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Ismael Rodriguez

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TimestampSince previousGameIsmael Rodriguez's comment
Apr 27 12:14:17 Jean GADIN on the Prairie ♥ 1 Cool little game. I like the music + audio effects, and the visual style. Constructive feedback: I wish the visible distance was further out so I could react to the incoming waves of sheep. (maybe I'm just too old and my reaction time has dwindled lol) It mostly feels like a guess game. I also wish the acceleration to the movement was faster or near instant. A good entry overall πŸ‘
Apr 27 19:13:44 6h 59m Iby's Descent ♥ 1 Cool proc-gen. It does create areas where you can't get by without taking damage, I'd say you maybe want bombs or some type of ability to bypass those edge cases (like how the triple jump helps solve proc-gen problems). The physics of the movement could be tuned a little better, felt a little slippery to me. I really like the character design and run animation! Good job overall!
Apr 27 19:48:16 34m 32s Kicks'n'Relics ♥ 4 Very good beat em up! Everything is solid and feels good! Art is good, music is good! The only thing I would suggest is some kind of depth to the combat and enemies. I think it would be cool if some of them had armor, or a magic clay pot on their head and NEEDED to be hit with a brick (or something) before they take real damage. From the few rounds I played I just mashed all the enemies to death, even the different color guys. Overall a very good entry! Good job yall!
Apr 27 20:46:44 58m 28s MineWell ♥ 1 Very nice! Lots of potential here to expand on too! Like a super dig power up, or something to kill bugs! I love the squishiness to the character, and the puzzle-ly-ness of the level design. Very good job, congratz!
Apr 27 20:58:18 11m 34s Robo-Driller ♥ 2 This game has some surprisingly deep mechanics and techniques. I like how you can dig yourself into sticky situations if you go too fast, you need to slow down and try to think your way through. Like underground chess. I could see this having a "puzzle mode" with some designed situations. Each of the elements come together nicely. I'm not very good at it, but you've made a good game! Good job!
Apr 28 00:41:15 3h 42m Monkey Quest ♥ 1 Nice art and animations. Really caught my eye! I love the style. The music is nice, but the lizard growl is a little off. Kinda reminds me of Minecraft zombies. Whatever, not a deal breaker. I wish I could attack the lizard guys, using the shovels as defense seems like a neat mechanic, but it can break and leaves me defenseless. I couldn't find the exit on LV2 and gave up after a few tries of lizard guys and lava pools randomly spawning to kill me. Overall good job everyone!
Apr 28 00:59:11 17m 56s ChronorhC ♥ 3 Cool game. The mechanic reminds me of the games we saw for the Stuck in a Loop theme. I got pushed out of the level a couple times. The physics/controls of the player feel good at first until you have to jump off a jumping head, that didn't feel very responsive. The levels worked well to show off the time loops! The most constructive feedback I could give is; some of the levels feel a repetitive. I think the falling boxes becoming elevators in the last level is a good direction to look at, because that was pretty cool! Good job! Congratz!
Apr 28 01:13:12 14m 01s Fare Well ♥ 1 Very cute idea! I love the whole barrel down a well thing. I wish it went down a *little* slower. I'm kind of old and struggled to keep up with the speeds. I think it could open up the game to more ideas, like upgrading your bucket with a turret or shield or things like that. Couldn't beat lv4. Other than game speed being a problem for slow-mo-me, good job!
Apr 28 01:38:11 24m 59s PogoFall ♥ 2 A perfect example of how simple mechanics and good level design can take you far! I second the "background blocks to give a sense of movement when rocketing through the void would be nice" suggestion. The last level is really hard, but not just hard, it sometimes feels unfair. Its longer than all the other levels, and loaded with leaps of faith into spikes and swarms of enemies. It's still beatable with patience and grind, but every bit of progress there seemed to bring me to another death trap. Skipping audio may have been a good idea, especially if the wrong sound is used for each bounce. I'm curious what kind of direction you would take with the audio and music. (???) I like the dialog on the walls. The ending was kind of, anti climactic, but I suppose that's an artistic choice lol *spoilers* I was expecting to land and sink into a molten core, or blow up the planet lol Still a great entry, great job!
Apr 28 01:52:46 14m 35s Worm Go Down ♥ 1 This is a really good entry! Great job! The visuals are simple, but the colors are well selected. Diving deeper into the ocean fits the theme perfectly. The sound effects could be a little better. I wish my bullets would feel a little more effective. I eventually stopped fighting everything and just dodged my way to the bottom. The ocean getting darker along the way is a great touch. Good job! (Play and rate and give feedback to some games so more people can see this gem you've made!)
Apr 28 02:00:42 7m 56s ALTAR ♥ 2 I love the look of this game! I wanted to make an FPS and would love to do something like this. I skipped a few ratings because I couldn't really play the game and want to give it a fair shake. I play with an inverted Y axis and the sensitivity was too fast for me too. If you drop an update with those options please @ me so I can give this another shot!
Apr 28 02:10:16 9m 34s Deep Down ♥ 0 I gave it a shot. Hard to really say much, since it's unfinished. What you had here seems like a good start to a big idea. I don't know where you got stuck, but I would have suggested a much much smaller scope, as it seems like you might have tried to go too big.
Apr 28 02:21:58 11m 42s Underblood ♥ 2 As I started I thought to myself "I swear if this is a fucking jump scare troll game I'm giving this all 1-stars" lol 6e3e47068e8c46ae1c94891691551d44.png It plays well and looks good too. Can be very addicting! Good job!
Apr 28 03:47:23 1h 25m Third Party ♥ 2 Very nice! I had some trouble with enemies attacking before I could see them, or hiding around corners that made attacking impossible, but overall this is a great entry. I especially liked using the bodies to blend in, or as a source of ammo for attack. The war between factions was dope. There was the 1 floor where you get a bunch of blue bodies to fight the red brawler dudes, I thought that was a nice touch and it'd be cool to see some more action like that. Maybe I missed it but all of them fired 1 shot pistols; would be cool to have some of them with more blasty-blast guns like shotguns or lazers! (jam problems lol) I feel like the transition in music from the floors to the elevator was a little weird/jarring, but I suppose that was intentional. I did like the use of the elevator as the theme. Overall a great entry, good job yall! thanks.png
Apr 28 05:00:52 1h 13m 6 Feet Under ♥ 6 This is a dope game! Very cool concept, almost everything is top notch. I only say almost because it's too damn hard! I'm afraid a lot of people will be left behind with these level designs. For real whoever designed these levels may be a sadist. lol The mechanics are so fresh and tricky, but the levels don't care. It *feels* like yall jump straight to Kaizo Mario in 1-2. I tried to finish but quit in one of the key levels (3 ft under?) where there are spikes at the lower right of the screen that you have to dive down through and out the left side, the build up to that area took so long for such a tricky maneuver, I just quit when I failed for like the 100+ death. Sorry. Definetly be a little more forgiving. Still, the art, music, and theme use are really good! Good job.
Apr 28 12:34:21 7h 33m Deep Blue ♥ 1 I like the simple/stylish visuals. The gameplay is also pretty simple and easy to understand. I think the most constructive feedback I could give is, dying from low oxygen felt like it happened out of no where. Some kind of obvious warning, or animation could help with that. Maybe if the flashlight flickers at low levels, and turned off on death that would help? Overall a good entry! good job!
Apr 28 16:42:03 4h 07m Cave Rider ♥ 1 This game looks really cool, and has a lot of potential. Unfortunately it's way too hard! The furthest I made it was 344 after about 10-15 tries. The speed of the enemies is too high for their random attacks, and sometimes they attack from below, where it's impossible to react to. If they attacked in the same pattern for every run, it may be forgivable because we could learn the pattern and adapt. The easiest thing to do would be to lower their speed, but a cool idea may be to set the random "seed" to a new number every day, so there's a new daily challenge! Then we can try to learn the attack patterns and work our way up to higher scores! The level of potential here is super high. Gun power ups, enemy variations. It can basically become an on-rails shmup! A jump button could also be a cool feature to consider! The screen-shake for every shot may be "overkill". Consider using it for taking damage, or causing damage, just a thought. The art, the style, and the music are very good!
