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| Timestamp | Since previous | Game | andrewkennedy's comment | |
|---|---|---|---|---|
| Apr 26 03:22:36 | Wiki Vortex | ♥ 1 | Really clever use of the theme! I like the structure that the quests provide. Nice job! | |
| Apr 26 04:27:17 | 1h 04m | Lord Of The Flies | ♥ 1 | I struggled to make it out, but I did have laser powered flies at one point, which has always been a dream of mine :). |
| Apr 26 04:54:09 | 26m 52s | The Company Store | ♥ 1 | Clever twist on the match-3 formula. I enjoyed the clean minimalist art. It really felt rough when I had to match tools to get more tiles. Despite my best efforts, I went deeper and deeper into debt. Good job! |
| Apr 26 15:01:42 | 10h 07m | Deep Delivery | ♥ 2 | This game gave me Solar Jetman vibes. I was able to get the second package, but kept dying to the laser robots on my attempts to find the third one. Good work! |
| Apr 26 15:10:00 | 8m 18s | THE SUBMARINER | ♥ 2 | When I reached the first big open area I thought "oh, I beat it!" but how wrong I was... This was a fun game, I enjoyed unleashing torpedo-y vengeance against the fish. The little screen flip at the end was a nice touch. Well done! |
| Apr 26 15:21:56 | 11m 56s | Submergence | ♥ 2 | The audio was great, and the low-poly environment was nice to explore. I did think the one-hit crash was pretty brutal, especially with the low contrast. I often died not knowing that I was about to hit a wall. Stronger contrast between FG/BG, or stronger lights on the submarine could help with that. Overall, nice experience! (Regarding the performance, optimization, the game ran great in fullscreen on my end!) |
| Apr 26 15:30:32 | 8m 36s | Deep(er) Purple | ♥ 2 | Both funny and clever! The art was really solid, and after picking up a few ingredients, I started to pick up on the color mixing mechanic. Great work! |
| Apr 26 15:40:27 | 9m 55s | Deep Voice | ♥ 1 | I can't seem to get past the title screen: dv.JPG I've tried clicking, pushing buttons, and yelling into my microphone. Any suggestions? I'd love to give this game a shot. |
| Apr 26 16:47:30 | 1h 07m | Drill18^2 - This is Just a Drill | ♥ 1 | The first level was a bit rough, but after a few restarts the game "clicked" for me and I had a good time. I *almost* made it past level 5. I was a bit too cavalier with my use of morale early on, and that really hurt me. My one bit of feedback for improvement would be labeled sections on the board similar to how physical board games would separate card stacks ("Hand", "Tasks", and "Layers" or something like that). At first I interpreted the "Tasks" card as the "current" card that I had drawn, which was confusing until I realized my mistake. Solid strategy game overall! If this were turned into a physical card game, I'd buy it! |
| Apr 26 17:24:22 | 36m 52s | Chthonic Brilliance | ♥ 1 | I was looking forward to playing this after seeing your blog posts. Really solid puzzle game! It was just the right amount of difficulty for me. The music and art style really made the game feel polished. Great work! The end screen made me feel happy :) Untitled-1.png |
| Apr 26 17:39:31 | 15m 09s | Call of the Abyss | ♥ 2 | The ambience was great, and I enjoyed the art. The sonar looks particularly slick! I do think the submarine could have been a bit smaller, or the gaps in the terrain could have been a bit bigger. |
| Apr 26 18:09:26 | 29m 55s | Nuclear blaze | ♥ 2 | I always look forward to seeing what you come up with! Loved the fire effect. Putting out the flames with the fire hose was extremely satisfying. I would definitely love to see a post-jam version! A suggestion: having some movement while the hose is going, even just a slow walk, would have been a good addition. Spraying the hose around felt so nice, but having to stop walking to do so didn't feel so great. For the life of me, I couldn't figure out how to get past the room with the blue keycard. I tried several times, but kept getting a 🔥 at the door. Great work! |
| Apr 26 18:17:33 | 8m 07s | Descentris | ♥ 1 | Really fun, and clever twist on the Tetris formula! I think a little bit more padding at the start would have made the objective clearer - I died a bunch before the gameplay clicked. The difficulty definitely ramps up at a nice pace. Here was my highest score: Untitled-1.png Great work! |
| Apr 26 18:47:00 | 29m 27s | Beans in space!! | ♥ 1 | Reminds me of the DOS games I grew up on. I also liked the Bubble-Bobble-style level transitions. Having to restart over on a death was brutal. After dying on the 4th/5th level a couple of times, it completely killed my motivation to continue. Just that little change would be a huge improvement! Overall, good work! I like both coffee and space :) |
| Apr 26 19:05:05 | 18m 05s | Amogus | ♥ 1 | The 3d visuals blended with pixel art looks nice. Like others have said, it's tough to see the traps. Some other visual indicators (like where the wall platforms will appear) would be a nice touch so the player knows to wait for them. For a first attempt, especially as a team, this is a good entry! Good work! |
| Apr 26 19:34:05 | 29m 00s | Debt Collector | ♥ 2 | Absolutely fantastic. Hilarious concept and solid execution. I love the inclusion of a leaderboard! |
| Apr 26 23:44:35 | 4h 10m | w o r m | ♥ 1 | I had a few extremely long horizontal lines of rocks that were generated, it let me get big really quickly. Once the worm gets big, it's super fun to zoom around and eat everything. It's a shame that part only lasts a couple seconds. Nice work! |
| Apr 27 02:04:44 | 2h 20m | Find The Page! | ♥ 1 | Good work! This is the second Widipedia game I've played, (I played impbox's game yesterday) but I was impressed that this ran in the browser. I legit didn't know something like this was possible! I enjoyed the time constrain as a difficulty mechanic. |
