Foon → Ludum Dare Explorer → LD59 → Feedback comment stats → Oleksandr Marynenko
Feedback comments for LD59
Oleksandr Marynenko's games and stats for all events →
| Timestamp | Since previous | Game | Oleksandr Marynenko's comment | |
|---|---|---|---|---|
| Apr 21 15:29:07 | Signaliens | ♥ 3 | I really like how the game looks visually, and the car feels nice to control. The signal adjustment window looks great, but it doesn’t always feel comfortable to make adjustments — it feels like it could use a bit more precision and control. I like the idea of having a limited number of stations to neutralize the signal, but I think the management of those could be made more engaging. Maybe I misunderstood something, but I didn’t have any sound in the game, and I think having audio would have made my experience even better. I really enjoyed it! | |
| Apr 21 16:03:10 | 34m 03s | LD59 SIGNAL STRIKE | ♥ 0 | The visuals look cool. I enjoyed flying around and shooting the bugs. The idea of deciding who to trust also adds an interesting layer. The only thing that felt a bit off to me was the camera, sometimes it moves into awkward positions, and I occasionally lose track of the cursor. |
| Apr 21 16:48:32 | 45m 22s | We're Going to Hell for This | ♥ 2 | It took me a really long time to figure out why the WASD and F keys weren’t working. At first, I thought it was a critical bug and that I wouldn’t be able to play the game at all. But after about 10 minutes of trying, I realized that if the keyboard layout isn’t set to English, those inputs simply don’t work. I’d recommend fixing this issue in the future. The core idea of the game is fun — you’re constantly running around, keeping track of what everyone drops, and saving people. Although, more healthy people ended up dying by accidentally getting hit by a train than those who were intentionally going toward it, which I found a bit amusing. The dialogues are also amusing. Aside from the control issue, I enjoyed the game! |
| Apr 21 17:39:00 | 50m 28s | Gacha Clicker Defence | ♥ 1 | It feels really fun and satisfying when you see how many strong buffs you’ve rolled and how many resources you’re generating — it makes you not want to leave the planet at all :) The first time I got wiped out really quickly because I didn’t build any turrets, but then I started covering everything with them. At some point, when the waves got too big and the turrets were firing nonstop, I started getting heavy FPS drops - but I still kept playing. I liked it - the game is very addictive! |
| Apr 21 18:08:32 | 29m 32s | Radio Tower | ♥ 2 | It’s a cool idea to control each tower by sending it different signals - it makes the gameplay really engaging. At times, you get a bit lost trying to decide which tower to choose, and things turn into chaos, but I actually like that! It’s a bit frustrating, though, when a single enemy slips through while a tower is shooting at enemies somewhere far away instead of protecting the main building. I liked this game! |
| Apr 21 20:52:58 | 2h 44m | Read My Signal | ♥ 2 | The visuals of the game are absolutely stunning. Matching different signals or the animals’ visual cues is fun and interesting. The gameplay is relaxing and engaging. Great job! |
| Apr 21 21:17:25 | 24m 27s | The Abyss | ♥ 1 | The game is quite interesting and provides a good challenge for the player. It’s great that a new level is generated each time.It might be worth improving the interaction with enemies so that players can come up with strategies to outsmart or avoid them. Maybe I missed something and this is already possible - in any case, it’s a good game! |
| Apr 21 22:21:06 | 1h 03m | Qwadrant | ♥ 1 | The game has a solid concept - it’s fun, but the progression feels a bit slow. I can’t say for sure since I haven’t played many games like this, but it’s definitely addictive. |
| Apr 21 23:17:18 | 56m 12s | i love you, too | ♥ 2 | It’s a somewhat cute game. I really like how it looks visually. I also like the idea of having the audio slider right next to the label in the menu - that’s a nice touch. Good thresholds for confirming waves. I think there’s a lot of room to expand, maybe by adding more mini-games and developing a full story. The image at the end is adorable :) |
| Apr 22 00:36:16 | 1h 18m | While You Were Here | ♥ 1 | At first, I thought I got stuck on the second segment of the game, but after experimenting a bit, I realized that you can place a stone on the golem’s head, which is actually pretty cool. However, I still didn’t understand what I was supposed to do in the third segment. The visuals are amazing, and the sound design is also really good. In my opinion, the game fits the jam theme very well. It looks very polished! You did a great job - I really enjoyed it, and I’d love to play it again in the future! |
| Apr 22 13:04:26 | 12h 28m | Alpine | ♥ 1 | The visual style is really cool and looks great. The idea of connecting houses through puzzles is also interesting, but it wasn’t immediately clear to me how to open the second door, and I spent quite a while running around trying to figure out what I had missed. I didn’t quite understand why I need the fireworks, why I should collect them, or how to collect all of them, but the core of the game is well done. One of the best projects in this jam. I really enjoyed the game!!! |
| Apr 22 13:41:24 | 36m 58s | Phantom Hunt | ♥ 0 | It’s an interesting idea that I have to predict the enemy’s moves using sensors - I like that. However, it’s a bit inconvenient that items placed on the ground can block my path, and sometimes I can’t pick the sensors back up. I also like that I can’t shoot the barrels directly, which forces me to play more carefully and stay in zones where I won’t hit them. But I think it could be interesting to add some barrels that actually help defeat enemies. For example, I shoot and then have to quickly get into cover while the bullet is traveling, timing it so that when it hits, the enemy is near the barrel and it explodes. That’s just the first idea that came to mind. I’m not sure if this is intended, but the controls only worked with the arrow keys — WASD didn’t work. If WASD controls are missing, I’d definitely recommend adding them, as WASD + space feels more comfortable than arrows + space. Overall, the game turned out interesting. |
