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| Timestamp | Since previous | Game | John Gabriel's comment | |
|---|---|---|---|---|
| Apr 25 22:07:02 | I'm So Deep | ♥ 12 | 2021-04-25 22_47_48-Clipboard.png 2021-04-25 23_05_34-I'm So Deep — Mozilla Firefox.png 2021-04-25 23_06_04-I'm So Deep — Mozilla Firefox.png It failed me on the last one. :P | |
| Apr 26 17:36:59 | 19h 29m | Deep Sea Diver | ♥ 1 | Simple, but well presented. I like the fact that the jellyfish get bigger and more abundant the further down you go - the increasing challenge keeps the game from becoming boring. My score: 2021-04-26 18_36_51-Clipboard.png |
| Apr 26 17:41:37 | 4m 38s | Irrational Volumes | ♥ 0 | I'm not clear what this had to do with the theme? The game kept ending abruptly with "not yet, I haven't cleaned up", which I don't think was due to anything I did. |
| Apr 26 17:55:58 | 14m 21s | The Depths of Despair | ♥ 1 | The cell-shaded style and adaptive music were nice touches, but the theme felt a bit under-used; there's no sense of "going deeper" in the game mechanics, only in the map design. And that first puzzle had me scratching my head a little. |
| Apr 26 18:06:18 | 10m 20s | Dungeon Diver | ♥ 1 | This is the first entry I've played so far where I've got to the end and wanted more! The concept is unique, it's fun and challenging, and I really like the PICO-8-esque presentation. Great work! |
| Apr 26 18:15:46 | 9m 28s | Rover goes deeper | ♥ 1 | The mechanics here were pretty clever, but I found myself brute-forcing the puzzles rather than trying to solve them with any sort of finesse. The theme seemed to be used only in the sense of the game's scenario - there was no sense of "going deeper" in the gameplay itself. |
| Apr 26 18:34:07 | 18m 21s | Sleep Walls | ♥ 1 | 2021-04-26 19_26_42-Sleep Walls by drom1x — Mozilla Firefox.png If only I were this good at sleeping in real life... Nice presentation! The gameplay was a bit light, though. The number variations seemed to run out after a while, so I was able to get a really high score just by holding in one direction and giving myself carpal tunnel syndrome on the spacebar. |
| Apr 26 18:40:16 | 6m 09s | Caves of the Forgotten | ♥ 2 | Breath of the Wild called - they want their stamina meter back! The visuals are the best part here. I especially like the main character's walk animation - that hair bouncing and bobbing as he strolls is really cool. It's a bit light on gameplay, though. |
| Apr 26 18:53:57 | 13m 41s | Ludum Dare News Network | ♥ 1 | 2021-04-26 19_52_09-LD48 Compo.png This was really fun! Playing back the recordings after each day was really cool, and the writing kept me wanting more. |
| Apr 26 19:00:30 | 6m 33s | Fall Damage Isn't Fun | ♥ 1 | The tilesets here reminded me a lot of Terraria. I enjoyed having to think carefully about how to safely get down - that's not something that often gets explored. As Moomka mentioned, though, the player movement did feel quite fast. |
| Apr 26 19:27:48 | 27m 18s | CHROMAHOLIC | ♥ 2 | I think it's safe to say I didn't really get this one. The graphics were stunning, but it came at a cost of being able to see exactly what I was supposed to do... |
| Apr 26 19:33:23 | 5m 35s | Asteroid Disaster | ♥ 1 | I'm trying to think of anything to say except: that was great fun! The gameplay was simple but engaging and the presentation was top notch.. |
| Apr 26 19:36:19 | 2m 56s | the sunken place | ♥ 1 | Oh hi there, person I definitely haven't jammed with before! This was neat, though like others have said, I wish there had been a bit more of it. The music was great; but then, that's not entirely surprising, is it? |
| Apr 26 19:40:29 | 4m 10s | Ziggurat | ♥ 1 | Loved the aesthetics on this one! Felt like a mix of FEZ and Celeste. |
| Apr 26 19:51:13 | 10m 44s | Viper Mission One | ♥ 0 | The sticking point of this one, for me, was the speed. I'm guessing that you were trying to go for a more realistic feel with the frictionless movement, but it makes the ship feel unwieldy and unsatisfying to control. |