| Apr 27 02:25:04 | 20m 20s | Holey Hell | ♥ 2 | Hey, you decided to upload it! The visuals are really clean and effective. Solid interpretation of the theme. I think my only criticism is that the left/right controls got confusing when fully upside down, but that is probably a matter of taste. I've been a fan of your games since the Sun and Moon entry a few years back. Glad to see you're still doing great work! |
| Apr 27 14:36:02 | 12h 10m | BLU | ♥ 1 | This was fun! I really enjoyed the color masking you did on the lights, and the way that it reacted not only with the ore, but with other background elements as well. My only frustration was that due to the slow changing of direction, it got annoying to dive down to the level of an ore, scan it with the light, then move back up ~5m to go pick it up. I think if the lights were aiming at a slight down angle, it would have been a more enjoyable experience. I also died 4 or 5 times at the beginning from the depth, because I didn't realize I wasn't seeing the full UI. Once I fullscreened the game, I saw what was happening. You might want to put a bold disclaimer in your game description letting people know to fullscreen it. Depending on how you were doing your UI in Unity, you may be able to solve this in the future by changing the UI scale mode to "Scale with Screen Size" (or "Constant Physical Size" with a reference to the camera). Capture.JPG Good work! |
| Apr 27 14:44:52 | 8m 50s | Deep in the Graveyard | ♥ 1 | Pretty fun entry! I think a way to telegraph the enemy's movement patterns would have been helpful. I died to the spectres several times because they were just teleporting around the screen, and I didn't know where they'd end up next. I met a bull at ~68 m and died. The art was clean and effective, and I love how the gameplay is so intuitive that you can just jump in and start playing. Good work! |
| Apr 27 14:55:06 | 10m 14s | Mullet Time | ♥ 1 | The sparta kick was a great intro to the game! I wish it was more useful later, because most of the enemies had to be dealt with by the gun quickly, or the turrets would kill you. I think the jumping and jetpack controls are too touchy. Unless you just barely tap them, you fly up super fast. Personally, I think the game could have been more fun with just the shooting elements and no spikes, or vice-versa. But wow, for only 5 months into a game development journey (and writing your own engine to boot) this is a really impressive accomplishment. Congratulations, and I hope you keep coming back for future jams! |
| Apr 27 16:39:29 | 1h 44m | The Deepest Threat | ♥ 1 | I had a lot of fun with this one. The boss fight got pretty stressful, but I managed to beat it on my first try with ~10% hp left (I stacked attack speed and vampirism right at the very end). Reminded me of old WC3 custom game builds. The tileset generation was a little stagnant on my playthrough - I got the standard brown/green right up until the last segment. When I restarted the game, I got a ton of variation. It would have been cool to introduce some bias so that each of the different worlds has a better chance of getting selected. Great work! |
| Apr 27 17:26:04 | 46m 35s | The shaft | ♥ 1 | Fantastic music and nice visuals! Once the balls started splitting in the ~4th level or so, the pace really picked up and it got a lot more enjoyable. Great work! |
| Apr 27 17:39:03 | 12m 59s | Deep Sleep | ♥ 3 | Loved the artwork and the moodiness. Although it was a bit depressing, I think it was handled well. As you mentioned in the game description, some of the puzzles did feel a little hard to interpret, but overall I think it was spelled out well enough in the dialog. Nice job! |
| Apr 27 17:45:51 | 6m 48s | Shovel Guy | ♥ 1 | I really liked the art style - gave me DOS game vibes. Ditto what @100th-coin said about the repeating puzzles. The concept is solid, but some variation in the design would have gone a long way to make new levels more interesting. Overall, nice work! |
| Apr 27 21:17:22 | 3h 31m | Spaception | ♥ 2 | Absolutely hilarious, I loved it! Once I realized it was layers of fetch quests, I was fully on board. The art style was nice, and the environment was fun to explore. It would be nice if the timer paused while you were in dialogue with the NPCs. I died the first time, but beat it on my second playthrough by mashing through the text. The dialogue was the charm of this game, so it was a shame to have to rush through it in order to win. That nitpick aside, this was a very solid entry. Great job on this game! |
| Apr 27 21:28:41 | 11m 19s | DDR: Dive Dive Revolution | ♥ 3 | The art and music were phenomenal. There was just enough detail to be interesting, while not being overly distracting. I absolutely love the old nautical chart style. I had trouble making it past the third pattern. Something about moving with my left hand and doing the music with my right hand was just too much to process haha. Should I have focused on the beat more? Perhaps, but I couldn't leave the money behind! Great work, I love to see rhythm games done well on LD jams! |
| Apr 27 21:37:41 | 9m 00s | Pearl Diver | ♥ 2 | I loved the shopkeeper's dialogue, and the art style was charming as well! Ditto on the pockets - I started to view the small diamonds as more of a negative than a positive. Diving deep down for the big gems was fun. Good work! |
| Apr 27 21:46:36 | 8m 55s | Deep ribbit | ♥ 4 | The art was amazing, and overall it was pretty well executed for such an ambitious jam project. I realized that there was no wall collision with the bullets, so it ended up being easier to just shoot all the enemies around the corner. They didn't seem to want to shoot back. |
| Apr 27 21:50:44 | 4m 08s | Deeper and Deeper in the Woods | ♥ 1 | Hm, it seems like there were supposed to be audio cues, but I couldn't hear anything when I got near the gates. I just walked through and randomly died. I eventually just did trial and error until I beat it. |
