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MetalFox Dioxymore

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TimestampSince previousGameMetalFox Dioxymore's comment
Apr 27 08:54:32 Ludu Hare and the Magical Carrot ♥ 4 Oh wow, you had time to do 2 full levels and a boss fight ?? That was truly amazing ! The game was really fun ! A bit frustrated by the unkillable bats, but otherwise, I really enjoyed it ! Congratulations !
Apr 27 09:16:13 21m 41s Into the Mines ♥ 1 At first, I didn't really understand what I needed to do, the controls are specials... But once I got the hang of it, it was really addictive. Trying to go fast without bonking was a challenge, but a really fun one ! However, at 115m, there is a dynamite cart that drops ahead of me and get stuck on the way, and I can only die... I tried hard to outspeed it, but I can't find a line to do so. Am I missing something ?
Apr 27 10:18:38 1h 02m Intiqaam - The Revenge ♥ 1 THAT WAS SOOOOO COOL ! I had to retry a couple of times, but my tribe can finally return to the island =p ! I am amazed by what you managed to do in 72h, this is a really good base for a true game, I can really see myself play a more complete version of this, with more levels and a bit of polish ! I love the concept, and you did a really great job to implement it ! Just a little note (that didn't change my rating, but could be useful for your next games): to play the game, I had to switch my keyboard layout to QWERTY (I use another layout daily). That is not a problem in itself, I am used to it, even in AAA games. But to switch from one layout to another, the shortcut is "alt + shift". It means that everytime I wanted to quickly alternate between "detection" (alt) and "sprint" (shift), my layout changed again and I couldn't control my character ^^". It costs me a death (and a lot of heart attacks) ! Mapping "detection" on another button (or even a mousehold) is a simple fix at this ^^. But hey, that's just a little thing without that much of importance, I loved the game anyway ! Keep up the good work !
Apr 27 16:01:19 5h 42m Bad Cultist ♥ 1 Fun game ! I love the fact that you use the corpse to continue, that's a really good twist to the common platfomer ! Good concept and good implementation, but sometimes, some cultists doesn't follow me. I don't know if it's a bug or if cultists have different AI, but if it is the later, maybe you should differentiate them ^^'. Otherwise, that's a good game, and I am impressed that you had the time to do that many levels !
Apr 27 16:58:55 57m 36s Lower Lower ♥ 1 Very solid game ! The character is a bit hard to control, but I guess that's the whole point ^^. Sometimes, the solid surfaces were a bit too hard to see, but overall I really enjoyed the experience ! There is a little (funny) glitch : if you hold "up" before throwing the hook, the character will become invisible and "climb" it even if it's not anchored, resulting in either a negation of the fall damage or a softlock if the distance between you and the rope is too long (the character will be teleported out of bounds, I think). But don't be fooled by this, I really enjoyed the game :) !
Apr 27 17:06:48 7m 53s Micro Doc ♥ 4 Good game ! The gun fired a bit slow, and some sound effects would have been nice (including one to indicate the weapon cooldown), but otherwise the gameplay was smooth, and damn, that was a LOT of content for a 72h game jam ! Overall a nice experience that just need a little bit of balancing ^^ !
Apr 27 17:19:34 12m 46s Depot Drop ♥ 1 That game was really refreshing ! I loved the "light" gameplay mechanic, that's really clever and it fits the theme completelly. The level design and player feedback was awesome : I didn't read the instructions but instantly understood the concept, because the first monsters are in the light, but then some of them are in the shadows, with red eyes. That was really good game design. The game have some little cons, like the lack of a health meter or the fact that the gun angle is limited, but overall, that was a good experience. Congrats !
Apr 27 17:26:00 6m 26s Fall Damage Isn't Fun ♥ 1 I am always amazed by what you guys are able to do in the "Compo" category ! The player moves a bit too fast for the precision required in the game, and it lacked sound, but otherwise, that was a really good compo ! I've seen jams that were worse that this, so keep up the good work ^^ !
Apr 27 21:28:26 4h 02m Iceskimo ♥ 1 That was a really nice little game ! With some tweaks and a bit more content, I can totally see myself playing it on my smartphone in the metro ! icekimo.png After a few attempts, a reached a depth of 107, then I got 3 ice blocks in a row and died instantly :/. That's the dark side of using randomness, it can create frustrating/unfair patterns. Of course, in such a short amount of time, it is the most simple solution to generate a level, but I think the next step would be to have distinct "fire-only" blocks that gives you a little bit of warmth, so using a "random" one would be a choice (and not a constraint ^^). Anyway, I had a good time digging with my little iceskimo (I love the name btw), good job !
