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

HacksawUnit

Feedback comments for LD57

← LD56   LD58 →

HacksawUnit's games and stats for all events →

TimestampSince previousGameHacksawUnit's comment
Apr 17 03:56:26 DorfSlinger ♥ 1 Excellent little entry! The presentation feels extremely "classic LudumDare" and is very charming. (I love the music especially.) I liked figuring out all the mechanics and puzzling out how to make progress, and stumbling upon the end goal was a lot of fun. The control system of the slinger is well presentated, and a nice way to do it instead of the classic "click and drag" style I've seen before. Also, the way that Dorf himself bounces off of things, while the pickaxes do the actual digging, is an interesting touch which makes the game kind of pachinko-esque. (I also looove the spinning duel wield pickaxes...) Lots of great stuff, good work! :D
Apr 17 04:50:30 54m 04s Gemsweeper ♥ 1 Cool entry! I liked the presentation of the gameplay and how the grid and numbers interacted with movement, resource collection, etc. and it had me thinking of what else could be done with the mechanics. I think having some way of puzzling out key/treasure location using those same strength numbers could have been interesting... maybe all of the numbers within a row or column added together make up the respective number on the sides? Maybe the rate of terrain could also be indicated or puzzled out in that way... (Or maybe it already is, and I didn't notice? Hehe...) Just a really cool set of mechanics/rules to play and think about. :) Anyway, the title into tutorial into gameplay transition was well done and fit the theme really well, and it's nice having information on how to play within the game itself. The visuals are very clean and do a lot of heavy lifting to ensure the game is readable and enjoyable. This entry could have ended up being "just numbers", but the theming and care taken to create a little world is appreciated. Polish like the strength numbers changing colors, "dust" particles, and little grunts also helped a ton. While I generally liked this one a lot, I think making the progression feel more meaningful would have helped make each mine feel more distinct, even if it was just changing the tileset or colors a bit. The orange resources becoming scaffolding could have also been clearer. That aside, great work, and a very interesting entry.