Fire Up! by Pranav Sai Arra 2022-04-21T16:25:49Z ♥ 0
I would much prefer if I could move independently from my shooting - right now I pretty much need to fly towards the enemy (even if only briefly) to shoot them. Good old WSAD and mouse allows for much better maneuvering, which in turn gives more room to make the enemies more challenging.
Other than that, the game is pretty nice, I like how there's a game-clearing goal - I managed to rescue 30 ships on Easy, which I consider to be equivalent of completing the game (as opposed to getting shot down, sucked in by the black hole or running out of time). Speaking of different ways to end the game, it would be nice if the game end message differentiated between causes of ending, with rescue ending presumably being the best one. Other than that, maybe being able to detect some nearby distress signal (maybe even jammed by enemy signals) would help too, so that the player doesn't look for allies to rescue completely blindly. ^^
(on a side note, after a while I noticed that enemies stopped coming after me; is it because they started spawning near the black hole, or what?)
LD57 — Depths (6)
Search The Depths by KielanT 2025-04-25T06:06:44Z ♥ 1
The game has some foundation of a launcher upgrade game, but misses some key aspects that make this kind of game fun. Two things that stand out to me. First, the launch sequence doesn't affect how well I will perform in the given run (because I will get similar collectibles no matter where I begin the descent). Second, there is little mid-term benefit to diving deeper aside from bragging rights, because I don't get any upgrade money for getting further, and after a while collectibles disappear; that's in contrast with usual launcher games where items get denser or more valuable the further you reach.
Also, it would be nice to get a greater variety of upgrades, though to warrant these tweaking the game elements might need to be done first; at the moment, aside from collectibles magnets and maybe improved horizontal and descent speed I can't think of something that would improve the loop as-is. Though getting these upgrades would be nice too. Also, I'd prefer if there was some shared currency, or maybe varied prices for varied upgrades; currently, fuel is the rarest collectible by far, and getting 5 units of fuel was consistently the blocker here. Though I acknowledge time constraints might have gotten in a way.
I might have eventually reached the bottom? Or at least, around what seemed like 10k kilometers, I got to a brighter background without any text and my "return to ship" button got disabled? Does it mean I win? I did try leaving the submarine on freefall to see what happens when I reach Mariana Trench depth, so I guess that's what happens?
There is nice little base here but the entry could use some design bits from launcher games. ^^'
Sea Devil by Tom3y 2025-04-24T20:43:38Z ♥ 1
That was a cute little entry, and I found out what was that Tenerife incident too. Some people won't stay still and keep climbing up the highest mountains, no matter how hostile the environment is; maybe a similar instinct played part there, too...?
The art was pretty lovely; my main complaint is that the blue text would be pretty hard to read on the sea's background, even more so as the fish reaches shallower and shallower levels. ^^'
Agreed that having more creatures in place of lights would be a good addition - clearly, some of the text came from other sea dwellers rather than just the fish itself - but I understand the time constraints. ^^'
Towards the Light by MikeMikeMakes 2025-04-24T20:30:02Z ♥ 2
Took me a bit to figure out, but eventually reached the end. A non-negligible portion of time was spent looking for another secret passage that opened up somewhere, when all I needed was to drop down from the final platform for once. ^^' The game would have benefitted a lot from mouse camera controls, keyboard-controlled camera felt quite clunky.
I really liked the artstyle here. I appreciate that the artist didn't spare polygons on those trees! I would have liked to see more of this landscape, there's this whimsical, dream-like charm to it. ^^
Abyss Prison by EpicGameFan 2025-04-23T19:04:06Z ♥ 1
It's nice to have a game that isn't about digging or diving for a change. ^^
It was an enjoyable point-and-click platformer (even if pointing was keyboard-controlled). I solved all the puzzles, though the fridge one I sort of brute-forced. The runic arithmetic felt odd at first, with different symbols involved in the operation than the ones shown on the blackboard. But once I realised the symbols on the safe are arranged in a plainest way possible, it all clicked together!
