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Feedback comments for LD48
MicroChasm's games and stats for all events →
| Timestamp | Since previous | Game | MicroChasm's comment | |
|---|---|---|---|---|
| Apr 27 05:03:15 | Asterisk | ♥ 6 | Very well polished. It feels hectic, and I kept wanting to play again when I died. Graphics are very nice. I would love to see more particles, and have the laser feel like it is really connecting with the blocks. Also maybe more visual or auditory rewards for getting higher-tier loot. These are nit-picks for the purpose of providing helpful feedback though, overall the game is awesome. | |
| Apr 27 05:09:28 | 6m 13s | Mrs. ScubaMan | ♥ 1 | Very cute, simple but clear graphics. There were a few nice touches like the scuba line movement. It was amusing to hit your head on the way up. I really wanted to see some surprises as I got deeper, maybe some fish or bigger coins. I also felt that there weren't many pickups-- might as well have been two or three times as many to make the game feel better. There is a large oxygen bar but it never gets close to filling. Also, because pickups aren't replaced, you spend much of the game just waiting for get past the last dive. |
| Apr 27 15:34:50 | 10h 25m | The Deepest Thoughts | ♥ 1 | Very nice music and graphics. Gives me a What We Lost in the Flood vibe. I love when a game creates a vibe and a feeling, and this game accomplished that. I like the idea of thinking about the experience of the last human on earth. I would like to see the text be more about personal experiences, as it was it was a little too broad or general to have an impact.There were also a number of typos, which isn't a big deal, but the game is largely about text and there wasn't much of it. Overall, very nice little experience to have, well done. |
| Apr 27 15:43:40 | 8m 50s | Rabbit Rappel | ♥ 3 | Such a good idea. The graphics are nice, and I love the idea of exploring a cave like this. Rappeling down into the unknown is such an interesting thing to do in a game. I really wish I could have gotten further, but there is no indication of what you are supposed to do at some points, which is very frustrating. Leaps of faith are almost always a bad experience. Also, I would love a nice, calm cave exploration, having a gun seems dissonent and gamey, especially with no shooting sound. Overall, its a really cool experience but the level design prevented me from getting too far. |
| Apr 27 15:49:37 | 5m 57s | Through the Anthill | ♥ 2 | I enjoy being an ant in games. Nice, pleasant little experience. It wasn't immediately visually clear what I was supposed to do, until the txt told me. Music is pleasant, but might fit better with an action game instead of the chill experience of this ant. Overall, its a nice little world and I love the idea.. |
| Apr 27 15:57:20 | 7m 43s | OVERDRILLED | ♥ 4 | Super nice graphics, and I am a big fan of the idea of managing a machine like this. There are a number of things to do at any one time, and you have to judge which to do, good design. It was a little confusing what was happening sometimes-- when you cool down the machine for instance, the only indication was that the small meter in the top left was going down-- some steam would go a long way to communicating what is happening. Grat feeling and aesthetic, and effective sound. |
| Apr 27 16:00:57 | 3m 37s | Into The Light | ♥ 1 | Nice little tech demo with great art. Not at all related to the theme, but I appreciate the idea of jamming out a concept that you want to continue. The first thing that stood out to me is that slow movement in games feels really bad. Everything else is chill and pleasant, I hope you keep up the project. |
| Apr 27 16:16:35 | 15m 38s | The Space Between Us | ♥ 3 | Great art, loved the voice acting. Super polished for a jam game. It's got a feeling to it, which is not easy to accomplish. Managing the ship is a nice premise. I like in a spaceship game, its really more about the relationship. From a mechanics standpoint, it wasn't clear where I was supposed to go. Unlocking the bigger doors was a little slow. I think this is a situation where being explicitly clear about where to go would be fine. Overall a great creation, really impressive. |
| Apr 27 16:23:56 | 7m 21s | Deepest Dungeon | ♥ 1 | Nice art, and nice feeling. I like this kind of environment. The music was pleasant, but in a game about running as fast as you can before you run out of time, the niceness of the music was a little out of place. There really needs to be some communication about the controls-- the first thing I did was go up to the red wall, collide with it, then run around everywhere and try everything else, since it appeared to be a gated area that I was supposed to unlock or supposed to avoid. There isn't really any mechanical reason why you can't just walk through the red walls. Having the mini-map and trying to match it to what you are seeing was a good idea, it makes you have to do this matching game while moving through the space. |