| Apr 27 21:57:59 | 7m 15s | My Friend John | ♥ 0 | This was a cool concept, and after reading the spoilers, I really think you have a clever idea. I also wasn't quite sure if my "green" responses mattered, or if it just needed to be "not red" while I was playing. I wish I had read the spoilers *before* playing. I think a little bit of an intro describing the characters prior to interacting with them would have been helpful. Good work! |
| Apr 27 22:05:57 | 7m 58s | Heroes Dungeon: Doomsday Reporter Saga | ♥ 1 | I realized I was accidentally dropping my items! I was trying to drag them on to the players to equip them. Overall, a solid concept but the UI did make it a bit confusing as to what was going on. |
| Apr 27 22:22:58 | 17m 01s | Beyond the Canyon | ♥ 1 | Wow, I see a lot of games that try to be "deep" that end up failing and being cringey, so I'm always a bit wary when I see one. This is **not** one of those games. You did a phenomenal job at making the gameplay match the story. And the mood was well done. Since we're strangers on the internet, I'm not sure if this story was personal to you or not, but nonetheless it was profound. I'm sure it'll hit people differently depending on their experiences, but I think you also kept the dialogue heavy on feeling and light on specifics, so I hope people are able to insert themselves into the story. Very well done! |
| Apr 27 22:46:16 | 23m 18s | The Dwarven Brigade | ♥ 1 | This was really cool, but I'm not sure I quite understood the mechanics. I eventually just started placing jobs down randomly and that seemed to work ok. I got a nice Lemmings vibe from this game. Would definitely play an extended version with more player feedback. Great work! |
| Apr 28 15:43:34 | 16h 57m | Deeper and Deeper | ♥ 1 | Fantastic game! Nice, tight scope. Clean graphics. Great mood and audio. I had trouble interpreting the key controls, but I found out pretty quickly that Z and X were the ones I needed. My only suggestion for improvement would be to add a little bit of camera smoothing when the torch returns to your hand. The instant snapping felt a bit jarring. Throwing the torch was really fun, and the movement controls felt nice. I feel like I play too many LD games where the controls are way too sensitive or jumps are hard to pull off. This game felt like a lot of care was put into the movement speed relative to the level size. Great work! |
| Apr 28 16:05:30 | 21m 56s | Dig It! | ♥ 0 | I enjoyed the beginning quite a bit. Once I started putting points into speed, it became very difficult to steer, even when I invested most of my money into turning. I realized steering was probably a pointless endeavor, so I started just aiming my drill at the beginning, shooting in a straight line, and hoping for the best. I started hugging the left wall at the beginning to skip most of the dense rocks, then collect the expensive gems deeper down. My highest score was right at 1000. Fun game, good work! |
| Apr 28 16:45:05 | 39m 35s | 20.000 LIGHT YEARS deep in THE SKY | ♥ 3 | Absolutely outstanding work. The artwork, sound, and voice acting is top-notch. It's almost hard to believe that this is a game jam entry. I had to play through a couple times just to see the different planets and hear the dialogue. I enjoyed the balance you struck in the resource management - it was important, but not overly complicated to understand. Really stellar work! |
| Apr 28 17:52:47 | 1h 07m | Chuck Yeager's Jet Janitor | ♥ 1 | Firefox had the UP key held down all the time for some reason, but switching to Chrome resolved the issue. I really enjoyed the damage to the ships being taken out of your paycheck. It was also pretty funny that destroying a ship was a perfectly acceptable way to "solve" the level. Loved the Millennium Falcon appearance, of course. I found that the gravity was a bit too quick to really make use of the weapons fully, and I was pretty bad a steering with the afterburners on, so it was easier for me to just dodge everything and drop the ships into the goal. It was helpful to clear out the mines though. One thing that I would have loved to see would have been different speed, weights, turning, and thrust on the different ships, or perhaps an incentive to strategize depositing certain ships before others. So the only real criticism I have is that it felt like I was playing the same level over and over depending on how many ships there were. Seeing as how you mentioned accidentally wasting time on different weapons or AI for dogfighting, I assume you probably had that stuff in mind too. Really good work! |
| Apr 28 18:02:21 | 9m 34s | Into King Rabbit's Mansion | ♥ 2 | Impressively huge level, and nice looking graphics. I'll echo the above comment about the ladders - the transitions all being the same made the mechanics a little unclear. It was tough to know when I was on the same layer as the rabbits, which led to me getting caught several times. I think a bit more contrast when you're "hidden", and using a different transition for ladders would have helped clarify that. I was most pleased with the fact that you made a stealth game that wasn't painfully slow. *So* many stealth games make you wait an eternity between moves, and it gets old fast. While playing your game, I felt encouraged to pause briefly, and then sprint on large sections, which mostly worked out for me! Also, your choice of music really helped to sell the mood. Good work! |
| Apr 28 18:09:32 | 7m 11s | Plunge | ♥ 1 | As others have pointed out, I could have used a vertical line or some other indicator to know where I was aligned on the screen. There were brief moments where I really picked up speed and just started crushing through the white blocks, which was super fun. The speed (even before picking up the green) did make it tough to dodge anything with any real precision - I was mostly just moving left and right and hoping to get lucky. Overall, I enjoyed the simplicity of the gameplay and the graphics - it let you jump right in and start playing immediately. Nice job! |
