Foon → Ludum Dare Explorer → LD57 → Feedback comment stats → GuitarBro

GuitarBro

Feedback comments for LD57

← LD55   LD59 →

GuitarBro's games and stats for all events →

TimestampSince previousGameGuitarBro's comment
Apr 12 01:35:38 Antz vs Plantz ♥ 2 An interesting twist on tower defense with some good stuff here. I'll echo the other comments here that the pacing was a bit off. Everything was brain-off easy until around depth 7 or so where suddenly things were very much not lol. Managed to hold out till depth 10 though before the big ants destroyed so much of my stuff that I got flooded with the smaller ones. It would have been nice if there were pauses between waves per depth (or something along those lines) so I'd get a moment to read the new plants as they're unlocked. Even though the graphics are pretty simple, they're got a lot of character to them which is nice to see. Quite an enjoyable experience overall.
Apr 12 01:44:02 8m 24s Rapid Eye Microgames ♥ 1 Ah, I see I've found some fellow WarioWare enjoyers here. Lots of creativity with the microgames, really nice that you managed to get so many in time for the jam. The graphics have lots of charm and I appreciate the variety of audio tracks, though it feels like it's a bit awkwardly quiet for the bits that don't have music. My only major complaint is that it felt like there was some mouse smoothing going on which made it a little hard to do some of the microgames that required quick mouse moves, but it's not the end of the world. Overall, a pretty enjoyable time though!
Apr 12 01:54:15 10m 13s GUTS! ♥ 1 Well that's certainly a creative take on the theme. Is this implying the person is really into eating bottle caps and popsicle sticks??? 😛 Really nice ambience you've got in the platforming section. The slide part was a bit difficult to control which was a little frustrating, but the checkpoints so you didn't have to replay the entire thing were a nice touch. Liked that the tapeworms jumped out at you too. Not bad overall!
Apr 12 02:13:59 19m 44s . ♥ 0 Really dig the vibes. Haven't gotten around to playing Balatro yet (I know, it's on my list) but immediately recognized the Inscryption influence. That said, I'm not sure if I misunderstand something or if there's a bug because I swear I lost like three times even though I followed the instructions, but I couldn't tell because it was over too quickly to process what it said. The audio fit the mood nicely, but I do wish the background drone wasn't quite so repetitive. I can definitely see the vision though.
Apr 12 02:28:22 14m 23s Coin Grind ♥ 2 Really liked the mechanics here, but felt it was a little too short to fully explore it's potential. Never really felt limited on resources since it was so generous with them. That said, it was really satisfying chaining explosions to blow up massive amounts of tiles. Would have been nice to have a little more variety to the music too, but it worked well enough. Pretty fun overall.
Apr 12 19:16:28 16h 48m depth mapped ♥ 2 Really interesting idea here, I can see the potential if you had more time to flesh it out. The graphics you did have time to make looked nice even if the level was still pretty much just white-boxed. I found the camera controls to be a bit awkward since it pivoted around the character's feet instead of higher up, but I was still able to complete it. Nice job overall.
Apr 14 23:59:18 52h 42m Deep Truth ♥ 3 Now those are some wild theories lol Even if the graphics were pretty simple, there was lots of charm on this one. The randomized "deep truths" were a nice touch to incentivize retrying to see what would come next. It did feel like sometimes you just got unlucky with the obstacles and they all lined up in a way that you couldn't avoid, but it wasn't too much of an issue since it was so quick to retry. Also the 3D perspective made it a bit hard to tell where you were in relation to the obstacles as they were coming at you... some kind of distance lines or something similar to help gauge the depth (no pun intended) would be pretty helpful. Overall, a very fun entry regardless!
Apr 15 00:15:04 15m 46s Submarine Waffles ♥ 0 Very silly with the sloppy liquid/softbody physics. Definitely getting Krusty Krab vibes lol That said, I think the physics were a bit buggy. Often got things "correct" (when I totally didn't) and something got things partially wrong when I thought I actually got them right. Could use a little more feedback when a specific item is "good to go". The hand-painted graphics were very nice though and I liked the gameplay loop. Overall not a bad entry here.
Apr 17 00:26:04 48h 11m Blurred Escape ♥ 2 Really dig the vibe here. Using depth of field was an interesting mechanic, but apparently it's not scaled with the viewport size so it was way easier to see the numbers in fullscreen (and harder to see in the LD web player). The ambient audio was really nice and tense, I just wish there was some build up as you get closer to "game over" so you know there's actually time pressure here. Regardless, this was definitely one of the more unique interpretations of the theme I've seen so far. Not a bad entry overall.
Apr 17 00:42:28 16m 24s Deeper into the Black Hole ♥ 5 I encountered the bugs the others mentioned, but I dig the aesthetic here. Simple, but very well made graphics. Also noticed that space bar moves your camera, not sure if that was that intentional? Congrats on your first entry regardless!
Apr 17 00:53:03 10m 35s INANIS INANIS ♥ 1 The controls were difficult to get used to and I wasn't quite sure what I was doing, but I get what you were going for here and the vibe definitely shines through. Unfortunately this kinda game really needs some "intro phase" or something to ease you into it rather than immediately kicking off the failure timer while giving you a bunch of text to read (yeah I died while reading on the first playthrough lol). Despite that, I can see the potential here. Not a bad jam entry overall.
