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| Timestamp | Since previous | Game | ryusui's comment | |
|---|---|---|---|---|
| Apr 12 06:06:38 | 27°59′17″N 86°55′30″E | ♥ 2 | Not a tremendous amount of substance here but positively *oozing* style. I'd love to see an expanded version where there are more factors to consider when plotting your course, like changing ocean conditions. Also, there is a minor bug where the game will give you a "You Lose" message if you run out of time, but then switch to "You Won" if you were on course to the final destination (presumably the sub's movement is still being processed in the background). | |
| Apr 12 06:24:55 | 18m 17s | abyss | ♥ 1 | Heck, you can connect planks together? I didn't realize! Honestly, I think you could make a workable game out of just the plank-building mechanics, no resource collection required. I struggled a bit making stable platforms (an ability to make planks "snap" to horizontal or vertical a la conveyor building in Satisfactory would've been appreciated!), but the click-and-drag to build was neat. It took me a bit to notice that there were distinct "pillar" and "platform" planks depending on the angle! |
| Apr 12 07:02:54 | 37m 59s | Depths of Darvaza 2 | ♥ 1 | Solid little Metroidvania-ish shooter. Reminded me a bit of Cave Story. I followed my backtracking instincts and found all the pet photos, though I'm curious if the game is actually beatable *without* finding them (I couldn't figure out how to cross the gap and find the third card key without the additional jetpack upgrades). Also noticed the fourth card key door but I've got no idea where to look for that last card key. ^_^; |
| Apr 12 17:16:52 | 10h 13m | Metaspace II: The Long Division | ♥ 5 | Oh man, I remember Mythical Mediator all the way back in Ludum Dare 50. Both these games make me think of the advisors from Civ 2 (one of the best things in the entire franchise even now XD) Couldn't quite manage to solve it, though - I'm assuming that not just the assignments are important, but the order as well (a la Grow)? I figured out the right choice to deal with the Alien Run Amok but none of the other combinations I tried seemed to work with anything else @_@; |
| Apr 12 17:31:26 | 14m 34s | Unfortunate Mishaps of Subsurface Uranium Mining | ♥ 2 | Intense but fun! Quite a lot to juggle. Kinda makes me think of a single-player game of "Overcooked!" with all the things you have to run around and take care of, including literal fires to put out. XD |
| Apr 12 17:39:28 | 8m 02s | Focus! | ♥ 1 | Always down for a good point-and-click. I loved the interpretation of "depth" as in "focal depth" - one screen, but multiple layers. I hope you expand on this in the future! |
| Apr 12 17:46:51 | 7m 23s | Diva Descent | ♥ 1 | Reminds me a bit of Downwell, or an upside-down Tower of Greed. (Also a bit of an old Amiga game I once played called Goldrunner 2, which also had vertical scrolling, insane speeds, and plenty of crashing into stuff!) |
| Apr 13 02:25:03 | 8h 38m | Deep Sword Cultivator | ♥ 1 | Not a huge fan of "bullet hell but you can't attack while dodging." Your attacks do so little damage relative to enemy HP that it feels unnecessarily punishing to force the player to stop before they can counterattack. That said, I thought the spell effects were neat, like the the trails on the arrows and the way they'd swoop about in midair, though I also feel like the music was a mismatch for the gameplay and the intended vibe - less "descent into hell for vengeance" and more "leisurely stroll into hell for a polite chat" XD |
| Apr 13 02:32:56 | 7m 53s | Go to sleep... | ♥ 1 | Magnetic Poetry (Savage) XD I love the concept, though I'll admit the conditions for "good thoughts" vs. "bad thoughts" felt a bit arbitrary. Would love to see a version with a bit more feedback/better indication as to how to "do good" at it. |
| Apr 13 02:52:15 | 19m 19s | Antmine | ♥ 1 | Neat concept, and really impressive work for a custom engine, especially given it runs in-browser as well! That said, I wish the pathing AI was a bit smarter - I kept having to babysit my miners as they'd try to toddle through walls on their way back to the shaft. Also, it was hard to tell at times if I was actually ordering my miners to do things, or whether they just do their own thing: sometimes my miners would mine at a different location from where I clicked, and sometimes they'd even run off in the other direction and attack an entirely different rock face! |
