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Vladadamm

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TimestampSince previousGameVladadamm's comment
Apr 27 19:49:05 Reminiscence ♥ 2 Liked the concept and the mood, and the audio and character sprites (+ title screen) contributed to that a lot. Going deeper into your past was also a nice interpretation of the theme. Here's some nitpicking : - The fire SFX at the end of the first level was either full left or full right in spatialization with no transition. - Level 2's first 'puzzle' wall is invisible due to grey on grey. - Character is not visible in front of 'doors' (seeing an outline or something would be good imo) - In game control indications for torch were not obvious imo as it only shows Right Click while short & long clicks do separate things. - Character walking animation felt as if the character was moving slow while the actual movement was faster. Maybe a different scale (bigger character & smaller levels) could fix that though I don't know how that would impact the visual mood. - A "Press any key" or similar could be added to the title screen.
Apr 27 20:57:40 1h 08m Voyager 3 ♥ 0 Not the funniest game out there as it lacks a bit of interactivity, but i was impressed with the quantity of content and the number of different ends (though i only did 3 of them). I'm curious as to how many words there are in the whole game. The mood was quite good and the audio worked well in that, but it was a bit too repetitive and lacked in variation. The text's speed in the intro was a bit too fast and possibility to skip them would have been nice. There's also quite a lot of typos in the texts.
Apr 27 21:35:15 37m 35s Lost Shrimp ♥ 1 Really nice pixel art and a nice variety of fishes, a nice visual mood (though sadly no audio). Game gets repetitive fast, though it would be complicated to add enemies with different mechanics or some mini-bosses, but it's complicated in 48 hours alone. As said before, the controls aren't that intuitive, and moving with wasd on vertical/horizontal axis would have been easier.
Apr 27 22:14:40 39m 25s Trauma Elevator ♥ 1 I like the art style, especially the elevator environment (and its door closing) and the character/enemies sprites & animation. The narration & elevator mood were nice, and the "Have you ever been stuck in an elevator ?" line made me laugh. Also, giving the option of infinite lives was a good idea for testing purposes and something too rare in jams. Gameplay lacks some feedback though, especially when we either get hit or hit an enemy. The enemies being vulnerable only at specific times was interesting, though not obvious at first (could be corrected with proper feedback). Having a 2nd type of ennemy would have been nice too, to have a bit more variety in gameplay. Here's some bugs too : - Audio lines don't stop upon skipping text and end up overlapping with each other. - Small visual bug at the door of elevator, with a grey line in front of enemies. Untitled.png
Apr 27 23:32:04 1h 17m Deeper & Dipper ♥ 2 Local Multiplayer gameplays are always hard to rate when playing alone. I guess the game feel would be pretty good while with a friend rather than having to constantly switch between keyboard & gamepad. The art style was nice, reminding me of good old-school flash games. It was a bit disappointing not being able to place ladders on top of each other. Also, having music or a bit of sound effects would have been nice. Small bug : You can place ladders/bridges in the starting area and they would be hidden by the background sprites (house, baseground wall) or the ground.
Apr 28 19:16:42 19h 44m Donut Chat ♥ 2 Well, that's a particular game (or non-game ?). I'm curious as to what the original concept of circular platformer with this trippy background could have given. Aurélien did a really good job with the music, i liked it a lot. Some of the choice options & text lines were pretty fun too. On the downside, it wasn't obvious at first when we reach an end, and a button to get back instantly to the menu or start would have been good rather than having to go to the escape menu & restart.
Apr 28 20:27:05 1h 10m L1-S0N ♥ 1 The artistic direction, audio & overall ambiance were really impressive. Gameplay mechanics were good, and the controls & character had a nice feel. Use of colors & bars on the robot instead of ui was also really smart, though the health antenna was not obvious at first (i'll come back to it later). The downsides : - The lower fog disappearing after clearing the first level didn't feel obvious and i wondered for a bit as to where i was supposed to go. - The fog overall lacks a sense of danger, it's hard to know whether you're coming close or not to it, and the warning sign doesn't do a good enough job on that. Also i'd add some blinking or something to the health antenna while in the fog to highlight the damage & health, but that's nitpicking. It's still a really impressive game for a jam, congrats on managing that much in 72h.