Apr 27 21:39:11 10m 45s A Watch or The Incredible Shrink ♥ 1 That was a really nice twist on the theme ! I really enjoyed the little minigames, well done ! There are not enough music-based/tempo-based games in my opinion, so that was a really nice surprise. I enjoyed it, but I don't really know if I won or not a the end x).
Apr 27 22:10:54 31m 43s Mine Rescue VR ♥ 2 A VR game for the Ludum Dare ? OH BOY ! That's sooooo cool ! The generated levels are a really good feature and I'm impressed by the result. Gameplay-wise, it's a good prototype, but it gets old very fast. But I really think that the concept is good and could be refined to create a whole enjoyable game that I could buy on Steam ! You got the balls to give us VR on a game jam, so take my 5 stars ! And I really hope that you will be motivated to continue developping it, to build deeper and depper (:D) gameplay mechanics (and reach the Steam store =p !)
Apr 27 22:44:06 33m 12s Substrate Mining Co. ♥ 1 That was really cool ! The concept is quite unique, the atmosphere is really on point and the storytelling is good. The character is a bit slow and even if it is probably for narrative purpose, maybe speeding it just a little bit could make some backtracking less slow ^^. Otherwise, great game ! I would love to play a longer a deeper story from you !
Apr 28 00:40:57 1h 56m Mocap, Mo' Problems ♥ 2 Obviously, it is not possible to judge any gameplay or whatsoever : you told it yourself, it is more like a tech demo, so the game itself wasn't really fun or enjoyable. But I am amazingly stunned by what you accomplished. The fact that you used motion capture and incorporated it in a game is one of the most awesome things I've ever witnessed in a Ludum Dare. I always though that such a technology required a lot of expensive tools, but seeing what you accomplished in only 3 days just blew my mind, and I truly and sincerly thank you for that. Your game probably won't have a good score, but PLEASE, don't be discouraged by that. You have the right idea and, with enough time, you'll bake a fantastic game.
Apr 28 01:18:17 37m 20s My name ? ♥ 5 Finished ! It took me a long time to notice that I could move the television antennas (everything that I could interfact with was highlighted, except that, so I didn't really understood that). That was a really good interpretation of the theme, finally a game that doesn't take the "deeper" part literally ! The puzzles and riddles were enjoyable, it remininded me of that Flash point-and-click games era, a decade ago, that was really cool ! The ending could have been an AWESOME plot-twist... If the main menu didn't spoil it ^^'.Too bad ! Oh, and the music that adapt to the timeline is a wonderful idea that adds SO MUCH to the ambiance <3. Congrats !
Apr 28 09:17:01 7h 58m To The Core ♥ 1 I tested the Windows build and it works perfectly for me =). Cool little clicker, I finished in 13:03, but really didn't notice the time passing ! That was simple, but efficient, well done !
Apr 28 10:02:52 45m 51s Go Deep! ♥ 2 The (awesome) sound design and jazzy theme of the game contrasted a lot with the Huntress lullaby that plays on the main menu. That was kinda odd xD ! The game itself is basic, but it works pretty well and I spent some time trying to improve my score ^^. But once you get used to the ship physics, the game is really easy... Maybe a simple fix would be to have a "fuel" jauge, so slowing down would have a cost ? Otherwise, good game :)
Apr 28 10:12:19 9m 27s Deep Dark ♥ 2 A good concept, but I couldn't go far because there was no way to know where the braziers spawn or to climb up, so I often just pass them without being able to light them ^^'. I think that tweaking a bit the falling speed should do the trick =). I loved the music and the graphics, and the controls were simple but efficient. Good job !
Apr 28 10:33:47 21m 28s A Cat in the Aliens' Lair ♥ 1 Damn, one of the only games that made me smile doesn't have a "humor" rating xD ! That game was solid ! Getting rushed by off-screen aliens was a bit frustrating at times, so maybe having a wider camera angle could help, but otherwise, that was really good ! I loved the art, the light work and the music, and the luring mecanic is an interesting twist ! Also, games with proper introduction/ending are not common in game jams, so kudos for that =) !
Apr 28 10:56:18 22m 31s Can you dig it? ♥ 1 Despite being simple, the game was enjoyable ! The "freefall" part is a nice twist, and each section had its own mechanics, which is a really good game design. The checkpoint were also appreciated. Well done !