| Apr 13 03:40:40 | 48m 25s | TLYA | ♥ 3 | Punishing! What I got through of it was enjoyable, though! The controls could use a bit more polish - sometimes it felt like the protagonist's aim lagged slightly behind my inputs (e.g. I'd have the mouse to his left but he'd swing his pickaxe to the right). The bigger enemies on the later levels are also perhaps a bit too tanky, especially when the objective is "carry boxes to the elevator" - it's easy to get overwhelmed! I'd also like to suggest that maybe the "Exit" option in the shop should advance you automatically? It's a bit confusing how you have to both exit out of the shop *and* operate the lever to continue. The first time I cleaned out the shop, I thought the game had frozen because I couldn't move, but then I realized the shop was still open! |
| Apr 13 03:49:40 | 9m 00s | Swim | ♥ 1 | Reminded me a LOT of the Tube of Medusa and adjoining levels from Ecco 2. I know the part where the walking animation doesn't work right the first time you land on a platform is a bug, but given how much of the gameplay is spent swimming, I feel it actually highlights how slow and graceless you feel on land XD As others have noted, a more visually interesting environment with a better sense of direction would definitely improve things. |
| Apr 13 04:00:58 | 11m 18s | From The Depths | ♥ 1 | Combat is surprisingly complex given how bare-bones the game appears otherwise (to be sure, I don't think I've ever really done a melee-centric game myself). I do wish the bats were a bit less tanky and had better tells for when they're about to attack. |
| Apr 13 04:16:32 | 15m 34s | A Strike In The Dark | ♥ 1 | Spectacular little game. I just wish it was a bit less frustrating - I'll confess I had to quit on the "your food is getting cold!" screen. Some of these screens really should have checkpoints midway, and as noted above, the lack of a clear jump strength indicator makes the gameplay a lot more trial-and-error than it needs to be. Presentationally, though, it's fantastic, and I love the idea that each jump you take lights up your surroundings. That said, I'd like a control scheme that's less murderous on my wrist - playing a precision platformer like this one-handed takes its toll! |
| Apr 13 04:24:35 | 8m 03s | Down The Rabbit Hole | ♥ 1 | I feel like I want to know more about these characters and what happened. I do wish there was an ending that gave a definitive sense that our protagonist makes out of this alive and sane instead of dying or succumbing to space madness, but I suspect that would be out of genre. XD *"In space, no one can hear you cry."* |
| Apr 13 05:00:25 | 35m 50s | Murder for Dessert | ♥ 2 | Presentation was top-notch here. Quirky characters, compelling little story to unravel. The whole "pin-and-present" system was neat but I do think it could've used some further refinement; a prompt recapping the detective's last thoughts re: what the suspect needs to hear/see to divulge more info would probably make things smoother; that, or locking "Pin" to statements that can be recalled and "Present" to statements that can be challenged (with some room for red herrings!) Is it weird I feel sorry for the culprit in the end? It *does* seem like it was all an honest mistake. ^_^; |
| Apr 13 05:11:54 | 11m 29s | Crush Depth | ♥ 0 | I wish the instructions were a bit clearer; it took me a bit to understand that zapping the enemy (or getting zapped) doesn't do damage directly but instead makes you sink. A bit like a shmup-ish take on Smash Bros. The graphics are solid, though the lack of audio is a bit of a letdown for an action game like this. (Yes, a bit hypocritical coming from someone who didn't include sound due to lack of time, but still!) |
| Apr 13 20:32:27 | 15h 20m | Weakness Deep Within | ♥ 1 | All I want outta this is *more.* Graphics, sound, presentation, all top-notch. I was surprised to see this was made in Ren'py but you got its turn-based combat-with-a-twist working *fantastic.* |