| Apr 28 18:44:33 | 35m 01s | RUN FROM STUFF (2D Chase Game) | ♥ 1 | I was able to make it to Level 2 a couple of times, but the big jellyfish kept ruining my day! I enjoyed zooming around, and the music really added to the frantic feeling of running away from a bunch of enemies. This was good work, especially for a game done in one day in a new program. Congrats! |
| Apr 28 19:46:44 | 1h 02m | Throneless | ♥ 0 | The controls were a little esoteric at first, but I caught on after stumbling through the first couple levels. After that, I really enjoyed it. I love the isometric design, and recruiting your enemies was super fun. Some clearer controls and more signaling as to what the enemies were going to do would have gone a long way towards making this easier to pick up. I tried playing through a second time to level up my death rabbit, but alas, he was too squishy to survive. Great job, I enjoyed playing this! |
| Apr 29 14:41:03 | 18h 54m | Deep Fried Pancake! | ♥ 2 | This is the craziest game I've played for LD48 so far, and I mean that in a good way. I tried over and over again, but couldn't quite make it without hitting an obstacle or two. Once I decided to turn completely vertical and try to race to the bottom, it got addicting. Really good work! Now I want some pancakes... |
| Apr 29 14:56:29 | 15m 26s | Tall Tales | ♥ 2 | I love the work you put into a full 3D environment, with NPCs and branching dialogue. I will say, with the pauses between each sentence and the inability to skip to the next line, the pacing did feel very slow. I would recommend letting players skip to the next line. Nice work with an ambitious entry! |
| Apr 29 15:02:35 | 6m 06s | Dangerous Depths | ♥ 1 | Simple, but tried and true formula. As a few people have commented, I found the speed boosts to be a hindrance, rather than a benefit. The models were nice, but the background could have used a little something to show movement. Really nice job finishing your first game! My first finished game was also in a jam years ago! |
| Apr 29 15:47:04 | 44m 29s | Super Driller Bros | ♥ 1 | I managed to get a score of 230 on my second attempt after sprinting towards the 2 caches of materials early on. A bit of visual feedback on the turret placement and turret health would have gone a long way towards improving the UI. It often felt random whether or not I could place down a turret in a specific location. I also couldn't get the WebGL version to load, either on Firefox or Chrome - I downloaded the exe. First tower defense game I've played so far, kudos on making one that fit the theme! |
| Apr 29 16:01:26 | 14m 22s | 48 Tons | ♥ 1 | Loved this meta comment: > Now this really suprises you. "48 hours, that's a really long time to work non-stop!" The Admin Robot only chuckles. "That's what you are saying now, but the time will fly by, I guarantee it." I was so ticked when I got charged for loan fraud haha. I really enjoyed the humor and the overall game loop. I had a suspicion from the intro text that it would be impossible to actually get out of debt. Is there a way to "win", or is it just continually depressing? I got up to Level 5 before I had to clock out. Great work! |
| Apr 29 16:15:16 | 13m 50s | Catlantis | ♥ 3 | Great art, and I loved the atmosphere. I had *almost* saved my cat wife, but I died to fish right before returning to the surface. I played v1.0.1, and thought the gem collection was a little slow. Since I had killed most of the enemies in my way, it felt like a slog having to wait for it to follow me. That was my only real major complaint. I'm really glad that you were generous with HP and oxygen. I've played a lot of diving games so far that were brutal with instant death if you weren't extremely conservative with your resources. Great entry, I enjoyed it! |
| Apr 29 16:28:52 | 13m 36s | How Low Can you Go | ♥ 0 | Glad to see you fixed the gun aiming - that went a long way towards making the game feel interactive. I kept getting blinders on by trying to shoot the sharks in the distance, and failed to notice the ones sneaking up behind me. I think overall, the pacing feels a little slow. Maybe some variation in the shark approach patterns and sizes could have helped that. Overall, pretty solid game loop, and cute graphics. The small bubbles really gave you the reference for feeling that you were falling. I've played a lot of diving games where the descent feels static, because there's nothing to reference for movement. Nice work! |
| Apr 29 16:51:36 | 22m 44s | Underground | ♥ 1 | On my first playthough, I got softlocked between two platforms: Untitled-1.png I fell through the ground on my second. On the third try though, I reached the end! A few small changes could go a really long way towards making this feel less frustrating: 1. Zoom out to cover at least 2x as much screen space as we can currently see. Since we're traveling down, this often leads to blind jumps which aren't fun for the player. 2. Increase the contrast between the background and the foreground. Especially when entering the cave, it felt impossible to know what the ground was. Good job on finishing your first jam entry! |
| Apr 29 19:39:27 | 2h 47m | Deeper And Deeper | ♥ 1 | I really loved the procedural generation! I threw procedural block generation in my game at the very last second, and it didn't turn out so well haha. I played through 3 times and didn't find any uranium. Maybe I just got unlucky? I would have loved to see that scattered around more. At first I thought "This game needs a way to regenerate power" until I read your description in full. My second playthrough, I got stuck in a huge chunk of earth that I dug straight down from ~65% power until 0% power without finding any gaps or minerals. Overall, I had fun with it, I just wish I could have found more resources. Congratulations on finishing your first game jam, and on returning to the game dev scene! |
| Apr 29 22:23:46 | 2h 44m | Deepest Sword | ♥ 0 | Phew, that was hard! Untitled-1.png I have nothing but positive feedback. This is staggeringly good, and an example of the perfect jam game. Great connection to the theme, unique mechanics, cute art, and amazing level design. Very well done! |