Apr 28 23:25:25 6h 43m Frog ♥ 3 Dope that this is an NES Game. Could yall imagine something with this kind of design being release in 87 with more levels!? It would have been a classic and spawned endless sequels! lol I didn't get much "deeper and deeper" vibes. I suppose we were landing on elevators, descending into the dungeon, but it probably should have animated to complete the theme. BUT the art, music, and design; ALL good! Just wish it was longer! The game froze during the ending cutscene while we were playing the Sax. Not a big deal, game was done (i think), just thought yall may want to know. πŸ”₯ Good job! πŸ”₯
Apr 29 01:05:55 1h 40m GRAPPLE the Abyss! ♥ 1 Very nice! There were a couple tricky parts that feel a little too "you need to be perfect or you die" in the lava area, but it was manageable. I think it would be good to see more areas where you CANT grapple, because without them, it's basically just movement on delay. A small nit-pick on this really good game! I love the boss fight at the end. Good job!
Apr 29 13:01:23 11h 55m Graphite Journey ♥ 4 Cool hand drawn art. I wish there was a little more "juice" to it. This should be pretty easy to animate in unity, just adding a little squishy-ness or bobbing while walking. It would also be cool if it would flip around like Paper Mario. Maybe even making the fruits floaty, or squishy. The game is super simple, not a problem, but a couple design choices would help some things. The camera is very zoomed in, and the fruits are very big, so I was usually walking into the fruit before I could see what it looked like. I'd suggest scaling down the player, and the fruit, and zooming out the camera FOV. "Deeper and Deeper" wasn't well represented, but it's better to make *something*, than nothing πŸ˜‰ I tried to walk through this doorway up here, and it seems to have brought me outside the play area. bug.png Still, the art is very nice, and it's cool to see some hand drawn artwork like this in a game. Even the little bit of existing story is good! Good job on the entry!
Apr 29 14:30:43 1h 29m Ropedive ♥ 1 I like what I see. The visual style is very nice, the mechanics seem responsive and juicy... BUT viewport2.png The viewport is so far down that I can't see what's coming, and all the screen space above is pretty much wasted. The problem is present in both the web version, and the downloaded exe file. I assume this is an unintended bug, since your GIF looks like the player is mid-screen. I skipped rating a couple categories till you can get it fixed. You're welcome to @ me later I'll be happy to check it out again.
Apr 29 15:02:40 31m 57s Deep Dive in Hyperspace ♥ 1 Cool little entry. LV8 was hard, and felt pretty random, I almost gave up, but pushed through. score.png While I'm here, before the jam I answered a question here on the Feed regarding "inspiration/role-models". I cited your game "One Jump Ninja" made for GMTK game jam. https://ldjam.com/events/ludum-dare/48/the-final-frontier/a-minute-of-introspection It really helped the way I approach game jams, and level design overall, so thanks! πŸ˜‰ flowers.png
Apr 29 16:41:22 1h 38m Shark Attack! ♥ 2 The style is very cute! The shark and the water are particularly good! The sound of the humming speedboats (I assume) is... not-pleasant. It would be better without it. The other sounds work well, such as the bombs and the splashing. I'd also consider speeding up the shark's movement speed. It's unclear what the objective is. I had to read the comments to see that jumping into boaters gives you points. This is a good for the 14 hours you've put in, and very nice artwork! Good job!
Apr 30 01:47:32 9h 06m Line ♥ 1 I almost made this game exactly! I actually did make a game with a lifeline, but used it in a totally different way. My first run, I immediately ran into a bug; as soon as I jumped against the wall this happened... bug2.png After thinking about running up my high score for a bit, I decided to try a fair game lol. I think the main idea is a good idea, but it does get kind of boring quickly. I just avoided landing on the ground and fell deeper with little risk. With that in mind, maybe forcing the player to find oxygen refills would help activate the gameplay a bit more, and introduce some risk v reward. There's a lot of potential here to build on. I think shooting would be a lot of fun with something like this (Downwell), that way there's some more defense against those sword fish, and just more to do at any moment. Jumping on enemy heads could also be fun! (Downwell) Visually, it looks good. I like everything, but the colors are drab and dull, and forgive me if this is out of place, I thought this would look much better with a "better" color pallet. colors.png Overall this is a good playable entry. Good job!
Apr 30 13:47:32 12h 00m SelkΓΆ ♥ 3 Very pleasant and mellow experience! I like the puzzle mechanics, and the sense of discovery, as moving deeper and deeper introduced new wildlife and sparked curiosity! Great job!
Apr 30 18:15:41 4h 28m Sword Whisperer ♥ 2 Cool game. I like the mechanics of controlling the swords, especially when dealing with shielding enemies. Not crazy about the music and sounds at all, sorry. The visuals were cute, and the wiggle is a nice touch and good and easy way to animate your characters. The particle effects like blood splatter and trails were satisfying. There was more than a few times where it seemed like the swords were just going through the guys who shoot bullets. Not sure what happened there. I would like to have seen a little more variety, but I understand the limitations in a jam. When I noticed there was no new enemies or mechanics being introduced I got a little bored. Good thing there were just a few levels πŸ˜‰ One idea would be to have different types of weapons which are more or less effective against different enemies. Maybe something like fire swords against flesh, and electric swords against armor. Then the order in which you pick up your sword line-up kind of plays into your attacks. Just a thought. I think it would also be cool if the straight flying swords did extra damage, or pierced enemies, so there was less control, but more damage. Overall it's a good entry! Good job! end.png PS. I recommend looking into Unity's 2D Tilemap tool, and maybe even consider Unity's 2D Pixel Perfect camera.
Apr 30 19:06:59 51m 18s Don't Drown ♥ 1 Very addicting. I don't read instructions, I just play, so I had no idea that I needed to swim back to the surface to get a score. I thought I was doing the most by going deeper and deeper lol even that was pretty fun. The leaderboard is a great motivator ;) But the randomness means I can't REALLY compete in a way that feels fair, I just need to get lucky and employ a good strategy. Maybe a fixed RNG seed would be interesting? So we're all playing the same board? Small nitpick; Visually it's cute. I'd like to have seen more consistency among the pixel sizes, even if it's not going to be pixel perfect". Overall a surprisingly "deep" game, GOOD JOB!
May 1 00:51:28 5h 44m Deep Fried Diner ♥ 2 Good game! I never thought of "deep fried" when brainstorming the "Deeper and Deeper" theme! Nice take! I typically don't read instructions, and prefer/expect the games to teach me in game. So I wasn't sure where to put the food and give it to customers... I looked at the hand drawn instructions (that's actually pretty cool), they helped a bit, but I'm a terrible fry cook lol Other than an in game tutorial (we could have a really crappy manager explain the game), I think I'd like to see it speed up a little sooner. There were times where I was waiting for orders and it felt off. Good job overall!
May 1 01:13:29 22m 01s Neckdeep ♥ 1 Way more fun than expected! Good job! Are there any hidden Easter egg e-mails? πŸ€”
May 1 01:26:05 12m 36s Caves of the Forgotten ♥ 1 Good jam game! Good use of the jam to make something funny. If you'd like some more critical feedback. I liked the climbing mechanic, and wish it was somehow expanded a bit more. Maybe needing to time your climb between traps and obstacles so you can still reach your objective, or having lower stamina and needing to grab recovery McGuffins something. I thought the gameplay loop was kind of repetitive. Would be fun to have seen a few different types of obstacles. Still a good entry. Good job!
May 1 01:52:52 26m 47s [WebGL/HTML5] Who am I? ♥ 2 Very cool use of tile/turn based movement. Never saw a side-scroller/platformer (sorta?) work like this before. I wish I had thought of this 20 years ago when I was using RPG Maker 95 lol That last puzzle was kind of tough because we never used the jump like *that*, but I managed to figure it out, 600+ undo's later lol. Audio was good, *music* did get a little repetitive, but wasn't overbearing enough to mute. The ending was funny. Reminded me of all the "Stuck in a Loop" games from the last jam. Good job.
May 1 02:16:06 23m 14s They Told You ♥ 0 Not sure how to rate this. I wish there was more to do, a puzzle to solve or something. I also wonder if it would have been better in a more confined space. Maybe after each letter, one of the trees in a smaller area changes from green to red, and so after each letter you look around looking for the red tree. Especially because there isn't really anything to do along the path. The music started out okay, but got a little too repetitive over time. I think it needs a bit more variation. For a game this mellow, I think BOTW's approach would have worked well. I played the original ending, it was very abrupt, and I didn't really understand the meaning or follow the story. Good job on your first game jam entry! Not a bad start!!!
