FoonLudum Dare ExplorerUsers → Chin Jieh

Chin Jieh

Games

YearLDThemeGameDivisionRankOvFuInThGrHuMo
201740The more you have, the worse it is👥Waiter, Please!jam744.014.183.824.033.853.713.53

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Humor vs Overall

Mood vs Overall

Comments by Chin Jieh

LD40 — The more you have, the worse it is

The Burdened Raid by evgiz 2017-12-05T15:17:16Z

I really really adore this game. Made me feel like I'm home, somewhere nostalgic, and its comforting! Also the first-person perspective and graphics actually made me excited about the game right at the beginning, and not alot of games managed to do that. Kudos!

The controls were abit odd at first but I quickly got the hang of it. Killing and hitting monsters feels soo good (the explosion sounds, the visual feedback), and everything is thematically coherent.

Fabulous game.

Trail Of Gold: Incredibly Heavy Load of The Cursed Bloody Metal by Alex Lutay 2017-12-06T06:30:40Z

I liked playing this game, a bit too difficult at end though. The pixel art works so well- everything looks great. Feedback wise is good with the pixel effects like highlighting etc. Leaderboard adds an extra motivation to play.

I wish it had sound effects and music, that would have multiplied the fun factor by several times! Despite that, game was still really fun and cohesive! Other changes I would recommend would be to lock the cursor within the window for a browser game, and having a crosshair to improve immersion.

@alex-lutay By the way, pressing F near the start of the tutorial doesn't start the game and causes the cart to just stay there. Had to refresh the page again to reload the game. Not sure if it's a bug.

I really like this game!! Please enable a humour rating - lootboxes should give rewards in LD too haha.

Trial of the Reaper by Cliff Lee CL 2017-12-06T05:18:03Z

I got an A: I must be a sadist. But in all seriousness, very fun and entertaining game! There's a simple joy in making people fly and the feeling of power when the Love Meter is low just amplifies the fun factor.

Really liked the animations of the voxel people running from me, the background music and sound effects chosen, and the ability to rack up combos and feel like a god. I would have liked to re-hit the same people again and again though (don't have them fly so high), as it would further ride on the mood of savagery.

One thing is that I didn't really understand how the Love Meter works in the beginning (I thought I would die if it's too low), and I thought the swing intervals at the start was slow (probably because I didn't know how the Love Meter works). Had to check out this page to find out. Another thing: naming the windows build Windows64 might make it get lost amongst other files, better to have it as the name of the game?

Entertaining and enjoyable. Made me laugh out loud!

SPLIT by steven-pinto 2017-12-05T13:12:34Z

Gosh, though the story was moderately predictable, the art combined with the tense nature turned this into a game which gave me serious goosebumps (don't know about the rest of them). Now I realize the need for the Mood rating - you're going to get 5 stars for that. Making the player feel something is an achievement, and I think you managed to pull it off! (hope it's not just me, who's easily scared ;))

With a proper BGM and more sounds, this could have been a real killer of a game (pun intended). Also, a more responsive dialog system (more control to cancel dialogs, player movement while dialog is up) would have made the player feel less restricted and more immersed. Theme-wise is a bit of a stretch too.

Great, great work! I'll remember this game. Kudos for doing so much with so little.

Team Of Super Awesome Robots! by IndieImpala 2017-12-05T08:53:01Z

The controls and shooting mechanisms are really satisfying, just my kind of action game. The UI and art themes also match and I like how the enemies explode on death. Dying is incredibly painful though...my jaw literally dropped when asked to tackle the last stage. Nice work!!

Grim Reaper by Lamossus 2017-12-05T09:34:59Z

Took me some time to get the hang of it - there's little visual indicator and feedback as to whether attacks are dealing damage / doing things, and whether I'm getting hit, so made me feel like the my scythe was useless at the start. But after I got the attack patterns down and realised I could kill things, the game drew me in.

Fun and satisfying to take down those flying enemies wrecking me a moment ago. Literally a Souls-like experience.

Waiter, Please! by Chin Jieh 2017-12-05T08:06:15Z

Wow, I go out for a bite and I see these! It really motivates me, thanks guys!