| Apr 30 14:45:43 | 16h 21m | Hellevator | ♥ 1 | That was fantastic! I got to the boss fight a few times, but kept forgetting about the floor 😡 I really liked how the relative simplicity of the different mechanics came together to make an engaging and challenging experience. The whole thing was really well done. Excellent job! |
| Apr 30 14:55:32 | 9m 49s | Mind Depths LD 48 | ♥ 1 | I definitely see the atmosphere you were going for, and I like the idea of everything slowly degrading around you. The mood, with the music, crunchy sound effects, and black and white art was well done. I got the same problem as @hpa97 , where I just hit Enter on the TV a bunch until an elevator showed up, and then I guess I was at the end of the game? I had to check the comments here once I was on the body, because I wasn't sure if I had reached the end of the game or not. Good job finishing your first LD! |
| Apr 30 15:09:51 | 14m 19s | Fat Larry at the All-U-Can-Eat buffet | ♥ 1 | Really funny concept! The gameplay is simple, but fun. Kinda like Pac Man extended to its logical, gluttonous conclusion... I got to around level 21 or so before I threw in the towel. Like some others have posted, ramping up the difficulty as you got heavier would have made it more compelling. Great work for your first LD entry! |
| Apr 30 15:54:17 | 44m 26s | Mandragorae Somnus | ♥ 2 | Cool take on the theme! The art and audio made for a very immersive experience. The game was tough! I'll agree with some of the other commenters, in that the different resources and stats could have been communicated more clearly. I would have also cut down the scream volume by about half - it was very jarring the first time I heard it. Good work! |
| Apr 30 16:17:05 | 22m 48s | Risk of the Depth | ♥ 0 | I really liked the color palette you chose. It definitely pushed the visuals out of the "game jam art" realm and into the "stylistic art" realm. I also found the little cheat to sneak off the edge of the screen. I made it to ~700 without it, but it got tough with the enemies being nearly invisible. Good work! |
| Apr 30 16:40:13 | 23m 08s | Deep Mind | ♥ 1 | This was such a cool entry! The idea of cards decaying and turning into different things was a novel idea, and I liked the optional quests. I do wish there was a zoom function - the UI was pretty small on my screen, and it would have been nice to see the text a bit bigger. Good job! |
| May 1 02:34:58 | 9h 54m | Descent into Madness | ♥ 0 | Great use of color, light, and darkness! Audio was both simple and effective. On my third attempt, I made it down to level 33 before getting got. The platforms with the teeth kept tricking me every time! Good work! |
| May 1 03:04:19 | 29m 21s | Dahla's Journey | ♥ 1 | This is an excellent entry for your first jam! The enemies were just the right amount of predictable and random to where you had to decide whether or not you could make a risky move, or play it safe. I ran away my first attempt, went full aggressive on my second, and tried to strike a good balance on the third. I managed to make it to level 3 on my third attempt. Accidentally backed into a corner being too reckless. The classic Rogue mechanics, sans stats, puts a lot of emphasis on positioning. I would have liked to see variety in the types of enemies and level layout. Also, some way to get back HP, such as one more life every 5 levels or something, would have kept me playing longer. Good job! |
| May 1 03:24:33 | 20m 14s | Stolen Time | ♥ 3 | I loved the time travel mechanic! One technical problem I had was that the text was difficult to read at 4k resolution. As a few others have said, it was tough to know what to do. I had to use the walkthrough on Github to make it through the game. Good work! |
| May 1 03:35:07 | 10m 34s | Potato Pandemonium | ♥ 1 | The music was a freakin banger, I loved it! At first I thought it was a bit goofy, but it started feeling really epic the longer I played. My biggest struggle was the controls. The *movement* was good, but I couldn't train my brain to touch the controls in the right combination. I think maybe removing the attachment between the modifier keys (X, C, Space) and the arrow keys could have made it more straightforward. For example, I kept pressing Space and C to do jumps in the direction that I was facing, forgetting that I needed an arrow key as well. Definitely some good guts here, just could use a little polish. Great work for your first LD entry! |
| May 1 03:45:30 | 10m 23s | into the past | ♥ 1 | Unique take on the theme, and brave choice on the subject matter. I feel like it was a staple of a bygone era of games where you could "talk" with any object to get a description of it. I appreciated that element in your game, where there were extra objects to interact with, even when they didn't progress the main story forward. Great work for your first entry! |
| May 1 03:55:40 | 10m 10s | Into The Deep | ♥ 0 | I think you had a solid idea with the "1D" platforming, and I thought a few of the blind jumps, and one backwards section that I found, were kinda cool. The mouse sensitivity was way way too high, and the text was pretty difficult to read. It made the game hard to read. Checkpoints also would have been nice, because after dying a bit of the way into the game, it kinda killed my motivation to keep going. Good job on completing your first LD entry. Especially with the really short time frame, it's a big accomplishment! |
| May 1 04:05:24 | 9m 44s | Depth of Memory | ♥ 1 | Good take on the escape-the-room genre! I definitely didn't get everything right (I was too eager to try the scanner and make wild guesses at first). It could be my monitors resolution, but I had a lot of trouble reading the sticky notes. Good job on your first LD entry! |
| May 1 04:17:31 | 12m 07s | Abyss of Heart | ♥ 1 | Really nice ambience. I liked the effect of the glow against the otherwise dark level and character. The attack mechanic was a little buggy, but I was able to get used to it. Good job finishing your first LD! |
