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GeoKureli

298 Game Reviews

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you have the start of something here, but it still feels wrong and clunky

I've made 0 jam and I keep making money for no reason, there's definitely a low ceiling on production and production has little effect on gold earned so these medals are just a waiting game.

Not a fan. The level design is just tedious and repetitive without being challenging. I Just finished level 3 and just overly convoluted and easy.

I pressed space a dozen times before I realized I was supposed to hold it down. "To speed up time, hold the restart button" is a terrible idea: why not just use a different button, why make us stand still to use it, why not just make it happen in a timely fashion by default?

I went and played a handful of your games and they are all jam games or games made in very short timeframes. Your rapid prototyping skills are great, so I recommend spending time adding polish to a game rather than trying to get it playable as fast as possible. Often times I'll get core functionality working in an afternoon and spend weeks tweeking the paramters until it feels right.

Serious07 responds:

Unfortunately, I usually do not have much free time on weekdays, so I try to free the weekend to work on games. And if I am working on the same game for 6 months and it turns out bad, I'll get 6 times less experience than I could, most likely with the same result. I get just an incredible amount of experience after every jam. When I'm sure that my skills and understanding of game design are enough to work on something for a few years, I'll start to do it, but for now, it's too early.

the art is great, the engine is great, it just needs a lot of tweeking and playtesting. The boss was stupid hard and it felt like I was just supposed to die over and over until I learn what to do. I noticed touching the void areas drained my health but it might as well have instantly killed me, I never touched the stuff and made it out without dying. Plus the boss kills me in 3 hits anyways.

Of all the LD42 games I played I feel this is ranked last in theme fit, it's like you took an old prototype from one of your pre-existing projects and just made the floor disappear. that being said, this is probably my second favorite LD42 game, so far.

TheRealdrkrunk responds:

I edited the description with the solution to the boss fight (not attacking when he is attacking). You are right though, it was designed with intent of you learning the boss phases to beat him.

This game was made from scratch so it's a compliment that you think that its design took longer; we probably would have had a much stronger themed game otherwise. There really isn't much you can do with running out of space for an action game which is why the theme in-game is so generic.

Thank you very much for the feedback, I appreciate it!

So far, this is my favorite LD42 game I've played, it's fun and has a unique and appropriate use of the theme. I recommend continuing development on this. You explored a lot of possibilities here in your level design (and in just 72 hours!), things like platforming obstacles, requiring children to be saved in a specific order, racing to avoid getting squashed, all of these can be taken much further.

My only complaint is that the beginner learning phase is pretty rushed and there's enough uncommon platforming mechanics here to trip me up by forcing me to use them all together almost right away

dietzribi responds:

Wow, thanks a lot! We never manage to make the learning curve balanced enough when we make these Ludum Dare games (48 / 72 hours)

it's a very quick and reflex-heavy type of challenge, which I enjoy. It builds tension effectively, but that's because it gets harder when you mess up. this positive feedback loop causes good players to get bored and bad players to have trouble getting the hang of it. Overall it's good for a novelty jam game, but doesn't offer much repeat play

I really like the concept but Asteroids was probably the worst game to apply the new mechanic to. moving is so cumbersome in this game that most people are stationary the whole time ... at least I am. I'm legit gonna snag this idea and apply it to another type of game. I'll credit you, and all

F1Krazy responds:

Not gonna lie, I stay stationary most of the time as well, because I end up flying straight into an asteroid in five seconds. I think that's the one major thing missing from the game: an enemy like the flying saucer from the original, that shoots at you and forces you to move. Might have to think about whether that's worth implementing after the voting period is over.

I'm interested to see what you come up with!

You clearly worked hard on this, in such little time, but you just copied bomb chicken's mechanics to a T. Also, I feel like it's your job to balance the game and find the right fuse time. Overall there's almost no game design decisions to praise, but it's functional and looks good

Rictus25 responds:

Hey :) Y this game is inspired by Bomb Chicken, its kinda a fan game ^^ The right bomb ammount time is 3, but I thought it could be fun to let players chose their. I have to disagree about the game design part, the 3C, the box drop rate, the size of the map, all of this are gd decisions. Mix tetris and Bomb chicken is another one, etc.

You sick bastard

Short and a bit tedious, but an interesting idea with decent execution

Wholesome AF

George @GeoKureli

Age 35

Corporate shill

Chicago

Joined on 4/1/03

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