| Apr 27 17:27:31 | 1h 03m | One Missed Message | ♥ 3 | I think that taking a simple concept, like a platformer, and developing it into something unique is a good way to go about a game jam. Interesting aesthetics, nice sound. I would like the movement to be faster, it would feel better to play. I also love to see little particles when you jump, and a sound effect for jumping and landing. That kind of small detail can make a game feel nice to play. The game has it's own style, which is worth a lot. |
| Apr 27 17:36:41 | 9m 10s | Spacepunk 48 | ♥ 1 | I love the idea of a management game like this for a jam game. Random events and managing numbers while keeping a static background to set the mood has a lot of potential. More random events would have been nice of course. It's a little hard to get a feel for what is happening behind the scenes, it was tough to understand what exactly I was balancing. |
| Apr 27 17:48:36 | 11m 55s | Cave Girl - SUPER AQUA GOTH | ♥ 2 | I liked this one. Nice, pleasant mood, and the sword-bow is sweet. I would like it to have been more difficult, so that the powerups are more important. I would also like to see more contrast in the graphics, where important things stand out more, or just to make the overall feeling more striking. Animations and sounds very nice, its a little world to explore. The controls are easy to use, though only four directions to shoot made the bow largly ineffective. It's always impressive to see a game that is this complete in a jam-- it feels like a real game. |
| Apr 27 18:03:34 | 14m 58s | Conspiracy Dive | ♥ 2 | Nice, cute style, reminds me of old point and click adventures. The character is slow, but you don't have to wait for them to arrive somewhere to interact, which is a very good decision. Homestar references are always a plus for me. I'd like to see more complex environments, with the puzzles and clues more difficult. It's a tough genre though, and a good effort. |
| Apr 27 18:10:52 | 7m 18s | Echoes of The Underworld | ♥ 1 | The echoing mechanic is super nice. the game has nice graphics, and good sound design. It feels close and claustrophobic. The limited visibility works to make you afraid of what it nearby. One thing is that, because there is no penalty to using the echo, you might as well use it over and over, which make it closer to regular vision. Cool entry, high marks on atmosphere for sure. |
| Apr 27 18:31:14 | 20m 22s | Tourist Trap | ♥ 2 | I tried running the game on Windows 10, unfortunately it brings up the window with the Godot logo, and then immediately closes without an error message or anything. I don't know if it is a common issue or if it's just me. If it is fixed, feel free to @ me in a comment and I will come back and review the game. |
| Apr 27 19:23:24 | 52m 10s | Riddles In the Dark | ♥ 0 | The game is an interesting little space to explore, and the idea of solving riddles is nice. I'm always down for a Tolkien reference for sure. I didn't hear any audio-- some music and sound effects would have gone a long way to increase the atmosphere. There were also some technical issues-- on the second floor the object that was supposed to have the clue was displayed with Unity's pink material-not-found color. There were also many objects placed directly on top of other objects, causing z-fighting. When you picked up objects, the camera's near-plane caused clipping. The level design could have guided the player move clearly as well, as it was it was easy to get lost since each direction looks similar. Speaking of communication, the red rope on the door tells the player that they are not allowed to leave, but then they are expected to move right through it. It's important to think about what you are communicating and teaching the player about the space. Overall, nice environment and good concept, very Indiana Jones. |
| Apr 28 01:24:24 | 6h 01m | Pyramid Mapping | ♥ 2 | Super cool idea, and nice aesthetic. Had a Witness feel. I love the idea of a slow, thoughtful exploration of a pyramid, and the idea of drawing and using your own map. It did require quite a bit of patience-- I wish that you didn't have to pick up the pencil every time. Extra points for doing something unusual. |
| Apr 28 01:28:43 | 4m 19s | Hello, user. | ♥ 1 | I liked it! I've seen this sort of story before of course, where you begin to feel that something deeper is going on, but the way it was revealed was interesting, and it actually made me feel guilty for something that I didn't do. Super interesting. I really like the idea of creating the framework for a story and letting the user fill in the details themselves, it blurs the line between creator and audience. |
| Apr 28 01:35:38 | 6m 55s | Manic Miner | ♥ 0 | That was pretty fun. The sound effects were pleasant and made me smile, especially breaking the stone blocks. It's a simple idea, but effective and tense. Has some Downwell vibes, which is always a good thing. Seems like something you would play on an early handheld device, or maybe a T1-83 calculator, nice retro vibes. |
