Foon → Ludum Dare Explorer → LD58 → Feedback comment stats → FireSlash
Feedback comments for LD58
FireSlash's games and stats for all events →
| Timestamp | Since previous | Game | FireSlash's comment | |
|---|---|---|---|---|
| Oct 21 03:23:24 | Witches | ♥ 1 | The movement feels really good! Honestly there's a lot to like here. Game feel, art direction, etc. The main gripe I have is that the witch can very easily and quickly corner you and you have no recourse. If you had some way of escaping or temporarily disabling her, it would go a long way here I think. Maybe if you could just go through the doors, that would provide a soft "reset" to get you away from her and try the approach again. It would also add some nice tension between deciding to go for the potion or scrambling towards a door. There's also a long term design problem (eg, what to do after getting the potions) but I presume you had more plans here, but ran out of time. Overall, really cool entry that just needs some more time to bake. | |
| Oct 21 03:30:35 | 7m 11s | Human Coin Chicken Flower | ♥ 1 | This is an interesting design. Feels like ultimately you're just trying to buffer enough resources that the king can't make a dumb decision and kill you, though maybe the AI has some deeper logic I haven't found yet. It'd be interesting to have some insight into the king's desires, or ways to predict what the king might want to a degree (eg, "the king wants something living" would narrow it to just humans/birds, so you would know flowers and coins are safe to be a bit greedy on until his mood changes). Not sure this would change my strategy much towards the later stages though since they scale with speed. Maybe instead scale by the amount of resources the king takes? Either way, cool implementation. Nice work! |
| Oct 21 03:38:16 | 7m 41s | Globby the Glutton | ♥ 1 | Fun little game with a addictive concept. The upgrades are a bit RNG in some questionable ways at times, but roguelikes do be like that some times. I do with there was a bit more variety in the upgrades instead of damage scaling, and maybe some kind of signaling towards the next wave's strength, but these are mostly "Cool things you'd probably add anyway if you had more time" rather than game design issues. Great work! |
| Oct 21 03:48:28 | 10m 12s | Pay Or Die | ♥ 1 | Love the visual style! Not entirely sure what the strategy here is though. The cards can mostly be sussed out either by hovering over whether they can be used as attacks, and a bit of trial and error. Once that's done it seems like you just attack, heal, and sell until you win. But the AI also seems to be fairly accurate so sometimes I'd lose even with what I believe to be "correct" play. I suspect I'm missing something? The rules imply there's some discovery involved so I maybe missed something. Love the concept, nice work! |
| Oct 21 03:56:58 | 8m 30s | Ghost Collector | ♥ 1 | I had to read the instructions to discover I could vacuum ghosts, I just avoided them initially and was collecting upgrades. I'm on firefox, maybe I'm missing a particle effect or something? The Flashlight mechanic is cool, and it was nice seeing some variety in the enemy types. Nice work! |
| Oct 21 04:11:01 | 14m 03s | Capital Dungeon | ♥ 1 | Yo this is fire. It's clear you ran out of time on some stuff, but the depth here and polish for what you have is already pretty great. I really hope you keep working on this post jam, there's a lot to like. I ended up dying and wasn't really sure how to gauge the threat level of a tile, maybe I missed a UI element for that? Honestly feels like there's a lot of depth I'm not getting due to either lack of a tutorial or lack of interface elements. Amazing work, I hope to see more! |
| Oct 22 07:10:02 | 26h 59m | . | ♥ 0 | You can change the type to "Unfinished" if you want to remove yourself from ratings, otherwise it shows up in the rating queue. Just click the edit button, check the first two boxes under "submission checklist", then choose "Unfinished" and save. |
| Oct 22 07:20:25 | 10m 23s | Curio | ♥ 2 | This is REALLY good. I love all the choices you've made here on where to spend your time and what kind of experience to tell. I was originally going to gripe about the lack of click to complete text, but you you use punctuation as an expression mechanic which lets you add a lot more emotion into your characters, and skipping that would dull the experience. Others have noted a "skip" feature would be nice for second playthroughs. Otherwise no notes. It's great. I love it. Awesome work! |
| Oct 22 07:26:48 | 6m 23s | Super Tower Bros | ♥ 1 | Took a while to figure out the mechanics, but overall a pretty neat concept. The upgrade UI could use some work, and I couldn't figure out if there was a way to place more towers than the two at the start of the game, but the movement felt solid. The attack direction was a bit fiddly but it sort of felt like a skill after a while, and with tight controls it's less of an issue. Nice work! |
| Oct 22 07:34:32 | 7m 44s | Collector | ♥ 0 | Super interesting little game. The mix of "work" and narrative is super interesting here. Would have been nice to have a bit more mood setting (Maybe some text beeps, ambiance, etc) to make the world feel a bit more alive. Cool entry, nice work! |
| Oct 22 07:40:54 | 6m 22s | Not just golds | ♥ 0 | Woa! Really cool design here. it might have been a bit cleaner to have more distinct bird phases (eg, 1,2,3 coins instead of the current cutoffs) but I get you probably wanted some wiggle room so the player could "lose" coins and not get soft locked. I really dig the idea and played until the levels looped. Now that I'm commenting I realize there was more to do so I might go back and try to find more later, there are some really fun ideas here. Great work! |