Waiter, Please! by Chin Jieh 2017-12-05T13:21:16Z

@fabian-pohl Thank you for your kind feedback! That's a great idea too. Actually, there were ideas of having things like wine bottles and glasses, but many features had to be cut because of the time limit, and I'm still a little sad for that.

Glad to hear you had fun playing it, and hope you managed to master the art of Tray-fu, heh

Waiter, Please! by Chin Jieh 2017-12-05T16:37:42Z

@thx1342 Thanks for the feedback! Yeap, people have mentioned that, and its an excellent suggestion. I didn't think of that :D. Was thinking maybe I could have had the player be able to leave through the same exit to restart. But then again, might bring about other design issues, will never know until its implemented! (the joys of game design)

Waiter, Please! by Chin Jieh 2017-12-06T04:59:09Z

@shrekshao Thank you! Nope, which game is that?

Waiter, Please! by Chin Jieh 2017-12-06T05:21:51Z

@shrekshao Aw that looks so cute! Will try it out

Waiter, Please! by Chin Jieh 2017-12-09T18:40:21Z

@nucleose @cliff-lee-cl @peachtreeoath Thank you for the kind words! Yes, the intention was really to have the game a skill-based game that makes you 'feel like a pro' the more you played, and I'm glad the idea got across to the players (I personally felt level 1 was a cakewalk after playing my own game so many times). The difficulty really was to balance the levels despite already knowing how to play, and I hope the game was challenging enough but not too hard to cause people to give up. Actually tips on how to balance such levels would be good...

Thanks for playing and glad you liked the game!

Waiter, Please! by Chin Jieh 2017-12-10T03:25:31Z

@chinykian Thanks for the feedback! Yes the door thing was an oversight and is really misleading, we were piecing the tutorial together in the last 1 hour so we just reused assets without thinking. Serving to the title screen makes me amused, what made you try that? We should really have implemented the door lighting up or so when you're near to show that it could be interacted with (thought of it but no time). The delivery to the dishwasher is indeed interesting - How does that happen?

Glad you liked the game and thanks for the time. There's a proper ending to the game if you still want to try ;)

Waiter, Please! by Chin Jieh 2017-12-10T07:23:38Z

@chinykian Oh, that makes sense. Quite amusing still. Actually our initial plan for the tutorial was indeed to serve to somebody saying Waiter Please, but we simply ran out of time hence the cheap door :P

Dishwasher: I can see why that happens! Moving sideways is hard to get used to and vertical is the way to go... interesting interesting. I will thus call it a feature to prevent L-shape movement scumming :DD

Make It Home by Andrew Brotherton 2017-12-08T04:43:22Z

I liked the game, the driving portion actually felt quite immersive (squeezing through 2 parked cars feels like a shave) and the educational value is good. Drank 20+ cups on my second playthrough and got a higher score than my first (~8 cups). What did that teach me? :D

Feedback time! More sounds would def have made the game more engaging, with tires screeching etc. The initial button sfx for Play Game hurt my ears (a little too loud) as I turned the volume up because the background music was soft. Probably can normalize the volumes. I liked the crashing sound though - makes me feel like something serious had happened.

Initially, there was no indicator of time so I didn't know what to do apart from Press Space (and I didn't really get the understanding of why I would want to drink more drinks if it would made gameplay harder - took some time to realise that it made scores increase faster).

Overall, a very innovative and unique game, with a great concept. Also, good job on Blender! I tried Blender before and gave up within 30 mins. You get an achievement for making this in 4 days! Quite alot of models in-game.

Unicorn Fart Jam by BeardedMoose 2017-12-05T09:08:30Z

The cutscene alone made me laugh already. I have no idea how you got the idea, but this fits the theme so well. Pretty much one of the more humorous games out there. Unfortunately I couldn't find another buddy to play this with - looks like it could have been a Blast though! Oh, and I really like the death particles.

One more thing: I initially tried the web version and I think the link is broken. Maybe you would want to check that out?