| May 1 04:26:27 | 8m 56s | Runner Ore | ♥ 1 | I made it *just* under 5 minutes. Capture.JPG Fun game of tag, but I think the sprint could have been a tad bit faster. Once the Ore Boys were out of reach, the sprint didn't really help to catch up to them. In fact, I had an easier time walking around so that they fell asleep faster. Good job finishing your first LD game! |
| May 1 14:51:07 | 10h 24m | Dig Deep Get Gold | ♥ 1 | Once I got into the rhythm, I got up to 31! It was a simple game, but I enjoyed it. One thing that would have made things more interesting would be to start zooming out over time, forcing people to choose between branching paths that might have more or less gold. Even just having to calculate 2 or 3 steps ahead would be a really interesting challenge. Great job on your first LD! |
| May 1 15:00:42 | 9m 35s | HELL deep is your love? | ♥ 5 | Nice graphics and audio! This felt like a good, solid NES-era platformer. I did find the hitbox on the character to be a bit large. I think you could shrink it down by one pixel on all sides so that it's not quite so punishing. There's not a lot of room to work with on the screen, so making quick movements past enemies (especially the medusas) was really tough. Good job on your first LD entry! |
| May 1 15:23:46 | 23m 04s | Experiment 626 | ♥ 1 | I loved the atmosphere, and piecing together the story from the notes was intriguing. This feels like it could be used as a compelling formula for the intro to a longer game. |
| May 1 15:34:28 | 10m 42s | Deep Dark | ♥ 1 | Oooh, I had fun with this one! I liked the torch checkpoints to keep the flame alive - it added an extra element of challenge beyond just "fall as fast as you can." The speed was just a little fast for me. It was tough to dodge the obstacles as I was falling. It would have been incredibly fun to try co-op as well! I tried co-op by myself and it... didn't work out so well haha. Great work! |
| May 1 15:44:27 | 9m 59s | Climber | ♥ 1 | No matter what I did, my character was always running left as soon as I started the game. I tried remapping the controls in the options screen, but that also didn't work. Really sorry - wish I could have played and rated your game. |
| May 1 15:55:11 | 10m 44s | I Stole a Wizard's Sack and All I Got Was This Lousy Infinite Pocket Universe | ♥ 0 | Really creative take on the theme, and super interesting puzzles! I felt so smart on that second level when I realized I had to take one bag into the other! I do think the difficulty ramps up a little too quick. I'm notoriously bad at puzzles, and by the 4th level I was completely stuck. Amazing job! |
| May 1 16:05:08 | 9m 57s | Forest Adventure | ♥ 0 | I like the idea of zooming into and out of the different biomes. Feels like it could be a good overworld mechanic for a game! Even without a gameplay loop, I think it could have been improved with some way to interact with the environment. Also, Python's `print()` function is quite performance intensive to run every frame - I would recommend taking that out for a final build. Good job! |
| May 1 16:19:16 | 14m 08s | Nadiria | ♥ 1 | The movement was fun, and I loved the dashing! The dash could probably be toned down a bit - I was dashing into spikes a lot at the beginning until I started only dashing in areas that I'd already been to. I also interpreted the walls by the checkpoints as "doors", and wasted a lot of time running around looking for how to open them. Good work! |
| May 1 16:27:55 | 8m 39s | Scriptless Pipes | ♥ 1 | Clever and fun! It was the perfect length, and didn't overstay its welcome. The limitation to just HTML and CSS was an interesting constraint. Good work! |
| May 1 16:33:59 | 6m 04s | Hole Town | ♥ 1 | Physics be damned, indeed! The difference between horizontal and vertical mechanics was a refreshing take on the match-3 formula, and it had a good relation to the theme. Great work! |
| May 1 16:54:10 | 20m 11s | Shoot 'em Down | ♥ 1 | Fun shoot 'em up game! And the intro dialogue was pretty funny. I had to try a bunch of times to get past the first few enemies. It was basically a death sentence if you didn't kill all of the enemies. Good job! |
| May 1 17:05:35 | 11m 25s | Into Debt | ♥ 1 | Nice UI! As a menu/text driven game, it's nice to see attention paid to the color palette and layout. I do think the premise bordered on funny, especially with the puns and fake company names, but the actual situations you dealt with were kinda depressing. A bit more over-the-top depressing might have actually pushed this over the edge into a really funny game. Good work! |
| May 1 17:13:45 | 8m 10s | Cthulhu's Deep Dream | ♥ 1 | Loved the graphics and the concept. There were some fun platforming challenges! Unfortunately, I couldn't play very long due to the curved screen effect. It made me really motion sick. It would be nice if there was an option to tone the effect down, although I do acknowledge that was part of your intended design. Great work! |
| May 1 17:24:07 | 10m 22s | Deeper And Deeper | ♥ 0 | A maze game! I just finished one a couple weeks ago as a side project while working through the *Mazes for Programmers* book. Never thought I'd get excited seeing the words "recursive backtracer" in a LD game description. It would have been fun to add a bit of challenge, like a timer or some limit to the number of times that you could pull up the map. Also loved seeing a PICO8 game! Good job! |
| May 1 17:26:08 | 2m 01s | VRtigo | ♥ 2 | Just wanted to stop by and say thanks for playing my game! I don't have VR, so I can't play yours unfortunately. A gameplay video would be a cool addition to show off your work to those of us without a VR setup. |
| May 1 17:36:32 | 10m 24s | Woompers' Ice Age | ♥ 2 | Cool game! I got a bit of a Lemmings vibe from trying to keep the wandering woompers alive. I had to read comments and the game description to really understand how to play. Some more visual indication of what the woompers were trying to do (or when they needed food and fire) would have gone a long way towards making me care about them. As it stood, I kinda just kept digging down and left them to die if they couldn't keep up, haha. Great work! |
