(o o) by zimonitrome 2024-10-09T02:20:25Z ♥ 1
Really creative implementation! I'm sure it won't last long but I got a decent place on the leaderboard!
Screenshot 2024-10-08 191818.png
I thought the difficulty ramped up at a really nice pace. Great work!
LD57 — Depths (31)
harvest the valley :) by chloew 2025-04-13T01:09:20Z ♥ 1
"Everything is perfect" what a lovely ending haha!
I really liked how each day the text got just a little bit more uncanny. After the second day, I had a suspicion that there was going to be some kind of twist. As soon as I got the "dig me up" message, the realization hit me, and I was blown away at how brilliant of a twist that was.
You also just _really_ nailed the Stardew Valley look, well done!
I played through it twice but think I got the same ending both times, would love it if you could upload a "spoiler" text file for how to get all the endings!
. by protzz 2025-04-13T00:32:38Z ♥ 7
@protzz please upload your source code, I think a lot of us would love to see how you pulled this off!
Hole Punch by Michael Parrish 2025-04-11T03:14:03Z ♥ 1
Beautifully simple and funny! It's amazing how much the audio, animation timing, and camerawork really punch up the humor.
I tried over and over again to get to 60m, but I don't think I'd be able to do any better without just getting really lucky with the random letters.
Screenshot from 2025-04-10 20-12-48.png
Great work!
Ribux - Spelunker delux by daandruff 2025-04-11T03:07:11Z ♥ 1
Phew! That took me quite a long time, but I finally got it!
Screenshot from 2025-04-10 19-58-30.png
After I got past the second level, I realized I needed to use the glow sticks liberally, and be a little more stingy with the shovels. Whenever I died it was frustrating, but not because it felt unfair, rather because I realized I had been rushing too much. This was very much a "slow and steady wins the race" kind of game.
Your art style is gorgeous. The 3-color palette looked beautiful, and I love the dithered pattern for the blocks at the edge of your vision.
Usually I like to leave a bit of constructive feedback, but I honestly can't think of anything that this game needed more of or less of. Really well done!
Captain Death by Sarah 2025-04-11T02:04:40Z ♥ 2
The intro itself was already great before I even started playing!
I was _really_ confused at the controls. When I was casting my line, I thought it was showing me a preview of the direction the line was going to be cast. By accident, I hit a fish, and then it clicked. Perhaps if you included a GIF of that in your description and/or itch page, it would be a little easier to parse than the text instructions.
Once I figured out that I could catch multiple fish at one time, I spent more time than I should trying to get a huge chain of fish in one cast. Making a huge zig-zag shape with 10 segments, and then scoring tons of points after reeling it in felt really nice. Although the shark was my proudest catch, the swordfish was my favorite design!
Art-wise, the cool icy color palette was super pleasant, and the contrast-y orange sky above is a nice touch.
The cherry on top was all the Mario references as treasures! I have a feeling you'll enjoy my game - check it out if you get a chance!
Overall, great work!
(Also I didn't know that I could win at vacation, but I'm here for it!) Screenshot from 2025-04-10 19-03-13.png
Depth of Field by Gao Ming 2025-04-09T04:29:43Z ♥ 0
So cute, so clever! First game I've given 5 stars across the board so far. The audio and UI animations were so juicy that it felt really good to play, despite being very simple. I actually laughed out loud when she turned into a ghost!
"Depth of field?" is a question I asked during my brainstorming phase but couldn't come up with a game concept, I'm so glad to see someone do it, and to do it so well!
Hadal by ColeSlaughter 2025-04-09T04:22:01Z ♥ 4
Keyboaaard cowboys! What a fun intro 😄
This was really awesome. You managed to make a platformer without a "jump" button, and that alone is impressive. You also managed to keep the game challenging and fresh by introducing new mechanics at just the right intervals (spinning blocks, resizing blocks). The water effect was nicely polished and the music was really good!
If I had to nit-pick to find an area for improvement, the only thing it was really lacking was controller support, but that's just a personal preference.
If you kept working on this to expand it into a full game, I would definitely play it! Outstanding work.
I did horribly on the leaderboard, but I still had a lot of fun!
