Foon → Ludum Dare Explorer → LD58 → Feedback comment stats → NBumgardner
Feedback comments for LD58
NBumgardner's games and stats for all events →
| Timestamp | Since previous | Game | NBumgardner's comment | |
|---|---|---|---|---|
| Oct 7 00:04:26 | Lambball | ♥ 1 | I could not take my eyes away when I first started playing. Closing of the level let me skip ahead to later levels. After a while I left it running and around level 60 my score would plummet in a flurry of wolf slurps. I don't know how I'd make the volume even out when there are that many entities, but the cheerful music complements the gameplay well. Great teamwork. | |
| Oct 7 00:28:05 | 23m 39s | gathering | ♥ 1 | Cute game! I like the wiggling of the characters. Ran into a couple crashes though. I got to the 3rd conversation scene just now before getting the following error: ``` Error dialogue.lua:59: UTF-8 decoding error: Not enough space Traceback [love "callbacks.lua"]:228: in function 'handler' [C]: in function 'print' dialogue.lua:59: in function 'lineprint' dialogue.lua:30: in function 'dialoguedraw' main.lua:30: in function 'draw' [love "callbacks.lua"]:168: in function <[love "callbacks.lua"]:144> [C]: in function 'xpcall' ``` After trying again and collecting everything I could, I got an error during the 2nd conversation: ``` Error dialogue.lua:5: attempt to index field 'col' (a nil value) Traceback [love "callbacks.lua"]:228: in function 'handler' dialogue.lua:5: in function 'dialoguedraw' main.lua:30: in function 'draw' [love "callbacks.lua"]:168: in function <[love "callbacks.lua"]:144> [C]: in function 'xpcall' ``` |
| Oct 7 01:20:51 | 52m 46s | Sword collector | ♥ 1 | The heroic, slightly spooky music fit the art and gameplay of gaining power in a graveyard. The combat feels balanced, it seems like a nice launching point for making a game with more randomness or custom swords. |
| Oct 7 01:28:37 | 7m 46s | Meta Jammer | ♥ 3 | Interesting way to make a gamified browsing tool. Listing controls somewhere might be good for knowing about scrolling for zoom and right click hold to drag the view. I like how the hexagon sizes show off the thumbnails well while being a unique shape. |
| Oct 7 01:34:41 | 6m 04s | The Lepidopterum | ♥ 2 | I couldn't find an option to switch from Russian to English, but there are some interesting pictures and anime-style characters. The right door seemed to lead further into the story for me. |
| Oct 7 01:48:34 | 13m 53s | LD58: Totem Traveller | ♥ 2 | Good question, I couldn't figure out how to play it either. The download took a minute or 2 but the root level folder only has 2 folders and a `LD58.uproject` file. The screenshots in the author's post about it at https://ldjam.com/events/ludum-dare/58/ld58-totem-traveller/first-solo-game-project look vivid and fun though. |
| Oct 7 02:00:44 | 12m 10s | Trash Game | ♥ 2 | Excellent humor! The cute shapes, bright terrain, rock music, and trash burn mechanic complement each other in being lighthearted. I was so immersed I tried moving my mouse cursor to look to the side while driving. Given more time I think more drop-off points would help encourage exploring while earning points, but having 1 dump site does make sense. The steering was also well done, the garbage truck corrected its orientation to go toward where I wanted. |
| Oct 8 02:46:10 | 24h 45m | Merge! Merge! | ♥ 1 | Thank you for bringing your game to the stream! You all built many systems in a short time, with a cute art style and well functioning mechanics. Given more time, I think making UI elements clickable plus a touch control for moving would be a nice way to minimally support mobile user controls. A setting to turn off flash and shake of battle would be nice too in case users feel overwhelmed by it. The location of a floating island and a day night cycle adds a lot. It gave me things to ponder while figuring out my strategy of what monsters I could catch without strain, versus had to catch because it takes too long for them to run away. Overall great teamwork in making this fun game. |
| Oct 8 02:52:53 | 6m 43s | Clean Line | ♥ 1 | Thank you for bringing your game to the stream! The variety of houses and music train loops were cute to admire as part of the background while thinking up the next set of tracks to lay down. I like your UI ideas of adding keybinds and looking into UI updates. Being able to place rails faster would pick up the pace and let players try to race their own train too. I am also glad we noticed and avoided the one softlock near the end of the game. The surprise halfway through my game wowed me, I thought I had seen it all. Good job surprising your players with that special gameplay reward. Moving through 2 rooms in a row made me laugh out loud with joy. |