Apr 28 21:12:04 44m 59s Falling Bot ♥ 5 Really good job on the graphics, the amount of assets done is quite impressive and they all work together pretty well, with the changing color schemes as you go deeper being a bonus. Concept is a bit basic but works, and could make for a good mobile game. Audio though a bit simple does the work quite well overall. For the downsides : - The fuel mechanic didn't feel useful as you have way more than enough fuel to clear the whole game without catching any fuel cans. Also catching the cans was too hard due to the horizontal speed being slow. - Laser mechanic wasn't obvious at first and it took me 2 runs to understand it (some indication of that in the 'controls' screen would be good) and it lacks feedback as to what can be destroyed and what can't be. It could be done through different colors depending on what the laser is hitting : Grey or transparent for air/nothing), red for indestrucible, yellow/orange for destructible (and with different sfx for each). Also, on another point, i think Up Arrow to trigger both engines at the same time and hover could have been nice as an alternative to holding both left & right at once.
Apr 30 23:26:42 50h 14m Dungeon Painter ♥ 1 I was curious about this game as i've made a game with painting the environment mechanics in a previous Ludum ([LD46 - Chromasphere](https://ldjam.com/events/ludum-dare/46/chromasphere])), and well I think you nailed it better than me there. Moving on to the review, the controls & base mechanics were well implemented and have a nice feel. Graphics despite being simple & minimalist work well due to the particle effects, and the small animations on the character. Title & end screens were also pretty. For the downsides : - As i think it was said already dozen of times, being able to spam without limits kind of kills the whole 'discover level' mechanic as we can just shoot everywhere to make the whole level visible. - The level ends weren't obvious until the later levels with keys as there's no way to know whether we're in front of the level's end or another part of the level. - It also lacked a way to know how many keys were needed to unlock the path to next level. - Boss starts attacking you before he first appears on screen on last level. Makes you wonder why you died, would be better if there was some sort of cinematic or other to warn you (the bipping sound of the attack isn't enough as you have no clue as to what is it at first). - On a last point, i feel like the game doesn't relate much to the theme. Ok, you could say you go deeper into a dungeon, but it's pretty weak by itself. Still, a good compo game overall. Mechanics & game feel are good and if you decide to keep working on it after the jam, it's a great base that can be made into a bigger & better game.
May 1 22:27:46 23h 01m ROOTS ♥ 2 Tested your game on stream earlier : <https://www.twitch.tv/videos/1007665137> (0:02:30 -> 0:33:00 roughly) Feedback done on stream (from what i can remember, could be incomplete) : **Positive :** - Nice mechanic & concept - Diegetic UI with the water in the root was a good idea - Nice mood overall - The roots spreading really looks good, plant growing looks good - Time trial mode once we've reached the end was a nice addition **Negative :** - Progression curve is too slow early & too fast in the end - Lacks feedback to know how much 'flower' we've collected so far in a run - Strong roots upgrade is near useless as only damage source (green water) barely is a danger - Graphics (except root & plant) could be improved by being a bit more detailed - Root getting hard blocked by obstacles didn't feel good, would be nice to move slowly along them rather than being blocked because the angle isn't perfect A really good compo game overall.
May 1 23:12:47 45m 01s Escape The Employees ♥ 2 Tested your game on stream earlier : https://www.twitch.tv/videos/1007665137 (0:35:00 -> 0:59:30 roughly) Feedback done on stream (from what i can remember, could be incomplete) : **Positive :** - Graphic style works well overall. Animation were good. Walls changing on the different floors was also a cool detail. - The setting / story is quite fun. - The use of Bins as 'Chests' & Vending Machine as Shop were nice idea that fit perfectly in the office setting. Same with the different objects becoming weapons : Pens, Computers, Briefcase, etc... **Negative :** - Theme isn't really implemented, only "deeper & deeper" is going down the floors of the office. - It lacks in progression curve overall. Difficulty doesn't seem to change the further you go. There's so few upgrades. Overall balance suggestions : More upgrades, smaller and cheaper : Attack Damage, Attack Speed & maybe Move Speed upgrades, costing between 15-25 gold. No rooms with 3-4 enemies on 3rd floor, & more rooms with 4-5 enemies on floor 0. Higher chance of looting gold & lesser chance of looting hearts. So that you actually get to buy upgrades & they help you against an harder difficulty near the end. - Enemies spawning next to you when entering a room can be unforgiving. - The melee attack felt useless as it had a way too big cooldown. - Attacks (among others) lacked impact as there was no audio sfx. A fun game overall, though it has room for improvement.