| Apr 22 14:40:24 | 59m 00s | Twilight Bark | ♥ 1 | It’s an interesting puzzle idea with clear logic. For some reason, I tried to fully piece everything together in my head, placing the dogs and seeing what would happen, even though I realized I could just experiment with the message to reach the correct result. The music is great and fits the game very well, but I’d probably like to hear some additional sound effects. The dogs are adorable - I really liked this game! |
| Apr 22 15:31:26 | 51m 02s | crabmaxxing | ♥ 2 | The chill music fits the game really well. The crab controls are nicely implemented, and the visuals are pleasant. I really like the mechanics that constantly get in the way of living a peaceful crab life :) |
| Apr 22 15:56:50 | 25m 24s | Beacon | ♥ 1 | The game looks visually good. The card-based controls are a nice touch — they seem to add an element of randomness. I didn’t fully understand the logic behind the allied shield units; as far as I can tell, they mainly provide buffs, while the sword knights deal the most damage and should be placed in front of them. I guess the idea is that you shouldn’t always go for aggressive actions without using shield buffs, but I tend to rush into battle anyway. The game is beautiful and interesting. |
| Apr 22 16:29:55 | 33m 05s | The Terraformer | ♥ 1 | I really like how the game looks - the trees are beautiful, and the lonely space atmosphere is great. At first, it was a bit hard to understand what to do. The sound and the robot’s voice add a lot of charm to the game. The robot’s movement feels a bit strange to me - maybe I didn’t fully understand the movement mechanics, or maybe it’s due to the curvature of the planet’s surface. |
| Apr 22 17:00:39 | 30m 44s | Mission: Stop Transmission | ♥ 1 | A very impressive game — the amount of work put into it is remarkable and truly deserves respect. What’s even more important is that it’s done with great quality. I’m genuinely impressed. I honestly don’t know what could be improved. Wishing you the best of luck in the future!!! |
| Apr 22 17:31:02 | 30m 23s | packet_loss | ♥ 2 | The game looks amazing - the colors and overall style are of a very high level. The character is very cute. I didn’t quite understand the error messages that appear after selecting a buff — it feels like a different upgrade gets applied instead. Maybe I just need to think more carefully about my strategy to progress further. The game is definitely worth checking out. |
| Apr 22 18:14:14 | 43m 12s | Cadence of Glob | ♥ 3 | The game is incredibly beautiful - I really love the style. The sounds are great, especially the conversations. However, it feels a bit too drawn out in some parts for a jam game - though I might be mistaken. Still, you’ve made a great project. I like it, and I wish you the best of luck in the future!!! |
| Apr 22 21:01:36 | 2h 47m | Warden of the Depths | ♥ 2 | I’m a huge fan of Sekiro: Shadows Die Twice - that’s where my love for parrying mechanics started. Here, that mechanic is also central, which is definitely a big plus for me. Overall, the visual style is good, but I think the level backgrounds could use a bit more detail. What confused me, though, is why I was dying - visually, it often looked like the enemy was still in the wind-up phase of an attack, but I was already dead. Sometimes it even felt like I was dying just from contact with the enemy, without an actual hit. That part is still a mystery to me. The moment with the two zombies was genuinely challenging for me. I hope that if the game continues to be updated and developed in the future, I’ll be able to fully enjoy its gameplay. Thanks for the game! |
| Apr 22 21:48:59 | 47m 23s | Soul Beat | ♥ 2 | The game’s visuals are actually very captivating. I also really like the idea with the pulse. Maybe in some moments I would add a bit more drama - people tend to reflect on their lives before death, wondering whether they truly lived a good life. It might be interesting to show some moments from the character’s past while we guide them through the maze, adding more depth and letting the player decide whether it’s worth fighting to survive. But those are just some thoughts out loud. The game turned out interesting! |
| Apr 22 22:41:33 | 52m 34s | FINDER-1 | ♥ 1 | This game looks very pleasant - it definitely has a style that I like. I honestly haven’t seen an idea like this on the jam so far, so it feels quite unique to me. It’s great that there were hints - thanks to them, I understood what I needed to do and was able to learn how to play the game. Good job! |
| Apr 22 23:38:23 | 56m 50s | Signal Weave | ♥ 1 | A really cool game! At first, I was planning out routes and noticed the colors - purple, orange, and green. I thought those points would unlock later and started feeling like the progression was a bit slow. But then I realized I just hadn’t figured out that I needed to connect the colors, even though it was right in front of me. It’s very engaging and pulls you in. The game also looks nice visually. Great job!! |
| Apr 23 00:39:37 | 1h 01m | ECHOMAZE | ♥ 2 | Visually, the game looks really cool - I like it. The idea of navigating a maze in the dark is also interesting, but what confused me was that I kept getting stuck in the same spot for a long time. It turned out to be a battery. In my experience, the game is quite challenging but still enjoyable. Good job, and good luck in the future! |
| Apr 23 00:59:57 | 20m 20s | Delayon | ♥ 1 | I tried playing on itch.io and ran into a number of issues. When I launched the game, I noticed that the WASD controls didn’t work at all. I had already encountered a similar issue in this jam, so I switched my keyboard layout to English - and yes, that fixed the movement input. However, I then ran into another problem: I couldn’t open the menu with Q. I also noticed that the enemy at the start of the game stops being any real threat after hitting you once. It was quite difficult to understand how to play without a tutorial, but that’s a common issue in game jams — there’s not enough time, and the tutorial usually gets left for last. I was also curious — which engine was this game made in? On the positive side, I can definitely highlight the strong visual style, which is very eye-catching. I can say that the game looks really interesting, I liked it. |