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| Timestamp | Since previous | Game | Noel Widmer's comment | |
|---|---|---|---|---|
| Apr 26 01:52:49 | Dwarven Delver | ♥ 2 | To me going down was a bit more obvious, also since it is the main metric shown. It's cool that the last level is persistet across sessions. That is something I descoped in my game :) I really like the main menu, the "death" screen and the music. The art is really nice :) After playing a few levels I am still unsure how I can tell where and if an object appears. And it also seams like the esiest way is to just move straight down through the soft soil and avoiding the hard rocks. There are lots of power-ups but I didn't feel like I needed them. These could have been made into a more central part of the gameplay. | |
| Apr 26 02:08:21 | 15m 32s | Into the Abyss | ♥ 1 | Really well done! It took me a while to understand what each icon does. But I guess it is not that easy to create self-explanatory sprites with such a small canvas :) I sometimes found it really hard to tell what happend because I couln't understand which pixels belonged to wich object. That is my only critique. |
| Apr 26 16:02:22 | 13h 54m | ATOMIC deepness | ♥ 2 | I just deleted my Dropbox about two weeks ago. Now I had to create a new account :D And a tip for the files: I'd recommend to use a seperate download link for the game and a sepearte one for the source. Because searching through these files to find the exe might just take a few seconds but could be avoided :) Now I am going to play the game. Let's go! - Love the main menu graphics. It feels like a lot of time went into that. Edit after second startup: I think the lighting is much better in the main menu than the room. I understand that the romms must be dark, but you also loose a lot of detail there. - The Cockroach looks great in the main menu. I would therefore have tried to add mor light in the rooms to bring the details out more. - The main menu doesn't mention jumping as a control. Figured this out after I got the first upgrade. - Would be nice to know when a room is clear. - I am currently just spamming my left mouse button because there is no reason not too (no magazine size or overheat or something else). If you give the player an ability make sure to give him a reason not to use it :) - Really like how the light performs when it hits radiated walls. The shader (I assume) does a good job here :) - Not sure what I need to jump for though. And the upgrades therefore don't make much sense to me. As said before I would have probably tried to give the player a reason not to shoot. And then the upgrade could soften that penalty. Such as "each upgrade rewards you 1 extra round in your magazine. - I love how you try to keep the player playing by carrying over some state into the next attempt. - Would be nice to see the current floor number somewhere on the UI. - Would be nice to be able to get some health back. - How do I end the game? -> Navigates to dashboard and force quits the app. Edit after second startup: I previously wanted to end the game after clearing a room. And I didn't think of going into the next room and killing myself before I can quit. Great game overall. It looks amazing for a jam game! |
| Apr 26 16:16:21 | 13m 59s | Bob's Depth | ♥ 1 | Hi! I am sorry but I can't play the game because I don't know how to run it. When using unity the best thing you can do is to deploy it on itch as an html web app. Just make sure to turn compression off in the build settings or it won't run in some firefoxes. Or alternativly provide an exe and whatever is used on linux :) (But seriously the web app is so much more comfortable and will make sure much more people play your game.) Notify me using @ and my username when you fixed it and I'll gladly come back, play and rate your game :) |
| Apr 26 16:32:06 | 15m 45s | Deeper Trance | ♥ 1 | Thank you for the web app. The best way to share your game :D The music just stared playing while I am writing this. Love it! Dude, this is sick. I started in fullscreen and I never really had issues with seeing these things. But it took me about 30 seconds I think. I don't know how far I've come because the timer resets so quickly and I was still in trance mode. Would be great to have a "high score" that showed the best score at all times. Really love the idea. I didn't know this worked on screens as well. Sick! Edit: Oh I didn't see my score in the esc menu. Damn. This could probably be more intuitive if the high score is near the current score. |
| Apr 26 19:09:17 | 2h 37m | The deepest curse | ♥ 2 | I love platformers and I really liked your game :) My reviews are usually centered around the things I believe could improve your game: The double jump "tutorial" was too brutal in my opinion. Took me a while to do that. I always first try a controller (xbox) because I don't usually like wasd controls. Would have been nice if you supported controllers. I would have probably ran through 5x as fast as I did with a controller :P The hitboxes around the spikes seem to be a bit unfair in my opinion. I understand that you want to make them as big as the sprite. But often it is a good idea to make them a bit smaller. The player should feel like it's their mistake when they hit them. |