Apr 28 13:03:09 2h 06m Deepeth Woods ♥ 2 The art is really good, I love the aestetics ! The overall gameplay is good, but the character's attack is reaaaaally slow and rigid, that's too bad... Maybe, it is an intentional game design choice, but that's a bit frustrating. Also, the optimal strategy to finish the game is to just run to the end while avoiding the ennemies, then kill the king by spamming the attack button, which is probably not what you wanted ^^.
Apr 28 13:17:03 13m 54s Deeper in the mine! ♥ 2 Cool concept ! The art was good, I took me a little bit of time to understand how to mine (you cannot mine while moving, right ?), but then I could go deeper in the mine :). The upgrades take a bit too much time to unlock in the early game, reducing the cost of the first levels (especially the "faster digging") would be a better scaling
Apr 28 14:09:29 52m 26s Purgatory ♥ 2 Good idea, beautifully implemented and the ART, oh my, you guys took that really seriously, those drawings were gorgeous for a 3 days challenge :o ! Also, finally a game were the "humor" rating is justified x). "Pirated a game ? STRAIGHT TO HELL BRO" xD
Apr 28 15:46:58 1h 37m Gold Mountains ♥ 1 I wasn't expecting a strategy game here, and I was astonished by the quality. ... Then, I realised that this was a compo, and I was blown away. This game was just pure fun, the concept is really good and that little mouth-voiced victory fanfare killed me xD. Yeah, ok, I agree with the others, the game is easy, needs balance, etc... But this has a LOT of potential, and I really enjoyed playing it ! Keep up the good work, and can you ping me if you update it of add some feature after the jam =) ?
Apr 28 16:35:53 48m 55s Darkest Depths ♥ 2 There is no link to your game ? Did you forget to add it, or maybe didn't save your draft ?
Apr 28 21:07:53 4h 32m Kibble Caper ♥ 2 Cute little game wuith a nice concept, but I feel like it is needlessly difficult : the mice are nearly as fast as the cat, making them already difficult to catch, but there is also a little delay between the click and the attack, which make catching them really, really hard (especially the first one, with all the little holes that allows easy escapes). Also, I think sometimes I jumped above some mice without killing them. Otherwise, it feels like a solid 3D game, but those little tweaks would make the game even more enjoyable and fun, in my opinion. The music is cool, and I really enjoyed the boss music !
Apr 28 21:16:22 8m 29s Erasmus Singh: The DEEPHUNTER ♥ 1 There is no HTML5 version on your itch.io, but the Ludum Dare page says otherwise... Did you forgot to upoad it =) ? The art is GORGEOUS. Thats was surreal quality for a game jam. The game itself is nice, but the controls are really not intuitive : to go down, you need to press "up". Yeah, I see what you wanted to do, it's more "accelerate/brake", but it really didn't feel natural in that context, at least for me ^^'. The submarine steering was also a bit frustrating. Overall, a nice concept with awesome graphics, but the gameplay would need some little tweaks here and there to be perfect ^^
Apr 28 21:29:54 13m 32s Deeper into Darkness ♥ 1 The game is pretty cool ! I love the graphical style and the level design ! However, I killed the first boss, and the game closed with the error message : ___________________________________________ ############################################################################################ ERROR in action number 1 of Step Event0 for object objConditionHandler: Variable objConditionHandler._xp(102078, -2147483648) not set before reading it. at gml_Script_anon_gml_Object_objRuinedSoul_Destroy_0_467_gml_Object_objRuinedSoul_Destroy_0 ############################################################################################ gml_Script_anon_gml_Object_objRuinedSoul_Destroy_0_467_gml_Object_objRuinedSoul_Destroy_0 (line -1) gml_Object_objConditionHandler_Step_0 I suppose that it's not the intended ending ^^' ? A bit of music would have been a plus, and the attack hitbox is sometimes a bit frustrating because it doesn't harm ennemies that are "inside" the character, but otherwise, that was an enjoyable experience !
Apr 28 21:37:10 7m 16s Downslide ♥ 2 Great game, with good graphic and a solid concept, but I feel like the controls were uselessly complicated. Why not having an "attack" button and a "down" button ? Having to press a button twice is always tedious ^^'. Otherwise, this game have a lot of potential !