Screenshot 2025-04-08 212150.png
GUTS! by Jack12342 2025-04-09T04:10:49Z ♥ 2
I was worried that this might be a little too gross for me, but after seeing the GIF of the sushi I just had to try it out! Here's my experience:
- This gold tooth is hilarious. - Why the heck did this guy swallow so many bottle caps? - I don't know what this fluid is shooting across the tunnel as I slide down, but I'm not the least bit surprised that this guy has holes in his GI tract. - Tapeworm?! - Uh oh, don't go towards the light!
The slide parts were my favorite, although a bit more control over the character would have been nice. It got frustrating on the last part knowing what I needed to do, but being unable to execute the proper jump or slide to avoid the last obstacle - I think I overcame it by sheer luck than anything else.
Overall, a very funny game, and a good theme interpretation. I love the heavy lean into absurdity!
Pushing Forward by KeithSwanger 2025-04-09T03:57:44Z ♥ 1
Very clever idea! The concept clicked right away as soon as I saw the colored enemies and the buttons. About halfway through when the different colored bars started shrinking to 2 or 1 segments it became a lot of fun trying to figure out the route I needed to take in order to survive the level.
I do think that the pacing could use some work. I died on the very last level and starting all the way over didn't feel enjoyable.
A little bit of variety could have _really_ put this over the finish line. Perhaps as the adventurer went to new levels and faced new challenges, new obstacles could pop up for the therapist. That would introduce some challenges as previously-traversed paths would become more dangerous or impossible, requiring you to navigate a different way.
Great work! I think you have a solid concept here that could be iterated on and polished up for a really cool post-jam project!
Sub-mersed by Aynu 2025-04-09T01:28:13Z ♥ 2
For your first game jam ever, especially after just 1 month of learning pygame, you should feel very proud to have a finished product. That's a big step to take!
As a fellow Python dev, I'll give you some advice on distributing your game. You need to build an executable or most people are not going to bother trying to play your game. I recommend [PyInstaller](https://pyinstaller.org/en/stable/). DaFluffyPotato has a good video that explains the process specifically for pygame: [Making an Executable from a Pygame Game (PyInstaller)](https://www.youtube.com/watch?v=lTxaran0Cig)
Looking at your project folder, I'm also taking a guess that you are not familiar with virtual environments or the `requirements.txt` convention for specifying dependencies. This is useful for maintaining a consistent development environment, and also sort of helps solve the distribution problem (although anyone who isn't familiar with Python development won't get any use out of this). This is a great place to start learning about that: [Install packages in a virtual environment using pip and venv](https://packaging.python.org/en/latest/guides/installing-using-pip-and-virtual-environments/)
Good job and best of luck on your gamedev journey!
Antz vs Plantz by Blue Pin Studio 2025-04-08T05:10:02Z ♥ 3
So clever to combine pachinko and tower defense! I thought I was doing pretty good but got destroyed on level 10. Unfortunately I was clicking to try to collect a coin and skipped right past the end game screen to check my score!
I made some pretty bad early game decisions because I thought the board was going to get cleared for the next level. Of course, revealing the earth below was much more thematic, but it would have been nice to be able to re-plant over top of existing nodes. I think in particular the area of effect plants would have done well near the top, instead of the 4 layers of sunflowers that I ended up with.
Good work!
Dig to the Earth's Core by kirsybuu 2025-04-08T04:21:07Z ♥ 1
Okay, dang, you weren't joking about the gigantic numbers! After letting it run for quite a bit longer than I needed to, I ended up here:
Screenshot 2025-04-07 211938.png
Although it was a simple game, the joy of seeing the numbers grow exponentially and the drilling machine wiggling at an insane pace was fun to watch.
Unearth by Milestone Games 2025-04-08T04:16:49Z ♥ 2
Great music and artwork! I've already played so many games about digging down, it was a nice change of pace to dig upwards. Unfortunately RIGHT before I got to the top (like 5 blocks away), the game ended up freezing.
Yet Another Game About Digging A Hole by AploveStudio 2025-04-08T03:45:39Z ♥ 1
I'm so glad I stuck with it, thank you for making this! 2 questions if you don't mind me asking:
1. How did you achieve the digging effect? I dug quite a deep hole but never ran into performance issues. 2. I got to a point where I strongly believed was the end, and that there were no hidden secrets. Earlier in the game I realized you could right-click to add dirt, but it was kind of slow progress. Was it possible to climb up at that point?
