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

NBumgardner

Feedback comments for LD57

← LD56   LD58 →

NBumgardner's games and stats for all events →

TimestampSince previousGameNBumgardner's comment
Apr 8 23:09:30 Trickandy or Fruitreat ♥ 0 The ZIP download worked for me, the link versions were blocked by my computer but maybe it works better for different countries. I was wondering: 1. Is the tower open on 1 side or 2 sides so that players can reach the inner levels? 2. In the Descent half of the game, do you choose which direction to move before rolling? 3. Does the Haste condition always move you the total of 2 dice, or is the affect optional? Looking at the "Can roll ..." versus "Must roll ..." wording. Also cute job on the berry art, it gives a strategy game feel to the game.
Apr 9 01:34:48 2h 25m Brittle Heart ♥ 3 The game has a mesmerizing feel to it. I kept making the mistake of thinking 'R' was for respawn. As a future idea, the special controls list is short enough that a reminder could fade in near the top of the screen when you stand still for a couple seconds. Also by the time I started feeling lost the music came in with the higher volume version and added to the mystery of the level design. Great teamwork with the environments, animation, and mood!
Apr 9 01:39:29 4m 41s voidling ♥ 1 It captured a bouncy feel. The game design like a brick breaking game at first until I saw how much faster the score increased by moving downward. I think players with strong reflexes would enjoy the challenge of diving quickly while avoiding the death traps. Looking forward to seeing what games you all make in the future.
Apr 9 01:44:04 4m 35s Bedrock Rush ♥ 2 Thanks for teaching me the controls on stream, the game is quite fluid and fun to figure out the best tricks to go for per random level. Charming execution to go with the visuals and gripping music.
Apr 9 01:49:10 5m 06s Below Birdsong ♥ 2 The setting is intriguing and had me excited to brave the depths. It is a challenging game, I got to the second floor and found its doorknob covered by a platform I could not reach. Muting footsteps while in midair would be a nice touch. The 2 enemies complemented each other to build the habit of jumping over zombie miners and then accidentally jumping into spiders. Looking forward to seeing what you both create in the future.
Apr 9 01:51:02 1m 52s Let Me Check My Pockets! ♥ 0 Want to phone a friend? I've got 4! Phones in my pocket, that is.
Apr 9 01:53:40 2m 38s D.E.E.P Impact ♥ 0 Good chip tune music, with music theory behind it. I enjoyed the scanning the scanning mechanic a lot, it combines the fun of exploring fog of war with an arcade game.
Apr 11 00:14:52 46h 21m d6 pool ♥ 1 Congrats on making a relaxing, interesting pool game. Adding slight color to replace the black background would be nice to look more complete. The way the sides of the dice have pool balls stuck to them is cute, it made me wonder if I could knock them off if I feel off of the edge slowly enough.
Apr 11 00:28:04 13m 12s HellDigger – A Cozy Idle Game ♥ 1 Thank you for including a skip button to be able to see all of the levels' balance quickly, it was probably helpful while coding and testing as well.
Apr 11 01:32:17 1h 04m Hireblades ♥ 1 A fun tactics game, clicking around near the beginning teaches the basics and it was neat seeing the different orb enemies with various stats.
Apr 12 13:33:06 36h 00m Ad Light ♥ 1 The shading, transitions, art and choice of music build a fun, slightly spooky mood. Given more time, I have 3 recommendations please: 1. Keep lights attached to the enemies on death. The current way of leaving the lights behind is nice for showing where enemies were when you were defeated, yet is less realistic when they swim away. 2. Fade out the main menu music when a button is clicked to fix a blip sound. You already have a delay for animation, so adding the fade out would fix the blip sound that can happen when cutting off audio playing at a louder volume, such as during a scene transition. 3. I think the audio might get louder each deathless loop of the game? Not a big deal on either audio point since you are not competing in audio, yet it adds to the player fun to complete the smooth experience. Also great job fitting complete menu navigation into the game jam, including the retries for the finale.
Apr 12 13:56:53 23m 47s Neon Crawl ♥ 1 Nice sense of scale with the multiple rooms and diving into deeper floors. The neon hurt my eyes some, maybe a secondary scale or a toggle for replacing the white of the tubes with a solid color for everything except for small text would be helpful. Below is a quick mock-up using Gimp with a threshold-fill of 25.5, then shrinking to 1/4 size to fit in this comment: 2025-04-12_neon-crawl_less-bright-fourth-size-mock-up.png
Apr 13 03:03:03 13h 06m Dungeons Below ♥ 1 The circular shading helps reinforce the feeling of a small field of vision. Moving the character blurred in a way that hurt my eyes. I also like how the enemies can be pushed around with some resistance, making them feel more real.
Apr 13 03:11:49 8m 46s Expert Gem Digger ♥ 1 Nice job on making a skillful challenge that depends partially on luck of the level generation and partially on building an efficient digging strategy. I did get stuck once with rocks on 3 sides and a water bottle overlapping me, yet I could restart the game quickly by refreshing the browser. If you continue the game in the future, then adding a squish sound effect and a victory sting could be nice for polish.
Apr 13 03:23:59 12m 10s Rejection ♥ 1 Nice job combining a platformer with a story to tell, especially the opening. Being able to expand to full screen would be nice, as long as the custom T. V. look does not warp the perspective too much. I think I found 2 endings around levels 2 and 5.