May 1 18:25:14 16h 09m Deeper and Deeper- A drop's journey ♥ 2 I love the kawaii rain drop, its very detailed and full of life (blinking eyes, different expressions). All the artwork is great and well animated with that hand-drawn style. The cute umbrella bugs, and landing on the dude's head is a nice funny touch. I also think the incoming-droplet indicator was a great idea! Friendly constructive criticism; As other mentioned, would be nice to move up and down, although I understand why its just left and right for mobile design. I sometimes felt trapped by no fault of my own. Like yeah I moved into the spot I move into, but the sun just happened to appear as a bug was coming from the perfect angle to hit me. It would feel like a unique shmup, where you play as a kawaii raindrop! I think that would get a lot of attention! I like the solar rays as a hazard, but I died a couple times not being sure if I was safe tank the hit crossing them (because I was trapped by a ray and a bug). Maybe some kind of warning when on low health would help (since it's hard to tell from the size of your raindrop). I think I also died from something invisible a couple times, do we slowly lose life over time? I think the transitions between menu-to-game are very abrupt, and would feel much more polished with some kind of curtain, or fade-out transition. Overall a good entry, good job!
May 1 19:08:39 43m 25s Crash Lander ♥ 1 Cool game! I imagine there are a lot of people who love this level of difficulty. But I'd much rather have a more casual experience, so I'm not sure I'm part of your target audience. The difficulty ramp is very steep out of the gate. If there were a better ramp, I think there would be less feedback about difficulty. My first try I got to checkpoint 4 after 65 deaths. My next run I got here with just 7 deaths! So we can learn to do the hard stuff, we just need room to grow. deaths.png I proceeded to die forever and gave up here because of the spread out check points. I'm not crazy about completing a series of hard tasks, and then facing another hard task, only to fail at that, and then have to try all of them over again and again. I've proven I can dodge those boxes and turn that corner 10 times, I just can't get over those spikes though! 😒 I think I would double the checkpoints, especially in the earlier parts. I actually think this would be PERFECT for optional checkpoints, just let me set a flag down somewhere safe when I think I need one (keep score and see who completes with fewest deaths and checkpoints). I didn't mind the mouse controls, except when the camera moves and throws them off. I was mostly bothered by the low fuel and distance between checkpoints. The game looks good, sound effects are good, but I'd love some kind of "fanfare" when reaching a checkpoint, because it's so damn hard! It feels like the game is saying "eh whatever, you got a checkpoint, who cares" lol Overall; good game, good job! PS. I didn't even know saving progress on a webGL build was a thing! Gonna keep that in mind for the future! πŸ˜„
May 1 19:59:39 51m 00s The Deepest Space ♥ 4 Cool game! I love space stuff! I never read instructions when I play games. I expect the game to teach me everything I should know. I think it's a good practice to help see how well the game teaches the rules and such. I understood the momentum and gravity part well enough. But I didn't know where to go. I just kept flying into the sun. I found the earth and moon, collected some fuel, and then what? I thought it would be nice to zoom in and out, and it turns out your game does have the feature, but I had to leave the game and read the instructions first. The zoom feature made ALL the difference, as well as understanding the objective wasn't about finding fuel, it's about reaching the "anomaly". I would recommended putting all of the instructions and rules in the game! Once I understood everything, it only took a few more tries to win the game. It was actually pretty fun, using planets to slingshot and trying to avoid gravity, while making adjustments toward more fuel. I'd also consider slowing the background speed. We definitely need it to move for that sense of speed and movement, but it feels like it goes TOO fast, especially when zoomed out. It's not very friendly on the eyes. Overall this is a good game, that could use just a little bit of polish to make it a little more user friendly. victory.png
May 1 20:58:11 58m 32s Into Debt ♥ 2 Well done take on "deeper and deeper" into debt. Good visual layout. Feels like bank colors. I wish the text was faster, or just instant, it kind of drags on, especially when reading the repetitive dialog. Trying to read accounts and guess which cards people would take was a neat puzzle feature. Good job!
May 1 21:05:23 7m 12s Nightbear ♥ 2 I tried to play on my own.... didn't work out so well lol Good looking game, very interesting and innovative idea.
May 1 21:19:24 14m 01s Explovation ♥ 3 I like the idea! The game looks good, and the different types of bomb patterns are cool. I didn't realize my own bombs were hurting me (seems there's no really animation or indication other than losing the heart). I don't think they should. Especially because they need to be placed at your position, they blow up fast, and they don't have gravity. If I could throw them, roll them, or drop them down holes it may be less "unforgiving". Once I learned I could hurt myself, I got a little further, but then I set off a big bomb and caused the cave to collapse on me. There's just so many things that want to kill me!!! 😒 I eventually set off some kind of huge explosion that slowed everything down to 1 fps. I think the physics killed my pc lol Anyway, this is a neat idea that could use some tuning. Good job on the visuals, the bomb patterns, and overall good job on your entry!
May 1 22:06:05 46m 41s Lo Fishing ♥ 2 Cool game. As other have said, the font was hard to read, other than that it's visually pleasant. I wish there was good way to clear the bad fish, I tried at $0 hoping that was the secret but it just put me in debt lol I'm also not crazy about running out of line, and being sent back to the surface, it's just a frustrating mechanic. I ended up getting stuck and not being able to get deep enough for more fish and buy more line; I wish that wasn't a thing. The music was a pleasant and fitting groove; good job! Overall a good entry! Good job everyone!
May 1 22:13:54 7m 49s Dimensions ♥ 2 Cute little game. The dimension switch was interesting, I think there should something to tell you which dimension you're in as they look similar (maybe sky color or different tile-sets?). The character is very cute, and the jumping feels good. Not sure if the stars did anything other than keep count, but they're all just there and don't seem to require any extra challenge. I think you could have done a little bit more with the mechanics you have, but it's still a good entry. Good job.
May 1 22:57:06 43m 12s Rock Shark Diamonds ♥ 2 Good game! It's def a little challenging. The oxygen meter was almost always close to empty when completing a level, which left very little wiggle room for mistake. There's a good collection of mechanics. I like how the rocks ended up with more than 1 use. The instructions turned out to be pretty funny, like "Sharks = Very Bad" πŸ˜† I love the style, but I wish it fully committed to a pixel size (even if it still used sub pixel movement). Overall a very good job! thanks.png
May 1 23:19:21 22m 15s Callisto ♥ 1 Neat game! I like the idea of exploring and photographing the wildlife, kind of like Pokemon snap! However, exploring was not as fun as it should have been. Movement felt very slow and unresponsive. I understand wanting that underwater feeling, but I think it was overdone. It especially becomes a problem when running into dead ends, and then when the demon shark comes along to bully you. The acceleration is so slow, I imagine some players got stuck against the shark, or just got bored of moving so slowly. I pushed through the slow speeds and made it to the end. I did enjoy the dialog, the visuals, and the overall feel of the music (though it did become a bit repetitive). Good job on your game! thanks.png
May 2 00:07:43 48m 22s HELL deep is your love? ♥ 6 This game put me in a bad mood lol Your level designers are sadists lol this is hell for real lol WTF! lol I love the art style, the controls are solid, the music is **hella** good! I especially like how the music changed into an even more demonic sequence at the lower levels. I'm not a fan of an overly difficult games, so I'm probably not your target audience. Waiting for the auto scroll was... not fun. It lead to some frustrating situations where I needed to wait for a platform, AND the scroll, and the both of them would get me killed. Some of the level design choices felt mean. A moving platform that brings you down to your death? The traps? I wish I could say every death was my fault, but some were by intentional frustrating design. I know some people like pain lol I'm not one of them. Still well rated game, because it's def good, it's just platforming hell. So I love it, and hate it at the same time, if that makes any sense πŸ˜„ Good job yall! end.png PS. If this hole would have killed me, I would have gave yall one stars across the board lol (*jk no I wouldn't have, but damn I would have complained about it*)
May 2 00:24:21 16m 38s Just Call Your Mom ♥ 1 I really like the Paper Mario 2D/3D art style, combined with a beat em up, very nice! The combat could have been better, it felt like there wasn't much I could do except button mash and hope I didn't get hit. as many other suggested already, a block, parry, or some kind of variety would def help. I got to the phone and it just sent me back to the title screen, I was low health (like 1 hit) when I got there and wasn't sure if it killed me, or if I won the game. Good job yall!
May 2 17:39:41 17h 15m Dhromur ♥ 1 Good job on your entry, but... I have no idea what I'm trying to do. Friendly criticism ahead; Not trying to be mean, I just want to provide helpful feedback about my experience. You said the game is like HOMM, but I've never heard of it, or played anything like this. I imagine these style games have a huge learning curve that takes a lot of time to understand, I don't think you have time to teach the player everything they need to know here. I noticed there's an overworld, and then a battle screen; I would have recommended sticking to just 1 of those elements, and keep it simple so it's easy to digest. The music was nice and epic. So good job with that. And good job on your submission πŸ‘
May 2 17:46:42 7m 01s Last Breath ♥ 1 Very creepy idea. Very nice audio and visuals and presentation. The game is kind of slow, and not very much fun, but everything else makes up for it! Good job!
