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| Timestamp | Since previous | Game | PolymathLD's comment | |
|---|---|---|---|---|
| Apr 7 16:43:53 | That Underground Level | ♥ 4 | Lovely homage to some lovely old classics. Pixel art was great, atmosphere was very enjoyable, and everything worked well. I laughed out loud in delight at that first time you fall down into a new game. | |
| Apr 7 17:02:53 | 19m 00s | Moos from the Depth of Space | ♥ 2 | Loved this, an early favorite from the jam! Very funny, great art, solid gameplay, challenge factor felt just right. Multiple times I found myself thinking "I wish you could..." and then I actually tried it, and whaddya know, the dev thought of that too! Great work. |
| Apr 7 17:20:44 | 17m 51s | The Well of Secrets | ♥ 1 | Very nice, loved the creepy atmosphere! Sound design was great and a good sense of how to guide players through levels using lighting design. |
| Apr 7 17:34:13 | 13m 29s | Igbi Goes Deep | ♥ 1 | Cool idea to do a 2.5D sidescroller survival game like this! I liked the progression and exploration, and you really managed to make different areas with a different feel to them in a short time. It did get a bit tedious going back to the merchant to sell stuff. One thing I do have to mention--I think the embedded web version is broken on Itch, I couldn't get the inventory system to work. I downloaded the Windows executable and was able to play through properly. |
| Apr 7 19:09:06 | 1h 34m | Deep Delve | ♥ 1 | Very ambitious to tackle a metroidvania roguelike in a 48 hour game jam! Well-done! I had so much fun I immediately started a second run. There are things I could constructively criticize, but I'm sure you're well-aware of them already, I'm just amazed you made something with this much content, gameplay, and complexity at all in such limited time. One small tip from a fellow Godot dev on a good way to reduce the repetiveness in a random system--I've been sticking things into Arrays and using Array.shuffle(), then pulling the front one out and removing it from the array every time I need something random but don't want it to repeat. Deck of cards idea. You probably already know that trick though! Anyway, loved the early NES style pixel art and audio, very consistent and nicely done. The gameplay functioned well. It was addictive being able to upgrade my weapon and buy new ones. Super cool how the enemies get harder and add abilities as you go deeper. Lots to love here! |
| Apr 7 19:17:52 | 8m 46s | Target Practice | ♥ 1 | When I went to play this one I thought it would be a lot less interesting than it actually was--I really like the mechanic where clicking the balls sends them flying at high speeds so it's hard to just spam a single ball, but you _can_ hit it again while it's still going fast. Also adds a lot of variety to tracking their movement and such. Overall really satisfying concept with a lot more player feedback and reactivity than I expected, fine work! |
| Apr 7 19:30:34 | 12m 42s | Selective Drilling | ♥ 1 | Nice work getting something this complicated done in such a short time! I managed to find one of the endings (Escape). These digging games always have such an addictive game loop. It was interesting that you tried something different with the drill that cools down and takes you multiple blocks per "swing"--not sure it _totally_ worked, but it was different and I appreciated that. And I think it was a wise choice to not penalize the player for dying. Had a fun time buying upgrades and digging down over and over. |
| Apr 7 19:39:30 | 8m 56s | Where Stars Forget Your Name | ♥ 2 | Very nice player feedback, visuals, music. Just a great chill little experience. Only thing I didn't love was the black hole gameplay mechanic (they looked cool though!), because generally by the time I noticed I was close to one it was already too late. Maybe would have been more fitting (albeit less realistic) to have the black hole simply spit you out at a different, connected black hole instead of being a lose state! Obviously this is very simple, but it's clear you put a lot of time into polishing the experience, and I appreciated that a lot as a player. |
| Apr 7 22:20:54 | 2h 41m | Depths Driller | ♥ 0 | Was able to complete the game! Enjoyed the mood and everything worked as it should, no major bugs. Intriguing idea to have enemies come up out of the drills you place. Only thing I would suggest if you make a similar game in the future or expand this one, it would be nice to place more hidden resources than the player actually needs to accomplish their mission--it took me quite awhile to hunt down the last Quartz vein. Other than that, nice work! |
| Apr 7 22:31:52 | 10m 58s | Just a few kilometers | ♥ 2 | Wonderful job, some of the best visuals so far in compo! Gameplay mechanic was new and interesting, challenge level was tuned well. Appreciate requiring the juggling of different elements in gameplay, always something I enjoy. No real criticisms, great little game! |
