Foon → Ludum Dare Explorer → LD56 → Feedback comment stats → FireSlash

FireSlash

Feedback comments for LD56

← LD54   LD57 →

FireSlash's games and stats for all events →

TimestampSince previousGameFireSlash's comment
Oct 8 04:15:35 Control Room Critters ♥ 0 I was able to play in firefox, chrome gives the error others have reported. Jumping is VERY slow and floaty, I think this is a FF bug maybe because sometimes it speeds up a lot, but it's hard to play with how long it takes to come down after jumping. I tried flipping all the switchesd but wasn't getting enough feedback to figure out how to progress. Not sure why Ii'd want to switch critters when they seem to wander around on their own when I switch away. I really like the idea, just needs some bug fixing and maybe a better tutorial for idiots like me.
Oct 8 04:25:44 10m 09s Hallow Helpers ♥ 1 In both firefox and chrome I get a black screen after the loading bar. Itch version works. Some interesting ideas here, but movement felt a bit janky at times, and outcomes were unpredictable. Both the stacking behavior of the stool things and the riding behavior of the balloons felt a bit random and it often felt like I failed due to RNG rather than a mistake on my part. The player also sometimes gets free jumps off walls, this usually happens when using a physics body for the player instead of a kinematic controller. That said, some neat ideas here. I quite like the spaces this game explores mechanically, and the level design does a good job of teaching new systems without overt tutorialization. Graphics felt consistent and the music was nice. Nice work!
Oct 8 04:35:15 9m 31s Dark Fuel ♥ 2 Didn't launch on chrome, works on FF though some of the tutorial images were missing. I think I figured it out regardless. Simple yet well executed idea. Found the win mechanic to be a bit tricky, I had the most success just letting the light go out to lure them all in at once. I feel like there's probably more room for mechanical escalation, but the simplicity of the concept works well here too. Nice work!
Oct 8 04:48:07 12m 52s AHHElevator ♥ 1 Neat! I love the clean yet clear art style, it came together really nice. The tutorial went fine, but once the game started I lost keyboard control, so I played the run with just the mouse... which ended up being easier. The monsters add a fun wrinkle to it and really bring the stress of it all together, but I feel like the controls and timings were a bit *too* forgiving. I realize that's a good default to err towards during a jam, but being left wanting for more is always a good sign. I also wish levels were a bit more clearly defined, I don't know what the end goal was other than I got a score of 22. The tutorial had a nice clear end point, and felt kinda of lemmings-like. I sort of with the game had that kind of progression, but maybe that's a good direction for a post-LD version :) Nice work!
Oct 8 05:03:23 15m 16s Fairy Haven: The Search for Home ♥ 2 Love the aesthetics! Mechanically I think it maybe leans too hard on procedural generation for something that really wants to be hand crafted. My first run I clicked the first area, made on choice (avoid foxes) then was presented with an option to settle. I took this and it's not really clear why I should take longer routes that drain more resources etc, but then the game just ends. I can potentially get a higher score but there's not a lot motivating the player to go for those scores. That said I do appreciate a good story telling engine, and I think this has a lot of potential with a few tweaks. I think pushing a bit more direction into the player's earlier experiences in the run can help produce more interesting stories, like having a minimum travel distance before settlement options turn up, and having more clear decision making/risk taking that leads towards settleable areas. Nice work!
Oct 8 05:15:25 12m 02s Butter Time ♥ 3 Wiggly! Everything felt pretty solid here. Wall jumping is a bit iffy but I think this is user error rather than any kind of mechanical issue. Jump lengths were tight in a few spots (The last one in Feel the Burn got me a few times...), I think a lot of it is just due to his very long hitbox, which is the nature of the butter here. Game has some clear mechanical escalation and I good decision making on tutorialization and helping the player when they fail to solve the obvious puzzle you placed before them. Nice work!
Oct 17 08:02:40 218h 47m PolyGone ♥ 2 I think the instructions need a bit more clarification. "E" doesn't seem to do anything, and parry fills some kind of gauge but it's too inconsistent to figure out what it does. When I do parry the mobs fall to the ground sometimes, other times they just get stuck in place.
Oct 17 08:14:34 11m 54s Ladybug's Underworld ♥ 1 Got stuck after getting roll, not sure how to get the ball into the blue spot with the tools I have, but I'm probably missing something? Feels like interact should do something maybe but it doesn't. Not sure where else to go. Movement is very fast but tight, so it felt fair. Atmosphere is great.
Oct 17 08:34:27 19m 53s Rise of the Wee Giraffes ♥ 1 This is a video game.