Get to the bottom by jk5000 2025-04-24T14:10:09Z
Pretty neat! I think our train of thought for this jam was incredibly similar :)
Foon → Ludum Dare Explorer → Users → Airgameboys
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | SIRTET | jam | 76 | 4.10 | 4.08 | 4.21 | 3.99 | 3.67 | 3.72 | 2.88 | 3.48 |
Pretty neat! I think our train of thought for this jam was incredibly similar :)
Love it! At first I was also confused, but then I took proper time to read your instructions :)
Somehow it doesn't let me rate the game :/ But it's nice! Reminds me of Super Hexagon
As a long fan of Faster Than Light, I can't but love this game :)
Pretty fun and frustating at once! The implicit tutorial was pretty smooth, only think I missed was a "Space to jump" kind of message, I was assuming it's pressing UP (or there's no jumping) and got stuck there for some time. Might be that I'm too dumb tho, great game!
Solved the entire thing! Very fun twist on normal Sokoban. Also, I stayed sometime going over your vanilla-JS approach, it's very elegant. An interesting idea I thought of while playing: walls that act as wrapping the screen, so that if one row is 4 tiles and the other is 5, you can push it across the entire screen 2-3 times to unsync their relative position
Really cool concept! At first I was a bit puzzled about the mirroring images, but then I could get it with a manual DFS hehe
Would love to see more of it! Stuff like being able to push the stone would open so many more combinations
I don't know how I could play for so long! Congrats!! I don't think I've ever seen that inventory-packing mechanic, with the closest being Factorio's modular armor. When it gets a bit complicated, it'd be great to be able to temporarily have invalid inventories for the time you're swapping.
I installed Wine on my mac just to test it, and because I thought it was like Geometry Wars. Love the title! And the graphics are 🔝🔝
This game is simple yet strangely addictive. I think it's a mix of the effects, increment and sounds. Very rewarding. By the way, both our games have the same vibe gameplay somehow :)
When trying to play it I get this message on itch.io (the embed one doesn't work for me) {7DA6E0F2-B5E7-46FB-9B5E-F2248CC0FDFB}.png
Love the FLAP FLAP FLAP while running, very unique experience. If this doesn't win humor, there's something wrong with this jam!
Deck of many things + Health insurance is the perfect combo to get infinite money :grin: Are you planning on working on it after the jam? The isometric rendering and auto-battler engine are super good fundations. By the way, I have no way of giving you a rating, dunno if that's intended?
Wow!! I don't want to think about how hard coding the rope mechanic has been. Is it a chain of fixed joints with physics? If so, changing them to pulley joints with a veeeery low elasticity would enable new tricks, like using it as a whip to pull yourself slightly up. Great entry, graphics, game... thanks!
Looks like university schedule didn't permitted much :)
The graphic style is pretty original, why did you opt out to the score?
I think the score going up as you jump more is a bit counter-intuitive: ideally you'd want to go up as fast as possible? Thanks for the submission!
It's a good idea, having to work out the angular velocity instead of the typical throttle game. I think it could very much benefit from having keyboard controls, most of my crashes were because of missclicking. Also, the non-permanent upgrades like the steering wheel make collecting stuff rather than moving towards the end a bit unrewarding. But with some balancing it's up for a really great and original game!!
Very original! would love it to have a mouse trap and not needing to hold to move. It reminds me of an old web prank where you had to solve a labyrith like this and then the girl from The Exorcist would suddenly pop on the screen
Your game is happy yet terrifying!
{02FD91D6-4B10-4AD5-A522-D5C1F5271437}.png
This game has a relaxing and stressful feeling at the same time that's very hard to describe, love it. Also, why did you opted out of the Music category? The sfx for the stone and mining is super good
Very nice idea! It reminded me of good ol' Ultimate Assassin 2, pic for reference here: {FDBAA4A1-8521-41D0-A296-9BB8B909BE9A}.png
I'm sure the collision with tilted walls with sliding was one of the complicated parts. If you ever want to add line of vision, this is my go-to tutorial everytime I have to: https://www.redblobgames.com/articles/visibility/
@oxnh thanks! It takes some time to master, even for us that made it 🙈
@rinevard thanks! the mechanic takes some time to click while playing. Passed that point it gets more addictive
@daandruff it was like that originally! The problem is that, because you can slide pieces from the side and skip the first row(s), there's more than one way of placing the same piece with the same rotation in the same column (hope that's not too confusing to explain).
@caeonosphere you're hitting the nail in the head. That's been our same experience even after the jam. I think part of the mindset is similar to tetris: rotating things in your head, keeping an eye on the next piece... and interestingly the tetris stick is equally a saver here
But the overall gameplay is completely different. Congrats on the 26 meters!! As a tip, you can use the secondary button (X in the keyboard) to save one piece in the Hold corner, and use X again to swap it with the current one. The fact that you reached 26 meters without using it is quite impressive 👏
@caeonosphere that was actually the initial version of it! We had to decide between (a) allowing disconnected tetrominos, (b) not allowing any disconnection or (c) adding also 3, 2 and 1 sized pieces to make every size possible. We discarded (a) because it was too confusing for the new players (even the current way is a bit confusing at first) and (c) because it made the game progress too slow. But probably some nice tutorial would do the trick. Thanks for the detailed feedback!
@meskaline Thanks!!
@platonenko It can be a bit confusing at first, but that's basically how all Pico-8 games handle controls: the square and X are the two main Pico-8 buttons, which map to Z and X on keyboard, to the main buttons on gamepad, or to those touchscreen icons on mobile devices
@ everyone else: thanks so much for the kind words!! I think of the gameplay of this game as a happy accident. We first had the idea, then added the disconnection constraint while testing out, and it was magically a fully fledged emergent game experience!
@aweskybear thanks for the review! if that was the case, the game would be effectively infinite, you'd only have to place it wherever it's higher