| Apr 28 04:32:18 | 2h 56m | CRASH Pit | ♥ 1 | Most fun game of the jam so far, I wanted to keep restarting because I always felt like I could do better next time. I really appreciated that it gets some of the simple things right, like particles and sound effects. There is a nice balance between missiles destroying other planes, and you having to avoid their blasts. I really enjoy movement based builds in games, and I had a good time getting all of the movement upgrades and weaving around. Kind of a mix of Downwell and Luftrausers. It's usually better to not allow mouse or key events that have no cooldown, as it might cause people to stress their hands. I'd love to see a simple roll animation as the plane moves back and forth for some additional dyanmism. |
| Apr 28 04:53:49 | 21m 31s | A Taste of the Past | ♥ 2 | Really nice game. It is impressively complete, like a small version of a released game. It is a kind of game that I've never felt capable of making-- one that has a real emotional connection. It was very sweet, and handled well. The simple gameplay pairs well with the story, doesn't need to be more complex than that. Very nice art, both characters and environment. The only critique I have is that I wish that the main character had more animation frames in her walk, as it is, it is a little stilted. Very nice game! |
| Apr 28 05:10:17 | 16m 28s | Magic Worm | ♥ 1 | I love the idea, and a simple game like this is a perfect concept for LD. It seems like a tough thing to balance, since it is fully random, and each ability has the same chance of success, so a new player could get unlucky and just lose a bunch of times in a row. The idea of balancing risk vs reward in your ability choices is smart. I think there may have been some bugs, where the spell says that I will lose health if it fails, but I don't seem to lose health, but then losing the eye spell did cause me to lose health. Overall a unique idea, cute art, nice audio. Well done! |
| Apr 28 05:20:04 | 9m 47s | Eat Prey Live | ♥ 1 | Nice chill game. I appreciate games where the HUD is on your character. I wish that there were more things to interact with-- why not 20x as many things on the board? More things to interact with makes the game feel better to play. It would be cool if the play area were really large, or wrapped around the sides, so that it felt like a large organic area instead of a box of collider objects. Nice experience overall. |
| Apr 28 05:30:00 | 9m 56s | Cleaning Diver | ♥ 1 | So much of the graphics are really awesome here. The diver, the light on the water, the bubble particles-- really, really nice. There is something special about the feeling of diving deeper and deeper into the water. Gameplay is simple, but the experience is nice and that is what matters. I have two critiques-- the first is that, because the graphics were otherwise so beautiful, seeing the corners of the rocks and background particle effects was really jarring, and took me out of the experience. The other critique is that, in this nice calm game, cleaning nuclear waste seemed a little dissonant. Otherwise, a very nice experience. |
| Apr 28 06:10:04 | 40m 04s | The Little Boring Drill | ♥ 1 | Really nice idea here. I could see building and managing a drill while just idly watching it dig. However, in the current game it is very hard to understand what is happening-- you can use any component right from the start, but it doesn't tell you what they do until you add them. Once you add them and turn them on, nothing happens. am I gaining money to use? Do I have resources of some kind? If the game were explained more, it has a lot of potential. Overall, nice art and cool idea, I would play an updated idle game based on this idea. |
| Apr 28 15:32:42 | 9h 22m | The Rim | ♥ 4 | The game creates a little world to live in for a while, which I appreciate. The story reminds me a bit of the crater in one of the Fallout games. Controls are responsive and simple, graphics are interesting and stylized. My feedback would be that there are times when monsters can shoot you from inside walls, or from outside the screen, which is frustrating. Also, it's usually not a good idea to make players click repeatedly to shoot. You could just hold down mouse to shoot, for example, and create less strain on player's hands. The character art was very nice, and the music was appropriate. Well done! |
| Apr 28 15:48:08 | 15m 26s | Don't Pull It Out | ♥ 1 | I love the idea of stabbing yourself. Well done on the voiceover, all of the sound its pretty endearing actually. The game is fairly easy, I would like to see it more fast paced, maybe with a stream of blood instead of a circle around you. The hurt voiceover is a little amusing-- you stab yourself in the stomach and then are like-- aww, come on! I love that the story is pretty out there but played completely straight. Super good idea. |