May 2 00:04:01 51m 14s Orange Diver: The Great Drown ♥ 3 Tested your game on stream earlier : https://www.twitch.tv/videos/1007665137 (1:45:00 -> 1:59:30 roughly) Feedback done on stream (from what i can remember, could be incomplete) : **Positive :** - Having to keep a diver alive while you're moving around with a submarine and he's attached on a rope was an original idea. - Graphics are nice overall, it was nice seeing all the sharks, medusas, octopus etc... going around. It really gives a good mood. - The water becoming dark we go further + the change in audio after the 200m gave a nice atmosphere change. - The menu illustration was simply beautiful. Congrats to the artist. **Negative :** - There's a bit of a dissonance between the setting of the unconscious diver & having to go deeper. Bringing him back to the surface from the depths would make more sense (though not fit the theme). - There's a lot of sea life, but they have no actual impact on gameplay except medusas. It was kind of disappointing. It would have been interesting to have to dodge sharks Also, having a bit more variety of fishes could be good (though it would have been complicated in 72h) with different fishes at different depths (ie. sharks & small fishes near the surface and octopus and the like deeper). - Keeping the submarine alive is kind of easy compared to the diver. - Death sfx doesn't fit the mood much. - End Screen comes out from nowhere and is bit out of mood.
May 2 00:57:04 53m 03s Perciflette ♥ 2 Surpris de voir un jeu full textuel en français dans une Ludum. Je suis pas forcément un habitué des aventures textuelles, mais la narration me semble bonne dans l'ensemble ainsi que les petites touches d'humour et refs ici et là. La progression était correcte et les 'énigmes' paraissaient logique. Les illustrations sont jolies aussi (surtout le 'démon' de l'intro). Les pbs que j'ai rencontrés (et dont pas mal ont déjà été mentionnés par d'autres je crois) : - Le bug de l'écran noir dans la salle du troll quand on a la chevalière mais pas l'épée. - Les pbs de porte qui sur le visuel est à gauche, mais est à droite dans les choix (beaucoup de missclick à cause de ça) - L'absence de l'inventaire (c'est pas obvious au début qu'on garde les items après la mort sans) + le décalage des textes qui en résulte avec du vide à gauche - L'intro un peu trop lourde (de même dans une moindre mesure avec le fantôme du chevalier) et peut-être que la backstory pourrait être un peu plus étalée sur le jeu de façon discrète plutôt que lâchée d'un coup au début. - Un peu long d'avoir à refaire tout le chemin systématiquement à la mort(heureusement on a pas à re-récupérer les items sur le chemin) - Devoir aller chercher le bouton "Suivant" quand on a pas de choix tout à droite est pas pratique alors que tous les autres boutons sont centrés. - Suggestion comme ça, une carte ça pourrait être bien pour se repérer parmi les salles déjà explorées. Un jeu sympathique et plutôt propre pour une aventure textuelle.
May 2 21:26:36 20h 29m Deeper Sea ♥ 1 The idea of switching between different views with separate gameplay is original but definitely too ambitious for a short game jam, as the issue with having 3 whole different parts is that you have too much to do & not enough time to polish anything. I feel like the game would have been better if there was only the side view, with simple buttons to shoot left/right & the shop directly accessible, and it would have played way better and could have been polished a lot more. Because as it stands all of the different parts of the game are a bit lackluster. The moving around part is one that felt best, shooter one lacks any danger & ends up being simply left clicking at immobile target, the inside is just an extra useless step to get to the shop. Again, switching between the different views is not a bad idea per se, but making each part interesting takes time and can hardly be done in a jam. If you keep working on it and grow into making each part fun/satisfying, with ie. more complete shooting mechanics than simple left click, being able to move around the submarine to reach the different parts as well as the shop, etc... it can all work well together. Also, some bugs/issues : - We can see the border of the background texture if we go too left or right. - Ship's position isn't locked on z axis and if you try to go through a trash sphere (the ones we have to shoot), the ship will get further on z axis and won't be able to pick trash anymore. - There was a crew bar in the UI which i didn't understand what it was for (number of crew in the ship? but what's their use?) - The sell trash button wasn't made clear enough that it wasn't a buy upgrade button like the others. I wouldn't put it in the middle of the others button to make it clear it's a different thing. So, overall the main issue still lies in the too ambitious concept for a jam, and you couldn't do much better without simplifying it.
