tasakasama 2026-10-19 16:02 ♥ 0
It might be a tad complex—I can’t quite make out the theme. but it’s an interesting concept; well done!
Foon → Ludum Dare Explorer → LD60 → Plug and Pray
🤖 AI-Assisted
| Percentile | ||||||
|---|---|---|---|---|---|---|
| Category | Rank | Score | Count | LD60 | Ever | |
| Overall | 15 | |||||
| Fun | 15 | |||||
| Innovation | 15 | |||||
| Theme | 15 | |||||
| Humor | 14 | |||||
| Mood | 15 | |||||
It might be a tad complex—I can’t quite make out the theme. but it’s an interesting concept; well done!
Wow, this is really complete! It's amazing how much content you did in 48 hours! I preferred staying on the map for most of the game. Is that normal? Did I miss a good eye? Really cool game!
Nice and moody, but a lot to take in. I'm amazed that you did this in 48 hours. I cannot understand how that's even possible. Really nicely done!
There's a lot of depth and plenty of objects, and the graphics are amazing and match the game really well.
I have absolutely no idea what’s going on :) There are so many controls, I’m completely lost. But seriously, great job! I have no clue how you managed to make all of this in just two days. Massive respect!
Cool idea with switching between map view and 3D gameplay.
It was a lot to take in at first, I didn't know what I was supposed to do until I played for like 45 min. It would be nice if you had a tutorial and made the first floor super simple. When I first opened the game, all I saw was the console, but I didn't know what to do, so I just clicked things for like 10 minutes until something happened and I could move around. The game itself looks really fun, but I still haven't figured out what to do. I made it to the 3d part of the game, but it was a little confusing. I got killed by the 1st floor protector thing and then stopped playing there. If you can make/do make a tutorial, I would have a blast with this game! The graphics and the game idea was really cool. It is astonishing that you made this in 48 hours, even if you used AI for some of it.
Making the map and fps view something you have to juggle along with weapons and armor is clever, and not something I've seen before.
A bunch of thoughts in no particular order:
I think there are way too many items in the game for what it is, many of which have highly overlapping capabilities. For example there were like 7 or 8 camera modules I think, most of which became roughly equivalent once upgraded. You can try to collect modules and equip them whenever they're useful but then you run into 4-inventory slot limit (although there's a bug where you can just ignore the inventory limit that I was happy to exploit).
The difficulty curve jumps up dramatically for the boss in the ossuary (hollow saint IIRC), whose bullets are way larger than they appear to be in the first-person view. I died fairly quickly to it on my first go despite being told that I was well prepared. On my second go, beating it felt like it took ages, most of the time spent hiding behind the pillars.
I had to give up in the furnace area because every time I took damage the hurt animation would get stuck in a loop and tank the framerate to the point of making the game unplayable.
I never figured out how to harvest the "veins" or access secret areas. I got a pickaxe at one point that didn't appear to do anything.
The UI has a major issue with information overload (with most of the text having a noticeable AI voice). This isn't the first heavily ai-generated game I've seen with this problem. Is putting text all over everything a claude-ism or something?
Such a cool idea! The fact that your entire view of the game world depends on your own modules and equipment is super fun! A really neat and innovative concept!
You can definitely see some inspiration from MMORPGs, but there's so much more to it! It fits the theme perfectly, too.
I don't quite understand the combat mechanics yet, but that didn't stop me from having fun! Great job!
Really interesting entry, I like it when things are not clearly explained and you need to trial-and-error your way out. But there might have been too much info on the UI from the beginning, and the role of the console/verbs was not clear to me at first. I wonder if the console doesn't add an extra complexity level that might not be necessary? Like having the interface handled all with mouse and keyboard shortcuts could be enough? The game is deep enough already imho. I'll definitely get back to it later with more time on my hands.
Good game! Really liked the old-school command-line style. The gameplay is nicely designed and has a cool retro feel. Great work!