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

OlenIkimid

Feedback comments for LD57

← LD55

OlenIkimid's games and stats for all events →

TimestampSince previousGameOlenIkimid's comment
Apr 10 07:34:34 It's madness, my dudes ♥ 1 Love the art, sound design, and general theming. The movement is a little tricky and I just ended up spam-tapping wasd to move around because it was a little hard to gauge how fast I would go from holding it down. I think having a little animated indicator to show how "powerful" the impulse would be would help, as well as some visual indicator to show if you're going too fast and will take damage if you bump into a wall. Also, I think instead of just having the text indicator above the player showing which harpoon is active (I know they are color coded), coloring the entire harpoon line or providing some more immediate indicator as to which harpoon they're controlling would be a nice QoL improvement. Swinging with the harpoons and holding myself in place is pretty fun though! I think creating more feedback with the controls, rather than changing the system entirely (I like that it's trying something different and you don't just move around with WASD), would make the system feel more intuitive without removing the challenge/mechanic :)
Apr 10 07:49:15 14m 41s Deep Throat [browser] ♥ 0 Funny little game - I almost made it to the end, but when I grabbed the key it didn't seem to attach properly and I wasn't able to drop it and grab it again, so by the time I made it out of the patient, the key had disappeared XD.
Apr 10 08:34:37 45m 22s Riches From Below ♥ 3 Sometimes I don't always enjoy trying out people's games on Ludum Dare because...well...they're jam games and people are trying their best in a very short time frame and sometimes you're left with stuff that isn't...so nice play πŸ˜…. But this was really fun to playtest! Ambience is captured very nicely. It's great that you can just keep playing and spending your money to trick out the boat so it turns into a meme machine that flies across the map in a second and can turn on a dime XD Only equipment I wish I could buy is some helmets so my divers can tank a bonk to the head from my rocketship boat. Totally unnecessary and difficult to do in the jam timeframe, but it would also be a nice visual feature if every upgrade you bought was shown on the boat. Although it's probably not designed with multiplayer in mind, I could easily see this as being a fun little local multiplayer game to play with friends at a lan party :)
Apr 10 08:47:12 12m 35s Mine Goblin ♥ 4 The music perfectly matches the vibe πŸ˜†. Was fun to experiment with different starting strategies - I got to about 445 or so but smashed into a level geometry border that was slightly offset from the ground. One way to extend the gameplay (clearly outside the scope of a jam game) would be if there were item pickups you could grab and use that would offer a boost or a one-time grapple hook or something to help recover from lost momentum. They wouldn't have to offer TOO much control because the whole point of being a hapless goblin miner ragdolling down a tunnel is already well executed. Nicely done!
Apr 10 08:58:52 11m 40s Deep space journey ♥ 1 Shame there wasn't any audio for this because I think it would really enhance the feeling of isolation and soul-crushing routine the game evokes. Obviously if you had more people and time working on this, you could flesh on the narrative and story a bit more - or better yet, make the "check engine" and "check greenhouse" tasks more like a puzzle that you solve, instead of "press E to check" πŸ˜† But hey! It's a one-person game so it's a lot of work to do everything yourself. It also looks like your first submission to Ludum Dare, so it's a good start!
Apr 10 10:10:47 1h 11m Antz vs Plantz ♥ 3 Almost everything about this I love - the placement mechanism with synergies is very nice and it's very addicting to play :) I think the pacing in the mid- to late-game is a little too fast - the big ants come in to wipe everything out before you're really able to mount a proper defense, and then they come too quickly to really ever recover. If the blueberry thing was replaced with a similar one-time-use "explody" plant that allows you to regrow turret spots in the surrounding area from wherever they were planted, I think that could really make the late game feel better. When you're planting golden rod and trying to use the other exploding plants to kill the big boss ant, there's so many coins to click and bombs to detonate that just "slowing" the ants doesn't really feel all that satisfying. For QoL, I think it'd be good to have a logic check to make sure the player isn't replacing a plant with the same type - money is hard to come by anyway and it's easy to accidentally misclick when so much is going on. It was also a bit frustrating when I strategically placed the exploding plants so I could quickly kill the boss ant, only for the boss to spawn and instantly kill that plant when the boss lands on it. If the plant at least exploded on death, it would be a nice improvement for how that plant works. All in all, great jamming work. It's a good sign when someone wants to keep playing the game after the first few playthroughs :) 2025-04-10 12.40.14 bluepinstudio.itch.io 18e9451ea73b.png
Apr 10 12:19:09 2h 08m Drilling in the Deep ♥ 1 Solid gameplay loop and very nice theming!
Apr 10 15:24:28 3h 05m abyss ♥ 2 The artstyle is absolutely fantastic and I like the implementation of the physics and building mechanics. It wasn't obvious that you're supposed to just reach the top of the screen -I went out of my way to try and build a little castle towards the light and then kept going to the little mark at the top of the screen. When that didn't work, I just kept building ladders and made it out πŸ˜… Would be interesting to see how this could be expanded - maybe a darker twist on Lemmings or something.
Apr 10 15:52:46 28m 18s House Rules ♥ 2 Cool concept - although it's a bit difficult to replay quickly because it bugs out after the first round and left clicking doesn't make the "left click to continue" prompt go away. I think if you were to patch that so you can just keep going onto the next round without interruption, it would be fine to dive into it a bit deeper. Currently I don't know what the teeth do - the brick's effects were quite obvious πŸ˜†
