Foon → Ludum Dare Explorer → LD60 → Feedback comment stats → marks

marks

Feedback comments for LD60

← LD59

marks's games and stats for all events →

TimestampSince previousGamemarks's comment
Oct 20 17:26:24 But Buttons ♥ 1 I like the unique method of movement! Somehow gives me the feel of steering a massive ship. I was surprised by, and really loved the presentation idea of revealing the theme/ game after completing the movement pattern! I think the levels were mostly too silent, maybe a cool idea would be to have the final music come together one instrument/ channel at a time as you press more buttons, or maybe some sound effects from the retro game? On the other hand, the silence made the music reveal quite more rewarding. I sadly wasn't able to complete the game as I also was stuck on the third level. Managing 3 layers was too much mind-bending for me.
Oct 20 17:51:56 25m 32s Living Scraps ♥ 1 Amazing visuals and mood! I really like how close to the original retro point-and-click adventures games it feels! For me, the world felt too static, I think it's missing extra environment interactions, like inspecting things and the character making puns about it. I scrapped everything but the cat.
Oct 20 19:21:36 1h 29m Claude castle ♥ 1 While more an art gallery piece than game, was quite a vibe! I'm not interested in using AI myself but I like seeing people passionate about things! I'm quite curious what the goal of the experiment was, automated/ augmented content creation for custom engine? Something like Unity Engine has? If you're trying to focus on coding while skipping something like level-making, don't forget the human interaction! Games are still made for people (at least for now)! It would be interesting to see the saved time allocated to something like playtesting with random people, and iterating on their feedback! Either a glorified procedural world generator or a programmer's tool, who knows where the future will go!
Oct 20 20:03:06 41m 30s T.O.R.Q ♥ 1 Hell yeah! The music makes it feel way more extreme than it probably should be. Had to really focus to finish the race! Once out of energy, the character stops very suddenly, I feel like that really crashes the mood. What if it had something like a second-wind mechanic where you can still glide to a booster or over an enemy? I think it could be more clear that you can't really break while the gear is in the red outline. Once I figured that out, it became much easier. I liked the small details as well! Very cool! Screenshot.png
Oct 20 20:43:57 40m 51s Aliens borrowed my gameboy! ♥ 1 Haha, absolutely loved the game! I'm having trouble finding any major issues to point out, it really was just a blast playing through this short quest! Amazing mood and humor! Really feels like one of the old-school point-and-click adventure games!
Oct 21 20:45:40 24h 01m Raytracer ♥ 1 Very unique! What stood out the most was the inclusion of voice acting, it really set the mood! I already suck at rhythm games, combining channels caused me to really scramble to remember the right key combinations haha. I really like that you unlock a "sandbox" mode at the end which also saves screenshots, very cool!
Oct 23 17:02:40 44h 17m Virus Killer ♥ 0 Cool spin on tower defense! The levels and very nice retro visuals made it feel like a complete package, maybe missed some music though! Given the game hints, you were going for gameplay where the player must match what files to place but because of auto-complete nothing really stopped me from just spamming the strongest file, so it feels like that design part didn't hold. I'd think it could work making strict enemy type strengths and weaknesses, for example, mydog.png beats medium virus but fails against any other type. I enjoyed it either way, nice work! Screenshot.png
Oct 24 09:31:50 16h 29m Retro Tech Gallery ♥ 1 Cool concept! I quite liked the visual style! At the start, I was a bit confused why a lot is down to randomness but quickly realized it's a risk management game. After a few tries, I sadly couldn't keep the gallery afloat (I'd probably be a terrible manager I suppose). I see that the player needs to carefully choose what to buy, very cool, but so many mechanics are handed over to randomness, and a very brutal fire mechanic, it feels like the player has little choice. Maybe the extinguisher should be user-triggered? Maybe you can drop a tech item for an e-waste fee?
Oct 25 17:36:25 32h 04m Notes on Ancient Tech ♥ 1 I really like the visuals and the idea of piecing together a story with scattered context and a bit of imagination. The core gameplay is quite well made, it's very fun to look for connections and it feels like discovering new things! Though, I think the corkboard, the main play area, felt very static, maybe the player can move the posters around or just a small jiggle animation + sound when hovering over could make it feel a bit more alive. I like the detail that you put blueprint information into a notepad, I think it could be more visually consistent if the next page buttons were sticky notes (the menu seems to follow that idea), also, perhaps a notepad icon instead of abstract '<>' button would make sense. I think it would make it feel more like a complete package but amazing work either way! I liked this funny guy at the end screen. Screenshot.png
Oct 25 21:35:49 3h 59m Play In Case Of Death ♥ 0 Really enjoyed it! It feels very complete! I quite liked the telegraph and telephone puzzles as they required pen & paper (4th wall theme?). The voice acting adds a lot to the mood as well. Not much I can say about issues, amazing work! Screenshot.png
Oct 26 19:19:28 21h 43m Zombie Apocalypse ♥ 1 Was fun killing zombies, quite satisfying because of the effects. I caught on quickly that making a run for the components was the easiest way to beat it. I think a smaller play-space would force the player to use the weapons. I like the little ending scene where you see stuff repaired, nice job! Screenshot.png
Oct 26 20:17:26 57m 58s Retroid Zania ♥ 1 This is so cool, it was quite a treat to play this! I really loved the multiple worlds idea and how they are connected with the dungeon section, it felt like the game was way larger and I wanted to explore it! Amazing work with the music as well! Every section felt very distinct and memorable with the variation in moods. Screenshot.png