Captain Peggles: That Man's Chest by Sheepolution 2025-04-08T23:02:47Z
Such a cool idea! Graphics and music both resulted in a nice mood! Were the maps made during development or are they updated live by other players?
Foon → Ludum Dare Explorer → Users → 510
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | đ„ | Supergalactic Trash Collector | jam | 46 | 4.13 | 4.16 | 3.62 | 4.30 | 4.28 | 4.13 | 3.96 | 4.09 |
| 2025 | 57 | Depths | đ„ | Kind of deep waters | jam | 315 | 3.70 | 3.61 | 2.93 | 4.33 | 3.66 | 3.42 | 2.61 | 3.54 |
Such a cool idea! Graphics and music both resulted in a nice mood! Were the maps made during development or are they updated live by other players?
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).
I really liked the graphics, especially the color palette! I was able to buy all upgrades and reach 10000 m. Is there an ending ? The idea of deep diving and collecting samples was pretty cool.
Is there a way to go back to the upgrades without dying ? At some point, I really wanted to spend my money and it was actually difficult to get myself killed (especially after you upgraded some armor).
The concept is interesting, but it still requires some work on the balancing imo. On one hand, the very first enemies you encounter are pretty much unavoidable and unkillable with your starting gear, which is kind of frustrating. On the other hand, the sub is pretty tanky and there are tons of health everywhere. All in all, it balances itself, but you can almost ignore all enemies, which makes encounters kind of insignificant. It would've been more interesting to have way weaker enemies near the surface (that can be killed in one shot, and move a bit slower), but drastically increase their damage. In the current state, it was way too easy and I got kind of bored.
The controls are kind of unusual, but you get used to them after a while. Why do we have to hold RMB though? It would be way more comfortable to just look wherever you point your mouse cursor. My hand was getting sore after holding RMB all game =) It would be useful to have a reverse gear as well.
Some upgrades for the light could be great too. Relying on spamming the sonar is kind of tedious.
Anyway, I enjoyed the atmosphere and I kind of played it as a peaceful exploration game =)
I got jumped by a gang of angry large dudes =(
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Pretty ambitious to make a 3D game as a solo dev! The graphics have a "Lego" vibe, pretty cool =)
What are the crystals for? I thought maybe you could heal?
On a side note, I don't know if I'm the only one, but the game was reaaally stuttering (and no, I'm not running it on a potato haha). It would be great to have a way to tone down the VFX, maybe it would help?
@pickens-inc my bad for not reading the instructions carefully enough =)
Btw, I tried again on a more powerful computer and it was way more enjoyable! Timing these parries is really hard though haha
Love the art style! Using sound as a gameplay mechanic is pretty cool and not seen very often.
This might be the most beautiful game in the jam! Very captivating atmosphere.
However, I don't know if I discovered all features, but I got bored quite fast. I guess you guys were too greedy haha! With that amount of polish, it's no surprise that things had to get cut. This game will be insane if you keep working on it. All it needs is some more content and cool gameplay mechanics and it will be top tier!
This was a tough one! I found the first core quite easily, but it took me quite a while to find the two others. I almost died multiple times (I had to throw some happy memories on the ground to save myself). In the end, it becomes really hard as happy memories get really scarce.
I usually like games that don't lead you by the hand, but here I would've preferred a bit more instructions.
What are the angry memories for ? I tried to throw them on the ground or at enemies, but they didn't seem to do anything. So, I basically ignored them all game.
I was kind of disappointed by the ending, but hey we know how it is when you only have 72h =)
All in all, it was a very interesting take on the theme and the path building was kind of innovative.
Suggestions for future dev: - Increase respawn rate of happy memories (if they even respawn?). Or maybe find a way to generate them. As they're consumables (unlike sad memories that provide something permanent), you really need to be able to find new ones. - Maybe use the angry memories to be able to fight enemies ? By the way, the enemies seem a bit passive, but I won't complain as I wouldn't have been able to finish the game otherwise. - Slightly increase lighting. It was really hard to see anything and it was kind of painful to navigate. For example, you can't really tell if orbs are hidden by terrain or if you've reached the edge of the map.
Really atmospheric and almost had a heart attack, well played =)
I can't believe I played this until the end... Well played!
The movement upgrades were oddly satisfying, just moving around so fast was great. The level design is pretty clever, fully utilizing the movement speed. This is the first game of the jam that I play that takes the humor aspect very seriously, so have my upvote! And there is even attention to the details as I had to use the "unstuck" button while derping with the skateboard.
