zettasimp 2025-04-07 02:42
I enjoyed it. The game didn't let we go any deeper after 24 layers, but I don't know if that's an intentional feature or not. Either way, good job!
Foon → Ludum Dare Explorer → LD57 → Caver
By harmadillo
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 223 | 3.17 | 22 | |
| Fun | 229 | 2.95 | 22 | |
| Innovation | 96 | 3.55 | 22 | |
| Theme | 43 | 4.09 | 22 | |
| Graphics | 258 | 2.80 | 22 | |
| Audio | 214 | 2.65 | 21 | |
| Humor | 211 | 2.29 | 19 | |
| Mood | 131 | 3.47 | 22 |
I enjoyed it. The game didn't let we go any deeper after 24 layers, but I don't know if that's an intentional feature or not. Either way, good job!
Impressive mood-setting with just writing and simple drawings! Very nice!
Maybe I am dumb, but I found the control scheme very confusing and a bit tedious, having to click on tiles then either explore or move, yet I never saw a situation where both options were available. A simple arrow key movement would have been more enjoyable for me.
@zettasimp The 24 layers is intentional but completely arbitrary.
@kroltan It's not you, the controls are a bit tedious. Originally there was a search option too but I didn't flesh it out in time. With 3 options the buttons didn't feel as unnecessary(still not great).
The text-based descriptions are really charming to me, I dig the vibes. The gameplay is simple but it feels surprisingly immersive! I'm also always happy to see another Godot game - good work!
Very interesting idea, pretty ambitious for a jam from a coding perspective. I thought your art did well to support it too! I wasn't sure if there was a way to win? I explored a whole lot, made it all the way down, and eventually ran out of light. Cool game though, great concept and it worked without any bugs as far as I could tell. Great entry!
A nice little mostly-text-based adventure. As others mention, the controls could be improved.
I like the mix of sketches and text descriptions per area. It's really a nice experience.
The select a tile+click an action is a nice control scheme for this kind of game, though I agree that as-is both actions can be handled by arrows. With search, it would have been great.
I didn't feel that I had much agency, so the game felt very random. It was enjoyable to see what was down the tunnel. It felt less like a game, and more like a non-linear story.
A bug for you: the heading for "ropes" is "torchs".
I do like this concept it's quite unique! And having a procedural generation is very neat, specially in a COMPO! I do agree with @axlplosion that the text descriptions are really elevate this concept, but i am also not sure if its possible to win like @floppynub mentioned. I feel possible goals could be just to reach the deepest level (and perhaps go into new run) or find and retrieve something to the surface While i don't get confused by control scene like @kroltan i do agree that keys would be slightly better, but current t control scheme don’t detract from this COMPO game for me personally. What i am not a fun is music, but it's very easy to turn it (Thanks for settings) off in the setting and listen to something that i find more moody. And i also feel that balance is a bit off, too much rope and not enough torches.results1.png
Neat, I made it all the way down to the final level on my third attempt! I got super lucky and was able to find a ton of torches and tanked all the bear and scorpion attacks.
Very cool game! I like how every movement is a decision and how you're juggling all your resources, torches, health, ropes. I was always on edge trying to make sure I'm not running out, I had to take some nailbiting decisions ("Yes, 4% chance MIGHT sound bad at first glance, but it doesn't say impossible AND it will save a torch!" - final statement before disaster strikes). Had lots of fun and a great time with this game, I was really getting immersed while trying to find a way through the caverns. Great job, very well done!
@floppynub There is no win condition. I did think about it but never go around to adding anything.
@pincushion Fixed the rope label. Don't know how I didn't spot that.
@mod-wiz The procedural generation I found relatively easy. I struggled with thinking up different description of caves and features/events to put in them.
cool to see some dungeon diving (or close enough). I'd love some quality-of-life upgrades like keyboard controls to go through text boxes quicker and make gameplay actions without the mouse. Love me some proc gen.
screen.png Curious exploration proc-generated game. I managed to get to the bottom, now I'm heading to the exit. I guess there is nothing to look for, just visit some rooms with descriptions of ancient mysteries.
Its very fun!.
This was a nice trip, I liked the atmosphere. A bit confused that there was no real win condition, thought there would be something at the end of the cave, but I liked the whole concept. Only real downside is that the graphics were a bit simple and the depictions quickly repetitive.
Nice little game you made there. I really liked the icons for the stats on the right. Keep up the good work!
I liked this! I made it to the bottom and was a bit sad to find nothing there. This feels like the basis for a really cool exploration + storytelling game, and it's a lot done for a compo game! I found that the torches maybe got stuck and stopped updating? Or maybe I just had way more than I thought, but I ended with a ton of every resource. Anyway, good work!
Although a bit hard and repetitive, it is a good game. Needs a lot of polishing though.