May 2 18:04:28 17m 46s DEPTHS ♥ 0 Nice entry. I like the visual style, color palette, use of sound and audio. As others mentioned, the walk speed is super slow. It's not a big deal on the sub, but when we're in the temple, it gets old quick. Without trying to be mean; it comes off as a pixel-art walking simulator with long rooms for padding. I would have liked shorter rooms, or faster move speed in the temple. I also found it odd, that there were so many people in the temple. There was only 6 beds on the sub, but every step forward was filled with people just standing around. (maybe they were all the same people from the sub?) Def a good start, it does stop just as it gets interesting. Good job on the entry though!
May 2 18:20:40 16m 12s Minball ♥ 2 Not sure I've ever seen a pinball adventure game. Very interesting idea. I wasn't crazy about how my progress was being reset at certain points. Getting sent to the top and having to wait for the ball to drop got kind of old, and at the end goal; that damn ball seemed determined to fall right down in the middle between those last paddles lol The visuals are good. I muted the audio though. Besides the nitpicks, it was fun throughout. Good job! victory.png
May 2 22:57:01 4h 36m Patchwork ♥ 1 Nice game. Good artwork, great presentation. This isn't a genre I'm familiar with, I've never done an escape room. I almost quit when I couldn't figure out what to do. I bounced back and forth between the game and the comments looking for clues, and I found your hints, I would have never completed all the puzzles without the hints. (I wonder if there should be a hint system in game?) I had to take a picture of the mushrooms with my cellphone to help guide me, either that or I would have needed to write down notes. It's kind of cool that I was forced to do that, but I also didn't like it. I know that's confusing, but as the designers, I guess you may have intended to force some players to take notes. I guess if I had a stronger memory I could have done it without notes. Good job!
May 2 23:11:32 14m 31s Clockwork Abyss ♥ 1 Very cool game. Lots to like. The artwork and music are great. Very cool style. I liked the ability to buy buffs, and trying to manage everything. But I'm not very good. Even when I think I'm doing well, I look over and I'm low on health or oxygen or both. I wish it was a little bit more shooty-shooty-action-based (just my preference), but I understand how that could be overwhelming for a player trying to manage everything else in the game. Good job!
May 3 01:11:55 2h 00m Blackout ♥ 7 Very nice game! The visuals, the music, the presentation, all **VERY** good. High quality! I got stuck a few times; The lighter didn't stand out as an interactive object, I had clicked all the cabinets earlier and assumed I had checked everything there. Using the knife to open the door was really what got me stuck for a long time. I walked around everywhere checking everything and finally had to read the comments. I assumed a key would open the door. Maybe there was dialog that suggested I use it there, but I never encountered it. Small nitpick ahead; I think it would be a bit more fun and interesting if there were some puzzles outside of playing find-the-key. Anyway... Very good entry! Good job everyone! ❀️
May 3 01:31:59 20m 04s Love's a Mystery ♥ 1 I appreciate the unique approach to the theme. I appreciate the hand drawn artwork. The unique characters and locations. This isn't really a genre I play, so I can't really speak too much on it. It feels like things went from 0-100, like instantly. **SPOILERS** The whole mob twist and murder things just kind of turned up out of no where. That's how twists work I guess, but I was really invested in trying to mend the relationship and find out if the dude was really a cheater and that whole thing. Overall a good and entertaining experience. Good job!
May 3 02:28:19 56m 20s TAILSPIN! ♥ 2 Crazy good high quality game. If I had to give any nit-picky feedback it would be that some of the levels felt long/padded for no reason because of repeated ideas or nothing new being introduced along the way. Again that's just nit-picky feedback. They're very entertaining and challenging too. The optional objectives are a nice touch for anyone wanting to squeeze out even more challenge. The artwork is great, the music is good and fits the mood well, also a lot of good variety. Great game, good job everyone!
May 3 18:32:50 16h 04m Into the Deep ♥ 1 Very nice game. I like the artwork and cute style. A pleasant experience, I just wish there was a little more to do. Good job!
May 3 19:44:00 1h 11m Swing Shroom ♥ 1 Very nice game. I love the artwork and overall feeling of the visuals. The audio matches the mood and feels nice and whimsical. I'm a little thrown off by the abruptness of the transitions between scenes, for both the audio and the visuals (from title to game, or death to respawn). The mechanics of the game feel okay for the most part, the jumping and movement feel fine. I like the grapple mechanic, and how it's used as an attack as well. The swinging takes some getting used to. But I had a huge issue with how the grapple only shoots out if something is in range. It didn't feel good to press my action button, and have nothing happen. The level is filled with a good variety of enemies to deal with, they all look different and do different things. There were some questionable level design choices, a couple "leaps of faith" that don't feel great to face. I also didn't notice any checkpoints, which really raised the stakes when facing a leap of faith 2/3rds of the way down. Again the visuals are very nice, lighting looks great, the music and sounds are good. Good job! viewport2.png
May 4 02:27:13 6h 43m The Deepest Thoughts ♥ 0 This is pretty cool. I like the visuals. Very simple but stylish. The music is very mellow and "atmospheric" and fits the visual mood nicely. I like the snowflakes, that's a nice little touch of particles to complete the vibe! I don't read instructions when I play games, I just play and check to see if the game is taught to me, or if it plays intuitively. This may be personal preference, but I do believe a game should have some level of "conveyance" to them. Reading instructions outside of the game, to me, is kind of anti-game design. I believe we should strive to make sure the player has everything they need, in the game. That said, here's some friendly feedback about the experience; I get started up, caught the mellow music and all, started checking out all the animations and visuals. Then started moving the character around. I wasn't sure where to go, so I just assumed "deeper and deeper" would be downward. I moved downward (I think) until I hit an invisible wall (I think). It can be hard to tell if I'm moving on the all white ice. Some kind of texture may have gone against the artistic vision, but it would be nice to know I'm actually moving. So if it's not a texture, maybe some kind of particle effect or trail render? I didn't notice anything along the way (well, there was probably a crack I ignored), so I started mashing buttons. I learned I had a fishing rod. But it didn't actually do anything. I tried casting it... nothing. So I read the instructions, and it says I need to crack the ice with LMB, so I try, but nothing. I read the instructions again to see if I missed anything... Oh I need to do it "while moving", so I try to walk around and crack the ice but... nothing? Anyway, I try exploring more and find the cracks. Finally the game/experience is revealed. The use of inputs was interesting, especially the mouse wheel. A part of me is kind of annoyed that so many different actions are applied to different buttons, when they could probably all work with 1. BUT I also *DID* like the use of the mouse wheel, because we don't see that used often, especially with something like a reel, which feels like a good fit. So I pulled up a note from under the ice, and I wasn't expecting a message at all. I wasn't sure what to do with it. I explored around and found more cracks to break. I wasn't sure if they were in order, or spawned randomly, or what exactly the message was supposed to be. I imagined the fishing creature to be an evolved form of humans who's rediscovering their ancient origins and learning how they're cousin's lost their way. Not sure if that was what you were going for, but that's what I got lol πŸ˜… I wrote way more than I expected there lol Forgive me if anything comes off harsh because that's not my intention. I just wanted to share my experience in a detailed way to be helpful! Good job on your entry!
May 4 03:04:41 37m 28s SUBTERRA ♥ 1 Very cool game! Strong Terraria vibes! Controlling the miners took a little bit of getting used to. I assumed 1 click would be enough to send them. Once I figured that out, it's just trying to get lucky and stay ahead of the lava. That said I wish there was a bit more to do. Especially once the lava stars to catch up, it feels like once I see the lava and if I'm low on diamonds, I'm screwed, and then I'm forced to slowly watch my cute little miners succumb to the inevitable. 😒 Even without adding an extra resource, if there was a way to burn more diamonds or *something* to speed up, it would give me SOME hope πŸ˜… The music was great. The visuals were great. That first "selected something from the menu" sound I think comes from RPG Maker 95 πŸ˜„ Overall a very good entry with a lot of potential! PS. I love the chipmunk voices! Is that custom voicework?