Apr 28 22:44:37 1h 07m Drill Cave ♥ 2 That game was truly great ! The art style and music are really, really good. Gameplay-wise, the concept is interesting and quite unique. I am astonished by the fact that this is a game jam entry, it really feels like was could be a real indie game on Steam ! In fact, I can only find two major flaws for this game: - I don't understand the controls, that was uselessly complicated. "Down" does nothing on it own, neither do "space" (at least, while grounded), why do I need to do a button combination (down + space) to realise the single most used action of the game ? And, even worse, why does that changes while in the air (only "space") ? It's the same action, it should be bound to the same unique button ! Why can't I have "down = drill" everytime ? - The level design was overall great. You first introduced new mechanics in a safe environment, and then use those mechanics in a dangerous puzzle, this is really good. With that, when I died, it was always my fault, it never felt unfair. That was until some later rooms with blind jumps : the camera didn't scroll low enough to see what was there and I had to blindly jump and die to know what to do. THAT felt unfair. A puzzle is something where the player has all the pieces in hand, and he is only blocked by his ability to bring them together. But if you hide crucial information, the puzzle is rigged and it's frustrating. Now, I don't want to sound harsh, keep in mind that this is a GREAT game, and I really enjoyed it ! But its greatness highlighted these little flaws ^^.
Apr 28 23:01:55 17m 18s Sized Bite ♥ 1 First of all, why does SteamVR activates when I launch the game ? It's not a VR game x) ! I loved the concept ! This is a really cool exploration game with a gigantic (=p) twist. Unfortunaly, I softlocked myself during all my attempts by clipping under the floor, so I gave up and didn't finished it ^^'. Just some little things : the huge lag that happens when you change your size makes the controls a bit hard, and the sounds were a bit too long, so they often overlapped. I would love to see that concept expanded to a full and more complex game !
Apr 28 23:12:36 10m 41s The Deepest Threat ♥ 1 That was a really chill game, and I am amazed by what you did, as a COMPO ! I really enjoyed it, do you plan to continue the development and make new updates ? I can TOTALLY see that as a cool game to play on my smartphone in the train !
Apr 28 23:30:14 17m 38s Deep Potato ♥ 2 Nice concept ! This is the kind of addictive game I like =) ! Too bad, the digging is a bit glitchy... Sometimes, I can hold the mouse and dig deeper and deeper, and other times, I have to release the click and hold it again. Also, there are cases where I cannot pick up items even if my inventory is not full, and I feel like the early game scaling is a bit harsh : new resources doesn't earn much more than the carrots.
Apr 29 00:17:08 46m 54s Frost Byte ♥ 3 Oh wow, this has soooo much potential ! I can feel the lack of experience, but you got the right mood and some interesting ideas. You asked for constructive critisism, so I'll try to do my best, but keep in mind that, despite its flaws, I enjoyed your little game =). - Graphics are **really good**. For a 72h game jam, I won't ask for more frames in the animations or whatsoever, just the fact that you made your own graphics is **awesome**, and I really like the main character. However, the *visual feedback* isn't that great : enemies change color when hit, but for some enemies (like the giant spider at the beginning), the color didn't change after some hits, so I didn't even know if my hits were registered. I don't ask for a specific animation here (your artist already had enough work to do =p), just the enemy bouncing back (or up, since the character attacks upwards) when hit is enough ^^. - **There is no sound**, and that's a huge problem. Okay, there is no music, but I can live with that. The most important point is the lack of **audio feedback**. Again, when I hit an enemy, it should make a sound. Take any sound from internet and use it, I don't really care what is it. Rickroll me, play a "Hey, Listen" sound, it's okay, but something xD. That, plus the weak visual feedback, makes the combat feel... Empty. There is a cool animation for the attack, but it don't feel when the attack connects :/. - I feel like the rune system is really interesting ! However, without proper explanation on how does that work, it's really obscure. I just drag-and-dropped randomly and was happy to jump higher xD. **You can have the best features in the world, if the player doesn't know how to use it, it's useless**. I am aware that in-game tutorial is long to implement, but just some explanations in the game description would have been enough ! - It's a personal preference, but I really don't like to use C to dash. To press C, I either need to release the D button (which is bad because the whole game is about going to the right), or the spacebar (which is bad because it cancels my jump if I want a midair dash). If you can, it's always better to map the controls so the player uses **all its fingers** before mapping two actions on the same finger. In your game, my pinky is unused, so it would have been more convenient to use "shift" or "control" for the dash. Don't think "button mapping", but more "finger mapping" =). - There is no **real ending** : you just kill the boss and... That's it, you're softlocked. Again, I'm not asking for a cutscene or whatsoever, just a text saying "Hey, you finished the game, GG !" is enough. Here, I just felt like something should have happened, but didn't. Even now, I'm not even sure I really finished the game x). - There are some bugs and oddities here and there. Dashing while sliding down a wall is glitched, and bonking a ceiling doesn't have any effect (the character should drop instantly instead of staying in the air), to name a few. - Why is this a development build ? Not a huge deal, it doesn't change the game itself, but it's weird ^^. And... That's it ! Again, that's a huge wall of text focusing on your weak points, but **don't get discouraged** ! This is a **really good first finished game jam** ! With more experience, you'll be able to implement more things in 72h, i'm just pointing out what should be (in my opinion) your next priorities =). Keep up the good work, and see you at Ludum Dare 49 to see how you improved !