| Apr 26 19:59:58 | 8m 45s | Secret Floors | ♥ 1 | I got stumped pretty quickly. I liked what I saw, though! The main character looked like a besuited Link... |
| Apr 26 20:09:49 | 9m 51s | Flower Finder | ♥ 2 | Procedural generation in a PICO-8 game? Wow! I had fun with this one, though admittedly I ducked out after seeing that the mechanics were coming back in sets of two. About the only criticism I can give is that the walljumping was pretty tricky to do right. |
| Apr 26 20:31:49 | 22m 00s | Dungeon Depths | ♥ 1 | Definitely the most atmospheric entry I've played so far. The sound effects were particularly good - how did you do the death sound? The ropes were kinda fiddley to work with, but that was honestly pretty fun to work with, especially given how easy it was to retry after death. Nice work! |
| Apr 26 20:47:31 | 15m 42s | Delve Deeper | ♥ 1 | Good to see a fellow Godot dev in the wild. Really enjoyed the visuals here, and it has an impressive runtime for a 48 hour jam game! The audio, I'm afraid to say, didn't impress as much. After a few minutes I turned the volume down and put Top Gear on in the background... |
| Apr 26 20:53:55 | 6m 24s | CEPI.YU | ♥ 1 | Oh boy, the aesthetic. Cute and creepy at the same time is always delightfully offputting. |
| Apr 26 21:04:42 | 10m 47s | Vinewell | ♥ 1 | That was a lot of fun! Juggling resource management between the sharpness of your knife and the amount of rope you have left is a clever mechanic. The sound it makes when you fall made me giggle, too. (My high score: 2083.) |
| Apr 26 21:14:46 | 10m 04s | Mine Mayhem | ♥ 1 | *Wow.* It's hard to believe you pulled this off in 48 hours - this is a seriously impressive bit of NES homebrew! These are some of the best visuals I've ever seen on an NES! |
| Apr 28 17:26:52 | 44h 12m | Diacombs | ♥ 1 | I got stumped by the puzzle with the four diacombs, but I loved everything up until that point! Cute music, gorgeous pixel art - especially with those particles; very juicy! - and it all just clicked straight from the get-go. Great stuff! |
| Apr 28 17:39:08 | 12m 16s | Conduit | ♥ 1 | Didn't quite make it to the end of this one, but I really enjoyed it! I was reminded at first of Gunpoint, with the mechanic of connecting things up, but having to make connections and use the wire as a platform is a _really_ cool concept. The art and music were great, too! |
| Apr 28 17:55:29 | 16m 21s | Project Orpheo | ♥ 1 | I could swear I remember a concept like this on the NES, but for the life of me I can't name the game right now. Anyway, hello fellow Godot user! I had fun with this one. It's a simple mechanic, but well used. A couple of things that could be improved on: * I think you can fix the tilemap seaming by turning on "pixel perfect" in the options * The camera margins mean that it's occasionally tricky to see what's ahead And who uses volunteer workers to prevent nuclear winter...? |
| Apr 28 18:24:47 | 29m 18s | Troubled Waters | ♥ 0 | This feels less like a jam entry and more like a fully-featured game. I could spend some time with this! The art style and music reminded me a fair bit of Downwell, which is no bad thing. |
| Apr 28 18:42:23 | 17m 36s | GRAPPLE the Abyss! | ♥ 1 | I really enjoyed this! About the only part I didn't like were a couple of occasions where I had to get myself into a tight gap in a hurry. The boss fight at the end was a real treat, too! I'm looking forward to the post-jam version. |
| Apr 28 18:58:09 | 15m 46s | Crown of the Mountain King | ♥ 1 | I played this one for longer than I was expecting! Simple, but engaging. And tough! Not that the ZX Spectrum was known for difficult games, of course... |
| Apr 28 19:46:35 | 48m 26s | Deep Dive in Hyperspace | ♥ 1 | Trying to get as high a combo as I could was fun - I imagine a score system would have helped to further incentivise that. Good stuff! |
| Apr 28 19:55:52 | 9m 17s | Miner Rescue | ♥ 1 | I'm afraid that after a few tries I left the miners to save themselves. Cool presentation and clever mechanics - well done! |