| Oct 8 03:01:09 | 8m 16s | Octrobat | ♥ 2 | Thank you for bringing your game to the stream! As a physics platformer it was challenging and sticking with it rewards the player with the fun of mastering something interesting. I appreciate the quick animation and reset after each death, it helped me learn through my 346 deaths how to carry momentum falling from different heights. The SFX fit really well too! I never would have thought of blowing bubbles into a cup under a blanket to get water sound effects, great job on the creativity. Its nice hearing about your process, and I hope your engine making goes great too. Lastly ,the game also led me to laugh out loud a few times when I accidentally let go early to fall to my death, or flung myself into a ceiling or back where I started. Good times. |
| Oct 11 18:01:42 | 87h 00m | Afterlyft: One Helluva Ride | ♥ 2 | Like a backseat driver, this game gave me so many thoughts. Making the text word bubble grow taller over time to fit added text is clever. When the gameplay started I felt intimidated with the green bar going down, conversation bubbles to read, trying to glance at my surroundings, and understand what the choice bubbles meant and had to use them. Maybe an extra step for turning the key to start the ignition or something would help for easing into seeing the scenery before adding in the timers and choices. A minor detail with the start menu. It might be challenging to do for this game since the starting screen is balanced to fit 4 buttons at the bottom, yet I recommend hiding the Quit button from web builds. Otherwise clicking it makes the game look like it freezed until the browser is refreshed. Having a speed limit without a moving spedometer was puzzling to figure out. The downside was funny though, I liked the contrast between the urgent siren, the fear of being caught, and the silliness of buildings flying away then regenerating. Later I found out how to unlock it, but the police still felt somewhat random or hard to not trigger by going slower. For balance, I think switching the first 2 characters might help ease into the gameplay, having someone who talks less while figuring out how to drive. Lastly, I don't think the game's reset is finished. The 2nd playthrough my passenger was silent instead of verbose, and the 3rd playthrough my vehicle turned blue in a photo-negative sort of way. Running into someone led me to almost instantly lose to fix colors. The 4th playthrough seemed similar to the second, with upgrades persisting through runs. Overall very interesting, the story elements seem to fit well together. The gameplay feels connected, but having so many distractions of text, phone, pedestrians, speed limits, turns, plus an invincible car makes the game challenging to learn in a way that almost seems like a 2nd, intentional story about distracted driving. |
| Oct 11 18:46:15 | 44m 33s | Space Ore Collector | ♥ 1 | The game feels calm and relaxing. The sound effects to recharge and mine are done well too. The storm visual is smart, using a variation of sand to show it being tossed around. A multiplayer version or turning up the resource frequency could be good. After I got the first permanent upgrade I found myself rerolling worlds after circling the base for easy resources, since faraway resources we challenging to save up oxygen for and rerolls are free. |
| Oct 11 19:01:01 | 14m 46s | Gas Collector | ♥ 1 | Playing at the original entry, I agree a smaller map would add to the experience. Otherwise having an auto-walk button like _Num Lock_ or make riding a vehicle through the sandy desert the main mechanic would fit the aesthetic more than walking on foot. The ending felt satisfying, short and sweet. |
| Oct 11 19:19:03 | 18m 02s | Holo Friends | ♥ 3 | Well done with the card system to support partial art, full art, holographic, and 3D rotation. How much is in 2D versus 3D to be able to tilt cards? |
| Oct 11 20:08:28 | 49m 25s | Collectorio | ♥ 1 | Fun automation game, it plays like it looks like it would. I thought the boxes in the middle would unlock into something or let me place upgrades into them, yet it seems more of a reminder of the 3 tiers of buildings. |
| Oct 11 20:38:50 | 30m 22s | HarvestValley | ♥ 0 | Cute game, it was fun to gather so many things and see the goals get completed. At maximum speed looking at the grass pattern started to make me feel dizzy, which could also been from how fast the camera followed the farmer even with the easing to catch up with him. The sound design was peppy to go along with the gameplay too. |
| Oct 11 20:58:48 | 19m 58s | The Collector | ♥ 0 | Pretty and challenging. Having a way to pick up orbs you throw or be like boomerangs might be interesting to try to see if it makes the game easier. Different characters could have different ways they use the orbs. |
| Oct 15 02:58:12 | 77h 59m | Greedy Miner | ♥ 1 | The town setting helped ground the adventure. I also liked how plentiful the ores were. It was hard to see ores in the dark, especially before upgrading to be able to mine brighter ores, but staying near the entrance was still a reasonably paced way to get rich. I don't know if there was time to add an ending, but I feel like using maximum speed to launch yourself from the seesaw into freedom would be a fun way to escape the pen. |