May 2 22:42:56 1h 16m Dream Diver ♥ 0 Interesting idea with the concept giving strong Inception vibes. I liked the menu with the voice over & cinematic intro, it had a nice vibe. Also, the slowing down effect every time we went deeper felt good. Being able to go inside the trains or in the small tunnel below the tracks was also nice to make the environment not too small. The 3d stickmans also ended up working pretty well to show the crowd in a minimalistic way with gameplay-related info being instantly visible through their colors. For the downsides, the way we lose sedative upon going depper into the dreams felt a bit weird or bugged, as you would sometimes lose all your sedatives upon going further or even getting to -1 sedatives, at which point you wouldn't be able to do anything except wait for that dream to finish. The train station is big yet only a small area of it is being used in the gameplay, and it would have been nice to search around the target instead of finding it instantly everytime because all the stickmans are in the same place anyway. Also, it felt like there were no max range for throwing sedatives at people, so we could just snipe around without moving (except for getting powerups & munitions from time to time). Also, a nice thing in the menu could have been subtitles as a lot of ld jammers aren't native english speakers and it's easier to understand a text than a voice. Still, an interesting game with a nice mood & graphic style, though the gameplay is a bit simple.
May 3 21:22:26 22h 39m Hell Diver ♥ 0 Simple but effective. It's definitely very far from being the most original game in this ludum as it's basically a simple fast-paced arcade shooter/platformer game. But you guys more than nailed the feel of such games and the gameplay is the most satisfying ones i've met in this LD so far. The music was nearing perfection. The mysterious opening loop instantly catches your attention, then we've got a smooth transition into a more aggressive track which fits the action packed gameplay, same when we die, a smooth transition and a new loop that fits. The sfx also were good. Art was nice, especially the vfx that helped a lot giving the game its juice. There's a few thing that could have been improved though : - We don't see the floor below & have no way to anticipate where we will fall. It means we can fall on top of enemies and take damage with no way to avoid it, which is frustrating. - Most SFX are badly spatialized and come from either only left or right side, which sounds weird. They should come more left/right but still be heard on the other side, especially if the sound is close. - It lacks a leaderboard. Leaderboards are kind of a must have for scoring games, and are not hard to implement, even online ones as tools exist to make it easy (here's one i've used in a previous LD : http://plassion.com/rank/ takes few mins to setup & implement). Still a very fun & satisfying game regardless of the small issues.
May 3 22:23:21 1h 00m Selkö ♥ 3 That was a chill & relaxing experience. Really good graphics & mood. I loved how all of the different fishes had different behaviors (pufferfish blowing up, some fishes being attired by the light, others fleeing it, etc...), which added a reason to interact with the environment as you would wonder between the 'puzzles' phases. It made the ocean feel truly alive. I knew about the Ancient Astronauts theory, but that was first time I heard about the Sea Lions' Ancien Divers Theory. It definitely made me laugh when i saw the ruins at the end. Here's some small nitpicks i could find : - The "Dive" being a button on the title screen isn't obvious as I was clicking randomly on the screen at first. It would benefit from having a small animation while hovering it or something to indicate we can interact with it. - Lacks an indication that we can left click to make the light flash for a second. I know the fishes blocking at the beginning are there to teach that, but first reflex is to point the light at them as you've got no way of knowing left click has an effect. - The whale's sound saturates a bit.