| Apr 7 23:04:35 | 32m 43s | DungeonDescent | ♥ 1 | At first I thought this was a match-3 in the normal sense of moving gems around, so it took me awhile to figure out the concept and I initially thought it was bugged. A little demonstration animation at the beginning taking control of the mouse cursor and showing it drawing a line through gems to picking them up would help with this. The only other big criticisms I have are that I couldn't figure out how to restart so I just quit the game and started it back up every time I died; and I encountered what I assume is a bug where gems got stuck on top of each other in one spot. This didn't break the game but was annoying. In any case, after I got the hang of it and figured out how to kill enemies, it became really fun and I spent a solid 15 minutes playing through to round 100. Really addictive gameplay/upgrade loop, nicely done! |
| Apr 8 00:43:13 | 1h 38m | DESCEND with CAUTION | ♥ 1 | One of my favorites so far! I'm amazed at how great the level design is given how many different mechanics you packed in. The "putting fall damage into a physicsy platformer" thing was very amusing and worked well to add challenge. This is a game I could actually see the speedrunning community really getting into. The only real critique I can give is that I don't know if you _mechanically_ expressed the "depths" theme very well, though visually you certainly did a fine job. Great work, in any case! |
| Apr 8 03:49:08 | 3h 05m | Knocking On Hell's Door | ♥ 1 | Absolutely wild, implementing a fully-functional FPS with all of the classic Quake arsenal in a compo GameJam. Super impressive. Visually could obviously use some work, what with the lack of enemy animations, textures, etc, but I'm sure you know that already. Also loved implementing "depths" as "levels of hell in a Doom-like". Great fun, thanks! |
| Apr 8 15:42:53 | 11h 53m | Cave of Gorbs | ♥ 1 | Really satisfying, well-presented, trippy, and chill game. Enjoyed how you go through all kinds of different environments and throwing rocks at enemies good player feedback. I wasn't really sure what to do with the resources other than the rocks though, and I don't think I ever found another fountain besides the one at the starting point. In any case, nicely done! |
| Apr 8 16:03:49 | 20m 56s | Topography | ♥ 2 | Really, really neat mechanic, very creative. Loved the minimalistic art and audioscape, and how the music tracks faded into each other as you carved. Only thing I found a little frustrating was that I kept making progress, then accidentally uncarving back to the top layer and having to start over. Not sure how to address that, but it did get a little tedious after awhile. Maybe a skill issue! Eventually made it to the end though and had a great time, nice work! |
| Apr 8 17:42:53 | 1h 39m | rabbit hOled | ♥ 0 | Really neat! Love all of the mechanics with the rope and the inclusion of so many different platforming mechanics. Graphics and audio are really atmospheric and wonderful. Loved the eerie exploration element. Without spoiling it for others, are all the endings the same "infinity" ending, or is there a "true" ending that you can find on repeat plays? |
| Apr 8 17:53:27 | 10m 34s | Deep Descent | ♥ 2 | Nice, simple, appealing core concept, and everything controlled well! Was fun dodging objects and shooting towers. I do have to say, it feels like it's missing some challenge and could use at least a couple more mechanics--like, for example, a player health bar that you have to manage, or speed boosters you need to hit to stay ahead of the red wave. I made it to -2000 and it didn't seem to be getting any harder, and felt like I could have gone on for quite awhile, but I wasn't feeling challenged and the game didn't seem to be getting noticeably more difficult. Definitely have something here though, add a few more things and I could see this being super fun to play. Nice work! |
| Apr 8 18:40:04 | 46m 37s | Depths of Hell | ♥ 1 | I played this for an embarrassingly long time, haha. Great work. The way you can only upgrade your character between defeats, and the coins even stick around on the map, almost makes it more of an idler/incremental game. But I'm a sucker for power scaling games and games where you can basically break them after awhile, and that's definitely the case here. I started playing another game on my phone while I let this one run after my first win, just to see if I could, with sufficient upgrades, sit there and win without doing anything, and... yup. By the way, I think the shotgun may actually be more powerful than the sniper rifle in my testing, but costs less? Just a heads up for the dev and any players. |
| Apr 8 19:47:04 | 1h 07m | Don't wake him up | ♥ 1 | Great concept, and you tuned the difficulty just right. Had a lot of fun retrying until I was able to steal everything at 7:27am. Really good main menu art here, by the way! |