Apr 29 00:33:10 16m 02s THE PIT ♥ 1 That felt SO GOOD ! Oh my god, all the mechanics are on point, and SUPER FUN. I mean, the only little thing is that enemies are hard to see, but really it's minor. I had a BLAST playing this, the gamefeel was awesome, a Doom-like with parkour elements. Do you plan to do more update after the jam ? Or create a complete game with these mechanics ? Like, seriously, this is a really good base, with more levels, a little story and level-specific gameplay changes, I can TOTALLY see that on Steam.
Apr 29 08:13:31 7h 40m Deeper Caverns ♥ 2 Very solid and interesting game ! That's a very good concept, with an awesome execution !
Apr 29 08:40:24 26m 53s 6 Feet Under ♥ 3 Damn, what a concept ! This is a really cool gameplay mechanic, and beautifully implemented. It's surprisingly long for a gamejam, and the controls, a bit strange at the beginning, are really good once you get the hang of it. The difficulty curve is perfect and, despite some glitches when blocks are 1 block on away from a wall, I had an amazing time playing this ! Congrats
Apr 29 08:51:30 11m 06s Root Deeper ♥ 1 That was really nice ! A bit tricky to understand due to the fact that the "price" of each action is not displayed, so it is a lot of trial, error and memorization. I would have loved to know that "root" is 1 energy and "root deeper" is 2 ^^. Otherwise, that's a cool concept and I spent more time on it that I should tell to my boss, so congrats =p !
Apr 29 10:31:39 1h 40m Dive into the abyss ♥ 1 That was really good ! Cards game are usually not my jam, but I enjoyed this one ! Just a quick little thing : it should be clearer what cards it's possible to use at any point. For exemple, when I use a "use another non-attack card", all attack cards should be greyed. I also didn't get the point of moving the cards with left click, it took me a while to understand that it was right-click to use them (since I could move the card, I thought it was something like Hearthstone ^^). Overall, a very good concept ! I would love to see that game going further after the jam =)
Apr 29 10:51:57 20m 18s Depth of Death ♥ 1 This is a great (and surprisingly long, for a jam) game ! Creating a 3D shooting game is not easy, but that's a good base to build something even more awesome =). There are some little things that could be improved though : - Controls are good, but the character doesn't stop instantly when I release a move button, it's really frustrating. If it's on purpose, because you wanted to keep the momentum going for a bit, please, at least reduce it ^^'. Here, I have the impression that the character takes an extra step each time I want to stop. - You didn't considered rate of fire when balancing the weapon. That makes the pistol having the best DPS, and therefore I have no reason to use anything else. - Waiting a certain amount of time is boring and frustrating ^^'. Give me a number of waves to defeat instead, at least, this way I can control the pace of the game ! Otherwise, that was a really solid game =) ! Really good job !
Apr 29 11:00:13 8m 16s Deep Cover ♥ 2 That was really cool ! I didn't expect something like this in the jam, in a good way ^^. The art is GORGEOUS and the humor rating is, for once, justified. Well done !
Apr 29 12:39:57 1h 39m TorNado ♥ 1 Decent game, for using your tools for the second time in an event =). And being able to go from the "background" to the "foreground" of the tornado is a really smart idea !
Apr 29 15:26:45 2h 46m Solar Subs ♥ 1 That's a really good concept that embraces the theme like I rarely saw. The concept is simple, yet fun, the art is good, the ambiance fits well... I want that game on my smartphone !
Apr 29 15:34:17 7m 32s Moonless Pit ♥ 0 The webgl version doesn't seem to work, it throws an exception at the end (I think ?) of the cutscene: moonless.PNG
Apr 29 16:45:16 1h 10m Going Down ♥ 3 Woooooooooooow how did you get such an idea ? That was so original ! The game was a bit easy, but I loved the concept ! The first level was a bit hard to understand, but then... I had a blast ! The boss messages were hilarious, a really good addition, and that 3D intro was really cool =) ! Congrats !