Dive into the Hive Mind by BalimaarTheBassFish 2025-04-08T03:21:00Z ♥ 3
The artwork was nice; I enjoyed the fleshy organic look of the walls. Even the death animation had a lot of polish to it (and yeah... I saw that animation many times).
I was trying to kill all of the bugs, and several times ran out of ammo during the boss fight. It seems that ammo dropping is random, and sometimes you get less ammo back than you spend. I tried conserving bullets by using the melee attack, but I don't think I understood how to do it right, because it almost always got me killed immediately. I eventually won by getting a lucky run where I avoided shooting as much as possible. And I had so much ammo that run that I took my revenge on every last bug in the room. The revenge was well earned. After many, many tries, I had finally saved reality:
Screenshot 2025-04-07 201526.png
Great work! Also, hehe:
> and the sheer will to bee victorious
Tout au fond (at the very bottom) by PieRo_PBeS_studio 2025-04-08T02:46:16Z ♥ 1
Simple but fun! The bullet shield really saved my butt during the final boss. I got a kick out of the sign at the beginning ensuing us that the enemies were, in fact, evil.
Screenshot 2025-04-07 194403.png
Consumed by BangKerpow 2025-04-07T21:00:42Z ♥ 1
Very moody! The smear effect for the transitions worked really well.
I didn't get a ton of use out of the extra powers, since the movement pattern of the enemies made Grief almost always the best option. However I did make a couple cool shots with Loss, and unlocking Hope was pretty cool thematically as a protective ability.
After figuring out how to abuse the enemy movement near the end, it became a little easy to win by just walking into a corner until the enemy movement lined up with your position. Perhaps adding a movement counter or a timer would have made the latter levels more challenging.
Overall, great work!
Drilling in the Deep by Jiri Hysek 2025-04-07T20:44:13Z ♥ 1
That was fun! I actually enjoyed the slow pace, though I admit the "speed compensation" made it a lot more enjoyable my second time around.
I was having a blast making incremental progress until I finally had enough money to buy a bunch of defensive drones. Unfortunately, hubris was my downfall and I arrived back at the submarine to find it almost dead. In a frenzy of clicking, I died and then immediately hit the "Quit" button by accident. It looked like there was a "Continue" option as well, and I wish I wouldn't have had to start over!
Great job, really enjoyed the atmosphere, and the character's animation was well done!
Abyss Base Crush by ted 2025-04-07T19:50:00Z ♥ 0
The effects of the bubbles coming up at the camera were really cool - it almost offsets the pain of losing a section of your base.
I actually liked the minimalism aspects of it - only having to make a choice between an upgrade or healing instead of worrying about money felt nice for a game jam scope.
It was tough to tell the impact of the different upgrades. I think having the health of the enemies visible would have helped with that. After several early losses, I eventually went full in on damage and that proved to be the best approach.
Overall, good work! I got really close to 1 million points:
Screenshot 2025-04-07 124929.png
Dig Down Dude! by commanderstitch 2025-04-07T19:29:28Z ♥ 1
The visuals were surreal, to say the least! I thought I had the hang of it at the beginning, I was collecting resources from the dirt-tornado. But any time I went to the store, it would show me a death screen, so that was confusing. Was there a way to go to the store without dying?
Go Rescue Her! by INCD021 2025-04-07T19:13:31Z ♥ 3
I replayed it several times looking for the "good" ending but I'm not sure one exists! I even tried to run in the opposite direction of my objectives, only to find out that space was, seemingly, under construction 😆 .
My only criticism is that the combat is the most fun part, but it's a lot safer to just ignore it, which makes the game pretty short.
Overall I like the setting, and the story screen illustrations were quite nice. Good job!
(P.S. The Windows build worked good for me on Windows 11)
Color Depth by PhilStrahl 2025-04-07T18:51:20Z ♥ 3
During brainstorming I though "Color depth? Nah you can't make a game based on that." Well, here I am proven wrong. Fun to play with, and a clever way to leverage the tile map project from your streams.