May 4 03:19:42 15m 01s The Fall of Alice ♥ 1 Very interesting experience. I liked the touch of music while hitting the letters, but wish the horizontal movement would allow me to fall fast and still keep up with the letters. I eventually tried to reach the end by shooting straight down, but she just fell deeper and deeper. I didn't read much of the text πŸ˜… I assume it's an excerpt from Alice in Wonderland? Visually, bruh.... pixel butt-cheeks? lol??? Good one! The animation on the dress is pretty good too! Some potential here for a type of "art"-game! Good job on your entry!
May 4 04:09:00 49m 18s Boombox ♥ 4 Very high marks! I have no real criticism. The visuals, music, the sound, game design, everything is great! Anyone can play this game, which makes it that much better! I feel like this would be great on mobile with some direction touch buttons surrounding the box, or swipes to rotate. The only thing I would consider adding, and this is totally an artistic/game-design choice; would be very little helper "cues"; A little sound or glowing effect to let you know when you've opened all of a particular color (maybe the key loses color?). If there *was* a hint, I didn't notice, I caught the obvious bell when all locks are unlocked. Maybe a more obvious visual cue would help too for anyone playing with their sound off at work while they should be working πŸ‘€ lol It's also easy to get a little disoriented by cube shaped boxes with the same color on all sides. I suppose that may be by design, but should maybe be held off for later boxes? The chests; while being more scary looking, and being home to more high level locks, were actually kind of easy to navigate because they have a very distinct shape and you know where you are on the box. Although, yall may have thought that through and used the harder locks on the chests because of that very reason???....**mind blown** πŸ˜„ Sorry if I just unloaded all kinds of silly ideas, but your game is **THAT** inspiring!!! πŸ˜… Good job everyone! PS. I've never seen a game like this! 5/5 for innovation!
May 4 04:41:20 32m 20s Glowstick Run ♥ 1 Good job on your game! The physics were unpredictable sometimes, which was kind of frustrating. But I managed to make it through! time2.png It reminds me of this game -> https://ldjam.com/events/ludum-dare/48/pogofall Which gave the player the ability to rocket boost, it was a fun ability and helped reduce some of those moments where you wanted to go somewhere, but didn't have a way to start the movement. Still a good experience! Good job!
May 5 04:24:17 23h 42m Reel Deep ♥ 1 Very nice game. Everything is GREAT! The fish could get a little nippy, but there are good countermeasures against them. It felt pretty bad to get beat up on the way to the surface. The repellant was good, but what about something that guarantees I come back with *SOME* money? Just a request from a bullied fish hook lol The music is very nice and I like the changes for each phase. I love the little clicky noises the critters make as you gain their attention! Visually the game is beautiful. Great pixel art, well animated, and nice juicy effects! (maybe the coin's don't need to rotate though? They can look kind of funky with all the broken pixels) Overall a very good game! I feel like it would work well as an arcade game, trying to win tickets to trade for prizes! Good job everyone!
May 5 14:51:13 10h 26m End of my Rope ♥ 1 I love the art style. The enemy hitboxes are a little "unforgiving", it felt like I was shooting arrows through the little guys. The enemies can also be brutally aggressive, killing in just 2 hits felt...harsh. I like the use of the rope-arrow mechanics, although the physical interactions could be a little wonky feeling. With some post jam polish it has great potential! The sound on the web version had some cracking. I wont fault yall for it cuz unity webGL audio just does weird stuff sometimes. The musical choice was good, although the mushrooms talking off-screen was also a little odd, aswell as the choice to even have them say "I'm a mushroom" lol humor points I guess. Good job on your game everyone!
May 5 21:08:43 6h 17m Deep Sleep ♥ 3 An interesting experience. Visually it's great. Low poly is low poly, it looks good and gets the job done; the use of color, lighting, and fog all come together very well! The musical motif, evolving through each chapter was a very nice touch. I appreciate that there are interactions... *something* that needs to be done beside walking to each point in the story. I would have liked a little more feedback (visually or with sound) to let me know I was doing what I was supposed to. Sensitivity and look inversion options would also be nice. It's cool that it has a message, I'm left a little uncomfortable, and that's probably a good thing. Good job!
May 5 21:29:34 20m 51s Dark Souls Tactics ♥ 1 Visually very nice. It's not hard figure how to interacting with things, but I think it would help if we were given a task other than to just survive and explore. Once I feel like I've seen what the game has to offer in terms of exploration, I got bored, sorry. I really liked the map mechanics. Being able to instantly exit an area was nice, I just wish the player RAN instead of walked. I feel like the 2 buttons at the bottom, and the "enter area" button at the right can all be turned into 1 click. Click location to RUN to it. Click an entrance to run to it, click again to enter. (maybe the button appears above the player standing on the location?) Click on player to heal. Click an enemy to attack. etc... I also think the combat would have been more interesting if the enemies approached you and attack when in range. Maybe they only move when you move? So it's not just an action game? It was definitely an ambitious jam entry. You guys got a lot done, but maybe it would have been better to skip combat and focus on exploration? Anyway, good job on your game!
May 5 21:47:03 17m 29s One More Cellar ♥ 2 Nice game! I think there is something solid to build on here. I think a game like this needs to constantly ramp up the chaos of the enemies waves, while trying to ALSO buff the player to keep up with increase in enemies. I understand the jam's time limits our scope, so I'm just speaking on potential. We'd need more of everything. More varied enemies and enemy attacks. More weapons, player abilities, and buffs. Visually the game good. The lighting is a nice touch. Again, I think I'd like a bit more variation in the enviroment layouts... but, I get it.... jam time limits 🀷 It feels good to move around, shooting things feels as responsive as it should. I liked the addition of the shop, and the music. Good job yall!
May 5 22:01:25 14m 22s Doug: A Miner Drilling Incident ♥ 1 This is really good! Short and sweet! I like the gravity shifting/walk running mechanic. I just wish there was some kind of visual hint that it was going to happen. There was at least one time it cost me like 5 extra seconds to walk back, hit a wall, then return to where I needed to jump to because I though the gravity *might* shift. Other than that, the levels are designed well to help teach each of the mechanics and abilities. Good job!
May 5 23:56:40 1h 55m Through Hell (Traveling soulsman 2) ♥ 1 The artwork is really good! The run animation could look smoother, but the hand drawn style is great overall. I love how derpy the soul guy looks. Gameplay has potential, but def could use some polish. #1, restarting the whole game on death is not fun. Some enemies attack very quick, for how long takes to shoot out a card. As other's mentioned, the camera being in so close made me have to walk slower to avoid being surprised by those enemies. I didn't mind the hand holding, but it could have been utilized a little more for puzzle solving. You probably knew all these things without needing to hear them from me, but hopefully my feedback helps some. Great job on your game! Congratz! PS. Music is very good too!
May 6 00:25:21 28m 41s Red Archer ♥ 2 Very nice! I love the art style! Very simple, but fresh! Gameplay is very cool; I wish there was sensitivity and look invert options. Shooting *ONLY* happens on a full click, it feels odd. Games have taught me I can knock an arrow by holding shoot, and fire with a release of the button. Once I got over that, the game opens up! The feedback I've seen about the Slo-mo being OP is def true, but I'm not sure you'd need to nerf it at all; maybe create situations where you'd rather not use it? Maybe some enemies ONLY move during slow mo? So you're trying to juggle and manage 2 sets of enemies? Maybe some enemies are easier to hit but can't be slowed? BUT... **I** really enjoyed having all the time in the world to plan my attack. Since its not as much about accuracy, as making the right decision for each enemy. Especially because I was playing with the Y-invert the opposite of my preference. Occasionally, I'd hit an enemy, and want to dash into them, but if I tried, then I'd fly right into a bullet, so I had to release the slow mo, move out of the way, and THEN dash! I found those moments to be the most fun! The whole arrow-to-dash+jump mechanic was super fun. The air speed, momentum, all of that was great. The feedback/juice on the arrow hits could have been a little better, and maybe needed better hitboxes. Sometimes misses felt like they should be hits. This thing has a lot of potential. It's super short. I wish there were more enemy types, and more interesting area design. Audio is probably the weakest part of this. (besides not being able to change my Y-inversion LOL πŸ‘€ ) Anyway, very good job! Congratz!
May 6 01:08:01 42m 40s Deepest Space ♥ 2 Very nice! The graphics and the sounds, everything fits the space theme. The game itself is easy to pick up and understand. I think because we move so slow, it does get kind of boring quickly. I was hoping I'd have to try and slingshot myself around planets to try and preserve fuel and momentum. BUT, Good job getting in such a good entry with an engine you've just learned! I'd never even try that lol Nice work yall!