Cool little game. It becomes quite challenging when it gets faster.
Is it just me or the shovel sound should be the pickaxe sound and vice versa? (idk I feel like the shovel one "hits harder" haha).
There should be a reward for players who clear consecutive blocks. It's a bit too easy to wait it out and there's no disadvantage to do it ;)
Very addictive! The feedback in sync with the music is really satisfying! It felt like a Dig Dug mixed with Crypt of the Necrodancer. Apart from the fact that it is quite short, the game does not look like it was made for a game jam due to the level of polish! Good job!
@fullbuff
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Well, that was really creepy! Nice take on the theme and cool pixel art. I would've loved to learn even more about the story.
I somehow got stuck for more than an hour on the restaurant one (the rest was pretty straightforward). I don't know if I'm crazy, but I'm pretty sure I entered the correct password as my first guess under different variations and failed. I then went into over-complicated combinations of words and clues (I even Googled some keywords and ended up reading about women beauty products, fearing it was something I didn't know not being a native English speaker xD). After looking for help in the comments, I went back to my first idea and it somehow worked when I entered different variations.
So, if anyone is reading this, do not use the space character in passwords. (I don't know about capitalization)
Anyway, good job! solid entry for the jam =)
I got 404 error while trying to play the game too =(
Pretty cool idea to combine a "progression" game with the minesweeper!
The "half" count for diagonals is a nice touch that definitely gives more info than in the original minesweeper and thus, eliminates some reliance on luck (even though sometimes, it is inevitable).
Maybe a kind of limited consumable ability/effect that you could use to pass those situations where you're forced to make a guess could make it less unfair ?
As I've had to restart multiple times, I would've enjoyed the automatic spread on empty tiles (like in minesweeper) to speed up the grind!
Would've also enjoyed a bit of music while thinking =)
I'm usually not a fan of racing games, but it was kind of cool! I do have skill issues though, so I haven't been able to find that sweet spot where you keep improving and start beating all levels haha!
I like the tile set and the level design is pretty interesting! The fact that the track branches to different levels is a nice touch. If I understand correctly, these are user-made levels that are "patchworked" together procedurally? It works well!
Here are a few suggestions: * Reduce turn sensitivity. I found myself often "tip-tapping" instead of "long-pressing" the buttons, which would feel more like drifting. * Change the collision of the left/right level transitions. It felt a bit unintuitive to have the "sideways" stairs obstacles whereas everything else is top-down. (I know it needs the visual effect of going down, but there should be a way to design it without impacting gameplay)
I liked the pixel art graphics!
The fact that you can pick "negative upgrades" to gain money is a nice touch. They don't seem really worth it though =)
The dashing ability was kind of useless to me. Maybe in the future if you add some "barrage" attacks, it might be useful, otherwise you'd just dodge them by moving. Also, it felt like you couldn't dash through some projectiles?
Movement speed seems to be very important in this kind of game. I think reducing the base speed and adding some movement upgrades could make it a bit more challenging (and would also force the player to rely on dashing).
@pythorogus Ty! Yes, we ourselves didn't expect to be able to do so much.
We thought about the level continuation thing, but we were lacking additional tilesets/enemies (that had to be cut off) to have some kind of variation as you go deeper. So, restarting from the surface seemed a bit more refreshing. Also, it made more sense to be able to buy upgrades if you leave the trench =)
@franco-kikkas Haha! When our music composer tested the game, he told us he was convinced some fishes had "sudden targeted homing attacks". I also had this feeling, but nah... fishes just mind their own business xD
@xpoho Haha! Yes, there's a guaranteed path going down, but the map outside the path is a "random" noise that is not guaranteed to connect to the main path, so you can basically have enclosed areas with treasures that are just there to taunt you =)
Thanks for the feedbacks!
@christian-zommerfelds I can understand that a purist would not call it true pixel art haha! We actually had dithering in the air bar gradient at some point and it didn't look that great. With the darkening background, the particles, the shaders and the reliance on lighting, limiting the number of colors should've been a conscious and very early artistic decision and it would've been really tricky to achieve as a whole. Anyway, the game isn't really lowres enough to look great this way imo. The more "modern" approach looked quite nice to us (and maybe implied less work haha).