FYI, I hit an error when double-clicking the title bar to maximize. I'm not familiar with Game Maker, but it's possible the rendering target isn't being re-allocated on certain types of window events. If you're interested in digging in, here's the error I got: ``` ___________________________________________ ############################################################################################ ERROR in action number 1 of Draw Event for object CTRL_gridboard: Trying to set a surface target that does not exist. at gml_Script_draw_grids_to_surface@gml_Object_CTRL_gridboard_Create_0 ############################################################################################ gml_Script_draw_grids_to_surface@gml_Object_CTRL_gridboard_Create_0 (line -1) gml_Object_CTRL_gridboard_Draw_0
```
Here's my creation!
vid.mp4.gif
Continental Shelf by cassowary 2025-04-07T18:20:00Z ♥ 1
The graphics and sound were super charming! Through the first 7 levels, I felt really clever when I figured out the solutions. Level 8 seriously kicked my butt though, and I couldn't get past it. Good work!
Let me home by maxem4ek 2025-04-07T17:53:33Z ♥ 1
Some feedback about the lighting (that I've received many times myself), you can make a room feel dark through contrast and color choices, without actually make it pitch black. For example, it could be 50% lit up, but bright light from the TV or lamps could make some spots 100% lit up, and that would make the room feel dark. I struggled to see anything on a color-accurate sRGB monitor.
I do like what you were going for, despite only being able to find one tape. I was about to give up, but then I found the hidden door in the cabinet and was hooked again. It made me search around in the darkness for a few more minutes, but unfortunately couldn't make any progress.
Congratulations on finishing your first Ludum Dare!
Pogo Dwarf by NTMalichi 2025-04-07T17:44:01Z ♥ 1
I absolutely loved this. The gameplay clicked right away, and even though these kinds of games are an exercise in frustration, most of my deaths felt like my fault for being too impatient, rather than the game being unfair. The only thing I disliked was the A/D controls to lean felt very imprecise. If you could tilt the mouse left and right to lean and line up a jump better, that would feel really nice.
Unfortunately no matter what I did, I couldn't get past this part:
Screenshot 2025-04-07 103934.png
I'd encourage you to keep workign on this after the jam. With some polish, I think this could be really popular. Congrats on finishing your first compo!
Coals of the Eternal Cycle by sqqqwer 2025-04-07T17:18:52Z ♥ 1
You know you've done something well in Ludum Dare if you can get someone to replay your game 3 times to get all the endings. Ending 2/3 was definitely the coolest. The ambient audio and clever use of lighting worked really well to create a compelling atmosphere. Good work finishing your first Compo!
Deep Guild by argensis 2025-04-07T17:02:00Z ♥ 1
I had fun with this! There were some days where money was tight (after hiring too many adventurers too early) and I had to stock the shelves immediately after they returned or I was going to miss my third payment in a row. I made a hasty choice to fire my best adventurer, thinking it would get me some money back, but that proved to be a mistake. I limped along and finally lost on day 12. Good job!
Mine For It All by Ji-Li 2025-04-07T16:41:03Z ♥ 1
Despite being a relatively simple "number gets bigger" game, it was enjoyable. I reached my goal of one-shotting the rocks at Level 50 and stopped after that. Some cozy music or sound effects with some light particles on the mining action would have really taken this across the finish line. Good job on finishing your first Ludum Dare!
A Few Easy Questions by Jonathan Vogt 2025-04-07T16:30:56Z ♥ 1
I liked the double-take on the theme: not just the "bottom of the ocean" setting, but the gameplay was about digging deeper for a story.
It would have been nice to show a little (+X) or (-X) next to the score after each question to see the impact each had without having to remember what your score was on the previous screen.
At the end of the day, he ended up walking out after I pressed him too hard about the Elixir of Life at the bottom of the trench. Worth it.
``` Story Points Earned: 0 Fun: 20 Aggravation: 155 Unease: 190 ```
Well done, that was a cool experience!
Just a few kilometers by ollulf 2025-04-07T16:17:16Z ♥ 1
It took me a few tries but I finally got it! I thought the stability meter was a clever mechanic that made sense, and added a nice risk vs reward aspect to the gameplay. My only critique is that it was sometimes really tough to tell a difference between the background decoration, and walls that would kill you. Having a more obvious contrast would have made some of my deaths a little less frustrating. Overall, great work!
Screenshot 2025-04-07 091512.png
(I liked the core at the end 🙂 )
Green Tastes Funny by JustCore 2025-04-07T16:03:41Z ♥ 1
I was intrigued by the goal changing to "weird ???", and thought I got a bad ending, so I played through a couple of times to see if there was a secret I was missing. Ended up finding an impassable wall after digging in a straight line. Overall, it was short but well polished.
Also, I thought the audio was pretty good, but you opted out of the category?