| Apr 28 16:01:00 | 12m 52s | Sporelunk | ♥ 2 | Animations and sound are awesome, and pair together perfectly. It's a weird and disturbing little place to be. Adding to that, I don't feel great playing as a creature that eats cute mushrooms. The concept works well, but I wish that there was something to collect other than eating little mushrooms. Also, seems unnecessary to ask the player to hold z while digging-- if they are moving into a wall, then they always want to be digging it. The last critique is that the player;s collision box is huge, it's usually better to keep it a bit smaller than the graphic on the screen. I really like when animation, music, and sound effects work well together, and this was the best I"ve seen in the jam so far. |
| Apr 28 18:39:53 | 2h 38m | Volcanaclimber | ♥ 1 | Very cool game. It's nice when the player inputs are simple but the output on the screen is complex and interesting. It's also worth noting that the controls are easy and intuitive. It took me a bit to understand that letting the lamp just hit the walls was causing me to fall-- a particle effect on contact would have helped. A nice particle effect of fire of light coming out of the lamp would have been nice to look at as well. The funniest thing that happened was that one time when I fell, I fell through the floors and hit the ending collider and beat the game completely by accident. I also like the idea for the story, you have to imagine what world this is where these are the rules. |
| Apr 28 18:51:08 | 11m 15s | Werm - an existential adventure | ♥ 1 | Pretty amusuing premise. The fact that you can scream silently is great, especially because it looks a bit like a surprised pikachu face, so you can make him open his mouth as the little worm reads one of the sentences. I would have liked to have seen 100 sentences, all smaller and filling up the screen, blurring together with the worm and with eachother. Because the game wasn't challenging, you can spend your time reading. Thoughts never get too deep, but that's probably for the best-- asking questions about something heavy would have felt out of place. It was a short but enjoyable experience overall. |
| Apr 28 19:19:18 | 28m 10s | The Deepest Threat | ♥ 1 | I like games where the player is hands off like this. It is like a simple version of Clicker Heros 2. I find that it is very satisfying in a game when you can make a build; it's a way to express yourself when you can make choices about hwo you want your character to act. I'd love to see an attack animation with a nice plesant sound effect-- if there was sound I wasn't able to hear it. There were some minor issues, like monster spawning behind scenery, which isn't a big deal. What I would like to see from this game would be a few more inventory slots, and then the ability to combine abilities on different slots to create synergies-- that kind of planning and decision making can be a lot of fun. Very cool idea! |
| Apr 28 19:31:38 | 12m 20s | Underneath | ♥ 1 | I really liked this one. It has a lot of the elements that I want in an LD game-- nice sound effects, an effect when you touch the ground and one when you leave it, simple pleasing graphics, and somewhat challenging gameplay wrapped around a forgiving respawn system. The idea is cute and the story is told through simple but really pretty and effective images. Nice mechanics unveiled slowly over time. Kind of Downwell meets Celeste. The movement is very satisfying. One of my favorite games so far for sure. |
| Apr 28 19:36:08 | 4m 30s | LD48.DeepHunt | ♥ 1 | The sound and the mood are probably the highlights here. I am a fan of stealth games but they are honestly tough to make. I'd like to see a lot more movement, and a particle effect when you jump and when you land. I'd like to see more hiding abilities, or different types of enemies. As it was though, it was a clean and atmospheric experience-- nicely made. |
| Apr 28 20:36:24 | 1h 00m | Gecko Dive | ♥ 3 | Very nice game. I love this style of low poly models, where you can see the polygons. Nice colors, nice models, nice animations. The gecko going down the little hole is very satisfying. I like the simple patterns. The only real issue with the game is that the audio gets very repetitive very quickly. A really impressive entry, high marks from me. |
| Apr 28 20:51:45 | 15m 21s | In Too Deep | ♥ 1 | The mechanics are simple but effective. The best part of the game for me is that it takes the idea of a tower defense and adds a risk vs reward feature in the form of over-extending yourself. Pretty interesting game design. I'd like to be able to zoom in and out. The most frustrating thing was that I did see or hear any notification that my pipeline was being attacked somewhere, which means that I would have to scroll back and forth across it in order to be effective. Cool idea though and good implementation. |
| Apr 28 21:52:07 | 1h 00m | Way Down We Go | ♥ 1 | Nice pleasant game. The sound effect for catch fish is snippy and satisfying, which is super important. Not especially challenging, and of course it would be nice to see more fish and do some more exploration if the game were expanded. |