Apr 29 17:03:09 17m 53s Down to the Core ♥ 1 Nice and enjoyable little bullet hell ! I don't really see the theme in your game (yeah, at the end of each level, there is a "depth X00", but that just another way to say "level X", there is no gameplay elements related to depth, as far as I know), but the controls were very good and the game in general was solid ! The difficulty scaling is very good. It starts calmly, but becomes more and more intense with each level, that's really well done !
Apr 29 17:07:28 4m 19s Deep Space Beat ♥ 1 For a first 3D game, that's really solid ! I like the wireframe graphics: simple but still clear enough to understand what is going on :). Of course, the gameplay is basic, but I enjoyed it :)
Apr 29 17:16:36 9m 08s Deep Freeze Café ♥ 1 I have no clue what I just played but that was not unpleasant xD. The tank controls are really special, but it was original, and that should have been a HUGE work to do for a compo, so congrats with that !
Apr 29 21:01:58 3h 45m The Unfathomable ♥ 1 Simple game, but effective ! I did a couple of games, and it was fun !
Apr 29 21:47:23 45m 25s An Unexpected Mishap in Naval Mine Cove ♥ 2 I was really, really afraid of the controls, but the submarine movement is totally on point ! It was really fun to maneuver between the mines, and I would love a full game where I can travel from one underwater city to another with the same kind of controls. Your game was pretty fun and polished, for a game jam. Good job !
Apr 29 23:02:58 1h 15m One-Butt Alien Corridor ♥ 1 That was really cool ! Simple to understand, but hard to master, I enjoyed it ! Too bad, the game lacks sounds and music, but it's a really clever concept ! I would have liked some sort of highlight on the selected marine. I know the UI at the top is highlighted, but, in the action, I don't look up there. Maybe just having a white border (instead of the coloured one) on the selected marine, something like that =).
Apr 29 23:08:27 5m 29s Space Buddies ♥ 2 Nice concept ! The mix crane/shoot is a nice twist on all the classic space shooters !
Apr 29 23:16:11 7m 44s Decisive Maneuver ♥ 0 The concept is so simple and yet so effective ! The graphics are really good, and the game is enjoyable. Good job !
Apr 29 23:24:41 8m 30s Deep Sickness ♥ 1 First of all, thank you for ZQSD <3. The game was pretty good and the concept was unique, big brain on that ! And, for a compo, that was SOLID. I mean, there is even an ending cutscene, you had the time for that oO ?? However, the level design is a bit odd... A lot of frustrating blind jumps, and the second part is just a long fall to the end with no real challenges. And yeah, too bad for the lack of music ! Otherwise, great job :) !
Apr 30 00:09:52 45m 11s Blue Square and the Mystery Cave ♥ 1 I have a huge problem with your game. I don't know how to say that, but I'll try to explain it. Just know that I may sound mad, but it's only because I really enjoyed you game overall, but something bugs me =). First of all, let me tell you that it's a good concept. Very, very good concept in fact ! I loved that "throwing ball" power, but I feel like you were not aware of the goldmine you had as a gameplay mechanic and wasted it. No, in fact, you **were** aware of the funniest aspect of your game (at least, for me), but deliberatly thrown it away, and that's my problem with your game. A blind jump into spikes is not a puzzle, not funny, and not good level design. "But you can throw your balls down to see if it explodes at the spikes" yeah, but... Well... It's kinda boring as a mechanic ^^". And let me tell you : the fact that it was possible to bounce on the balls was WAY MORE INTERESTING, and fun, as a gameplay mechanic. I mean, I enjoyed **way more** reaching that hypnotic square with a cat, the wooden sign or the "you are amazing" message (you had time to put easter eggs in a compo ? You madman). **That** was fun, and cool, and rewarding, and I feel like that should have been the main feature of the game ! So making the main mechanic of you game just "throw a ball and wait for it to explode" is a complete missed opportunity. Don't worry, to be honest, I gave you excellent ratings, but mostly because I had a blast finding the easter eggs (and also because of the ending, that was a really nice surprise =). And you probably knew it was fun, otherwise you probably wouldn't have put them in the first place ^^. Maybe you didn't think people would understand how to use it, or how to create good levels with it (I admit, that's a hard gameplay element to incorporate in 48h), or maybe you didn't see the potential, I don't know ^^'. So yeah, your main game was decent, but that hidden part was **awesome**. And I mean it. I did the game again just to see how I could abuse that mechanic, what possibilities it opened, and that was really fun ! Sorry if I sounded harsh, I must admit that I was really involved in that part of the game, it was really cool =).