May 6 02:01:37 53m 36s Nuclear blaze ♥ 3 Very cool entry. Love the visuals. Sorry to say I got a little frustrated by some mechanics and the spread-out checkpoints. Putting out every fire can get tedious, then one wrong move sends you back to do it all over, needing stop-n-go to put out the fires along the way. If I wasn't trying provide good feedback I would have quit after the first couple deaths. (I'm not a very patient gamer πŸ˜…) The UP key, also being used to jump, *and* aim while spraying, got me killed a few times, and I guess I rushed to aim before starting my spray, so that's my fault, but the punishment of being sent back so far is painful. In my defense, there aren't many games that play this way. I think most people would have just used a twin-stick setup with mouse-look. There's one room, where you work your way up to a room with the keycard, and if you 🀦 forget to put out the fire before going up the ladder, you end up trapped. (or was it the door bursting open and spreading to the floor below that trapped me?) "oh well, ya dun goofed, Back to the beginning of the room to meticulously make your way through the fire". The distant checkpoints DO create a sense of high-stakes tension. Which can be a good thing, it's just a tricky balancing act, and easy to lose people like me with short patience. *Anyway* Visually the game is AMAZING! I love the fog-of-war effect. All the particle effects and overall atmosphere was great. Even without music. I love the use of dialog in a way that doesn't obstruct gameplay. The presentation, and feeling like we're a bad-ass on a mission. (Although I'm not sure why 1 fire-fighter would be sent into a Nuclear Blaze all alone πŸ˜…) The lack of an ending is disappointing but understandable. ( I worked so hard to get there 😒 ) Definitely a great LD game! Even if it frustrated me a bit! Great work! PS. Where the heck is the sprinkler system lol
May 6 02:27:51 26m 14s Blub blub Ottersub ♥ 3 Nice entry! I managed to figure out how to take pictures after reading that I needed to surface with them. It def needs some kind of indication that the picture was successful or not. I managed to figure out how to snap a shot of the eel and dive deeper :) I actually think the zoom-shot is an interesting mechanic that could be something to consider developing. victory.png The main things I would suggest is more direction and feedback for the player IN game, so people can just play and not need to read the game descriptions for instructions. If the player gets lost or fails in our game, I think its our job to make sure most players can figure it out and eventually feel like winners! A "would be nice" feature, is just more speed by default. Good job on your game!
May 6 12:22:49 9h 54m Falling Time ♥ 1 Very cool simple arcade game. I'd like to see different mechanics get worked into this, and then just add new things with each level to keep things interesting. Lv1; just coins lv2; spikes lv3, moving spikes lv4; speed lanes lv5; slow lanes lv6; switches and doors Stuff like that. Anyway, good job!
May 6 12:56:47 33m 58s Tooth Toss ♥ 2 Very cool entry! I had been seeing this pop up in some videos and streams but still didn't know what I was getting into. The mechanics are fun and feel good. There's a good variety of enemies to beat up that are introduced over time at a pace that keep things interesting. There was a couple times where my sword got stuck somewhere I couldn't reach (and was screwed). I wonder if yall considered a magic-return-my-sword ability lol It may be kind of cool to throw your sword past and enemy, then tell it to return and stab them in the back! *(that may make things a lil too easy)* The music is great, lots of variety, and each feel appropriate. The sounds also feel good. Visually the game looks good, very cute style, but I'm a little thrown off by the bigger pixel'd backgrounds, even though their art is very nice! I wonder how'd they'd look with blur for a deeper depth-of-field look? (may throw off overall crispiness of visuals) I love how the game ends in a boss fight, very nice touch! Throwing the sword at the web to free your friend was also a nice way to wrap it all up! Good job everyone!
May 6 13:46:15 49m 28s Deeper ♥ 1 Very nice game! Visually pleasing, presentation is very nice, audio is nice and mellow, the puzzles are solve-able without much frustration (they could be a little harder though). The main thing I'd suggest is faster movement. The lag time between each move can get kind of tedious when there's a lot of maneuvering to do. I do like the animations, but I'd probably remove the "shrink down", just pop some fluffy particles and start flying. The "grow bigger" one is fine, but should be interruptible if I want to move again while it's playing. Overall a good, solid entry that doesn't overstay it's welcome charm!
May 6 15:00:53 1h 14m CTRL BASE ZERO ♥ 0 Very nice. Visually it's great. The pixel font stands out as unnecessary, because everything else is modern and smooth, and not pixel. Other than that the style is on-point. Audio hum and sound effects are very fitting and fit the mood well. The 2nd room is a little weird turning the lights off looked cool, but it just locked me in the room? The puzzle is to keep the lights on? Being stuck between doors as they open and close was kind of slow, maybe unnecessary? Finding the fuse in the one area is easy enough, and had me feeling like the game was about to open up! Then the colored flakes looked nice... But then the game ended 😒 (I wish there was more!) I like that you added sensitivity options, but wish there was also a Y-invert option. There's no real action so it didn't bother me too much. Very nice entry, very moody, and looks good!
May 6 17:00:01 1h 59m Deep Space Drill ♥ 1 Cool shmup! I like the variety of enemies! My favorite were the guys who fly in from the sides! I like the killstreak mechanic, but I think a few things would make it a bit better. Once we max out our abilities, it becomes kind of pointless, unless we just want to max our score for bragging rights. I think it would feel a little better if we LOST our abilities on hit, and needed to build them back up. BUT I'd lower the kill streak requirements to a smaller number, and/or increase the amount of abilities and try to give MORE to the player faster! It can take a while to build up to a point where it feels fun. Holding space to shoot feels pointless because there's no penalty for shooting; it seems there's no time where we shouldn't shoot! If there was an enemy that deflected bullets, or a speed penalty while firing, or some reason not to shoot, it would make things more complex (and fun I think) than holding the space bar for 10+ minutes. The final boss, a giant rectangle, was a push-over. It was dead before I had a chance to be scared of it, not even sure if it shoots bullets. Visually the game is very readable, which is nice. I don't mind the simple artwork. The sounds are very bfxr, which is good, but just kind of bfxr πŸ˜„ They get the job done. Other than those little nitpicks, this is a very solid start to a good shmup. Good job! score.png
May 6 18:40:08 1h 40m Bubbly ♥ 2 Cool game. Very simple to understand. There's a lot of things that want to kill me! πŸ˜… It's kind of tricky to move down the caves because we cant see below. It does add tension, but doesn't feel good when falling into a monster. Sometimes I'm getting killed by something I can't see in the darkness. The music is appropriately spooky for being hunted by creepies. Haunted chimes and bells, spooky strings. Very nice. Visually the game looks good, but some of the darker tiles are hard to see in the darkness. I didn't do very well, sometimes being killed by spiders dropping on my head, or diggers eating my legs! πŸ˜… Good job on your game everyone!
May 6 19:19:40 39m 32s Fishery ♥ 1 Cool game. The walk animation is pretty good with the guy's pixel legs. Reminds me of weird tall Mario in Mario Maker. Takes a little bit to get used to the controls and I didn't immediately understand that I'd need a lure to do any fishing. The fishing line being stiff is kind of weird, but it's nice to be able to of control the swing. I managed to use the magnet to bring the black thing to the surface, but I couldn't pick it up, and ended up kicking it into deeper water and got stuck πŸ˜… So you'd def wanna find a way to prevent something like that from happening. Good job on your entry!
May 6 22:22:30 3h 02m PANEMUAN ♥ 1 This experience has great presentation! It looks good and sounds good. I love the cute stick-figure people. The section where we're being chased starts off weird because I'm not ready to move. The monster comes and kills me before I realize what's happening. I think it may be better to let the player start walking before having the monster appear. Walking through the school yard is interesting, again I love the little stick figure girl. But then I fall into a hole, and start everything all over again? So I played again, and didn't notice anything different, and then I fell in the hole to start everything all over... again? Reading through the comments I see there was something else I was supposed to do, but I think the punishment is too harsh on players who don't figure that out. Unfortunately I have low patience and just quit after falling into the hole again. Sorry. There are a lot of things yall did really well! Art, music, sound, and animations are all good! Good job on your game! Congrats!