| Apr 28 21:57:25 | 5m 18s | Into the Deep | ♥ 1 | Super nice feeling. I like the art style as well, it is like a papercraft game. There is something interesting about the idea of a person who just abandons humanity and goes exploring the deep ocean, I could see this as a longer game about exploration and finding little set pieces. Great audio. There isn't much gameplay, but it's a nice short experience to have. |
| Apr 28 22:01:28 | 4m 03s | Deeper Trance | ♥ 1 | I love magic eyes, and it super cool to see a game use the concept. It's a simple game, but it was still an experience worth having. The music is familiar, I think I've heard it on a few other LD games before. Well done on getting this to work. Who needs VR? |
| Apr 28 22:05:58 | 4m 30s | An Unexpected Mishap in Naval Mine Cove | ♥ 2 | Great idea! It has a bit of a Far: Lone Sails feel. I love the art, and the fact that the water fills up as you get hit. My only critique would be that I would like to see the character be way more agile, even if it means adding more bombs to even out the difficulty. As it was, I didn't feel that I had a lot of control over what was happening. This could be a sweet game if those manangement tasks were adding, or maybe some Lovers in a Dangerous Spacetime combat. Cool stuff. |
| Apr 28 23:09:38 | 1h 03m | Selkö | ♥ 3 | That was a nice experience. I really appreciate jam games that use a limited space but allow you to interact with almost everything, and have a few surprises. It tells a short, unusual story. I don't have a huge amount of feedback-- maybe more puzzles and more interactions would have been nice, but what was there was cool. Well done. |
| Apr 29 00:14:15 | 1h 04m | I dreamed of Matriochkas in Paris | ♥ 3 | After opening the first door, I couldn't figure out where to go or what to do next. The game looks really beautiful and I would like to review it, but I don't know how to proceed. Am I missing something or perhaps it is a bug? |
| Apr 29 04:07:46 | 3h 53m | DwarfSweeper | ♥ 2 | I love this! Great idea, great implementation. It makes all the difference in the world that the blocks are destroyed layer by layer and make a nice sound, and that when you blow up you bounce a bit. It's always a pleasure to see a game that does these details well. I like that you fall flat if you jump too far. I did have some bugs where I fell through the floor if the game hung frames when I was doing something process-intensive in another program, just mentioning in case it is a good bug report. The only gameplay issue that I had was that I would like to be able to jump higher, or climb. I feel like the point of the game is to figure out how to go deeper, rather than to deal with making holes to deep to get out of-- minesweeper depends so much on open corners, which you don't always have access to in holes. Overall though, this is one of the most memorable games in the jam so far. |
| Apr 29 04:15:29 | 7m 43s | Fallen Shovel | ♥ 1 | Quality experience, well put together. A bit of a mixture of Shovel Knight and Downwell. Sounds effects and music are good, and thematically consistant with the graphics. I felt a little betrayed hearts became bad in Lust, but I ended up like the idea-- overall going through these different environments provides nice variety. The scope is impressive for such a short time. The tutorialization through an area that you need to understand the controls in order to leave is clever. I don't have a lot of critiques really-- just here to say that this is nicely done. |
| Apr 29 05:02:59 | 47m 30s | Potato Pandemonium | ♥ 1 | This may be the prototypical jam game. It's janky for sure, and there is a lot of charm in that. The music, for instance, is really nice to listen to but doesn't really fit what is happening on the screen. I'd love to see some more fluid movement, less complex controls, and some sound effects and particles when you move, jump, and attack. that kind of feedback is what makes a game feel good to play. There are a few other things, like if the escape key brings you to the controls menu, then the escape key should also exit the controls menu. Also, a quit button is always appreciated. Otherwise, nice first entry, keep it up! |
| Apr 29 05:10:57 | 7m 58s | Phantas-matcha | ♥ 3 | Whenever I play a jam game that gets the little things right, it is bumped up in my mind. The fact that the text plays a sound effect as it writes itself out, but allows you to display it in full by click anywhere or pressing space or enter is a great quality of life addition. It may seem minor, but when playing a bunch of jams games it means a lot, at least to me. The art is really nice, and I like the idea-- I was very interested in dreams for a while in my life. The game does end abruptly, as I'm sure you know, but it was a nice vertical slice, and created a world in a short timeframe. Well done! |