May 3 23:40:59 1h 17m Falling Dwarf ♥ 2 An interesting take on dungeon crawlers & rogue-lites. Art style reminded me of Evoland's 3d though with the characters & enemies being 2d sprites. The starting area with the tutorial panels & shop was also nice (even if the surrounding forest was bit repetitive), and it was a nice idea to switch between sidescroll in the town and more topdown view in the hole. The perspective was quite weird as if things were distorted, but made it as if you were losing your sanity as you were going deeper. The core gameplay loop of going deeper, looting & killing enemies and going back to town to upgrade felt good. Though the 'rocket' phase of going up was cool and surprising the first time, it became boring pretty fast especially as I went deeper and it became just a long phase of waiting. Also, the slimes were fine as first enemies, but they didn't present much danger (even their 'upgraded' forms we meet further down) as they're slow, their aggro range very short and your attacks stun + knockback them enough for you to combo them. The music wasn't bad, but it didn't match well with the setting, as the electro & spanish bits felt unrelated to the game. Also, found a bug by dashing against the hole's walls which make me go out of bonds & fall next to the hole.
May 13 20:31:52 236h 50m 20.000 LIGHT YEARS deep in THE SKY ♥ 4 A really well polished game, with a simple and short gameloop but The art style is really clean & polished, and the planets are unique (though they would give nightmares to astronomers/phycists). Each planet having its own musical theme was a nice thing. Having a professional voice actor also helped a lot on the audio side (even if PADG's pronunciation in english isn't always good). On the downside, I felt like the option to choose between 2-3 planets lacked interest as we have no incentive to use more logistics to go to a further planet and also don't know beforehand which planet is the most likely to provide the best result for our run (unless we tryhard the game and know them all). So, the closest one is kind of always the best option (less risk for same rewards).
May 13 22:12:43 1h 40m Deep Sleep - The Sandman ♥ 1 Interesting game. The graphics work pretty well with their flat design. Main issue with the game is the lack of objective (ok, we should keep the guy asleep, but is it a scoring game or a 'surviving' until 8am game ?) & a difficulty curve as the game lacks in challenge once we've understood how it works and gets repetitive pretty fast. Still a good game for compo.
May 13 23:18:09 1h 05m Deep Sleep ♥ 3 That's an original take on the theme and things like child abuse aren't something that's often tackled in games and congrats on not doing it too wrong (it's far from perfect but that's a very sensitive & complicated topic that's hard to manage). The visuals were really good, and the mostly monochrome style & abstract environment really nails the dream feel. There's a bit of lack of feedback & hints on some of the puzzles though (exit behind the door in 1st level & having to put 4 of the moms in the jail).
May 14 01:19:42 2h 01m Into The Mind ♥ 2 I have seen several going deeper into one's mind games in this LD, but that's the first one where you actually go literally deeper into the brain. The graphics were very good and give a really nice mood to the game. The gameplay could need a bit more polishing. Movement feels a bit weird at first and shooting requiring quite a long charge + stopping you afterward isn't satisfying. I ended up continuously charging a shot to have a 'normal' movement (as you move the same speed but in an uniform way while charging) and be able to react fast to enemies if needed which kind of defeats both the needing to charge mechanic & the jerky movement. It also lacks in difficulty curve imo, as you can go really far (went to 2k before stopping) once you find a good strategy with no added difficulty except a bit of darkness that stays manageable. I also wonder what the yellow 'chromosome' stuff that we can pickup does outside slowing us for a few secs. I assumed at first they would be some kind of powerup but saw no result even after picking a dozen of them, and they don't give any score either. Also a small bug with the score's text when we destroy several enemies at once, the text size won't reset to its initial size and can end up a lot smaller or bigger.
May 14 02:44:07 1h 24m Roots game ♥ 1 The growing roots 'animation' is pretty well done, and seeing the whole roots network at the end gives a really nice view (though I would have liked to also see the plant) and gives the game a nice chll vibe. Main mechanic of the root growing & spreading + controls is good, but the game lacks a bit outside of that, imo. A bit more complexity would be needed : obstacles, powerups to grow more, etc... anything that gives variety to the gameplay. Also, if the game is a scoring game, it should be clear from the start & we should see the score during the run to know whether we're doing well or not, making it easier to improve, rather than just on the end screen.
