Foon → Ludum Dare Explorer → LD58 → Feedback comment stats → Ismael Rodriguez
Feedback comments for LD58
Ismael Rodriguez's games and stats for all events →
| Timestamp | Since previous | Game | Ismael Rodriguez's comment | |
|---|---|---|---|---|
| Oct 7 03:01:53 | What is to be done? | ♥ 1 | As others mentioned, cool and unique art direction. Once I discovered some items give you abilities like jumping higher it made some sense and I could see what you were going for. Fist, I would highly recommend a checkpoint system - I gave up because I got tired of redoing things I already did. I think it would have helped to gate the player in a few safe rooms before letting them out into the world - give them the jump items or some other type of item based ability keys - once they've had a chance to understand that certain items give them key abilities, then open it up more open exploration. Great job overall! Congrats! | |
| Oct 7 03:19:25 | 17m 32s | Happy Cleaning Co. | ♥ 3 | Great job. Some fun and cool ideas. I feel like some of the area designs are a bit abusive and I would have preferred more bite-sized challenges instead of "here's a big room of stuff and only one trash big, have fun" - The "gotta catch them all" fish room is a good example of that - I think that room would have worked better with half the fish. Maybe that's just me. Audio work is fun and entertaining (but there's a few notes in the melody that remind me of Christmas music lol). Voice acting is fun and dialog is fun! Visuals are nice but also a little janky due to the hi-res pixel art thing. (use Pixel Perfect Camera maybe) **Game mechanics shine** but objectives often feel like more of a chore than a challenge. Great job overall yaall! |
| Oct 7 03:57:17 | 37m 52s | Cornscripted | ♥ 1 | Very fun. Trying to resist the tax-man, selling all my belongings while, being cursed by RNG is quite addicting. It's hard for me to find something to be critical about. I never made it to 100 days, always seemed to peter-out around 60 says even when I thought I was doing well... but I did feel myself getting better with every run. It does make me feel like RNG is a bit too unforgiving, but maybe that's just me. The biggest point of real feedback I would give is that sometimes I accidentally expanded my farm while trying to harvest. Also the pixel art made it a little hard to tell crops apart when trying to fill orders in a pinch. Music is mellow and fits the dystopian mood and narrative. Overall great job everyone! |
| Oct 7 05:32:05 | 1h 34m | Frost Forager | ♥ 3 | Great job yall! Visuals are nice. Friendly Feedback, forgive me if it sounds harsh but I'm just going to dump my thoughts out lol : If your programmer has the time/energy I'd recommend patching up the web version's camera controls because it's kind of game breaking - I think the "warm meter" could be smaller closer to your player model, like Link's stamina meter in BOTW. I don't find the "fetchy" nature of the game to be fun. It was pretty funny to see the seals be a key source of danger, that's unusual and made me chuckle. When returning to the tent I wish the warmth would recover faster. The radar mechanic probably needs a buff, its range is so low its pretty much useless. I think there was an opportunity to use the voice acting to narrate exposition every time you picked up an item. The fail-state is quite abrupt feeling. I wish the music had a cross-fade effect for safe-zone/wilderness. Best part is the visuals - character design is simple but nice. Well done. Great job on the entry yall! |
| Oct 7 05:48:45 | 16m 40s | Some Assembly Required | ♥ 1 | ☝️Everything Adam said. Great mood and audio. Friendly Feedback: Please make checkpoints lol I got to the leg and died 😢 I think the dash meter should be on robots back below his health. I can imagine a "distraction" mechanic might be nice, an ability to throw something to bait/lure enemies away from you - or lure them into traps. Just a thought. The feeling of helplessness is well conveyed. The presentation does well enough that I can overwrite the game jam pixel art with my imagination and fill it in with high resolution 3d renders. Great job! |
| Oct 7 06:07:02 | 18m 17s | Planet Extraction | ♥ 1 | Great jam entry! I think the pacing is a little off - I got 12 drones pretty quickly and mindlessly and a handful of plants and felt like it was time to just let them do their thing for a minute - buying more stuff or staying active didn't feel necessary. Visuals are great, mood is great, music is great, great job overall! idler.png idler2.png |
| Oct 8 02:38:31 | 20h 31m | Mission Ares | ♥ 2 | Very cool idea. Friendly and unorganized thoughts: I can imagine a bunch of QOL ideas to the interface and "programming" bots, like being able to insert instructions instead of deleting everything and redoing it. I also think it would be nice if the UI/instructions lit up as they were being executed. But maybe dealing with the limited interface is part of the fun/design? Like calculating chess moves? I wonder what a more comprehensive timeline style interface would do for it. I like the low poly visuals but also feel the brown environment is kind of bland looking. Great job overall. Well done yall! |
| Oct 10 01:13:54 | 46h 35m | Whiskers in the Dark | ♥ 1 | Fun take on the theme! Gameplay was pretty simple, but I appreciate the visuals and the overall mood. |
| Oct 15 00:53:12 | 119h 39m | Spellcard Exile | ♥ 1 | Very cool - love the visual style and variety of abilities - a few minor nit-picks: Sometimes in chaotic situations the player character gets buried behind bullets and particles, i think either layer the player on top or create a type of "see through" effect. There's minimal feedback when selecting a card, a sound & more visual feedback would be nice. I wish the boss had a health bar - "Victory yay :)" feels a little silly the ending... No big deal... but the boss just kinda shook till the game crashed, not sure if that's intended or something else was supposed to happen. Overall, very well done! Great job! |