knownasphi 2025-04-08 01:55
Really dig the visuals ! Really nice result such a short time, would've loved a bit more feedback when fighting tho.
Also i don't really know how it's done in unreal but having universal inputs would be a nice plus.
Foon → Ludum Dare Explorer → LD57 → Star Spawn
By angstjaegerstudio904, Vakarsson, Poshaus and Gabexiii
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 692 | 3.16 | 41 | |
| Fun | 726 | 2.87 | 39 | |
| Innovation | 740 | 2.72 | 37 | |
| Theme | 533 | 3.50 | 39 | |
| Graphics | 323 | 3.89 | 39 | |
| Audio | 395 | 3.30 | 38 | |
| Humor | 298 | 3.17 | 36 | |
| Mood | 540 | 3.41 | 38 |
Really dig the visuals ! Really nice result such a short time, would've loved a bit more feedback when fighting tho.
Also i don't really know how it's done in unreal but having universal inputs would be a nice plus.
I always knew I would one day be strong enough to destroy an entire aircraft carrier.
Loved this, especially the sheer quantity of different enemies to fight (and the player's growth throughout). I didn't really have much sense of strategy, though I did focus mainly on strength and that seemed to work out for me. Nicely done.
The visuals were very nice! I would have loved a little more input during the fight tho :)
realy beautiful and creative
So cute!
I loved your game! I could spend hours playing and replaying it... I loved the art, simply wonderful, I thought the sound design was really cool too. And I laughed a lot at the enemies lol, I even wish there were more stages to play. I thought the character was really cute at the beginning, he could have one more level of progression in his appearance! Congratulations on the game, one of the best I've played so far!
Cool game, Liked the style and presentation. Could use with some more snappier movement though. After a battle I usually had to hold W for a while until I could start moving up again
Overall, I really like the game's sound effects—they evoke a sense of the deep sea's pressure. I think the gameplay also has great potential, but it needs further expansion. perhaps designing an additional level could greatly enhance the game's playability. Moreover, the combat mechanics could benefit from incorporating more interactions.
Beautiful effects – you can really tell the whole team has been working hard these days. And you're even fixing bugs! Will you keep polishing the game later?
CthUwU Nice entry 👍
Nice art style. The experience would be better if the combat pace could be faster.
Cute monsters.
Good atmosphere, nice to watch the visual changes of the octopus. Not enough effects from hits in battles. It would also be cool to start from something when choosing improvements
How do I control what's happening in the fight? I couldn't figure it out.
@laurynas Hi thanks for the comment! the game is an autobattler so basically the stats you choose are what makes the outcome of the fight. We will be adding a message stating that in the future.
Looks like a lot of fixes you are making haha. Lots of creative art and gameplay here. I like autobattlers, so this was fun to play! A bit more juice and speed up would add some nice polish to the game.
You need a bit more feedback on what's happening. I didn't realize my health bar was on the bottom and I didn't realize that i have no impact on the battles themselves
Loved the aesthetic and undertale-like gameplay. Well done!
@wolfier we add a new version where we fix some audios that were not working hope this can give some sense of impact in the future after ratings we will add a new version with a lot of new features so it will be more fun to play :)
Very interesting game, interesting style! I also invite you to experience my game ^-^
Simple mechanics with straightforward JRPG-style upgrades, and the Cthulhu and monster sketches are really cool! It’s a shame there’s no sound or visual feedback for combat, taking damage, or upgrading — that would’ve added a lot. But I still played it all the way through… and released Cthulhu :D
I love all the monster designs you made! They were all super creative and helped keep the game interesting.
I didn't feel like there was much gameplay going on, though. I picked stats mostly at random, focusing on strength and agility because I never fully figured out what "sanity" did (is it like armour?), and I never came close to dying. It mostly came down to a lot of waiting - slowly moving to the next monster, waiting for the battle to end, repeat until the game ends. I think either there needs to be more in-depth strategy, or the battles shouldn't be automatic, to give the player something to do.
We understand the gameplay feedback and the lack of interactivity; We have plans to add and improve on this in the future; We focus on delivering a complete experience on what we had at the moment. Please continue giving us feedback, we are really happy that you played our game!
This was a fun game. I was initially a little skeptical that it would be a trivial "get to the bottom" vertical Flappy Bird, but I was pleasantly surprise. The use of the light was interesting, but I didn't quite understand its use until later. I've found that lighting in WebGL builds does make games feel a little laggier, but if it is critical to the gameplay, then you can always just direct people to the download.
I was impressed by the random level generation. Procgen levels always interest me, but I've never taken the time to execute on one for a jam. Maybe next year! I like when the level RNG makes little sights this fish - he just bounced back and forth over.
Great entry, awesome sounds/music that contributed to 5* for mood - one of the best mood-setting games I've seen in this jam. snipFish.PNG
the art is great, I really like the designs, they are both cool and funny. The gameplay is nice tho it would have been cool if there was just a little bit more depth with the stats you could choose
I found some of the enemy sounds to be a bit loud I would have appreciated if there were sound settings so I could lower the sfx volume a bit but it's not a huge deal.
I enjoyed the theme and art, but I felt like I wasn't really given much to do. I get it was an auto battler but maybe more stats would make me feel more invested, like choosing to specialize in sanity vs physical damage. the hold w segments felt unneeded.
Hehe not bad game! I rate it! Rate too and comment my game comrade!
Very atmospheric piece. The visuals work great, and the music complements it well. I would’ve liked to feel more like a participant than a spectator, but overall — a cohesive work, especially for a jam. Curious to see where it goes next.
- At first it was unclear what was going to happen at all, it would be nice to have a hint at the beginning that it was an autobattler with movement between battles
- You can add more meaning to the movement system by placing underwater mines, which must be avoided otherwise there will be less health at the beginning of the battle
- Balance is good, sometimes even when i think im over powered, enemies made me tense up
- Like for "deep young"
It good game for jam, the visual deserves special praise, good job)