| Oct 22 07:42:33 | 1m 39s | Kobolds In Space | ♥ 0 | I had trouble with items not being aligned to the mouse cursor so I couldn't progress. Maybe a firefox+display scale thing? Not sure. |
| Oct 22 07:46:25 | 3m 52s | The Tacks Collector | ♥ 1 | I love the robot animation! Felt like the coffee cups and light bulbs were placed in ways that were difficult to avoid, It took me a while to find a good groove. Controls feel mostly tight, though it would be good to have a bit more tolerance on hitbox edges, sometimes I think I'm going to clear and I don't. May just be a skill issue though. Nice work! |
| Oct 22 07:54:20 | 7m 55s | Trashure King Legend | ♥ 1 | A surprising amount of depth here. Love the scaling/clicker mechanics, and it's a fresh take on the theme I've not seen yet. Some of the text on the quest section gets cut off, but it doesn't hinder gameplay. Might be a display scaling thing? I'm on 1.5x display scale, some web apps don't like that. Nice work! |
| Oct 22 08:10:14 | 15m 54s | Harold Babysits | ♥ 1 | Cool little slice for a jam. I, like the other commentor, did not read the "Don't do this" section and did... many of them before noticing that section. 😅 I didn't even know you could do web builds of rpgmaker games. Certainly has a lot of the standard assets/setup, but there's clearly a lot of work put in too. It would be cool to see this expanded outside of the jam, expanding upon the idea a bit more and working out the bugs would really drive it home I think. Nice work! |
| Oct 22 08:20:21 | 10m 07s | Ludumon | ♥ 1 | Wow, the difficulty really ramps. My eyes hurt... Cool idea for sure! I'd maybe reduce the search space a bit, at least for the earlier levels, since "spot the difference" over a large grid gets tiring fast, especially on high DPI with them being super tiny. Fun idea though, with a nice simple but effective implementation. Nice work! |
| Oct 23 04:25:05 | 20h 04m | 1000 Swords | ♥ 1 | There's a good base here, but the slow pacing and difficulty ramping makes it a bit tiring after a while. I think you could probably double the speed of most stuff and get a more enjoyable pace. The visuals are nice though, the music is good, and the minigames all function as one would expect without bugs. Nice work! |
| Oct 23 04:33:15 | 8m 10s | Block Head Meat Mage | ♥ 1 | Oh, this is cute. ...Oh....... Oh no..... Love the mix of horror and kids toys, however I couldn't figure out how to move the mage, so the runs never lasted very long. I eventually tried moving the blocks around to let him be punted around more but the game bugged out after that. I'm using firefox if that helps. Tried arrow keys, wasd, and various mouse inputs; not sure if I'm dumb or there's a bug somewhere. (probably the former) |
| Oct 23 04:37:55 | 4m 40s | Znake | ♥ 1 | Very cool take on snake. Feels like getting hit by enemies is basically fatal, as you can easily get "trapped" once you have a decent length as your tail goes through or blocks the door. Might be worth letting you either reclaim the tail, or having it go away. Difficulty is high as others have mentioned, but the controls feel fairly tight and fair. Nice work! |
| Oct 23 04:49:05 | 11m 10s | UNEARTHING | ♥ 2 | There's a lot of interactivity here for a jam game! I think the journal "broke" on my playthrough, the icon vanished so I couldn't find the three digit code. Also sometimes it was hard to target a specific thing for inspection. But those are minor gripes. Love the atmosphere, and weaves a nice yarn. Well done! |
| Oct 23 05:13:17 | 24m 12s | Recollections | ♥ 2 | Wow this is lovely! And in season now too. Love the voice work, the evolving gameplay (Though the vertical crusher in the spine stage made me rage), and the overall look, feel, and mood. Physics felt a bit wonky at times; felt like I'd gain or lose momentum when jumping sometimes, but I can't put my finger on it. I eventually got used to it. Great work! |
| Oct 23 05:19:57 | 6m 40s | Unwordy | ♥ 1 | Interesting take on the theme. Feels like there's a missing piece here to round out the gameplay, the first phase doesn't seem to really matter much beyond seeding letters. It goes so fast it could just as well be random and I don't think it would meaningfully change the second phase. Maybe if there was more decision making involved it'd make the phase more impactful? Eg, if I had to choose between words instead of just collect all I can with no limits other than time. Game worked fine, no bugs, and cool idea. Nice work! |
| Oct 23 05:23:40 | 3m 43s | Travel to Uranus | ♥ 2 | If there was a way to spend some fuel to "kick" the asteroid you're on to rotate faster, I think that'd add a lot more depth here. As it is, it feels a bit RNG; though maybe I've just yet to find the real strategy. Love the look, feel, and sound of everything. Execution and polish are solid. nice work! |
| Oct 23 08:13:22 | 2h 49m | Piggybank goes forth | ♥ 1 | Game seems to end at the second level? Or it crashed. Not sure. The camera movement is really hard on the eyes, but otherwise a pleasant experience. Managed to collect (all?) 20 coins for level 1 and 2 without taking damage. Nice work! |
| Oct 23 08:20:42 | 7m 20s | Pocket Monster World Collector Adventure | ♥ 0 | Would have loved to see more, but enjoyed it for what it was. I wonder if Pond got shot down or not... |