May 14 20:00:15 17h 16m Tunnel hunters ♥ 1 Interesting concept and the combat system works well, though the game lacks some polishing and balancing. Heavy attack doesn't seem worth it, game is also too rng-dependant (damage, evasion, items breaking or not, etc...) which makes it easily frustrating when we're being unlucky and the difficulty curve depends mostly on rng (whether items upgrade or break). Also lacks a way to restart after dying (unless i missed it).
May 14 20:34:45 34m 30s Deep Mining Cookie Clicker ♥ 1 Basic clicker but it works well and offers a complete gameplay loop. The 'level' mechanic brings a nice twist to the genre and changing the background color upon going deeper was nice. Some more upgrades among other things would be nice to have, and more use for batteries (as they soon become useless due to the automatic X upgrades).
May 14 21:03:23 28m 38s The Last Place ♥ 0 Liked the visual style a lot and the audio worked really well in giving the game a nice chill mood. Only small issues would be shadows not rendering far enough & maybe a lack of contrast below the tower. For the rest, it's too short & kind of lack of a game aspect (even as a walking simulator). A puzzle or narrative game could work really well with those graphics & audio imo.
May 14 21:59:36 56m 13s Cave Expedition ♥ 0 There's some issues with the game : - Optimization (game is way too gpu heavy, 3.5GB weight is too much, visual glitches, etc...) - Lacks an ending (unless i missed it though i searched a bit after getting the 20 coins) - Gameplay is a bit too simple/lacks interest imo But you still managed to ship something for your first time doing a game and in a 48h jam, which is something far from easy. And some parts of the game are done well : - Controls felt good - The minimap worked quite well - Cave tunnels aren't the easiest thing to pull off imo So, congrats on that and hope you'll do better for your next game.
May 14 23:43:06 1h 43m Drop.N3T ♥ 2 First game I truly tryhard this LD while having pleasure doing so. Took me a lot of time (over 1 hour) to finally finish it, only with a time of 3:36 though. The concept might be a bit simple, but it's very well executed. Having dash, jump/double jump & fall faster in addition of simple WASD movement allowed for a lot more variety in gameplay as you have more control on your run and can control the pace when needed as well as allowing for more diverse level design, between parts where you can fall fast, ones where you should move horizontally a lot with jumps & dashes, other where you should slow down to pass at the right moment, etc... and the level design nailed that. On graphics side, it feels really polished especially with those colourful hand-crafted levels. Though, there might be a bit too much on screen & bloom overload at moments (especially at the beginning of 3rd part with the red lasers, red fans & pink 'cube particles'). The drum & bass music was also very good, and having the music switching between each part of the game helped a lot in giving each part their own feel. For the downsides, it lacks some leaderboards as the game is perfect for speedrunning. I also think it could be nice to split each part into whole separate levels as it's a bit long & hard to finish it all in one go (+ it allows for adding new levels easily if you want to make a post-jam version). A really good game overall that i could see as a commercial game with more levels, online leaderboards, etc...
May 15 00:48:02 1h 04m Red Archer ♥ 1 A very original take on the FPS genre. Shoot, dash to the enemy and gain extra air, dash away, slow-mo, shoot, etc... This core loop can be really nice, has some skills required (aiming, dodging incoming projectiles, etc...) and could be used in a lot of ways. The main mechanics were really nice and felt quite satisfying though it could be perfected on some points imo. I'm not a fan of how shooting work by starting to draw the bow once you click, and would feel better imo if you started drawing upon holding the mouse button & release the arrow when click is released as that would allow to start the animation while aiming instead of the current aim - click - wait for animation. Also, i felt like slow-mo was too mandatory to stay in the air, slowing the pace a bit too much. Another point would be having no cooldown or whatsoever on dash & slow-motion that can be easily abused and make the game too easy. Graphics also are pretty original, having an old school fps vibe (doom & such) while still keeping its own visual style. On the audio part, sound effects worked well but the music was too simple & repetitive. Still an unique game with a lot of potential if you plan to continue it. With some more polishing on the game feel and some diversity on the gameplay through enemies with different mechanics, maybe 'platformer' parts using the main mechanics (using several enemies in a row to go from point A to point B), etc... it could make for a good commercial game.