| May 1 17:47:46 | 11m 14s | Monkey Quest | ♥ 1 | This was a great game! The Zelda inspiration was awesome. Loved the shop between each level. I did think the hitbox on the monkey was a little too big. I died to lava a couple times that I thought I was clear of. Good work! |
| May 1 23:33:55 | 5h 46m | Unholy Hole | ♥ 1 | The art was nice and the game had a good relation to the theme. I liked the variety of enemies and the introduction of new mechanics from level 1 > 2. The ranged attack volume needs some balancing - it was really loud compared to the background track. I also would have liked to see a checkpoint system in the game. I died 3 times at the end of level 2 during the part where you fall through the vertical spike part, and at that point my motivation to go back and finish the level was spent. Pretty solid for your first compo entry, Good job! |
| May 1 23:43:32 | 9m 37s | Deep Randomizer | ♥ 1 | I won! I really liked the idea, and haven't seen anything like it before. The weapon icons give you an intuitive sense as to how they work, which is great when they're constantly changing. The weapon usage did seem to teleport me around, which was weird. I gained the most ground by just clicking near the bottom of the screen, and it would teleport me pretty big distances forward. There was also a ton of screen space, and the weapons carved out really big paths, so it was really easy to avoid the squares. A bit more difficulty in that regard would have been nice. Great work for your first compo entry! |
| May 1 23:51:58 | 8m 26s | Fishing the Deep | ♥ 1 | So cool, I love it when people do homebrew games for LD! Loved the art and the music. It really did feel like it was designed to run on the DS! The gameplay itself got dull after a while, since it seemed like there wasn't anything to do but just catch more fish. Great job on your first compo game! |
| May 2 00:05:02 | 13m 04s | Loach Dive | ♥ 1 | This was great! The fish AI felt realistic , and the movement was super fun. Try as I might, I couldn't figure out how to defeat the boss. At one point in time, it looked like it took a hit of damage when it swam through a jellyfish, but I couldn't replicate it afterwards. Awesome job! |
| May 2 00:27:12 | 22m 10s | Vax Quest | ♥ 0 | Too real; I play games to escape everyday life! It was a fun game! I'm not great at these kinds of games so I didn't get to the boss. I did watch the Youtube link @togis to get a bit more of the gameplay than I was able to reach. Great job! |
| May 2 00:44:42 | 17m 30s | AMVD&D | ♥ 0 | Oof :) I made it to 1708 on my best attempt! Nice, simple game with a pleasing color palette. I think if it had started off a *little* slower, it would have been easier to pick up. I died a bunch right off the bat until I got the rhythm of the game. Good work on finishing your first tame! |
| May 2 02:51:42 | 2h 07m | The Greatest Thing | ♥ 1 | I liked the simple art style, and the platforming was tightand enjoyable. It played really well on a mobile browser (Android + Firefox). That's my first time seeing that gameboy interface - it actually worked very well Like many others in the comments, I really struggled with the orb. After getting it and drowning, my motivation to continue was dead after I had to restart all over again. Great work! It was cool to see a PICO8 game! |
| May 2 14:37:27 | 11h 45m | Fathomless | ♥ 1 | I loved the interpretation of the theme, and using nested levels not only as obstacles, but as platforms themselves, was a really unique mechanic. As others have pointed out - the difficulty is pretty brutal. Especially dying or falling in one of the "outer" levels, having to redo the "inner" levels starts killing your motivation to keep playing really fast. I made it a little over halfway until I goofed up and had to start all over. Really fun entry! |
| May 2 14:50:52 | 13m 25s | Don't Splat The Bat! | ♥ 1 | Cute, funny, and fun! The echolocation effect was really nice, and I liked the discrete steps between columns, rather than having to aim between really tight spaces. The ability to speed up and slow down let me adjust the difficulty level to my comfort, which is huge in these "fall continuously" games. A lot of them are either too easy or too hard, but this lets the player set that balance for themselves. I did have a bit of trouble telling whether some rocks were directly against the wall, or if there was a gap that I could squeeze through. I think maybe knocking one or two columns out and increasing the overall width (and scaling up the rocks to match) would make it easier on the eyes, and easier to read the positioning. Also, some very subtle vertical striping in the background that indicates the column positioning could also help with that. Great work! |
| May 2 15:30:51 | 39m 59s | Box Hunter | ♥ 2 | Your game reminds me of the Special Stages from Sonic! The art and the music were both very pleasant. Oddly enough ,I feel the dizziness more *after* playing than while I was playing. I can see a lot of thought was put into the level design. There were times where I would miss my intended path and try to panic-turn my way out of it, only to get sent into a spiral of dead-end corridors. This spot in particular got me quite a few times: Capture.JPG My only complaint is that the red button was really hard to notice due to it being way up in the corner. I actually walked all through the level trying to hit "space" on different objects because I thought I had missed something. Great work! |
| May 2 15:39:46 | 8m 55s | Deeply Organic | ♥ 2 | Having a series of different mini-games is something I don't think I've seen much, if at all, in a LD before. Quite ambitious! I really enjoyed how cohesive the experience was. Every step of the way, it felt like you were playing as the same character facing different challenges. I did run into a bug with the hitboxes in the liver stage. I think being too close to the enemies was causing the sword to miss. I survived with just 1 tick of health left! Great work! |