May 6 23:58:02 1h 35m A Frogs Tale ♥ 0 Cool 😎 but incomplete idea 😒 The jumping and dash feel good. The artwork is good. The turn based combat for a platformer seems cool, but is incomplete and looks like it stifled productivity. No sound. I would have suggested focusing on the platforming elements and just do the best you can with that! Maybe the dash should work like a double jump? Instead of being a different button? You were off to a good start! πŸ‘
May 7 00:18:07 20m 05s The Ocean Depths ♥ 1 Very nice entry! It had some pretty good ideas! It must be said, that your game was quite intuitive. I was given important information that I needed (shopping from the clownfish and explaining dash), and everything else I could figure out for myself. I never needed to back out of the game and find the controls or rules hiding in the game description. Very good job there! The music sets the mood, and doesn't get to crazy or repetitive. I like how everything looks, very colorful, cute and full of life. The sharks chomp-y teeth sound is cute/funny. Swimming feels good, but I'm not sure it needs gravity. The player fish should probably just stay animated all the time, but speed up the animation if the player is moving. Explore using the particle system, it's a very powerful tool for how easy it is to use (once you learn how). Some particles would take this to the next level! You could have bubbles, that rock wall can explode into bits, etc! Particles could also help show the player movement, especially in those spaces where there's nothing around and it's hard to tell if you're even going anywhere. Some kind of background could also help with that. I like the way the little fish run(swim) away from you. At first I thought they were just a background thing, there to complete the atmosphere, but it turns out we can eat them and trade them for abilities. So that was cool. It's a very playable game with simple and achievable goal, which is all good for a jam game! Good work!
May 7 00:42:30 24m 23s Cleaning Diver ♥ 1 Very nice entry! It has a lot going for it, but it also has some things holding it back. The title screen visual, and the surface look great. The swimmer looks good, the lighting effects are cool. The style is awesome, and was **almost** **perfect**. As mentioned by another comment, there are seams in the textures, the sharp edges on the rocks, and they are quite jarring to see next to what is otherwise a very nice looking game. Clicking to swim is okay, it gets the job done, but I feel like just holding the button should allow us to swim in the mouse's direction. Then when I find a barrel, instead of holding LMB, just clicking it should clean it up. I think that would have made the mostly pleasant experience, even more pleasant πŸ™‚ The music is perfect for the mood. The zoom-in when cleaning a barrel is a nice touch. I almost quit when I had 1 barrel left to find and had no idea where to look. Turns out I missed one near the surface and was lucky to find it after a little more exploring. Was the flashlight part of a hint system? because I didn't notice. Overall a good game and entry! Good job!
May 7 00:59:03 16m 33s Deep ♥ 1 Nice entry! It was off to a good start. I think the biggest problem with what's here is the large sticky hitbox, combined with small bullets and where the bullets spawn when shooting sideways, makes it so I can't dig horizontally to make enough room to dig vertically, without needing to go up and clean up the space behind where the bullet spawned. 1 pixel seems to halt all progress. The character art looks good, the music sounds good (but doesn't loop properly) Good job with what you were able to make!
May 7 01:19:01 19m 58s Dipper and Dipper ♥ 1 Nice entry! I've never been good at minesweeper, so I may not be your target audience. The story is very cute. The drawings match how silly and cute the story is. The game looks good overall, very nice. The abruptness of hitting dynamite is jarring. I think it would be cool if I could stick around a bit and see the dynamite that ended my run, how I hit it, and how close I was to my friend. Like others said, waiting to try again was detrimental to the experience. I understand you were hiding the world generation, so the cutscene is better than a boring loading bar.... I don't have much experience with proc-gen, but it seems like it shouldn't take THAT long. Anyway. After a few tries I managed to get close enough for blue umbrellas, but eventually found a bomb. I gave up from there. sorry. Good job on your game. Very cool entry!
May 7 01:42:41 23m 40s Fallen Shovel ♥ 1 Very good! A unique idea, with a kind of zany premise. **Spoilers** An angel shovel falls from heaven and becomes the new ruler of hell? Who comes up with something like that! The 2 main abilities, charge and double jump are well used. I like how good everything feels. (Digging, which was WELL used in this jam's theme overall, is done in a way that totally innovates the idea into a double edge mechanic. You make progress, but you kill your safe space) A story sneaks into the level design, which is very fun and well done. I especially liked the level that changed all the rules of the blocks and forced you to rethink what you've learned! There's always something new to see (many different enemies, and each level has it's own look and feel), and stays interesting throughout. There are some tricky areas that can feel a little harsh, but it's ultimately my fault for dying in that same spot 5 times πŸ˜… The nature of falling downward did introduce some "leaps-of-faith", which may actually tie into the whole falling from heaven theme, but can still feel like it's cheating me out of a fair death. Overall a very good game and entry! Great job! PS. Music is also very good!
May 8 00:17:20 22h 34m Go to the Abyss ♥ 2 Good entry! There is a good amount of variety, like environments and enemies. Some of the hit boxes are weird, like I was getting hit by things that didn't look like hits. The artwork is cute, but some thing could be a little improved. Like the cave background's background it a little bit bright, and kind clashes with the foreground. When the stage loaded I wasn't sure what I was looking at. I think a darker BG would help a lot; bg.png One of the first things that caught me was how the player seems to float as they walk. It may seem like a small thing, but stuff like this really sticks out to me, and it should be an easy fix that will help keep people immersed. floater.png I also noticed you DID work on a keyframe sprite for jumping and falling, but it only shows if there's no horizontal movement. I like some of the level design ideas, and some were troublesome. The spiders on the first stage NEED to be killed, because if you try to sneak passed them, you end up stuck under the 2nd one and the wall. Trying to jump on them doesn't work like I thought it would. I especially liked the area where the platforms break down the chamber with alternating spike sections. That was a well done and fun section. Overall this is a good, playable entry. There's a beginning, middle, and end, and doesn't over frustrate along the way. Good job!
May 8 21:57:57 21h 40m Journey to Atlantis ♥ 1 Pretty cool game. At first I didn't understand the appeal because the cards felt totally random. Then I discovered the flashlight ability. I was thinking it could be cool to just show players *some* cards for free, so we can feel like we have SOME agency over the RNG. There's also a little lag time when we have to wait for some of the event screens to go away, that was kind of annoying as I just wanted to keep clicky clicky clicking! I didn't understand how to enter Atlantis, I must have been attacked over a dozen times. So I had to read the comments to see I needed to purchase the mystery item. I guess that's my fault, but in my defense, it's the last card on the menu, and costs the most, so I usually just bought oxygen or a flashlight. The artwork is good. There is an appropriate amount of juice, particles and squishy cards. I think there is some potential to be a little more "extravagant" with the visuals. The font is a little boring (I think it's the default unity font?), and the blue background is kind of bland. Sorry to say, the music was not enjoyable, so I'm glad there was a mute button. I think sound effects would be nice. Overall this is a very good entry, and fun game to play through a few times. Good job!
May 9 00:54:34 2h 56m Deep Mind ♥ 1 Very interesting idea. I never played a game in this genre. Visually, it's good. The icons on the cards represent their "emotion" or "function" very well, but there's some inconsistency. Some are very well drawn, but the money and contentment cards look like MS Paint doodles. I wouldn't mind that look of the less polished cards if they all looked that way. I eventually got fired from work, but kept getting money. A lot of money, I had more than enough money to pay all the bills and hang with friends, I thought that was odd. I hoped the shift in employment would change the game a bit, but it actually made it more stagnant. The black cards are an interesting mechanic. They're not fun to deal with, I guess that's the point though. It may be cool to have get an occasional "ace" card, that can unlock the tasks. Is there a way to get rid of the sad cards? OR is it just a slide deeper and deeper into darkness and depression? I'd like some kind of goal, win condition, or finality, rather than this ambiguity, but maybe that's just me. Maybe I missed it, or I'm bad at it, but everything feels random. It would be nice to feel like I have a little more control over what tasks I get, or how they pay out. There's a lot of potential here. I like it! Good job!
May 9 01:16:41 22m 07s Awakening ♥ 1 Cool game. Hard to understand what's happening at first. Even when you understand the rules is easy to get stuck. I was stuck in a loop of reaching level 3. Once I got passed there it seemed like all the later levels were relatively easy. 🀷 There's also these long falls, where I wasn't sure if I broke something, or if they were intentional... I did managed to reach the end (I think?) I really like the music, and the concept as a whole. Good job! time.png
May 9 01:46:59 30m 18s Dieper & Deaper ♥ 2 Very nice! The music is great and fits perfectly. All the of audio is well done. The visuals are mostly great, it's only the clipping/sprite-depth issue holding it back. I was stuck in the first area for a longer than I'd like to admit. I beat up everyone and tried to use their look to open the door but nothing worked. I even left and got yelled at by the mission control dude. Didn't know what to do and wondered if I did something wrong, so I restarted. This hallway didn't scream "walk over here" to me, because I think I was expecting to see a floor. time.png Would it kill the vibe if the hallways were 2 tiles wide just so half the floor was visible? 🀷 Maybe that's just me being derpy. Once I got passed that little hallway, everything was pretty smooth. I got all the way to the room where we turn off the lights, I started running through and lights came back on, I got discovered and thrown out. I didn't realize the meter on the right was like a "detected" meter. Not sure that was explained in the game. Anyway I gave it another shot and managed to get the McGuffin at the end of that room. I like the variety of characters and disguises to use. And the silly story was fun. Very good job!