| Apr 26 19:13:03 | 3m 46s | Jackhammer Joe | ♥ 0 | Just here to inform you that your youtube channel link in the description above is broken :( |
| Apr 26 19:24:53 | 11m 50s | Deep Within | ♥ 2 | I liked the idea that the money doesn't seem to spawn back when you die so you have to go deeper. The shooting was a bit unfair because I had a hard time missing the shots. That is probably the main thing I would improve. The music was amazing. |
| Apr 26 19:27:48 | 2m 55s | 1100 | ♥ 1 | I don't have an android. I'm sad... |
| Apr 26 19:36:01 | 8m 13s | Fluffy the Slime's Underground Adventure | ♥ 1 | This is really good work for a first game! You're off of a good start! A few things I noticed: - To me it was weird that not all levels could be restarted using "r" - I would try to make the movement more accurate to the input (a lot less sliding, probably almost none). |
| Apr 26 19:42:33 | 6m 32s | Downer Diver | ♥ 1 | I got hit once by a small fish :P Not sure why some of the very big fish move and others don't. I wasn't sure why moving up / down was needed until I found the big fishes and need to move up a bit. I found myself holding down all the time most of the time. I really liked the art. especially the sea weed which you have on the side of the narrowing path. Oh and the chicken thing is really cute too :D |
| Apr 26 19:53:43 | 11m 10s | SUPER RED | ♥ 2 | I was confused at first because I zommed out and didn't see anything happening until I realized that I was this tiny worm :P The music is sick. The effort you put into it really pays off. I would have probably made the pool area (not the water) smaller. I was moved onto land by the cat and thought that was the idea. So I searched around until I found the exit. I am going to look into your source to see how did the masking. Not sure how I would do it and I would like to know how you did :D |
| Apr 27 17:43:34 | 21h 49m | Rooted | ♥ 2 | I almost stopped playing and tell you that the input doesn't work for me. Because the root didn't move on the initial screen and neither clicking nor enter or anything else started the game. I though it was broken. Turns out I had to click a specific area in the text in order to start. I'd recommend to use a more button-looking element to click on next time (instead of text that looks like regular text :) Looks really nice visually! The most pressing visual thing I would have attempted to fix is the sprite that moves when you extend your branch. I assume it was the easiest way to do it this way. But if you would have used the endpoint of the root on a transparent background during the transition it might have looked better. Just as a suggestion :) Another thing which is a bit annoying is that the branch-of-curser resets to the beginning if an invalid selection was made. Would have been nice if it would just stay there in close proximity of the invalid selection. The level where you really start to run low on resources (maybe level 4 or something) was really nice to understand how you wanted the player to play the game. Loved it! If I am right next to a water source I am still required to make an extra move onto it. That extra move doesn't cost any energy. I think you could have just connected the root to the water automatically once it moves right next to it. This is more relevant when you pass by a water source since you'll have to go back and connect it at some point. The second last level seems to have louder sound. Or maybe it's just my ears :P Not much of an issue though :) I had great fun playing your game. I really appreciated your feedback on my game as well. Maybe drop your twitter (or something) here in the comments if you would like to stay in touch. See you :) |
| Apr 27 17:59:34 | 16m 00s | Cat Sweeper | ♥ 1 | It took me a while to figure out how it worked. I am not too familliar with mine sweeper. Bu I finally remembered. Interesting twist on the original and well fit into the theme! Two things I would have tried to do differently: - Show where the bomb is located once it blows up. And give the player some time to figure out where they went wrong. - Show some sort of progress. |
| Apr 27 18:10:58 | 11m 24s | w o r m | ♥ 2 | @neonjeff Here we meet again lol. The Worm Trio has found each other! :D Anyways. I didn't understand that I could eat rooks until I went all the way to the right and to the left and realized that there is no way out. Only after reading the description did I understand :) The final "win" dialogue feels a bit out of place since it is reported by the browser rather than the game :P I started to really have some fun after I figured the eating part out. |
