been nicer to ease more into it. Drip the information as you're playing when needed. And have some stuff be hidden from first few rounds like different card categories and so on not to confuse the player with too much too fast. And having all those different card categories felt kinda pointless. Most of the cards I saw there were not really all useful. Basically the game is all about getting enough mana to cast a deity, nothing else really matters. So just get some cash inflow, all the possible mana source as bingo, you're done. Even the deities in some of the categories were identical to others. Pretty sure they were just 30/20 and 50/15. There were some nice potential combos in the cards but they were a bit too reliant on luck and not really needed. Summons that don't give you mana or money seemed pretty much moot. I liked to mspainty art style and drawings and the sounds effects were neat too. Obviously would have needed some funky tunes on the background too. I think there were few style offenders that looked "too sleek" and not hand painted enough compared to the rest, at least the candles come to mind. Obviously not a huge issue and not a big departure from the style of the rest but it still stood out as different. Fun idea, I think it would just need more restrictions (like not allowing you to just pump all stats to max and grab all the good bits from different categories and having the deities be more so it wouldn't always be the same goal of 50 cash or 20 mana) to be great and make all the cards matter. So from the top of my head the grim one for example could be that it requires you to pop ten creatures in a turn to get the cataclysm prevention. But yeah, good job! 👍 |
| Apr 20 08:12:25 | 42h 15m | Braid 3 | ♥ 1 | Just perfect! ❤️ Screenshot 2024-04-20 at 10.58.52.png I have actually not watched Prison Break so might have missed some nuances but I think I still got the gist of it. Loved the music and sound effects but there were some crucial missing ones like for shooting. The music renditions were flawless with the off-tune pitch bends etc. And of course the controls could be improved. Always a good idea to add separate jump button too (space) for people who do not prefer to jump with up. Platforming could be improved with more precise colliders and maybe even having jump buffering and coyote time. The game didn't really require too much precision on the jumping parts so not a big deal but still felt awkward sometimes. The cursor also kept disappearing on me which made aiming a bit difficult. Accidentally found a bit of skip on the skateboarding section. You can actually drop down there early. Doesn't really save much time or make it easier by any stretch but still a functional skip. Well I guess it wouldn't be that fun to speedrun this game. 🤔 Awesome job! 👍 |
| Apr 20 08:47:25 | 35m 00s | Medieval Madness | ♥ 2 | Pretty fun idea but the execution would need some polishing in my opinion to make it fully shine. Doesn't look I can do any better than this... Screenshot 2024-04-20 at 11.21.50.png Like the UI is annoyingly misaligned in a sloppy way. Doesn't seem like it's doing that on purpose in a stylistic way since it doesn't really fit the art direction otherwise. Like the title here... Screenshot 2024-04-20 at 11.13.45.png Or the buttons or restart scene... Screenshot 2024-04-20 at 11.23.43.png The intro was also front loading with too much information without zero context on the actual gameplay so it didn't really help that much. It kinda required reading it, not fully understanding anything, then playing once and finally going for another read to actually understand what it was saying. Would be better to sprinkle in the information where needed in the midst of the actual gameplay so the players have some context on what it's talking about and not just vomiting up paragraphs of text at once and hoping that they somehow remember it all perfectly. And then the gameplay. As I said, the idea was cool, micro managing all the customers. The customer selection was annoyingly precise. It would feel much better if on any click you just find the closest thing (with maybe some max range) to the clicked position and activate that. That way you wouldn't need to be pixel perfect with your clicks and know the ambiguous hit areas of different things that didn't even always visually match the thing that it was representing. I think it also would be better with a fixed camera showing all the play area at once. Now you really just had no idea if some other corner of the map had a bunch of customers about to get pissed off. Or at least it would be a good idea to indicate off screen spawns somehow maybe with an markers on the edge of the screen or by minimum with some directional sound effects. Sound effects would also help with the bit of a problem of not getting clear enough indication of customer mood changes. The art looked nice but could have used more indications and effects of what was going on. Music fit the mood well too but the lack of sound effects was very loud. Anyways, good job! 👍 |
| Apr 21 09:30:14 | 24h 42m | Fire Festival | ♥ 0 | Hmm, can't get it to run (on mac)... Screenshot 2024-04-21 at 12.29.35.png and doing that... Screenshot 2024-04-21 at 12.29.25.png |
