bubakgames 2021-04-26 14:27
In links you have link to the your ludum-dare 46 entry instead of itch.io page of this game.
Foon → Ludum Dare Explorer → LD48 → The Deepest Threat
By goutye
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 245 | 3.70 | 57 | |
| Fun | 217 | 3.70 | 58 | |
| Innovation | 391 | 3.33 | 58 | |
| Theme | 728 | 3.03 | 58 | |
| Graphics | 213 | 3.81 | 59 | |
| Audio | 460 | 3.10 | 54 | |
| Mood | 303 | 3.49 | 55 |
In links you have link to the your ludum-dare 46 entry instead of itch.io page of this game.
Nice game. I like the art.
@bubakgames Thanks, I messed up there! The link is now the itch.io page!
Link to actual game is https://goutye.itch.io/the-deepest-threat
This polished experience is great!
I love the amount of content, and the art is stellar to go along with it. I love how fleshed out this is, and how much you were able to do in such a short time.
One of the best games from the jam!
Cool game, visuals are very nice. I would like to see the player have a more active role in the gameplay, and for more information/decisions be available to make interesting choices per encounter. I had no way to know what item would be better or worse going forward. Maybe if you saw the next few ahead, you could plan for it. Well done.
So simple and yet my favourite so far. Easy to play, great art and sound.
It is the first roguelike rpg with much content i've seen at ludum dare. Awesome game!
Great base for an actual game, with some extra functionalities and such, this could grow to be a fun commercial game :)
I liked the concept of the game as some sort of idle game. But I wish I had a little more to do, than to select the upgrades. Maybe if I could select spells or different kind of attacks for different kind of enemies would be amazing. So that you have to figure out what is working the best for the current situation.
Not bad! Seems very loop-hero inspired. The art looks very well-polished and you have a ton of great monsters here!
I do wish the game had a bit more to it than just picking some equipment. Most of the time, I wasn't really offered that much of a choice, and it was fairly binary of "this is better" and "this is not better". Balance on these types of games requires a ton of playtesting though, which obviously isn't something you can do in a LD :).
Great work overall!
You've done a great job at capturing the essence of a roguelite, and the pixel art looks real good. Well done! I notice you've entered in the Audio category though and I didn't hear any music... is that something on my end?
woooow my programmers brothers, it is really beatyfull game
I really enjoyed this game! I completed it in my first try.
The gameplay was simple (which I liked), and the art was nice to look at. Maybe it's missing a few more enemies, but I understand the time limit exists.
My only complaint is that the enemies would sometimes appear behind the foreground, and the music got repetitive pretty fast. Apart from that it's a 10/10 in my book.
Congratulations!
@rhoff95 @fictions @thesambassador Thanks for the very detailed feedback! I had to cut so many features to make it manageable to make in 48h in the end. In my "Not enough time TODO list": Spell/Profession/Abilities slots where you could loot some of them after fights, being to do new things during fights. Also planned for branching and actually choose the biomes you go to, with different kind of enemies. Abilities would actually unlocked new unreachable areas. But well, that was too crazy, and I noticed after 24h in that I had to cut a lot of these features to finish the game. At the end, I am satisfied with the game, but I really would have loved to have branches to choose different path in :smile:
And thank you all for the great comments! @theblondebass there is actually music and SFX. The sound may be low compared to other LDs submissions. If you don't hear anything (mac? linux?), leave it without a rate :v: Thanks for the question!
@goutye You can be very proud of what you have accomplished :wink: And you made the right decision to cut out some ideas from the project. You are an amazing example of *'How to not to overscope'*.
Fun game, enjoyed the dopamine of getting OP stats and builds.
It's nice picking equipment, numbers going up :) I would have prefered if there were more things to choose from while in combat.
Really liked the game I think that it was the one I played for long. If you continue to work on the project one thing I think that would be cool is to add rarities to to equipments it would be really nice. But overall really well done =D
The art was really good and the game was fun! I'm not sure if this is intended but I didn't get heals for a really long time and eventually died..
Lovely graphics and music! The game might be too much based on RNG ( have the same issue with my game ^^"). Anyway, I beat the boss ^^ Well done!
Massive respect for making a Rougelike during a Game Jam. It turned out really cool and I had a lot of fun playing. It's really hard but I guess it wouldn't be a rougelike if it wasn't
I think you definitely hit every gamer's lizard-part of the brain. we sure do love comparing armor stats! Surprisingly very calming and serene!
