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DarkWolf

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TimestampSince previousGameDarkWolf's comment
Apr 8 06:28:27 Red Finger ♥ 1 This is a very cool little game. I like that you have a strong visual style, well defined core mechanic, and great atmosphere. Only critiques are that it feels like there could have been more events coming out of the darkness than just the giant head (though I imagine that was a result of time constraints), the menu opened by escape should also be able to be closed by escape, and in one or two spots near the start the combination of texture and screen space dithering threw me off. Ending it the way you did was a great idea. Overall a very strong entry.
Apr 8 06:45:36 17m 09s Record Depth ♥ 1 Huh, someone else made a game about ill advised diving, though yours managed to be a fair bit more brutal than mine. You're right about the lack of interesting gameplay decisions, but it was still an amusing concept and funny execution. I'm very impressed with the surgeons and physical therapists in your world! Only issues I had were that the pure tone beep from the TV seemed significantly louder than everything else, and in one of the dives there was about a meter of terrain that the character just phased through instead of digging out. Overall both issues were pretty minor. Overall a funny idea.
Apr 8 07:21:52 36m 16s Archeologic ♥ 5 This is a really fun and charming game, though a lot harder than it looks! I enjoyed playing it, but I wasn't even close to beating it until I got a lucky streak of bombs that let just barely get to the bottom. Once I hit the bottom I was able to clear everything out and win relatively easily thanks to the camera not advancing further. It took until probably at least my 10th attempt to get that luck though. Art, music, sounds, and surprisingly the itch.io page were all superb. Only bug I encountered was that volume settings seemed to reset at the start of every run. Gameplay wise my it could use a little balancing, and depending on the style of game you want it to be probably some sort of catch-up mechanic. Thanks for the fun game!
Apr 8 07:45:43 23m 51s Dig Down ♥ 0 Nice clean graphics, snappy controls, juicy sound effects, and a simple gameplay loop. It was a funny little surprise what was waiting at the bottom of the world. Only bug I found is that most of the game resizes itself if you zoom the page in or out, but the UI listing the controls does not. Overall a straightforward but polished entry. Nicely done.
Apr 8 07:57:03 11m 20s Escape from the Depths of Hell ♥ 1 The idea and graphics are fun, but needing to just spam AD seems a touch out of place. I like the suggestions of making it a rhythm based thing, potentially getting faster with your speed the more you get without mistiming a press. Your ideas for items also sound like good additions. Only bug I encountered was that adjusting the volume levels at all seemed to turn them off entirely. It's nothing too fancy, but a fun couple of minutes. Nice work.
Apr 8 18:33:13 10h 36m Stars In The Deep ♥ 1 Well that was an ending! 😆 Not a groundbreaking game, but a game none the less. Only issue I encountered was that the mine colliders seem bigger than they should be, but once I realized that it was easy enough to avoid. The pixel art looks good, only thing I'd want changed with it is just adding more variety, but thus is the nature of jams. A future version could have different types of floating debris moving in different patterns, hostile creatures stalking back and forth, etc. I couldn't figure out what the collectables were doing, if anything, but overall a nice little game.
Apr 25 05:41:19 395h 08m Depth Protocol ♥ 0 An interesting little game. The different floors with a variety of puzzles is a nice idea, though I found a few bugs and game design issues while playing. The cover image is awesome looking and really helped set the tone for your game, but carrying that style throughout would be even cooler. Also, an etiquette note about putting game jam games on itch.io, turn off payment entirely instead of leaving it on the default of chose your own price. A game jam is all about creating and playing games, but it feels awkward when itch.io asks if you want to pay for a weekend prototype game. As for bugs and design oversights: you can't change the volume or mouse sensitivity from in game, in the first level you can walk through the closed door to the control room, in the first level I could only jump once, the player's jump felt very short compared to the gravity and the height of the boxes, and the player's walk speed felt slow compared to how much you need to traverse the environments. For move speed I'd suggest adding a sprint button.
Apr 25 05:57:09 15m 50s K1937 ♥ 1 The pixel art is gorgeous, but it's hard to figure out what to do with such a short time limit. I was able to figure out how to top up the meters using the machines, but if there is an overall goal I didn't find it. I would have liked to see some sort of feedback that pressing the button on the machines was doing something because the beep sound could be interpreted as saying you can't interact with this right now. I did like the voice and the couple of comments about the other objects around really added to the tone of the game. I would love to see more of this art style in the future!
Apr 25 06:13:24 16m 15s Depths ♥ 1 A nice take on a mini-metroidvania! Didn't encounter any bugs, though it would be nice to be able to see the player's health somewhere. The pixel art looks great, the character animation is smooth, and I especially love the color palette for the bricks. I can see where time limited what you were able to do, but with this much style in a weekend, you could totally expanded it out into a whole indie game!
Apr 25 06:36:06 22m 42s The Atlantis Protocol ♥ 1 That is some great character art for a game jam! I played it in English and some of the dialogue felt a little stilted and awkward, but the fact that a story based game jam entry is in two languages at all is impressive. I didn't encounter any bugs, and the only major design flaw I found is that I had to use Google Lens to translate the main menu to find the language setting. A language icon next to the settings menu or as a separate button would help.
Apr 25 06:57:39 21m 33s Trial Protocol ♥ 0 It feels like the combinations of the retracting platforms, turrets being crushed if they land on each other, turrets being able to shoot each other, hiding behind turrets protecting you from damage, and the turn based system should come together to create some really interesting emergent gameplay, but the player just doesn't have enough tools to manipulate the mechanics to make that happen. I think that some way to move turrets, a placeable shield/barrier, a teleporter, or something else along those lines would really help make your systems come together into an interesting and cohesive game. As it is right now it's fun for the first half of the level, but the difficulty doesn't really scale up unless you get an unlucky miss that puts you on the back foot so to speak. It's still a nicely polished game, it is just so close to being great! Side note: I encountered a bug where one of the characters can get stuck off screen due to the last few platforms never retracting. You can't move off because the spot you need to click to do that is off screen leaving only the skip button for that character.
Apr 25 22:28:46 15h 31m A Squire Acquires ♥ 1 Very cool! I haven't stumbled across any Ludum Dare games before that are actually for a retro platform instead of just retro styled. Really impressed with how much flavor you packed into a few of those text blurbs, particularly "a grim place that hangs suspended among the stars" and the description of the skeletons. It was little tricky starting out when you lose to most things, but once I got a few stat increases I got a hang of how the game works. I didn't encounter any bugs, and the only design decisions I would tweak are adding a way to skip the intro after loosing a knight, adding some more variety to the music, and better explaining what is meant by items being lost with the knight. At first I took that to mean things like a sword that you buy or what not would be lost as well, but it was just the "consumable items" I guess you could call them. Overall an impressive entry given the platform! Also, loved the solution for getting rid of the pesky knight.
Apr 26 00:49:14 2h 20m #Deep ♥ 1 A fun little game. I love the classic roguelike ascii graphics for things that are outside your view area. It's not super clear how some of the mechanics work, but overall a fun little game.