| Apr 21 10:25:19 | 55m 05s | Thalatta's Grand Heist | ♥ 2 | It's quite unfun to fail an exploration puzzle game based on time limit and be forced to fully start again. Did manage to beat it on a second try though. The movement was annoyingly clunky. Getting stuck at walls and doorways was constant and the turning speed was slow so making adjustments to aim at the correct spot for a spell was very fiddly. Turning the blocks made the camera jitter annoyingly too. Summoning with key combos felt kinda unnecessary. It works in Helldivers as it's more hectic and having to input the combos in the mids of action is a risk/reward and makes it feel even more hectic. But in this game there is no pressure (except that kinda dumb time limit) or any reason for the inputs to exist really so it just felt like an unnecessary step. The 2D art looked nice but I have a sneaky suspicion that it was AI generated. If so, you probably should mention it somewhere? I think using AI generated content is a bit of a gray area on the rules. I remember seeing somewhere that it might be allowed now but you might need to opt-out if a category was mainly AI. Still very grey area though but I'd say it'd be at least worth mentioning if so. The 3D was ok too but it wasn't very clear to look at and tell what was what. The doorways were hard to see. Different blocks like pressure plates and those time pickup plates (after having picked it up) were easy to confuse. Even the pushable blocks and some wall segments looked a bit too similar. Having two locked doors (and the correct one even being less easily spottable) and then saying you need to summon three books by it was mean. Screenshot 2024-04-21 at 12.58.15.png The small delay between correct solution and doors activating didn't feel great. Especially earlier in the room where those pressure plates were hidden beneath the pushable blocks. Of course after getting to know the fact it became less of an issue. The music was nice and overall the sound effects were quite good. The pickup sound to the time pellets was way too loud compared to everything else. And I think overall the volume level was rather low. The summon code key press sounds only happened when pressing with arrow keys and not when using WASD. The stream ends quite often glitched out on me an looked like this... Screenshot 2024-04-21 at 12.57.26.png Anyways, good job! 👍 And wow what a big team... **edit:** Just saw someone mention the fake treasure room and yeah, it was super mean. I guess I might have also beat it on my first if I didn't check it out and then proceed to desperately try to open a wrong door with the books. Having a time limit which results in a full game restart and actively tricking the players to wasting time is not a great choice. |
| Apr 23 12:23:17 | 49h 57m | That Time I Reincarnated Into /.../Trials By Summoning Demons With Unique Powers | ♥ 2 | The idea was great but would need quite a bit of iterations to make it fun to play too. Did make it to the end though after a couple of quite annoying soft locks and needs for complete page refresh. Screenshot 2024-04-23 at 15.12.51.png Well one of the locks was just hitting esc and leaving full screen but everything was so tiny without that it was near unplayable. The other time I got somehow stuck in a wall and the demon that carried me there couldn't move left to get me out. Screenshot 2024-04-23 at 15.05.19.png So the idea is great but executing the "plan" so to say just takes so much time and is fiddly as hell to swap between multiple demons and try to remember which does what. Doesn't really help that the only levels are basically the same thing with a very slight alteration. I think at least an easy way to help with demon power memorization would be to give them different color eyes maybe based on what ability they have the most of. And a way to unsummon them too would be nice (and obviously level restart as it's possible to mess up and lock yourself). Nice pixel art and animations! The music and sounds fit the mood well too. All in all would be great fun if you somehow made the actual gameplay less tedious and obviously added a buttload of more brain melting content. Good job! 👍 **edit:** Oh yeah and the controls could be streamlined quite a bit. Of course the game was short now but I kept constantly messing up with s/w/space. First of all, swapping off from a demon could automatically drop what they were holding to not get stuck on an immobile state then needing to rotate through everything again just to drop. Of course if you'd create puzzles with double carrying mechanics needed that would be another case. Both down and up could activate the summon area (and picks in the ring) to make it less fiddly. I would also swap the keys for grab and switch. I think it would also make a lot of sense if switching picked the demon closest to you first etc instead of using the summoning order. |