| Oct 15 03:03:42 | 5m 30s | The Candelabra | ♥ 0 | The personalities of the candles are fun to look at and fit the gameplay. The explanations of the non-red candles are great too. I think I am too used to drafting games where some options are clearly better than others, and for this game I would need to develop a deep understanding to go far into the game. The background and calculation animations are well done too, and I like the curtains to make game overs a little more dramatic while still making it easy to jump back into a new game. |
| Oct 15 03:13:58 | 10m 16s | Purarger Collector | ♥ 1 | A calm, well polished game. I'm curious, how did you implement in Godot saving to carry over data in a web build after the game is refreshed? I feel like it fits the theme really well to have saving implemented. |
| Oct 15 03:18:19 | 4m 21s | Plant Pack | ♥ 1 | The gameplay does feel like nurturing plants, and it was fun realizing and calculating how to balance my inputs and outputs. Given more time, if there were options to turn off the light buzz sound effect and maybe the TV effect I would to smooth out my own playthrough. Lastly, the story does a good job of pushing the player along with a layer of intensity to increase engagement. |
| Oct 15 03:24:42 | 6m 23s | Collector's Coast | ♥ 1 | A cut building placement game with multiple animated buildings. The prioritization of SFX sounds good, and having more of them would fit for a post-jam version. I also couldn't see a downside to building next to 1 resource versus many, which make the game feel more relaxed. Lastly, I like how the scale of the high number of buildings leads to a feeling of having an old-world empire at the end ready to conquer new lands. |
| Oct 22 02:16:24 | 166h 51m | Curio | ♥ 2 | The outlines of the art are excellent and the tooltip system is helpful. If it is a game it is very slow paced. I would recommend removing the conversations and see if the game is still fun to play. If you do keep the text, then some things to make it more approachable may include: - Host a web build on itch.io with an expand to full screen option. It would especially make it easier to read the text on the starting scroll. - Hide the Quit button for web builds, since it will freeze the game. - Allow advancing text by making a click go from some text showing to all text for that box of dialog showing. - Allow the player to do something around the shop between customers walking into the store. If someone knocks and the player clicks on the door, then the player may feel more invested and willing to listen to what their visitor has to say. The fade in and walking animations of the NPCs are good too. I look forward to seeing what you make in the future. Congratulations on finishing your project! |
| Oct 22 02:50:20 | 33m 56s | Monster Lake | ♥ 1 | The mood from art style, audio, and backstory ties well together. The fishing mini-game was hard at first, but since the timing movement is always the same speed I got better at it in maybe a dozen minutes. Given more time, I think trying to open the shop should close the tackle box screen, instead of needing to manually close it the tackle box first. Some of the Easter eggs made me laugh out loud, so I'd say it was a good time. |
| Oct 22 02:56:44 | 6m 24s | Collect or DIcE | ♥ 2 | Nice concept and communicating of the locking of dice slots. I felt immersed enough that I checked if stalling a match would lead to an enemy running away. The random chances for items feel a little uneven, but I think with strategy almost every run is already winnable by using the multi-slot equipment. The abstract art mixed with monster hunting felt like a good fit for the gameplay too. |
| Oct 22 03:06:13 | 9m 29s | Hoarder's Remorse | ♥ 1 | The icons are distinct and compelling, leading me to wonder what crazy combat awaits inside the game. After finding some invincible strategies on later stages and winning while standing still except to enter doors, I figured the game is more of a sandbox for trying the different abilities of the game. For that I think it is fun, and the addition of enemy variety might make it even more fun in a post-game jam version. For the SFX I recommend trying to set a lower _Max Polyphony_, like 6, on each of your _AudioStreamPlayer_ assets. The growing audio of 100 enemies dying at once might be fixable by limiting how many simultaneous sounds can be played, or somehow capping the maximum volume to protect your players' eardrums. Also, one quirk of the in-browser build was if I click away, I have to use up a bomb to gain focus on the game again. Giving unlimited practice bombs at the beginning was a great idea too. |
| Oct 22 03:15:15 | 9m 02s | Katamari Survivors | ♥ 1 | What an addicting game, it had me trying it again and again. I think in the short term randomizing the power-ups is good because it feels like there are more choices, but for repeated plays I would rather they always appear in the same order so I do not accidentally pick the wrong power up when there are only 3 total to choose from. The reset does not reset the timer like I expected, it becomes 0 for a second before jumping back up to the original time plus 1. Overall great execution on a twist on a fun game mechanic. |