| Apr 29 05:18:29 | 7m 32s | Flood Fill Miner | ♥ 2 | I like the idea a lot, it is an interesting take on a matching game. This is the type of experience that would be improved immensely with additional visual or auditory feedback-- some particles for instance. Different tones depending on the type of stone would be nice as well, especially if the tone gave some feedback on how expensive that stone was. As it is, it's not reasonable to expect a player to consult the key every few turns to check the cost. Overall, cool idea that could be polished out to a neat experience. |
| Apr 29 05:35:45 | 17m 16s | Mining Robot | ♥ 4 | The first thing that sticks out to me is that the music is super nice to listen to. The lttle robot is cute and has good animation. He is super shiny! I think it would be cool to see some roughness and rust. The core concept of doing some mining so that you can get upgrades and do more mining is solid, and the physics-based minecart is a cool idea. I especially like the idea that you could take the cart over gaps or on rails and do loops or something. The game does not communicate especially well with the player-- it is not clear that presssing space is casuing the minerals to be mined because the particle effect is so small. Also, it is not clear that you need to grab the cart in order to transfer minerals instead of just being close. Finally, the fact that minerals need to be transferred to the cart before being transferred to the barrels. Finally, mining minerals felt fine, but it would be nice to completly overdo it visually and through sound to make mining feel really good, since that is the basis of the game. These are not big issues, I'm just pointing out that communication through some visual feedback or text could really help to smooth the experience. Overall, a nice experience, well done. |
| Apr 29 05:46:37 | 10m 52s | The Bothnia Trench | ♥ 2 | Nice graphics, and very atmospheric music. It's a simple experience, but I did feel that I wanted to know what happens next. It's reminiscent of the old point and click games of course, which I do have nostalgia for. My only critique is that it is always nice if clicking on things causes some sound and animation, to make the world feel more active and create a more visceral experience for the player. Overall, well made. |
| Apr 29 05:58:55 | 12m 18s | Alcheminer | ♥ 2 | Really cool idea here, especially the concept of dealing with bubbles and other fluid mechanics issues. It would be helpful in this kind of game to get a lot of visual feedback about what is going on in your pipes, like pointing out the specific issues you are having-- it was a little tough to understand when to use valves for instance. Music was well-chosen and chill. I don't have much feedback other than to say congrats on executing an interesting concept. |
| Apr 29 06:27:53 | 28m 58s | Corla | ♥ 2 | A turn-based roguelike! Always glad to see. Great idea, great music, simple but pleasant graphics. I sincerely enjoyed the production quality on this game. The only things that I wanted to see would be the ability to use arrow keys, WASD, or 8624 on the numpad instead of the mouse, and the ability to press something to wait a turn instead of the timer. If you like this type of game you should look into the 7DRL challenge next year. It ended recently nd there are a lot of good traditional roguelikes. Super pleasing to play, so much so that I went back and played some of your other LD games, really unique stuff, keep it up. |
| Apr 29 15:52:04 | 9h 24m | Khazads | ♥ 3 | I'm always impressed by a jam game that has items, consumables, mutliple levels, combat, voice acting, and is bug-free from what I could tell. Nice little tolkien-esque dwarf game. the only things I wanted to see would be a much more impressive attack animation with the pick axe, along with a visual representation of the damage that you are doing-- it would make it a lot more enjoyable to interact with. Also, although I thought that the last boss was fun, dodging the skeletons and all, there is no indication of why you would have to defeat the skeletons at one point, where the boss stops taking damage. I did read the text and figure it out, but more communication would help. Overall, nice short, impressively complete experience. |
| Apr 29 17:54:26 | 2h 02m | Deepsea Alchemy | ♥ 2 | There is something relaxing about mining in a safe environment. While I would like to have some more quality of life additions, like the ability to view the name of a rock by holding shift, or the ability to hold more than one type of rock, in a way it was cool to have to mine rocks, collect them, and remember where they were. The thing that I found that was pretty frustrating was that compounds that you have made can recombine with their constituent elements, so that they can become useless as you are trying to carefully build a stockpile of the needed minerals. If this is expanded, I'd love to see some nice effects around the mining-- if the mining is enjoyable to do, maybe the rocks crumble in a satisfying way, nice particles, nice sounds, etc, it would make this a really pleasant experience. I liked the bouyancy controls-- while simple directional controls would have been more intuitive, having to spin a wheel makes it feel like you are controlling a submarine instead of a regular game character. Good idea, and a cool space to interact with. |