Really fun concept, I'm amazed that you had time to both code the game and make so much amazing graphics! Despite the simple gameplay, I got very invested in trying to minmax and figure out stat synergies (who needs defence and dodge when you can just pump atk speed / vampirism with a high HP buffer?!).
One little bug (?) I noticed was that when switching to lower HP pieces, my HP would "overflow" with more current HP than max, however when taking a health potion or using vampirism, it would pop down to the max.
Great job overall!!
really fun, got the sense of loop hero a lot, which is not a bad thing at all. kinda similar to what I tried to achieve in this jam (design wise). given the time constraint, the balance is not that off imo. gg wp
Seems like a great game, but I wish that there was a webgl build.
I would love if there was more of this, its alot of fun and feels rewarding.
The only thing I could note is that the monster strength seemingly doesnt increase(or not much) resulting in you wrecking every monster,
thinking you should be able to take the boss and then you proceed to get demolished by the boss(I did beat it on my second attempt)
Great game!
Thank you all on the great feedback! :smile: @west Yes, the monsters are actually getting stronger and stronger, but depending on the build you have chosen, you may wreck the monsters and have some trouble on the boss, or the reverse. :v: I tried to balance as best as I can, but it's never easy with so many stats and even a hand-full of monsters. Overall, if you are able to stay alive in the first 3 parts of the world, you have a very good chance of wrecking the monsters (The wolf stays challenging I think!) :muscle: Thanks for the feedback!
@timon Ouuuups! Indeed, nice found! I did not think about this edge case! Thanks! :smile:
Beautiful! Love the art.
Super cool, looks good and fun to play.
I had a lot of fun with this one. The boss fight got pretty stressful, but I managed to beat it on my first try with ~10% hp left (I stacked attack speed and vampirism right at the very end). Reminded me of old WC3 custom game builds.
The tileset generation was a little stagnant on my playthrough - I got the standard brown/green right up until the last segment. When I restarted the game, I got a ton of variation. It would have been cool to introduce some bias so that each of the different worlds has a better chance of getting selected.
Great work!
Real amazing yet simple concept, I could see this becoming a full game, maybe even an addicting hit on mobile
I enjoyed this, the art is nice and the parameters of the central upgrade mechanic have enough depth and variety to carry it the full length of the game.
I do wish there was more meaningful variety in the enemies, they definitely don't carry the full length of the game, and it sets up a lot of uncertainty about the final boss. Like, by the end, I know I can smash the same enemies I could barely beat at the start, but I have no idea where I'm at relative to the boss, or what kind of things I should be taking to prepare. I did smash the boss, but it didn't feel on-purpose.
(Writing after reading your comment above to similar complaints, I'd recommend it may have been better to communicate the ramping up in enemy difficulty by showing the player different enemies, i.e. by ordering them slime->wolf->golem, or by just changing their color palette based on their level of threat. Mini-bosses at the end of each area could also help with this, and I was actually disappointed when I got to the end of the first area and there was no particular challenge, just a change in environment.)
Kudos as well for the least irritating music loop I've heard all jam :p. Genuinely though the music and sound are simple, tasteful, great.
Thank you for all the feedback! 😊
@chris-delta yes, it's actually what I planned on doing, even adding mini bosses for the end of each part, adding branching and all these things. I quickly noticed if I wanted to do them all it was going to go out of hands, so I prioritize having a full working and mostly balanced game loop rather than a half finished game! looking back at it, I now know what I should prioritize if I ever try to do a rogue like in 48h 😁 first time trying this genre, balancing was the most troublesome but next time it will be even better! Thanks for playing! :v:
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I loved the idea. I played it a few times. My two cents: I think its too much random which items you get. It feels like having no choice and that I can't change the outcome of a run. On the other hand if you got good items from the start there was no difficulty at all.
But nevertheless, good entry.
Really nice game ! the idea is really cool you did pretty good job
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Simple but still a nice game. With more enemies and items with upgrades this could be a addicting game. All I did miss was a way to go full screen. I played on Mac and the build worked without issues.
Very nice idle game, I have yet to make my stack vampirism and attack speed till the bitter end build work, but I'll get to there! Very well done!
As it turns out having 60% dodge is broken, who would of guessed? Loved this game! More maps and bosses please?
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Some other things: - The enemy sometimes hide behind the walls, I would like to see what im killing :smile: - Wish the items that had like 3-4 stats on them had a different color either on the sprite or in the name, so I can feel even better about it being epic :smile:
Now that I saw the boss myself I'm amazed how well it looks, extremly jealous of your artistic skills.