Apr 30 00:20:58 11m 06s Moot ♥ 1 The art and music are just insanely good, that should be illegal to do something like this <3. The gameplay was pretty cool too, but the puzzles were really simple, I would have loved more levels with a difficulty curve =p ! My only bad point is... The relationship with the theme. Yeah, okay, I got it, the exit goes down the ground, so each level is "deeper and deeper", but I didn't feel like the theme had a real impact on the game. It was more a skin for the exit animation : you could replace the elevator with some trandimensional portal and you got the same game. That's too bad !
Apr 30 00:33:35 12m 37s D. Per & Dee Per: Treasure Hunters ♥ 1 Uh. You REALLY did that in 72h ? Like finding the concept, the coding, making the very good graphics, recording the amazing voice acting, and brainstorming a really cool level design ? You need to stop doing game jams and just create a full game (if that's not already done), you are so talented !
Apr 30 08:57:10 8h 23m We Have to Go Deeper! ♥ 1 That was sooooo cool ! I did a couple of runs to improve my time, the "ranking" aspect makes the game really replayable ^^. The art is gorgeous ! The level design is maybe the weaker part : blind "pick a path" are never good level design, I would have loved more "timing-based" challenges (having to break to wait for an opening ang going for it). But I'm just being picky, that was a great experience =)
Apr 30 09:19:56 22m 46s Unto the Eight ♥ 1 The game seemed decent and the graphics were good. The music is a bit simple but I guess it was part of the atmosphere ^^. I don't see the relationship with the theme though :/. One important part for me : I didn't finished the game. Yeah, it was difficult, but it generally doesn't stops me. However, after a couple of tries, my wrist started to hurt. Maybe I'm getting old, I don't know, but having to spam the directions to move was hurtful, at least for me (just so you know : I'm not *that* old, ~30 y.o, and daily gamer, generally on the "competitive" side). I think it would have been better to hold a key to move in that direction (like one square per 0.33 s, for example). Otherwise, good little game, I might give it another shot once I feel better :)
Apr 30 12:20:45 3h 00m Into The Depth ♥ 2 Simple but yet effective game ! Gameplay-wise I would have prefered if there was a way to tell the player which animals were aggressive and which one are not. For exemple, having all sharks attacking the players and jellyfishes just wandering around. Here, it seemed random, so I didn't really knew if I had to launch my missile or not before it was too late. The sound design is nice, the muffled sounds really contribute to the atmosphere, but I would have loved a little, tiny, background music ^^. Overall, a really nice entry !
Apr 30 13:57:39 1h 36m Monkey Quest ♥ 1 Really, really good game ! The art is gorgeous, the soundtrack is amazing, that's a lot of refinement for a 72h challenge ! Just one thing : the random monster/lava/satanic thingy that appears when you mine is very frustrating. I can understand the reasoning behind that : you want to create a "risk/reward" (I either get money or get rekt), but in this case, don't make some wall mandatory to destroy in order to advance. That should be a choice, not a constraint ^^'. I would definitively have prefered fixed spawns for enemies, and walls are only here to limit your options (or create some). Also, not having a "real" counterplay to enemies was interesting, but I felt really helpless, and spent a lot of time baiting/backtracking. I would have prefered a way to definitively "kill" an enemy (like digging under its feet, and he falls down). But these are just details, the game is REALLY good, I loved it anyway =) ! Good job !
Apr 30 16:50:58 2h 53m Descent of Anubis ♥ 3 The concept was interesting, but I had a lot of trouble to have a sense of perspective and depth (the irony, with that theme ^^). I missed a lot of platforms due to that ^^'. Maybe a not perfectly 90° camera would help ? Otherwise, that was a nice little game ! That 2D sprite in a 3D environment was really funny =) !
Apr 30 19:51:21 3h 00m HELL deep is your love? ♥ 7 The music is really good, reminds me a lot of The Messenger OST ^^ (which is a huge compliment). Graphics are also solid, and the gameplay itself is quite nice ^^ ! However... There are two types of gameplay design that are almost universally hated by players : escort missions and autoscrollers. Bold of you to do an entire game based on one of these, and, unfortunally, that's a huge drawback for me. The same game without the scrolling would be DOPE, because everything is exceptionnaly nice, but that choice kinda ruined it for me :/.