May 15 21:49:02 21h 01m Deep Space ♥ 0 Interesting game with a good gameloop. Discovering the sector, beating enemies & finding shops before moving on to the next sector is a solid base. Balance felt a bit off though, as game didn't seem difficult (went up to sector 30 before essentially giving up by stopping buying offense upgrades to focus only on pure shields & hyperdrive), I never managed to trigger hyperdrive (my mostly attack & flat shield build might not have helped with that) and the hull upgrades & repair were bugged. Some of the upgrades were not obvious at first (ie. the shield recharges), and their consequences not always obvious in numerical terms (all the cooldown stuff). Additional info on the UI would be nice : A recharge bar for the shield, having a way to know the current attack speed, shield recharge rate & recharge amount, hyperdrive charge rate, etc... On another point, i think it would be nice if the different areas in a sector were linked between each other, to reinforce the idea that you need to go to point A to have point B appear.
May 17 17:28:08 43h 39m RK XK ♥ 1 Having all those different mechanics of platformer controls, 4 tools all having their own use / mechanics & also some procedural level generation with different biomes is quite impressive for a compo game. The audio part was also very good with several music themes & sound effects (even if shovel & brush ones are missing) that matched well with the nice pixel art. For the downsides, biggest issue is the lack of a clear objective or some challenge/threat as the game feels too sandboxy. You could keep going deeper forever atm with no gameplay difference between the first level and the 100th one, and different strategies (ie. cleaning whole level vs rushing) making not much of a difference. The C4 also feel a bit useless as you already have way better tools for digging that are way less risky. A smaller issue is that the auto-drill at the bottom of the level is unexpected at first as it would need some kind of indicator (line or anything) and shouldn't happen upon drilling through the floor of the level rather than just stepping on it. Overall, a really good compo entry, gg.
May 17 20:48:21 3h 20m Deep Sea Tycoon ♥ 1 That's a quite complete tycoon game, especially considering you did it in only 24h after doing compo. You managed to implement all the bases of management/tycoon games and have it in a playable state which is impressive. There's a lot that could be improved obviously (one can manage only so much in 24h), as the UI overall : - Most tabs would benefit from being 'full screen' rather than a small window in the middle as there's lots of infos that need to be displayed, especially in Assets. - We can't scroll in Accounting and if tables there gets too big we can only see part of it. - Not being able to see things you can't purchase at the moment in Acquisitions sucks as you can't plan ahead if you should save money for the next big thing to come. Some graph there could also be nice. - Managing platforms isn't very practical as you have to click on one to perform the basic actions and know whether it is going well or not (how much oil does it bring ? where's the drilling at ? is there crew on it ? etc...). I know there's the blue check icon that shows whether it's mining oil or not, but that's not quite enough imo. There's also some balancing issues as in debt being too unforgiving (some credit system could fix that), or having to pay to stop a rental contract once the state of the platform is too low (shouldn't contracts be on some fixed duration ? or maybe with a monthly/yearly renewal and no selling of them). But well, again having a lot of issues is normal such a game would require a lot more polishing and features that wouldn't be possible to implement in so short time.
May 17 22:07:49 1h 19m Shelter in the Deep ♥ 0 That's a solid compo game. A simple concept but with just enough complexity and details to make it a nice experience. The balance between managing the reactors, forges & living areas felt good, though drills seemed to have less use as there were kind of buy 1-2 horizontal ones to allow building new vertical ones and then keep those indefinitely. Having to constantly rebuild new areas to make up for the ones that got corrupted kept me active during the whole game, though it could take a bit repetitive once you setup a several vertical drills as you could keep with a strategy indefinitely (maybe. Graphics were good, and it was fun seeing all the people going on with their lives in the mine. UI was overall clean & easy to understand. The audio loop matched well with the game (though it could get a bit repetitive after 10+ minutes of game) but it lacked a bit in sound effects to make it more lively. On another point, there's a small issue with drills not getting corrupted, so if you forget to stop an horizontal drill then it will keep going on forever. And you can also put several drills behind each other with one of them being useless that way.