May 10 14:01:20 36h 14m Space Buddies ♥ 0 Cool game. I like the art, could be a little more animated. The space guy could be squashed and stretched, wiggle, or float around. The robot could squash and stretch with each shot (or not). More particle effects and overall juice could be turned up a bit. The gameplay is interesting. It took a while for me to figure out what I was supposed to do. Holding shoot then moving up to grapple was a little awkward. Maybe it works better on mobile. Overall a good entry. Good job!
May 11 13:36:19 23h 34m Deep space ♥ 2 Very nice entry! A lot of potential here. The pixel art is good, and the concept is good. I would suggest having instructions *in the game*, rather than having the player read the game descriptions. You could just have little tool-tips pop up as you're in front of each station, maybe just until we notice the player has corrected the issues. It does get "old" kind of quick, sorry to say. Seemed like I never really needed to address the battery, and moving back and forth between the reactor and the navigator was somewhat tedious, as they're on opposite sides of the ship with nothing to do between them. The potential for additional components and needing to multi-task more and more stuff as progression is a fun idea that I've seen work well before for other jam games. LD47 UFOMO: https://dvdfu.itch.io/ufomo LD46 Keep it Alive: https://dmullinsgames.itch.io/keep-it-alive I see you added an indicator to the reactor for the post jam, which is a plus. But I'm not crazy about the back-n-forth movement of the ship though. Overall a very good entry for your first jam! Good job!
May 11 14:26:21 50m 02s You Better save the Internet! ♥ 1 Cute and funny story wrapped around a decent exploration shooter experience. I like the use of polka-dots in the background to help give reference when we're in open water. I think you could afford to have more enemies, as long as they're not aggressive. Maybe just a few things that move back and forth like the shark, but don't go agro. That way you can give the player some more things to shoot at, which is a lot of fun. The visuals get the job done, and the use of particles is a nice touch. a short but sweet and playable experience, good job!
May 12 14:17:57 23h 51m Asterisk ♥ 4 Very nice game! The presentation, the pixel art, and voice acting are great! I especially like how the rocks crumble πŸ™‚ The sprite jolt/jank when deploying the laser is a little jarring, could have been smoother. The arm itself is also a little weird looking for an otherwise great looking game. The voice acting is great, and the tone and dialog remind me of the quippy Borderlands respawns. I like the ideas of using the scanner to find loot, but it does set off the mines, but there's a weird trade that ends up making the scanner less use-able. Overall a very good game! Good job everyone!
May 12 21:24:34 7h 06m Trash Squid ♥ 2 Cool idea. I like the color cycle visual effect on the sky and ocean. The movement on the squid feels very fun, especially jumping out of the water, although it may be a bit silly looking to have the squid airborne, it's still fun :) It was hard to get the trash on the boat because of the carried momentum, I wonder if it would be better to allow it to fall with zero horizontal velocity. The sounds works and get the job done, the music is nice and mellow but also sounds like outer-space. (The ocean is almost like space in a lot of ways, so maybe it's fine) It looks like the "fail-state" is just that the ocean becomes so polluted, the game is unplayable. It works in a kind of artistic way, as a player it's kind of anti-climactic and ambiguous. I'd suggest a score, or a message, or something, because it can also be interpreted as a broken feature. Overall a good entry with potential! Good job!
May 12 23:38:06 2h 13m CRASH Pit ♥ 1 Very cool game. I love the simple style, the sounds and presentation feel very good. (Web version has some lag time between play, and buy menu, not sure about exe). I never got very far down, so I slowly got enough points to buy some upgrades. I like the idea of the upgrade system. Even the lowest skill players (me) can brute force progress... But my progress was very slow because I just sucked at moving downward (or surviving in general). I wish there were more abilities I could buy sooner, especially the more fun stuff like shooting and shooting upgrades. It seems the upgrades are supposed to help me get further but... Shooting enemies with rockets and bombs creates an explosion that lingers and can kill the player, which isn't very fun when you have to travel in the direction the rocket is fired in (very quickly). I kind of regret even buying the rockets. Maybe consider an upgrade that lets you survive explosions? This is probably a jam time limit issue, but if there were more visible buy-items on the list (instead of 1 at a time), that would be a nice quality of life upgrade. Overall, it's very fun to play, with great presentation, good juicy feel. Good job!
May 13 16:22:04 16h 43m Deep Pocket Digs ♥ 1 Very cool game! Reminds me of this entry: "6 Feet Under" - https://ldjam.com/events/ludum-dare/48/6-feet-under I actually prefer your full range of movement in drill mode. It just feels more natural and intuitive. It would be nice to have *some* air control. The physic and momentum can feel a little uncontrollable. Good game, with a lot of potential! Good job! PS. I caught your stream of my game! Thanks so much, I love that stuff! ❀️
May 18 02:05:20 105h 43m Redtape ♥ 1 VERY COOL LOOKING GAME! There's something very unsettling about everyone turning away from you. The jam version seems un-playable. Like others said, I couldn't pick up the paper for the copy machine. The post jam version is a totally different story, and very well done! Good job!
May 18 02:31:18 25m 58s Far Side of the Mirror ♥ 1 Very well done! I love the style. The narrative was engaging, and I'm not crazy about story-games, but it's very well presented. That dance mini game was super cool! I don't know if I've ever seen a rhythm game play like that before, good job. The nightmare maze was also very interesting, and those crazy hair ladies can be kind of scary. The use of the duck/goose dudes as a type of comedic relief motif, was a fun and comforting element between the more spooky stuff. I'm glad they never turn to monsters or anything like that. A few nitpicks; some of the text-bleeps can be a little screechy feeling. I prefer to play with WASD. The use of recognizable music could have been an artistic choice (because of the dreamy setting), but it still kind of pulled me out of it like "is that Mario music"? Maybe yall wanted that reaction? Anyway, it was very good overall, good job!
May 18 03:18:10 46m 52s Cosmonoid ♥ 1 Very interesting mechanics. This has a lot of potential. Not sure I've ever had this feeling of floating in space so well represented. With pitch and yaw controls and everything. I really like the idea overall! The feeling of gripping to a platform, looking where you want to go, then shooting at it was a lot of fun. Fighting to regain control, was not as fun. The sounds work really well with the mechanics. (although the music's lead synth can feel a little over-done, over the long play time). I think the level design could be improved. Sorry to say I gave up at level 6 because I had spent a lot of time grinding to get the cells. Shooting from the platform to get a cell, and then swinging widely to get back around to the platform, to shoot back off at a cell, and repeat until I could gather every cell. Then when I just needed to reach the warp, but messed up and flew off into space. 😒 Maybe I missed it, but is there a way to just STOP momentum IN SPACE, or to pull yourself directly to your grapple point? I could probably live without a space-brake if I could choose to pull myself right to the surface of my grapple (maybe combine both, let me brake as long as I'm grappled?). Some more air control while grappled would also be nice. I only suggest things like this when I love an idea THAT much that it inspires me. Sorry if it seems too critical. I dig the simple cell shaded look on the blocks. Everything looks good aesthetically. The purple warp thing is a little weird, not sure what it's supposed to be, but I understand it's the goal, so good job there. Overall a very good entry! Good job!
May 18 03:48:58 30m 48s Sprookies ♥ 0 Cute game! This has some good ideas. A couple little things could make this feel much better. -Checkpoints πŸ˜… -Holding space to jump is fine, but I think players need visual feedback to know that its working; I'd suggest squishing the sprite down, shaking it, flashing it, changing its color, or changing it's facial expression (or a combination of all of them). -It's hard to understand that the level has ended. Control is taken from the play in a way that makes them feel like they should still be able to move, especially because they can still jump, and nothing else is happening. Some kind of goal post or flag would be nice, I guess "Saved X/X" is the marker, but maybe saying **"Level Complete! Saved X/X! Press C to Continue!"** would feel better. Especially because the transition time is pretty long right now. Visually, I like the blue character's look, and the blinky eyes is a nice touch. The idea of splitting from your buddies and regrouping is cool idea that can be expanded on. Good job!