| Apr 29 19:38:14 | 1h 43m | Shovel Guy | ♥ 1 | Nice, simple puzzle game. I would like to see more types of blocks that complicate the puzzle, along with some particle effects and animation when you jump or pick up or break blocks. Overall al clean experience with simple but visually clear graphics. Nicely done. |
| Apr 30 05:12:13 | 9h 33m | HELL deep is your love? | ♥ 8 | I loved the sound paired with the art. It may seem like a small thing, but the music along with the idle animation was a perfect fit, and that goes a long way for me. The art overall was really nice and atmospheric. There were some issues with communicating to the player in my mind, especially the fact that you have to press move buttons to unfreeze yourself. If this was tutorialized, or even if a particle effect showed the player breaking out of the effect, I would have learned quicker. Even knowing this, I got stunlocked on the ropes many times, which was a little frustrating. In general, I think it would have helped for the player to jump higher and move a little quicker. the critiques aside, its a really nice experience, solid and cohesive. Well done! |
| Apr 30 05:24:40 | 12m 27s | Vertabyss | ♥ 1 | That was pretty cool. It's always nice when a game presents you with something that you haven't seen before. I did find it difficult to understand the space I was in, but that was part of the fun. If the cursor changed in some way-- became lighter or larger as it went up or down, I think it would have been more clear- maybe it could have also turned a different color depending on which corner it was closest to. I loved the sound effects, the frantic gameplay, it felt satisfying to interact with. Very satisfying to hit enemies. I've also found recently that game that let you use the scroll wheel are really really satisfying, probably because I have a fancy mouse. There is no sound effect or visual indication for when the player gets hit! In an otherwise feedback-heavy game, that felt like a big omission. Without that feedback, you have to look up to the top left corner in the midst of everything to check your health. Really cool and unique experience. |
| Apr 30 05:44:27 | 19m 47s | Deep Cover | ♥ 3 | I really enjoyed the artwork and the humor. I don't normally play narrative games, so it was a nice chance to give one a try, even a short one for a game jam. I enjoyed the premise, though once some of it was just trial and error for me to find a path. I noticed another commenter mentioning that the game was quite easy-- it's an interesting problem that I've been thinking about recently, that some people might get good luck or bad luck on their first attempt at a game, and how that could color their view of the game from then on. If you guess every answer correctly, for instance, you might think the game is trivially simple, or you might even think that there are no wrong paths. Anyway, interesting to think about. Overall, and fun experience and a solid entry. |
| Apr 30 06:01:32 | 17m 05s | Deep in hell | ♥ 5 | Loved the art! It captures the noire style well. What a trippy experience. I don't have as much feedback as I normally would, since I don't know much about story-based games. I love the idea, and the story was very very trippy and more bumpy than smooth. Not to nitpick, but some of the writing was a little odd. For instance "Do you even imagine the situation we found ourselves into" should be "Can you even imagine the situation we are in" or the slightly more awkward "Do you even understand the situation we have come to" or something along those lines. It added to the trippiness of the game in the end. Overall, well done-- super interesting idea and visually beautiful with nice music and sound effects. |
| Apr 30 15:51:29 | 9h 49m | Some Great Cave Offensive | ♥ 1 | Simple but effective and cute graphics, and the sound effects are adorable. Very clean experience. I like the path of creating an interesting mechanic and then building such an impressively large world around it. The rooms offered different challenges, which kept it fresh. I'd like to have some music to listen do while playing, and it would be nice if the main movement sound had a number of variations. This can even be done by slightly varying the pitch each time the effect is played, just to add some variety. Some nice particle effect when you are drilling and when you pick up the starts would make things a little more fun to interact with as well, but that is just polish. What is there is very cool, well done. |