Apr 13 03:33:40 9m 41s Interstellar Dragon - Into the depths... of space! ♥ 1 Congrats on making the best death sequence I have seen all game jam, it has a pause, audio feedback, and leads to a game over. For future game jams I highly recommend making a web build so more people can play your game. Fitting the tutorial into the home screen was a nice touch. The high health gives the player time to decide how many obstacles to carve through while trying to survive, which I feel adds to the strategy of going for a high score. Looking forward to seeing what games you make in the future.
Apr 13 04:09:34 35m 54s Crystal Collector ♥ 2 Persisting upgrades through death and being able to stack them was unexpected and fun. The darker levels were my least favorite for making it hard to see, especially with a locked window size. The number keys were beyond my skill level, so I just used arrow keys and always shot to the right. Nice work bringing the crystals back in bounds after a second to avoid soft locks.
Apr 13 13:05:31 8h 55m Dirty Little Secrets ♥ 2 Having different background music per phase of the game is great for immersion. Given more time, adding a hover over sound effect for buttons would be nice, and price tags to know how much the shop items cost. Also the contrast of tall people in the museum and a rounder digger for exploring is a nice contrast.
Apr 15 01:25:44 36h 20m Dig Digger ♥ 4 Great job coordinating 3 developers on the same team and still having time to polish an intense feel into the game. The starting screen's dome and monster in the background gave me the impression of a tower defense game when this seems more of a race with yourself to collect the most treasure. The character outfit made sense at the end and the screenshots do a great job of showing that the game will involve grid digging elements.
Apr 15 01:30:00 4m 16s Into The Depths ♥ 1 The bubbles and larger background art were nice for scale. The player is felt fast compared to other games, which is good since there are no threats in this peaceful, short adventure.
Apr 15 01:40:38 10m 38s Swoooooooooooooooooooooooooooooooooooooord!! ♥ 1 This was the first winter game I tried this game jam. The snow, wind, and bells when placing an object synergize well. It felt like a Norse mythology setting to me with the setting and mysterious 'x' feedback. Reading the comments above, its good to know discovering how to play is part of the game. Given more time, being able to make the game full screen would be nice, even with the narrow dimensions. Also the variety of objects is funny and charming.
Apr 15 01:44:59 4m 21s Granny's Gotcha ♥ 1 An easy to digest game, it had me playing until the end. Including story lines for each level fit great, and the difficulty fit a classic ramp up to teach the player by playing.
Apr 15 01:48:54 3m 55s Fred's Fishing Frenzy ♥ 1 2 mini-games in one with the fishing and the shop! It would probably be a lot of work to set the reeling in to SFX, and everything else feels like a good fit for the consistent experience. The fisherman animation makes me smile.
Apr 20 15:46:48 133h 57m Depth Of Debts ♥ 1 The starting area's models are great for setting the tone and I could understand all of the tools. Restarting to try every tool at the start would have saved me some time. Refilling air faster would be nice, I just rested instead since it was faster. On day 80 I got stuck behind a tree and 2 crates by jumping behind it.
Apr 23 23:56:39 80h 09m Flatline ♥ 1 A polished puzzle and timing game. Story wise it felt like I was in the shoes of a doctor whose patient is complaining that they won't survive, which fit really well with the pulse to slow down the player into being ready for the next attempt. (Look the other way patient, you'll forget or forgive the mistakes once we succeed!) I could see how adding health or ways to survive would change the game too much from being about discovery and training your reflexes. Drawing a map, converting it into instructions, and sometimes using my mouse to hover over where I wanted to turn next helped me mentally break down the challenge into smaller pieces. A small change I think could be fun would be making the trails persist faintly between attempts, maybe choosing a random color to tell them apart. There is already a trail during a current run, yet having more ways to analyze what went wrong could be a nice layer of feedback. Kind of like how some games leave a splat on the background where you last expired. Also nice job mixing the voices to fit and making aesthetically pleasing level designs. How did you XpMonster come up with the level designs?
Apr 24 00:03:56 7m 17s Dancing in the Depths ♥ 2 The setting felt convincing. The last line of the tutorial had me nervous the whole first game. I could hear the music slightly, so adding a settings slider for the music could be nice to make it even more obvious which way to go. The buzzing insects felt very fitting for wilderness. Also this was my first time playing a game where you carry a camera where you can see its view in 3rd person, it felt innovative to me.
Apr 24 00:05:59 2m 03s Cinderseed ♥ 1 Nice use of a 3D model for the main character and 2D assets for the background and interactables. Since the game is made in Godot I would highly recommend trying out the export web build feature since its a good way of getting more eyes on your game. Filling to 30% worked well for me, anyone else have gardening tips?
Apr 24 00:09:27 3m 28s Downstairs ♥ 2 Nerve racking and interesting. I think I lost around level 5 when reloads did not seem to work for me anymore. Nice job with the enemy variety.
Oct 1 03:18:27 3843h 09m The chronicles of Mr. Marmo ♥ 1 Cute entry, I came after hearing about the original audio and enjoyed the puzzle mini-games upon landing on yellow platforms.