Foon → Ludum Dare Explorer → LD56 → Feedback comment stats → Kartoffel Licht

Kartoffel Licht

Feedback comments for LD56

LD57 →

Kartoffel Licht's games and stats for all events →

TimestampSince previousGameKartoffel Licht's comment
Oct 8 14:24:53 Pharma Frenzy ♥ 1 Its defenetly fun to play, and pretty standart for that type of game. It has one simple, yet powerful game-mechanic. Rendering is well done. Only thing I noticed right away is a Bug, where you can rotate a pill into another solid, and the one with chain reactions. You might want to add a check for that. Also, levels get...well.. difficult! I never was a tetris player, so I might just lack experience, but the higher levels are really hardcore. Well, now to the things I might consider adding/changing if I'd have time to: ########################## -music/sounds on z.B. clicking or chain-reactions -> makes the game more satisfying to play. You can easily encode a .mp3 file into base64, add the scheme and feed it into the 'src' field of an 'Audio'-object -Background -> It might improve the artistic quality, the black background+white lines remind me of games like Undertale, but the pills/'x' don't fit that style that much. I'd root for the Undertaly look -Visual feedback -> Flashing text, vibrating, etc... Might not be that noticible, but they do make the game feel more alive! (Which makes it more interesting to player) -Moving the UI outside of the game-field -> makes it a bit less distracting, but cleaner -Main menu -> can be as simple as 'Pharma Frenzy' + 'Start'. But it does make the game feel more premium -Animations (on level switch, loss, win, etc..) -> Again, makes the game feel more premium ########################## Gameplay-wise I'd defenetly add more. It does not have to be that complicated, like simply resizing the game-field or changing the gravity, or adding Anti-bodies that help you, but might die and turn into an immovable object for the rest of the run, etc.. That should help keeping the interest of the player! All in all I liked it, but might as well be a demo
Oct 8 15:01:22 36m 29s ETHERNET ♥ 4 The music, is really nice. Could be a bit longer. Graphics aren't something super special, but the mood they create is really good! Gameplay-wise its a bit short. Understandable, designing that kind of levels takes a lot of time and I think 5 are enough for LD! Controls need some getting used to it, but are fine. I found it a bit frustrating when suddenly dying for some unknown reason. The Reason: I was hitting a wall. It might sound dumb, but I'd have appreciated some sort of warning. Maybe a glitchy (computer theme), red(contrast to the green PCB) vignette? Also, game was a bit buggy when not in full-screen (par Example because of chrome Devtools). I also was getting random deaths for some unknown reason. The Reason was: I wasn't seeing the 'SILKS LEFT' display due to those screen bugs. Probably are some unity/itch.io bugs but defenetly something to be taken care of when offering the game as HTML5 Screenshot 2024-10-08 165602.png Game was a bit lonely, only a spider and a bug. Would have enjoyed a bit more animations, keeping the scene alive. Just imagine what all those buzzling components currently are doing! And try visualizing that! Maybe add an LCD, or a blinking LED, or maybe a fan, or maybe an RELAY that periodicly switches, causing the whole scene to rutttle, or maybe components that commit to the sick music. Imagine the player having to jump from the mother board to a daughter one, whilst its moving or so. I'd take inspiration from little big planet (3) . They had a lot of creativity designing that game. Just make sure to make the player controls a bit more usable when implementing serious level navigation. All in all, I liked it.
Oct 8 16:39:20 1h 37m Molly the Mole ♥ 1 Love this game soo much! It has so much potential, and its the first one I played with that dark and pressing mood. But like a lot of games in LD, its demo-ish. Also, I first was confused by that weird swiping thing and then me dying. I first though it was the hand of molly or such. I defenetly would try making this a bit more clear. I'd also turn down the brightness and add a vignette. Also the hand-thingy needs more context. Gameplay-wise, like I said, a LOT of potential. like, what if molly can build simple structures? You could search up what might be the natural enemies of moles, or such. adding more dangers (and making them rarer btw) would be great!. Some animations would'nt do any harm either. Keeping the scene moving and 'lively' makes it more interesting, which keeps players. All in all, good job! Edit: My procedure would be something like: Prepare build system;setup basic application;[GJ START];plan out the entire game in 2-4 hours;implement main game-mechanics;implement game-loop;implement levels,etc..; polish game{graphics, difficulty valus}/final playtest