| Apr 13 20:43:11 | 10m 44s | RepliCore | ♥ 2 | Love the concept. I just wish the physics weren't so wonky; jumping right next to a clone (or your original) makes your double move upward as well. It makes some of the jumping puzzles a lot more finicky than they ought to be. Speaking of which, I quit on level 9 - not sure how to get clones on both buttons when I can't maneuver out of the corners! |
| Apr 13 21:21:28 | 38m 17s | Project Planetfall: The Exodus Directive | ♥ 2 | Graphics and music are top-notch, but I feel like the gameplay itself is a little on the arcane side. I'd have preferred it if the Foundry listed what recipes are available rather than what recipes I can make - I thought the thing was glitched! Some better indication of how to operate the collection drill would also have been appreciated; I tried operating the sliders with the mouse (like with the engine) and it wasn't obvious that they're meant to be controlled with WASD! I should also mention: it seems like fuel and coolant are bugged. I was expecting the game to end when they ran out, but it doesn't seem like running out of them actually does anything! |
| Apr 13 21:37:13 | 15m 45s | Diggity Diggity Diggity (Dash) | ♥ 2 | I wish there was sound, and maybe some particle effects for digging. Other than that - surprisingly white-knuckle little racing game. Physics and AI are a little wonky but if anything they facilitated the whole "oh you are *not* getting ahead of me *again* you little bastard" vibe XD |
| Apr 13 21:47:33 | 10m 20s | Where it Ends | ♥ 1 | Believe it or not, this is the *second* game I've played this Ludum Dare with the premise of "girl falls down deep pit, collecting coins along the way" XD That one was a time-based score attack, though, so the two games are quite a bit different in approach and gameplay! I'll admit I found myself spending a bit more time with this one just to try and read the story snippets that display as you go down. (I wanted to include something similar in my own game, but I didn't have enough time to!) |
| Apr 13 21:57:09 | 9m 36s | Submarine Murder | ♥ 1 | Fairly basic but competently made. Seems like a 50/50 guess as to which of the two possible suspects did the deed; the papers point to one but the keys and the letter point to the other, and I'm not sure what evidence disqualifies the wrong perp. |
| Apr 13 22:10:10 | 13m 01s | Leap of Faith | ♥ 3 | Great graphics, great music. I love the detail where the clouds break apart as you pass. The "levels" are short but there is a definite sense of progression/thematic differentiation between them. I wasn't sure how you'd handle a "final boss" with this kind of gameplay, but the last-minute genre change worked out surprisingly well. (I just wish the devil exploded with a bit more panache than simply breaking apart!) My only other gripe is that there's no health indicator of any kind that I could see - trial and error taught me quickly that you can take two hits, but it would be nice to have a visual reminder that you've taken damage! Leap_Of_Faith_2025-04-13_15-06-42.png |
| Apr 13 22:20:37 | 10m 27s | Orpheus Scroll | ♥ 1 | Spectacular. Not really a game per se but I love how it simulates playing the lyre to advance the story. (Out of curiosity - is there anything special we need to do once we reach the end, or is it supposed to just stop there?) |
| Apr 13 22:28:32 | 7m 55s | What the bag! | ♥ 2 | Cute and clever. As much of a puzzle as a test of reflexes/spatial awareness. Didn't manage to finish with an undamaged banana but I got the pencil case tidied up and cleaned things up enough that I was able to help Timmy grab his dinosaur on the second try (3 stars). I love the bit where you can see him *slowwwly* unzipping the bag before he starts grabbing - a nicely ominous little countdown before the fun starts! |
| Apr 13 22:38:14 | 9m 42s | Death Perception | ♥ 2 | My therapist: "Long deer isn't real, it can't hurt you" Long deer: Definitely some of the most disturbing cervines ever featured in a video game. The sounds that they make (and the way that they fly off into the sky when you defeat them) are *not* normal. ^_^; Also love that not-quite-a-jumpscare thing at the very end where the game gives you an *unexpected* new objective only to smash back to the title screen. |