@lizz We actually implemented air loss out of water, because you could easily strand yourself and get stuck (it was also pretty fun to do with a mine haha!). So, we needed an easy way to end the game in that case. We didn't expect players to want to go back for air =)
This was really challenging! I managed to score 104. Is the game truly "endless" ?
The spiky things were my worst enemies. Maybe if the music had beats in sync with them, it would help people like me haha
My main frustration was that your character has instant tile based movement, but not the enemies. So, I would often die by hitting the enemies' back (because I didn't wait long enough for them to completely leave their tile while following them).
Non, c'est pas le dernier commentaire les gars! J'ai bien aimé votre jeu, il est clean et fun, mais je n'ai pas réussi à le finir :( (il faut préciser que j'ai joué sur smartphone). @fullbuff est arrivé au boss final, mais il a été trop mauvais pour l'achever... Votre jeu est un bon exemple qui démontre que la simplicité et la qualité priment sur le contenu superflu et la précipitation dans l'exécution.
PS : fullbuff ment, je suis allé bien plus loin que le deuxiÚme écran...
Reminds me of good ol' Doodle jump =) Pixel art graphics were pretty good! The reverse approach on the depth is kind of cheap, but I'll allow it haha!
I'm not sure I'm getting the point of the orange/red platforms, are they just there to try to screw you by making you forget you can't use them? In that case, that's cruel :smile:!
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Interesting mood, visuals and audio! The rules were simple enough to be understood quickly, but complex enough to be interesting. Had a good laugh at the "my eyes are up here", but you can't even look her in the eyes xD
My only complaints (most were already mentioned): * The text was too fast and can be covered by her hands. I had to restart twice to understand everything =) * I got stuck after ending a game. I didn't know who won and I couldn't play a single card on the second game. * I managed to somehow "lock" my field of view as my mouse pointer was already at a screen edge and couldn't scroll further
I came here for the art style (pretty neat!) and I was able to enjoy a short play! Good job on the level design as well.
That's the kind of mini-games I like in a jam. Endless possible improvements in the future ;)
Damn, that was hard! I managed to complete the game, but I'm still not sure what all the cards do. I also managed to break the whole world, but still lose haha!
I enjoyed the playful "mario-like" mood =)
Here are some suggestions : * As others have pointed out, it would've been great to have a description of the effects somewhere (a brief message upon pickup, or at least a reference on the game page). * The timer is really unforgiving. There's no time to build a deck! A pause feature when swapping cards would've been great. * The compass direction was really unintuitive to me. Maybe use a simple arrow or a compass needle to show the direction?
This was interesting and quite challenging! I got scammed by buying the large altar and found out half my souls were wasted to something I didn't need so I ended up not using it =)
On a side note, I think the UI could be a bit bigger. The text was quite small even if half the screen was available.
Nice game!
@nexyisan @chuckeles Sorry! We were experimenting with Wwise and didn't plan the release accordingly (which was more problematic than anticipated).
@aquanim We discussed the possibility of having abilities/upgrades, but it was part of the features we had to cut off. We thought it was more engaging to focus on a short and fun experience for the jam instead of going for the grinding kind of game. Upgrades could definitely be part of the game if it was bigger though, so good point =)
@BlueDandelion Thank you! Yes, the last level is definitely tough! (even I had some trouble completing it) We opted for a fun and easy experience for everyone, but still wanted to offer some challenge for players that crave for it, so we made an extra hard fifth level. The minimap was planned, but as we made tiny levels except for the last one, we felt like it wasn't really an essential feature (and thus it got left aside for more important features).
@good-enough Thanks! Your points are valid. Controller support was quickly added near the end (not a lot of testing implied) and we also thought that rotation needed some kind of acceleration. However, we tested the ship without friction and we found it harder to control, so we had to add some (and you know, we had a truck, floating traffic cones and sound in space, so we didn't really care about realism haha!).
Of course I started without reading the instructions and I was wondering why my score was 0 =)
Afterwards, I got pretty good at it. The trick is to be very careful when the relic type changes and be quick at dodging it!
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I think the graphics were cute!
It would've been great if the items actually added to your stats and if the inventory was smaller so you'd have to actually make some decisions for your build. Also, I would've played more if the game was longer =) I hope you'll keep working on it, it could be expanded to something great!
That was pretty good! The puzzles were clever. I felt kinda bad throwing almost everything to the ground, not knowing if I messed up =)