| Apr 23 17:22:09 | 4h 58m | Sophia's Spirit Journey | ♥ 1 | Managed to do it. Screenshot 2024-04-23 at 19.57.10.png All in all pretty good. The boss was a bit of a horrible experience with no sound cue for shots and them blending so well to the background and platforms. The platforming wasn't really precise enough of what it required, the blue platforms sometimes just letting you fall trough without any rhyme or reason and the brown platforms timer starting weirdly early if you go near them. The final stretch before boss was kinda annoyingly long too with all the possible sources of chip damage there were. Not hard but just not very fun either to run repeatedly. Pretty much the same as the early phases of the boss after knowing what to do on them. Other than that it was pretty well balanced. The checkpoints were plenty enough (maybe the beginning section could have used one too) and the dangers were never too much to handle but posed some threat at least. First time I died after getting the first head I thought it glitched as my head was removed. Could have hinted somewhere (in the game) about the head switching at the point when you get your first one. I tried to do a full refresh at that point to start again but the continue screen with showing me 1/x heads gave me a clue and then I checked the description for anything I was missing. Obviously would have been nicer to have it on game. The ice head was pretty useless. It served no purpose on the boss level with lava as you needed to switch off it to use the platforms and it required way too much dexterity to pull off with the clunky controls. And just staying on the platforms and hoping that the projectiles don't hit you was the way to go. The green one also was kinda moot and those moving platforms activating were just too damn slow. Waiting around doing nothing is never fun. On the boss it being slow served a purpose but normally it was just waiting for the sake of waiting. It, just like the blue one, served pretty much just as a passive effect. Which mechanically they could have easily been. And the shooty ones could also be just upgrades on top of each other which would have pretty much made the whole head switching unnecessary. And as it was only a hinderance really I don't think that might have been a bad idea. Of course it wouldn't have made sense thematically. Noticed you made an updated version with sounds and music (and bug fixes) which is nice. Too bad you couldn't squeeze them to the original schedule. They were missed and surely would have added a lot. The art worked but I'm not entirely sold on the purple on the walls (and everywhere else even hiding boss projectiles as I mentioned). It was a bit too attention seekingly bright and could be toned down in brightness and saturation to make it more serve its purpose as a static scenery element. But yeah, good job! 👍 Very "full" experience already for a jam game and I bet the... Well, my curiosity got the better of me and took a peek on the updated version. Looks like it shares the same save file and indeed the changes make it so much better. Especially the sounds help a ton. Pulled it off on the first try without any problems and found the "secret ending" too. Very dark soulsy... Screenshot 2024-04-23 at 20.20.11.png |
| Apr 28 05:01:01 | 107h 38m | Breakout | ♥ 0 | A bit glitchy. Keeps completely crashing on me after when I follow the bird to the elevator. Screenshot 2024-04-28 at 7.36.01.png The elevator doors open a bit funky too. Was this intended? Screenshot 2024-04-28 at 7.35.19.png I also glitched out of the whole world when I first went to the stairs. Had to fully hard boot the game. Screenshot 2024-04-28 at 7.32.40.png The movement is kinda clunky. I guess it might be kinda intentional as you seem to be in a wheelchair which I only noticed kinda late on my second run to the elevator to see if it will crash again and happened to look down by accident. I guess the bird did hint on it a bit. But gameplay wise it didn't feel great getting stuck on walls and getting through doorways was fiddly. And not being able to strafe to fix those times when you got completely blocked because walking with a too steep angle next to a wall and then had to awkwardly back up and rotate before proceeding. The mouse leaving the screen was a bit annoying but at least you didn't need to click anywhere though so it didn't mess up completely. But in my opinion, E should be replaced by mouse click (at least as an alternative). It ran kinda sluggishly. Of course I'm not running it in like the beefiest powerhouse in existence but didn't seem that detailed looking etc that it would cause any issues. Don't think it's just a rendering issue either. When I fell out I saw the outside section with loads of individual objects. Dunno if you have any scripts running on those at all times. A good and easy optimization trick for cases like this is to chop up your world to chunks (like could be each room), have them nested in empty gameobjects or something and then just turn them on/off as needed. That way the extra stuff don't keep running when the player isn't even anywhere near them. Oh yeah, and needs that classic execute bit turned on to run on a mac... Screenshot 2024-04-28 at 7.46.53.png Yeah I can imagine git conflicts getting outrageous with those unity meta files. For code files it's always easy enough and solvable but who knows with those meta ones. I guess my hint for it is that you should commit small changes and often. As is kinda the usual guideline with git. That way you don't face as big of a risk for conflicts and even if you do, they're easier to solve. Anyways, good job! 👍 Too bad I wasn't able to play it fully through... |