| Apr 13 22:56:09 | 17m 55s | Clambell's Great Escape | ♥ 2 | Very stylish, very well-put together. The gameplay concept is really clever, plus I'm always a fan of the old "skeletons in things that shouldn't have them" visual gag. The octopus end boss was *really* frustrating, though - I don't like how your hitbox seems to *expand* when you move, resulting in painful "zugzwang" situations where you're *technically* safe but you can't move without dying. I couldn't make it past the second part with the narrow diagonal climb. |
| Apr 13 23:20:34 | 24m 25s | Luck Runs Out | ♥ 1 | A bit wordy, especially given how depressing the first half is; I nearly gave up on it once I reached the midway point and realized there was more to it ^_^; But I loved how the big "milestone" quotes get reused in a different context on the return journey. Even the title means something different once you reach the end. |
| Apr 13 23:35:00 | 14m 26s | Nomisoul | ♥ 1 | I love the idea that there are basically two games operating at the same time with the same controls here - the "walking simulator" on the left, and the "diving game" on the right. However, it looks like the "heart dive" breaks a little easily - stopping in place for a bit seems to cause it to stop descending at all. I also think it takes too long for the fish to move out of the way once they turn around; I know the idea is "move only when it's safe," but I'd prefer a test of reflexes to one of patience. There's also no warning when (or where) the fish come back, so avoiding damage feels annoyingly luck-based as well. |
| Apr 13 23:40:25 | 5m 25s | Asteronaut | ♥ 3 | Psychedelic deep-space pachinko shenanigans. XD I wish the click-and-drag launch had a little more oomph to it - it's a bit too hard to stay in play. This would probably benefit immensely from gamepad controls with analog stick support! |
| Apr 13 23:56:26 | 16m 01s | Voidrunner | ♥ 3 | Spectacularly good-looking for a Jam entry - no idea how you got all those little animations working in such a short amount of time. My one big gripe with the controls is that the charge shot fires the moment it's fully charged, not when you release the mouse button (as is *usually* the case with "charge shot"-type weapons like the Mega Buster from the Megaman series) - a last-second bullet can throw off your aim and render your shot useless. This might lend verisimilitude to the space combat, but in practice it just makes your primary weapon much more finicky to use than it ought to be. |
| Apr 14 00:02:56 | 6m 30s | Go with the Floe | ♥ 1 | The SkiFree Yeti has an aquatic cousin now! I love the game conceptually but the controls are really slippery - it feels like everything but the land portion runs about 4x what it ought to. There's literally no time to dodge an orca if it spots you. As for feeding the baby penguin, it's really annoying how far you have to trot from the ice to reach the nest - it might be realistic, but it makes "banking" your points more onerous than it really has to be. ^_^; |
| Apr 14 00:16:50 | 13m 54s | Swoooooooooooooooooooooooooooooooooooooord!! | ♥ 2 | Relevant: https://www.youtube.com/watch?v=7_cDT5_Vmdc I love all the wacky stuff you hot-glue together to extend your sword. I just wish it was a little clearer what the rules were for attachment - when I played, there was a little "X" mark that seemed to indicate valid connection points, but it didn't seem to necessarily indicate the *only* place I could attach new stuff. Would've also appreciated something more than just a sound effect and a solid red screen to indicate I'd won, too. |
| Apr 14 00:31:20 | 14m 30s | Hellevator | ♥ 1 | Torn between "I wish the death animation looked a little less janky" and more "I'm really happy the death animation isn't genuinely terrifying" XD Clever risk-reward thing you've got going on here, but what I really like is the graphics and presentation. I love how genuinely *alarming* descending while you're over your weight capacity is - all the sparks and steam everywhere as the elevator malfunctions. XD |