I really liked the mood here - intriguing, not too relaxed but not oppressive either. The audiovisuals were pretty nice too, I just wish the itch.io page didn't have the promotional GIF constantly moving in my peripheral vision.
Well done, that was a fun adventure! ^^
Flatline by Empyreans 2025-04-18T10:44:25Z ♥ 3
I played the Jam version; some of the feedback might be outdated by now.
The game is quite difficult, which on its own isn't necessarily a bad thing; however, the restarts are too slow for a game designed around many short attempts. The game also has the puzzle aspect to it where you need to figure out the order of operations. Often I found myself knowing how to complete the level, but then struggling to actually execute it. The small goal and narrow passages didn't help, neither did moving pieces later on. Also, I wish paddles consistently just bounced the orb like a mirror, without any Pong-style shift near the edges - if I'm not mistaken, beyond level 1 hitting the paddle for a plain reflection is generally preferable. If level design demands non-plain paddles behaviour, it might be better to incorporate by splitting the paddle into a few segments, each with own explicit rotation.
The level voiceovers caused me a great deal of frustration - I don't like hearing a distressed Debbie Downer every several tries, when I already feel bad enough about missing some or other timing. As early as level 2 I kinda wanted the voice to shut up, and that's before dialogue went from "help" to "actually there's no way you can help me". I understand one can be overcome with plenty negative thoughts in an emergency situation, but would it hurt to be a little more hopeful for the last few levels at least? He didn't even say thanks in the end, the last words in the game were "you are already dead" (as in, the person helping...?), how rude!
Overall, I think this game would have benefitted from a more pronounced structure, with rise in tension throughout the first part as professional help has yet to arrive. The climax would be applying an invasive but effective method and then last few levels would have decreased tension as things finally stabilise. I think such a structure is hinted at through level design, but not through audiovisuals. Things getting darker towards the lowest point and music getting more tense and ominous, only for these to turn around towards the end would sell the dynamic better, I think. Admittedly, dynamic music might be hard to pull off in a jam timeframe. That said, I'd prefer it to have more sense of urgency at least; at the moment the soundtrack feels a bit too chill for the situation. I'd happily trade all the voiceline instances past the first one for more urgent music. ;)
More on the implied structure - the patient's dialogue gets consistently more downer while the helper's dialogue gets more hopeful, which also creates a disconnect; again, panic and harshness is understandable in a critical situation, but it would be nice to get at least some relief/hope in the last "stabilisation" levels. When it comes to the helper, it would be nice if her voice gave away hints of panic too, especially when help has yet to arrive while things are getting worse. Currently, she sounds really calm and collected, almost as if she's not human given the circumstances. It might be just me, but I feel a dialogue between a panicked patient and trying-to-be-calm-but-also-shaken helper could make for some pretty fun dynamic, making both more sympathetic. ^^
Despite my extensive criticism I think the game played and looked mostly fine, though I admit towards the last few levels I wished it would just end. ^^' I think having more urgent-sounding music and a dialogue more nuanced than one-sided pessimism and one-sided hope would benefit the game a lot. Adding shorter respawn times and wider error margin here and there would make this near-perfect. ^^
Drill Down, Dog! by Mavvy 2025-04-16T18:43:07Z ♥ 1
The game is broken. You can only purchase health in shop, and you can't get pizza.
Would be nice to give the player a "you win!" condition, especially since getting money for the pizza is the whole point of this journey. Could also make for an interesting decision, whether to keep racking up the gold at the risk of losing the game, or to get some expensive health or win with the score you have.
Another potential way to make the game more interesting would be getting a clear bonus for collecting all money and getting rid of all enemies (increasing with depth, e.g. 10 gold for each 100 meters), though admittedly this one can get tricky when a small movement can get you to the other side when you aim for the laser enemy.
Other than that, the game played, looked and sounded pretty nicely. ^^