pontax 2025-04-08 02:34
nice vampire survivors feel to it. It was a little hard to see the sprites but mechanically worked as intended for the game mechanics. good job.
Foon → Ludum Dare Explorer → LD57 → Depths of Madness
By gold-daniel and Sagan Rayner
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 550 | 3.39 | 46 | |
| Fun | 312 | 3.55 | 46 | |
| Innovation | 787 | 2.58 | 46 | |
| Theme | 821 | 2.52 | 47 | |
| Graphics | 770 | 2.48 | 46 | |
| Humor | 655 | 2.11 | 41 | |
| Mood | 611 | 3.29 | 45 |
nice vampire survivors feel to it. It was a little hard to see the sprites but mechanically worked as intended for the game mechanics. good job.
This was a lot of fun, really like the quick leveling and constant action. The runes on the ground are a great way to keep the player moving. The tentacles on the sides are a great touch too. Backing sound also does a primo job of keeping the tension up. I always appreciate games in a jam that you can figure out what to do and what's going on in like the first 3 seconds and this game does that very well. Great job!
Nice to play) Shooting, as a main feature of the game, can have some splash damage upgrades. And the xp (time to next upgrade) can be visible, like progress bar
good job!
Nice! As a vampire survivors fan this was a nice homage, controls were easy to understand and it was nice to get straight into the game. For future states, it might be nice to see more attacks as well as having the upgrades/ level up menu be a bit longer so it cna be fully read. Great submission!
i loved how the sides slowly multiplied and crept up on your vision as the game progressed it was very cool. well balanced and the music fit very well!
First of all, this borderline madness is awesome. I also really like the gameplay around mana. The Cascade upgrade feels super overpowered — but that’s exactly what makes it so fun to use. I'd love to see an XP bar and maybe some kind of score or goal system added. The game doesn’t quite match the theme, but the core idea is solid and enjoyable overall.
I liked this a lot, I can see lots of work went into the leveling and the challenge curve, I had a tough time, got to 408 points!
Always love things inspired by Lovecraft. Thought the intellect devourer style enemies were a nice touch. The mechanics were pretty simple overall, but able to provide an experience with a bit of a learning curve. I liked the upgrade system except for one very annoying issue - often, while attacking, I'd have the upgrade screen pop up and immediately disappear because I was clicking to attack. After a while, I just tried to be cautious about clicking when my fireball was about to hit an enemy in case that happened, and it was mostly effective. However, it would be preferrable if there was some way to prevent accidents like that. Apart from that, I will say I don't think the game really fit the theme, so I could not rate it high in that category. But otherwise: decent visuals, nice music, simple but engaging gameplay. Would like to see a more expanded edition of this.
Kinda feels like the enemies are having a hard time keeping up with me. Maybe they rubberband after I m gone a certain distance ?
cool game
Very fun. I ended up with 2k points without noticing, ended up playing a lot more than I intended lol. There were some times I misclicked a skill cause I was spam shooting and I guess the animation starts a little early. Cool entry.
Nice survivors-like game
I definitely not see the "how to play" button at first so my first run was... Well... blind. Because I thought I was supposed to get the tentacles to reach me. So yeah I was OP, but couldn't see what was happening x)
The art style is crude but the gameplay is pretty well made, and fun to play. At first the lack of AoE attacks means the squads of little one are difficult to tackle, but it's alright! Nice job!
Perhaps a little timing or input blocker before selecting an augment would be cool, it got better after a few upgrades but I selected my first augments randomly as I was clicking to shoot. Apart from this the ambiance and atmosphere is rich and I found myself playing for a while without realizing it !
Maybe some fancy spells to unlock and do cool AoE could be cool ? I definitely wanted to blow all of those crabs up at once with something big at some point.
Cool stuff !
Nice game, if you add some simple animations, it would be great. Thanks!
love the perk system, the tentacles its pretty cool
Nice game, I like the minimalist graphics. Maybe add some delay when the upgrades show up, because I always accidentally selected one while I was repeatedly pressing the left mouse button.
Had fun with this game, it felt really good when I found the cast speed upgrade. At that point I was quite mad of course but realized that I had forgotten to acquire any mana regen upgrades. Then I saw a shield upgrade but went for mana regen instead and died shortly after. Cheers on a great entry!
Neat entry! I like the madness mechanic and the ability to reduce it with the halo upgrades, makes the player have to think twice about picking up every drop they see. I also quite liked the visual representation of the madness with the tentacles slowly moving in and obstructing vision. It took a bit for me to get the cascading effect, but once I stacked it up it was incredibly satisfying to see a chain of them go off, but I do wish there was a bit more variety in the upgrades. I'd also like to be able to see what upgrades I've got, or at least some sort of pop-up for when I chose the 'two random' ones to see what I rolled (unless I missed it?). I had fun with this either way!
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That was a pretty simple game, but it worked =) Had some strong mana issues in the beginning, but after I got some mana cost reduction upgrades, I could perma-attack.
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Here are a couple suggestions: * It felt kind of unfair that enemies can walk through cars, but you can't. Either remove obstacles completely or implement collisions for enemies. Another solution would be to be facing only flying enemies haha * When designing graphics, make sure the important objects on the scene (for example the player character and enemies) stand out by using strong color contrasts with the background. On the other hand, decorative items must not interfere with the game or catch attention (especially if they're not obstacles). In this case, the parking lines were way too flashy in my opinion (even if they serve no purpose).
Fun mashup of a twin stick with a wave survivor... nicely designed with balanced choices and a variety of behaviors. Nice work!
Pretty fun mechanics!
Got to wave 11 with a score of 284!
Definetly my favorite! Love the art, so cool grass tentacles :D
The game is super cool ! I had a fun time playing it, love the madness mechanics that forces you to choose between perks and vision (I choose to be blind actually hahaha) also there's a lot of different upgrades and the three different ennemies have interesting patterns. Great Job !
cool game! took me a second to understand what the player sprite was because of the dark background, but looks good :)
Cool game! I did find it was very easy to accidentally click immediately through upgrades because I'm typically shooting constantly. That and a few little things, like the madness icons having a hitbox (blocking fireballs).
I thought I got pretty far, but looking at some of the other comments, my 289 score is seemingly not all that impressive. :D I like the tentacle effect! Also, there were two soundtracks playing at once, I think the menu theme + the game soundtrack, which sounded strange, but just added to the madness.
Pretty cool! And a surprising amount of upgrades! Played this for way longer than I expected. I think this could turn into a very worthwhile web game with some adjustments:
- finding ways to make the basic combat a bit more satisfying (which of course is easier said than done :D but I guess more visual + acoustic cues, particles, decals, maybe "recoil") - maybe adding some versatility to the movement (e.g. vaulting over cars, or dash/roll) - I think every(?) level came with a hoard of the weakest enemies (at least for the first 15 levels or so), would be nice to also have some mixed in between without them to change the pacing a bit - speaking of the weak enemies, some randomness in their behavior would be nice to not have them flock together so predictably all the time - a man can dream, but at some point being able to build turrets or traps would be very cool, or having some supportive drone following you around
That being said, I could give somewhat similar advice to my own game. :D
Nice survivors clone. Upgrades feel nice and the pase is good. Next time try to polish the main mechanic (shooting and movement) to be the most satifying thing. Maybe add particles or other cool effects. Without this the game feels a little flat.
Overall i enjojed my time with it but it could be better.