Apr 30 21:22:31 1h 31m Heart Worms ♥ 2 Ok, first of all, I respect the VR attempt. As a VR enthousiast, it warms my heart to see VR submissions <3 ! So, just for that, thank you ! And it's a COMPO, so doing it in 48h is amazing ! The game itself is very simple, it was a nice little shooter. The trajectory of the projectiles was a bit frustrating sometimes, but I guess that's what the game was about =). Just a quick note about the VR : being in an empty box with just one color inside tends to disorient the player and creates nausea, because when the player turns his head, nearly nothing changes on the screen, which creates a conflict in the brain. Even if it's just a couple of props, or changing the colors from one side to another, it's good to add stuff the player can use to orient himself ^^. I know it was only 48h, but I would have loved a bit of noise from the monsters, to be able to use sound cues instead of having to look everywhere everytime ^^. But otherwise, you did more in 48h that all my VR attempts for some weeks, and kudos to that !
Apr 30 21:57:02 34m 31s Perciflette ♥ 1 Je ne suis pas très "text-based games", mais celui là était plutôt sympa ! J'avoue que je ne comprend pas trop les ai passé un bon moment, même si ca se résume beaucoup a cliquer au hasard, mais au moins, il n'y a pas a retourner chercher les objets a chaque mort, donc c'est plutôt agréable =). Premier petit truc : j'ai eu un bug assez génant. Dans la salle avec les quatre portes (le couloir de gauche, porte lune, porte soleil et l'autre porte a droite), j'ai récupéré l'anneau dans le couloir de gauche, puis j'ai voulu aller vers la porte de droite... Et j'ai eu juste un écran noir sans pouvoir agir ^^'. A partir de la, j'ai du actualiser (j'étais sur la version web), et donc tout refaire ^^'. Je n'ai pas compris la salle avec les trois pierres, où on récupère le rouage... La solution est de mourir, puis de revenir dans la salle (parce que notre action a été sauvegardée) ? Ca défie toutes les lois de la physique ça =p. Comme dit dans les autres commentaires, les gros blocs de texte sont décourageants a lire. Le contenu est souvent rigolo, donc ca aide, mais j'aurais préféré plusieurs petits blocs =). Parfois, il y avait des incohérences entre les boutons et les images: flette.PNG Sur l'image ci-dessus, les portes sont dans l'ordre "normale - ouverture - troll" mais les boutons sont dans l'ordre "normale - troll - ouverture". J'ai nourri le troll beaucoup trop de fois en essayant d'aller dans l'ouverture. Idem pour la salle avant l'épée : le bouton pour aller dans la porte de gauche est a droite, et le bouton pour aller dans la porte de droite est a gauche ^^'. A part ces détails, c'était plutôt cool ! Dommage pour le manque de traduction anglaise, votre jeu ne sera surement pas trop vu du coup ^^".
Apr 30 22:31:14 34m 12s Khazads ♥ 1 Cool little game ! And wow, begining cutscene with voice, for a 72h jam ? Damn ! The maze part was, for me, less enjoyable than the first part : being in the dark and trying fo find my way randomly was a bit boring, but fortunally there was not a lot of pathes. The boss was quite easy, but you warned that it was unfinished, so it's ok :). 2 levels + a boss is a lot of content for a game jam. Good job =) !
Apr 30 23:15:41 44m 27s Blackout ♥ 6 Awesome game ! Graphics were polished, music was truely excellent (but a bit loud in the middle), the story (and plot twist) were astonishing, the humor is on point... It is awesome to see what you did in 72h ! I see only three little drawbacks to the game : - Having to click multiple times on an item to get it is completely counter intuitive (and absolutely not fun) ^^'. - The text is REALLY slow ^^'. I would have loved to make it appear completely by clicking again. In fact, I hesitated to click needlessly sometimes because I didn't want to be stuck in a text line... And that's where the "clicking multiple times on the same object" completely destroyed me. - ... Where is the theme ? And no, we don't go "deeper and deeper" in the house, we just... visit it ? It's not different than any house from any point'n'click game (or any game, regardless of the genre). That being said, I want a more complete point'n'click game from you guys. Like, really. You're very talented, do you work in the video game industry ? Do you have more work somewhere ?
Apr 30 23:22:37 6m 56s Foxnado SRL. ♥ 0 @shnigle-shnagle @brureale You had the same WebGL bug as we did, and we solved the issue, I explained it here =) : https://ldjam.com/events/ludum-dare/48/you-know-the-drill/our-game-you-know-the-drill-now-has-a-webgl-build (There are also a link in the comments with other possible fixes)