Foon → Ludum Dare Explorer → LD59 → Feedback comment stats → sebbot

sebbot

Feedback comments for LD59

← LD53

sebbot's games and stats for all events →

TimestampSince previousGamesebbot's comment
Apr 24 01:56:02 Caller IDie ♥ 1 The guy has a lot of aura. It seemed like going down the hard path soft-locked me, since it seemed like the agent spawned too close to me when I checkpointed for me to reasonably escape. Maybe it's a skill issue. Great atmosphere!
Apr 24 02:23:52 27m 50s GIMME TV ♥ 1 Fantastic entry for 72 hours! Gameplay was great, plenty of style, and the sfx and music sound wonderful. I had perf problems starting on day 2 on Firefox, so I couldn't finish it (web sucks.). Great entry otherwise!
Apr 24 02:40:27 16m 35s Extremely Loud Frog Toy ♥ 1 I love it
Apr 24 02:58:07 17m 40s Little Mina: Behind the Screen ♥ 2 I AM BALLIN Untitled.png I AM FADED Fantastic entry, well done! Very atmospheric, and I loved the narration. The game oozes style -- you are very talented. There are a few minor technical issues (you should tie the jump sound to some sort of jump event, rather than to the spacebar, for instance) but they didn't ruin the experience or anything. Seriously, great work!
Apr 24 03:43:43 45m 36s Pyre Lookout ♥ 2 Legitimately bewildering to me that you were able to make this in a Ludum Dare. Well done! Fantastic art, I loved the writing, and the game has rizz, no cap.
Apr 24 04:51:02 1h 07m Lonely Crossway ♥ 1 Okay, so you've put a couple of aspersions on this game in the description on account of it being done in 12 hours, which I wanted to push back on a little, because I really loved this thing. I think it's super well-designed. The difficulty with making a horror game in a Ludum Dare is that it's really hard to do well, because doing the asset work to make a horror game is a monumental task. To scope something for a 72 hour jam (or a 12 hour jam, in this case) you really have to pare down to the essentials, and the essentials of a horror game can still sometimes be a pretty high bar to pass, especially if you're a beginner. That's just kind of how the genre is. Do you remember PT? PT was a looping horror game, just like this one. The map design in PT was really important, despite the fact it was basically just a hallway. The essential moment of PT comes from the repeated 90-degree turn off to the right when you start a new loop. Whatever other terrifying stuff they put in that game, PT is at its core just a game about turning that first corner, and the anticipation of what lies ahead. You basically did PT in 12 hours. Yeah, Lonely Crossway doesn't exactly have the same aura, but that's not the point of these game jams. The essential design elements of this game are identical to one of the best horror games ever made. The anticipatory build up of leaving the traffic island, but only when you're allowed to, and then heading off into the dark -- a dark you know is dangerous, because you're sprinting across a 4-lane highway, but also because the player knows this is a horror game and something terrible is probably going to happen to them -- is executed on really well. So the experience is this constant never-ending anticipation of what's just beyond the edge of the dark. That'd be spooky enough, but you also had time to go a little further! You play with the player's expectations by removing a traffic light, and you have to listen to the echoing from the other islands to figure out when you can cross the road. On a design level it's just like turning the corner in PT and seeing something different, something unexpected. You never know what's going to happen at the next island. And then you introduce your threat and its off to the races! Suddenly what was an unnerving but ultimately safe game of Simon Says turns into waiting painfully as you *know* The Thing is somewhere behind you. But it isn't really a game about The Thing, it's a game about Turning The Corner, and I think you did that well, especially given that you did it in 12 hours, wow. Sure, eventually you realize that the game is essentially solvable by holding shift, but (for me) it really was suspenseful for longer than you might anticipate, seeing as, being the developer, you probably became inured to your own horror pretty quickly. And on a technical level, as far as I can tell, it's perfect, so it's both well-designed and well-executed. I followed you on Bluesky, I'm excited to see what you tackle in the future. You should be really proud of this. Good job!
Apr 24 05:10:30 19m 28s Melting Sun ♥ 3 Untitled.png "My house burned down. But it's fine" i hope to embody this amount of idgaf Honestly, I just wish there was more of this to play! It looks great, and I'm so curious about the world. Punchy and tactile sound design. It was funny to punch more than one paper at a time. I think the numeric encoding scheme is sort of clever. Well done!
Apr 24 05:56:24 45m 54s too late ♥ 3 I know a game is gonna be good when the itch.io page is an art piece. What a transcendental experience. I'm going to play your whole catalog, your games are gorgeous. Please, continue making them as long as they bring you joy, they're something really special. Well done!!