| May 2 19:28:54 | 3h 49m | Vast Trivia Of The Void | ♥ 1 | Capture.JPG This was really enjoyable! A nice combination of Mario Party and Who Wants to be a Millionaire. I could have kept playing for a long while, but I figured level 6 was a good place to stop :) The cards could have been almost double in size in my opinion. They were a tad too small for me to read. Great work! |
| May 2 20:20:19 | 51m 25s | Treasure Diver | ♥ 1 | Out of all the diving games, this one I probably played the longest! I enjoyed the peaceful approach, rather than everything trying to kill you. And automatic resurfacing when you run out of oxygen is a really forgiving mechanic that I appreciated. Also really liked the approach you took to pseudo-random generation. I found a fun bug that lets you launch yourself by [dashing into enemies](https://i.imgur.com/HCqzf4s.mp4). I probably spent 2-3 oxygen tanks just playing around with that. I do wish the bigger upgrades were a little cheaper or you had more incentive to unlock them. I got to around 200m and had everything unlocked except for the 3 most expensive items. Good job! |
| May 2 20:48:06 | 27m 47s | Depth of Death | ♥ 1 | Really great work for the time constraint - I was not expecting to go underwater at the end of the game! The mood was great, and I loved the moment where you walk into the hallway and see the whales. It would have been *really* cool to have a scripted moment where the leviathan swam by. The shotgun did feel like a downgrade due to its rate of fire, like a few others have said. Still, it was fun to switch it up so that my finger didn't get tired from clicking super fast. Good job! |
| May 2 21:00:38 | 12m 32s | Chess Hellevator | ♥ 1 | Really clever use of chess moves to create a puzzle game! I liked the balance of difficulty. I'm horrible at puzzle games AND chess, but I was able to play this with no problem, haha. The enemy pawns getting "kinged" at the end and becoming MUCH bigger problems was so cool! Awesome work! |
| May 2 21:11:36 | 10m 58s | Sprookies | ♥ 2 | Clever platformer! Splitting up and recombining your party was really cool. The level tilting mechanic made me quite dizzy, so I wasn't able to play for too long. One suggestion for feedback would be to have a little progress bar showing how "charged" the characters jump would be. Good work! |
| May 2 21:16:31 | 4m 55s | Space Buddies | ♥ 0 | Really nice! The controls are unique but intuitive, and it's something that you can jump right into and start playing within a few seconds. I would have preferred a volume slider to just a mute button. An alternate control scheme for the mouse (left click for laser, right click for hook for example) might be something to consider. Great work! |
| May 2 21:27:41 | 11m 10s | Crystal Core | ♥ 0 | Great concept! I made it down to 111m before I accidentally walked into a volcano and died :( I liked the concept a lot - great connection to the theme. Really nice use of Voronoi patterns. I did find the transitions to be a little trippy looking, and it would have been cool to see a more "literal" animation of that transition. Good work! |
| May 2 22:11:01 | 43m 20s | Hellevator Operator | ♥ 3 | This was really well made. The audio and the speed of the movement *really* sold the weight of the elevator. Just sliding it around from floor to floor was really fun. The game started off really slow, but by the end there was a surprising amount of quickness / memory needed in order to complete the levels on time. Really good work! |
| May 2 23:34:33 | 1h 23m | Insane in the Membraine | ♥ 1 | Pretty solid idea. I liked dodging the vertical lasers the best. I think you could have taken out the flying enemies and spent more time on the laser patterns, and it would have been a bit more engaging. Having to decide whether or not to stop or go based on the terrain would add an interesting element of decision making. The movement speed in the air was much faster than the movement speed on the ground. In general, players expect to have the same speed. I was bunny-hopping my way through most of the levels in order to go slightly faster. Good job! |
| May 3 15:35:58 | 16h 01m | Swing Shroom | ♥ 1 | Excellent work! The art was amazing, the main character was really cute, and the swinging mechanic felt really nice. This game is so good, that I'm really stretching to find areas of improvement. I did notice 2 small things while I was playing that would be good to fix if this is going to be developed further: 1. The art was so good, that the inconsistency in the level tiling was jarring at times. Capture.JPG 2. Occasionally, I couldn't tell where to jump. This was telegraphed to the player at times with the overhanging branches (almost like a hand pointing "go over there"). At other times however, I wasn't sure whether I needed to climb down the side of a wall, or take a huge leap to the other side of the screen. Really solid work. Good job! |
| May 4 15:29:30 | 23h 53m | Journey To The Center Of The World | ♥ 1 | I made it slightly past the halfway point: Capture.JPG The game was pretty good overall. I didn't realize the oil spills were a speed boost until several minutes in. It looked like a hole in the ground, so I was trying to avoid it. A bit more visual clarity on that would have been nice. Good work! |
| May 5 15:33:37 | 24h 04m | Down Down Well | ♥ 0 | Really fun concept! I wish I had played this with another person - I imagine that's where the gameplay really shines. The first time that I grabbed onto the ceiling and swung with the second player was a really cool experience. I think a nice feature would have been the ability to "piggy-back" on one player, so that you only had to control one character at a time during certain segments. It would have made the "mundane" platforming sections a lot less frustrating. Great work! |