| Apr 27 18:36:36 | 25m 38s | Deep in sh... | ♥ 2 | I was about to stop playing when I reached the end. Love the graphics and the sound! Did you create the sound by yourself? Because in the credits it says "Freesound". If you used assets created by other people make sure to opt out of the affected category. Audio in this case. The controls were a bit too clumsy. But I figured out how to descent really quickly at some point. Not sure if that was an exploit or by design :) |
| Apr 27 19:02:15 | 25m 39s | Survive in the deep | ♥ 1 | The moving type face looks really nice! Is it some sort of shader? |
| Apr 27 21:31:48 | 2h 29m | Words Words Words | ♥ 1 | As others have mentioned the seclection is difficult especially on the knife and the light bulb, since they are thin and rotate a bigger collision box would probably do the trick :) I got stuck since I didn't find the object for the "kill and kill" riddle. The laughter is great, the voice in general actually :D And I like the music, especially the low notes, they have a nice vibrato on them :) |
| Apr 28 10:08:30 | 12h 36m | Fairy Snares | ♥ 2 | I love the art. The background art style is very astethic and the characters look very well done as well. Having some animation playing for the blonde girl would have given her a bit more liveliness. The background for the textbox seems a bit too large. There are usually only a few lines of text but yet it still covers half the screen, hiding all the beautiful art. The first time I played I fell into the first pit and I think there is no way to get out or restart the game when that happens. So I had to force quit the app and launch it again. The second time the same happens. On my third attempt I figured out that there is a double jump :P The atmosphere is really great which is what kept me restarting the app until I reached "the end" (at least I think I managed to get to the end). These are the issues I would attempt to prioritize to fix: - restart the player when they fall into a pit - the esc menu doesn't seem to work at all. I could have used that to manually reset my player. - add some sort of non-verbal tutorial to teach the player that a double jump exists. Without letting them jump into the pit until they figure it out. Check out this video about how mario levels are built in 4 steps. The first step is what I am talking about: https://bit.ly/3eAjJCR - the animation states seem to be a bit broken. The character is "falling" even though he stands on flat ground. Thank you very much for sharing your game. It was interesting to look at the art while listening to the very fitting music :) |
| Apr 28 14:07:40 | 3h 59m | Depths of Hope | ♥ 2 | I've played this with a friend. We had a great laught everytime we found a shark. We are still descending... Is there anything down there? Most of the buttons didn't work as well. We could only use the analog stick. The music and the submarine sprite were great! |
| Apr 28 14:23:19 | 15m 39s | Trposhi | ♥ 1 | Is there a way to get dead dwarfs back? We loved the death guys and their whisling. We didn't understand why we weould want to sleep if we can just drink ... The noises were A+ create work on that :D |
| Apr 29 10:01:25 | 19h 38m | Khazads | ♥ 2 | I liked how you changed the camera size on the different levels. I assume it was necessary because the maze would have otherwise been revealed. But it was still a nice touch. It took me a while to figure out how to make the boss vulnerable again. And at first I didn't understand that the skeletons were hitting me because there is no visual or audio feedback when getting hit by them. I liked the experience. Thanks for sharing :D |
| Apr 29 12:02:51 | 2h 01m | They Know We Know | ♥ 4 | You made good use of the resources you had. 8 people for 3 days is basically 24 days for one person. And I think the result is very good for 24 days! Well done! The ending was a bit abrupt ... maybe I didn't understand it. :P There are a few really interesting visual effets in there. The guidance on the top left was a bit too explicit in my opinion. I prefer more of a "figure it out yourself" approach rather than being told what to do step by step. Nevertheless, this was a great experience :) |
| Apr 29 13:57:51 | 1h 55m | ROOTS | ♥ 2 | Love the game so far. It would be nice though if we could skip the final "cutscene" when in time trial mode (basically after the first completion). Waiting for the plant to grow can take some time when watched a few times. |
| Apr 29 21:43:36 | 7h 45m | Evolve or Die | ♥ 2 | I took me a few attempts until I figured out how the game works. The first stage seems to be a bit hard since one starts the game blind and needs to know quite a few things already. Maybe unlocking different fish parts when going deeper would have made this a bit easier (take away options in the beginning to reduce complexity). The fish building idea is ridiculus, I would have never thought of that :D I also liked that you though of increasing the speed of the simulation. That would have otherwise been quite painful :P |
| Apr 30 08:55:13 | 11h 11m | Ocean Snap | ♥ 1 | The ambient sound was a really nice piece! The fact that it's peaceful by taking pictures without harming the environemnt is a great touch. When you like a flower take a picture; don't rip it out. |