Apr 10 16:07:18 14m 32s Sinking Ship ♥ 1 Cool little compo! I like how it's both turn-based and real-time - you can think for a bit, unless there's a propeller coming your way. I agree with @pavlov36 - would be great if it had a few more levels - it's just starting to get interesting when it loops back to the first level. But hey, it's a compo - there's only so much one person can do in a weekend 😁 Great work!
Apr 10 17:28:46 1h 21m Deep City ♥ 3 Okay, the beginning is extremely tricky to get the hang of at first (for others reading the comments - you basically have to immediately upgrade the center, put down a uranium mine, and then also put down a farm so you don't run out of oxygen). Giving the player a slightly longer "runway" in the beginning, with simple pointers as to what the loss condition is (when you run out of uranium, oxygen, or food, or whatever - I still don't know all the ways you can lose πŸ˜†), would help considerably. I really like the art style, the music, and I think the theming is very good (are the subs a tip of the hat to the Kirov airships from Red Alert 2?). The ending cutscene was quite nice, and the whole game feels very atmospheric, especially with the SFX and slow, somber piano arpeggios. Implementation-wise, since this is primarily centered around fitting buildings into a confined space, it'd be nice to be able to rotate buildings and if they had tighter hitboxes so the player could make the base look "pretty" while they're completing their objectives. Of course, being able to control actual units would be great too - although it's a jam game, and making an RTS is usually outside the scope of sensible projects - especially if you have only a small team/duo πŸ˜„ All in all I like it and this has a lot of potential to be expanded into a more fleshed-out game, with a little bit of exploring, maybe the ability to put down additional reactors so you can build more bases and expand out a bit further while managing your resources.
Apr 10 18:32:00 1h 03m Murder for Dessert ♥ 2 I played it all the way through - some of the clues are a bit tricky to spot and some were pretty obvious - certainly took a while to finish but I enjoyed it! Good music, art style, and writing. Well done!
Apr 12 16:39:05 46h 07m Bowlding ♥ 1 Love the tunes and the general idea - it's always fun to see this little physics sim jams. Some little QoL features could go a long way: 1. have a green transparent preview over the bowling ball when placing modules so it's easier to know where you're placing them so you don't have to click the "oops" button as much πŸ˜…. 2. I agree with some of the other comments that the right click rotation sensitivity could be turned down quite a bit. 3.Finally, I wish the build was saved when clicking "retry" so one could adjust the components a little and try again, rather than having to redo the whole thing that would make it a lot quicker to prototype different ideas. Typically I was only adding 3-4 parts before I ran out space, but getting them into the same spot as before so I could make adjustments was a bit tricky without this feature. Overall, nice idea! I had fun testing it :)
Apr 13 08:06:09 15h 27m Into The Abyss ♥ 3 The art style and music work very well together and the digging feels pretty good (little tile alignment issues aside). It's a bit simple but, given more time (it's a jam game after all XD), I could easily see how one might expand it so there's more to do with item pickups and extra abilities. Nice job!
Apr 13 08:26:48 20m 39s Neon Wars ♥ 1 rocket printer go brrrr heh. RIP my frames on the last wave 2025-04-13 11.17.26 stefanholst.github.io 809b242bd49b.png I like the neon style and it's fun to play, if a bit simple. As the other comments have mentioned, the rockets are a bit OP πŸ˜† - they have infinite range and perfect accuracy. One little tweak that would go a long way is keep the rocket's range and damage the same, but nerf the targeting ability where it misses fast moving enemies. That way, you have to put down more stun mines to control the flow of enemies. Additionally, you could add a "shield" to certain enemies which can only be depleted by the laser turret - so if the rocket hits, unless the shield is fully depleted, the rocket won't do any damage. For added challenge you could make it so the shields regenerate after a period of inactivity/not taking any hits, and add a power/energy mechanic where you have to physically place powerplants to power your turrets. I think rather than having simply more enemies, the enemies could have different behaviors or resistances - so rather than having to just spam lots of turrets, you have to put down the right combinations of turrets to counter the enemies. But hey it's a jam game - there's only so many features you can cram into it in 72 hours πŸ˜† I liked playing it - Nicely done!
Apr 13 09:29:51 1h 03m Deep Underground ♥ 1 A bit slow but reasonably spooky πŸ˜† I expected the monster to look a bit like the walls of the cave - (there are little yellow specks, and from time to time I was afraid I was shining a light at eyes when in fact it was just the cave wall). I think if you leaned into that idea for the monster design, where it sort of blends into the surroundings, it would really enhance the horror element (and rather than making the monster's anger/lose condition instant, it could take a second or two so there is some time for the player to react while they "find" where it is embedded in the cave wall).
Apr 20 09:01:00 167h 31m DepthOctopus/δΈ‡η« ζ·±ζΈŠ ♥ 1 I agree that a few more sound effects would do a world of good to round out the rest of the game. Graphics-wise it's very pleasing and while the gameplay is simple it's a nice formula. The little black hole things are a bit frustrating - I wasn't able to get out of them at all once trapped, even when trying to use the dash/sprint ability. I think severely punishing the player by having it cost a significant amount of endurance/energy to get out of them might be a better approach, because they still serve the purpose of costing the player time and energy πŸ˜