| Apr 30 16:08:00 | 16m 31s | GriDelve | ♥ 1 | I love the art here. It all works together well, and the character and monster design is super cool. I'm always glad to see a turn-based, grid-based game in LD. I'd love to have some abilities, but what is there is solid. The only disconnect that I see is that there is no difference between facing forward and facing backwards. That means that, technically, there is no reason to turn more than one step in any direction, since one turn to the right is the same as three turns to the left. I'd love to see some stylized shader effects applied here to see what it looks like, maybe the Stylizer asset if this is the Standard pipeline, to get an illustrated effect. Just musing though, super cool entry, well done. |
| Apr 30 16:19:07 | 11m 07s | Singularity Dive | ♥ 3 | Loved the graphics. The game does a good job with some of the little things, like the engine partles and shaking to give a sense of movement. It was a little hard to tell when was going to get hit, but I'm also just not good at games in general. The only thing that I would want would be some sense of progression-- progression always feels good in a game. Well done! |
| Apr 30 16:36:15 | 17m 08s | Down the Machine World | ♥ 3 | Graphics are great! Good use of particles and light/dark contrast. I really enjoyed the environment design as well. Laser sound effect is snappy and satisfying. The theme of going deeper is a bit of table setting without mechanical effect, but that's not a big deal. Moving the boxes was slightly awkward, but I did like that they blocked the lasers, so you had to move, then shield yourself. Maybe if you could grab and release the blocks it would be easier to control. Other than some small critiques, I don't have much else useful to say-- well done! |
| Apr 30 16:57:38 | 21m 23s | Plumber Ants | ♥ 2 | I love it! Any chance to be an ant is a chance I want to take. It reminds me of a sandspiel game. It's satisfying to move your little ants and watch large areas of water falling. The only issue that I had was that my ants all bunched up-- it might be nice if they had some boids mechanics, where they tried to not get too close and even did some wandering at times, to keep them apart. While I understand why the level would continue to get longer, it did kind of feel like no matter how much progress I made, I wouldn't get to see all my sweet water at the bottom-- you progress is kind of taken out from under you so to speak. Minor things in the large scheme though, this is a really unique entry, an an experience that I was glad to be able to have. |
| Apr 30 18:02:00 | 1h 04m | Abyss. | ♥ 1 | Really awesome experience. I love the atmosphere, the graphics, and the feeling of going deeper into a dangerous place. The only things that I would have wanted would be submarine background noise, which I added myself thanks to youtube, and an explosion effect for the missiles. I wanted to complete the game, and I may still return to it, but I found the fish mechanics to be a little frustrating. I may just need to better understand how they work first. I don't understand why every game doesn't have a smiley option on the menu. This should be the new norm. To add to a different commentor's suggestion about sonar spam, this is what happens when you map your mouse wheel to space: Untitled.png Just being silly, overall this is a really cool game, one of my favorite from LD48. Well done! |
| Apr 30 18:20:13 | 18m 13s | Mystical Island | ♥ 2 | I really like this idea. This kind of one-screen management sim is perfect for a jam game. One thing that is a little confusing at first is that the meter labeled Hunger goes up when you eat-- it probably should either be reversed, or labeled Food. I want it to be that you need to build up resources by going around the outside of the island before slowly moving towards the center, going back to the outside when you lose resources again. It would make the inside feel more special-- as it is, my experience was that I had was that I died no matter what I did. Cool idea though, and well executed. |
| Apr 30 18:31:36 | 11m 23s | Dikes & Polders | ♥ 3 | Beautiful game. The music, the mechanics, the graphics, everything. Great idea, simple and pleasant. I don't have a lot of constructive criticism, but I supposed it might have been nice to see some little particles of floating flowers when you place down a plot. The only other thing is that the game doesn't really match the theme in any way that I can see. Very nice and memorable game, you should be proud of it. |
| May 1 01:17:09 | 6h 45m | Crust | ♥ 5 | Excellent stuff!nice graphics, thematic, interesting movement concept. It was nice that you could still use thrusters, otherwise it might have been frustrating. Nice sound effects, nice movement and particles. It's always a bonus in a game when dying feels good, and the tentacles that eat you are so snappy I didn't mind dying to them. Very impressive game. |
| May 1 02:18:23 | 1h 01m | Infinity Dive | ♥ 1 | It's so rare to play a game with a fundamentally unique mechanic. Such a cool idea, and the effects around are so effective at giving the impression of falling faster. The soundscape really adds a lot to the experience. I love the idea that these pieces of text have so much detail if you zoom in, like going into the roiling mass of the universe at the plank length or something. Dang cool game. |