Apr 17 02:02:46 1h 09m Big Boom Bob ♥ 2 Kaboom! kaboom.png I'll be honest, when I started playing, I wasn't super impressed. But I'm glad I played all the way through because it kept getting better. The dynamic music was a great touch and once I realize it was an upgrade _tree_ not just 3 things to put points into, the gameplay loop really clicked. I see the "invincibility" option and I'm wondering "huh, why would I want that?" then "oh that's why 😈☢️". The graphics were fun and I'm impressed with how many unique types of enemies you got around to making. Honestly, most of the game was pretty great, my only real gripe is that it felt like the different elements lacked cohesion. Ex: the gameplay was cave/mining/exploration, the graphics were retro cartoon, and the music didn't really match the style of either of those two. Which, honestly for a jam, if that's the biggest issue then you're doing just fine lol. It just would have been the icing on the cake if they all clicked together. Anyways, really good job here!
Apr 18 01:03:36 23h 00m It's buggin' me ♥ 1 That's neat. Would be nice if there was some gameplay, but I like the attention to detail with how the legs move independently of one another.
Apr 23 01:53:14 120h 49m DEEPLINE ♥ 1 Really dig the vibe here, the audio really serves to enhance the feeling of desolation here. The "ping" mechanic was well done how it tied into both to the navigation and the interaction with the drones/doors. While the lighting was very well done, I do think that the texturing (or lack thereof) was probably the biggest detractor from the mood. On the plus side, it did give me Outer Wilds vibes, but on the flip side, even that game managed to make abandoned structs feel a bit less... "sanitary" even though they also had minimal texturing. The lighting is doing most of the work here so I can't knock the graphics too much, but if I had to point out the area that would give you the most bang for your buck to improve on here, that would be it (in my opinion). The models were nice though, good variety there. Gameplay-wise, it was pretty straightforward, but that was perfect since the focus is on the player building suspense in the unknown (hey kinda like our game lol). My only complaint there was the downwards platforming really needed some more air control or ledge friction to prevent you from slipping off. I had to restart the last level way too many times because those little ledges you have to drop down made me go juuuuust a bit too far and fall and die. But I did end up completing it regardless, nice to see you had time for a bit of an ending sequence as well. Overall though, really nicely done.
Apr 23 02:48:14 55m 00s Flatline ♥ 1 (This is reviewing the Jam Version) I'm conflicted on this one. I **see** the vision and I want to enjoy it, but man there's a few things that just really detract from the experience here. The graphics are _clean_ and are probably the highlight (no pun intended) with the subtle eye candy and mechanically it's super intuitive and feels good to control... but the precision demanded of you, the back-to-back-to-back-to-back-to-back tight timings you need to execute (on top of the fact that these _are_ puzzles you need to solve) make this brutally difficult. Honestly I don't think the mechanics need to change, really I think you just need more playtesting to streamline the levels. Reduce the visual noise (way too many blocks copy/pasted everywhere to make what's effectively one long wall, etc.) and make sure the timings aren't _too_ precise and/or only require one really precise execution per level (rather than like, 6+ lol). On the plus side, the music was a great vibe and the sfx of plonking against the blocks was sufficiently satisfying. And I really do applaud your bravery to attempt a voiceover, but... I would really prefer it without. 😅 Especially since you have to hear it over... and over.. and over again. I appreciate that you guys at least limited it to only repeat every 3 attempts, but uh... I'll be honest some of these levels took me 20+ attempts so I still heard the same line quite a few times. The other thing that's a bit "at odds" is the fact that this looks, controls, and sounds like a casual game, but has the difficulty of a sweaty hardcore game. I already talked about the difficulty in the first paragraph so I won't repeat that here, but I figured it was worth mentioning explicitly that I felt a bit of a disconnect between the different elements. Overall I think this really could have potential if refined, but unfortunately these issues did hamper my enjoyment of trying it out right now. That said, I'm really only being so critical because I do believe you're so close to having something excellent and hope that the feedback is useful to getting over those last few hurdles. Still a very solid entry overall.
Apr 23 04:12:13 1h 23m Abyss Prison ♥ 2 Man, really like what's going on here, but it's midnight here and my brain is not functioning enough to complete the subtraction equations so I'm stuck there. 🙃 I'll take a hint on those two if you'd like me to see the rest of it. Obviously you're working within the constraints of the hardware, but you still managed to get some pretty nice graphics/music. I also like the premise, but it does feel like just a _bit_ of a stretch to connect it to the theme lol Anyways, really good job from what I saw up to that point.
Apr 25 03:13:19 47h 01m The Stochastic Abyss ♥ 1 Really interesting concept, just wish there was actually some decision to make (as others mentioned above). The minimalist graphics worked great here, same with the subtle background music, though some sfx for drawing a card would go a long way to sell the fact that it's a deck of cards.