MAMMONITE LD40 by bigmetre 2017-12-10T03:59:46Z

First of all, beautiful graphics! Animations were smooth and a delight to watch. Also I like that there was a slight pause when the melee attack lands to really make me feel that the hit was weighty and it felt good.

Feedback time!

**Camera**, as others have mentioned, got in the way of my vision (blocks the player character and enemies - and then I die, making me feel that the game is unfair). Walls should become translucent or camera should be able to rotate, or camera should move closer past the pillar, or perhaps other solutions (like make the wall shorter if you're lazy, heh)

**Controls** - little too left-heavy for me. I would have liked it as Arrow Keys and a separate attack key. On hindsight, maybe the close proximity of WASD and F made me play the whole game with just my left hand, and this was uncomfortable and had to stop moving to let go of the movement keys to press Attack. Perhaps supposed to have played it with two hands.

**Combat** - I always have had admiration for melee combat! Not sure if it's intended or a bug, but sometimes when I hit a goblin it doesn't enter a hitstun state and instead attacks me back - feels quite unfair as it already took some practice to time my hits, and I felt that I should not have gotten hit back (not rewarding and no clutch moments where you almost get hit). Also this happens not all the time so its very unpredictable. Also sometimes I can hit the same goblin multiple times with one swing, again, not sure if it's a bug, but this feels good (I don't mind this ;D). Maybe another means to avoid attacks etc. (maybe a roll of some sorts) would also have been good to really reward fast reactions in the game. Still, I like how there was a pause on hit to bring out the weightiness of the attack. Getting a good melee feel is not easy and I think you had something going on here.

**Gameplay** - More of player reactions and timing than having many player choices. Good in the beginning as the player learns the skill of combat, but after a while there's no additional choices that the player can make and it feels the same. Some player options would definitely be good to make players feel intelligent and smart. I actually did have fun lining up goblins and smashing them with my heavy bag though, felt pretty good.

**UI** - The only option that I saw at the end of the game was to quit, and there was no restart button - forces players to quit (though some might be on the verge of trying again), and it's hard enough already to get them into the game :)

One last thing, I initially tried the windows web version, and the game was bigger than my 1920 x 1080 screen in the browser. Hence I downloaded it instead.

All in all, when I remember that this was done in a mere 48 hours, still a very good job for a game. I really can't fanthom building a game without the extra 24 hours (I participated in the jam category). Concept was interesting and there's actually some really decent art in here!! Keep up the good work!

Bloody Pop-ups! by CSdoesCS 2017-12-05T09:21:00Z

Art style immediately caught my eye - its so cohesive and well put together! I also like the use of the ticket to show my high score (if I'm not mistaken)? I'm wondering if there's any secrets to discover and additional levels?

(And I got the pun only on my third try :|)

Greedy Buggy by Are Sundnes 2017-12-06T05:28:41Z

@are-sundnes I'm not sure why, but I don't move much when holding down the Right and Left keys. Only jumping makes me move a little forward. Playing the Unity Web version and on Google Chrome. My framerate is low though, so maybe it's because physics updates are not in `FixedUpdate()`? Just wondering.

Busy Room by chinykian 2017-12-09T18:32:41Z

Wow, this game is the prime example of a simple idea executed really well. There's so many small details that add up to produce the feeling of polish - the cohesive art themes, the sound design (I like how the beat goes faster as the game progresses, the spawning of the enemies (preparing you in advance so it feels fair) and of course the smooth and responsive controls, just to name a few. And dying really seems fair too - you have a view of the whole game and even a slow-mo button, you just need to get good!!

Kept me engaged for quite a while, I had a lot of fun in playing and observing. Amazing game especially for one person! :D Really inspires me to think simple.

LD42 — Running out of space

BugSurvive by TLCoC 2018-08-15T14:02:18Z

The art is so cute and charming, and the mechanics feel good. The tiny details (animation on the player, bullets fire-rate speeding up over time) make the game even better despite its simplicity. Jumping was kind of unused though, and a crosshair would be good to have! Good job all the same! I reached a score of 15100 on my second playthrough and shooting the bugs does get strangely fun even with such basic gameplay. Good job!