I really enjoyed playing the game. The art style is amazing. The gameplay is pretty good, being able to 2-shot kill enemies feels pretty good. Sound is a bit too quiet in my opinion, but still very good. Nice entry, good job!
Fun little game! I like seeing numbers go up lol. I thought I was pretty overpowered by the end but the Beholder got close to finishing me. Art style looks really nice too! Well done!
Nice decision making game! It has an excellent response: you feel the power growing.
Some remarks: 1. Walls sometimes hide monsters. Expectation: monsters appear only in visible areas. 2. Game becomes easier and easier but extremely hard at the end. Expectation: difficulty grows gradually and let you prepare for the final battle. 3. Game restarts from the begging after dying. Expectation: game restarts from the beginning of section and allow you to make different choices.
Good job!
Appealing graphics. Before I realized that the powerups weren't additive, the gameplay got more interesting, as it became an actual choice. Except for the health potions. I don't know why you'd skip those. Even though I didn't understand it at first I completed the game on the first try, so it's too easy I guess. More variations on the enemies, new types appearing would improve it. Oh, and sometimes fights take place behind the environment, I want to see the action!
Either the regular mobs are too easy from like stage 2 onwards, or the boss is too strong. Some minibosses could have smoothed out the difficulty spike. Amazing game overall and surprisingly engaging for an idle game.
I like games where the player is hands off like this. It is like a simple version of Clicker Heros 2. I find that it is very satisfying in a game when you can make a build; it's a way to express yourself when you can make choices about hwo you want your character to act. I'd love to see an attack animation with a nice plesant sound effect-- if there was sound I wasn't able to hear it. There were some minor issues, like monster spawning behind scenery, which isn't a big deal. What I would like to see from this game would be a few more inventory slots, and then the ability to combine abilities on different slots to create synergies-- that kind of planning and decision making can be a lot of fun. Very cool idea!
That was a really chill game, and I am amazed by what you did, as a COMPO ! I really enjoyed it, do you plan to continue the development and make new updates ? I can TOTALLY see that as a cool game to play on my smartphone in the train !
I liked the game. But after 30 attempts I still couldn't get to the boss). I will continue to try. 5/5
Thanks for all the feedback! Definitely will try to make use of them in my next game :v:
@progdamn Thanks for trying at least! Some people find the game "too easy", some other have a lot of trouble to make it to the end. Seems like having 2 level of difficulty may have suited both of the people, but very hard to balance both in 48h :smile:
Nice, an autofighter/idle game, some pretty pixel art too (also, the differently colored landscapes, and the slimes are very cute!). Got killed quite often by these blue, large golems though, so could maybe use a better balancing with monster strength vs items gained. :slight_smile: Very chilly game, music fit well too - while maybe a bit to low volume (couldnt get it louder). And made with Godot too! :thumbsup: Good work!
It's quite hard to learn controls ^^ I love it. It's the first time I see a auto scrolling game with no skill required :D
Really addictive game, had a lot of fun with it! So much so that I replayed a few times even after beating the boss. Though felt like items were a bit too powerful midgame - usually had one close fight early game, either lost or won and then plowed through everything. Maybe lower stats being more common would have helped rare good ones feel more special.
Also good biome variety, solid art and audio.
Would recommend adding HTML5 web build - Godot has a super easy build process for it. Or is there another reason you prefer downloadable versions?
@nonumbersgames Thanks for the feedback, time limitation was the most troubling factor here ahah :smile: Was not able to implement all the things I wanted.
Regarding HTML5, it's too dependent on the PC of the player to risk it when it comes to tilemap and Godot. I noticed 1-2 frame skip here and there when tested, so I went for a more classic Win/Mac/Lin build. Some of my friends also had some low FPS when running on low spec computer. In this case, the executable version was way better. :v: That's the detailed explanation :smirk_cat:
Makes sense, thank you for taking the time to explain it. I'll have to keep that in mind for future projects.
Cool game! I like that it is relatively simple but still has some strategic aspects and it's satisfying to get stronger :)
A couple times I fought an enemy who was hidden behind a platform and this felt a bit weird since I couldn't see what I was fighting. The music was also a bit simple/repetitive, but it wasn't too bad.
I beat the deepest threat! I found that with two decent defense items and some lifesteal I started out-healing all of the enemies that I faced, so I prioritized defense, attack and lifesteal, ignoring hp later on. I also think I was able to 'heal' myself once by removing a +hp item and then picking up a new +hp item a little bit later. I liked that there was a progress bar on top of the screen so I knew that there was going to be a final boss and how close I was to it.
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