Tower Of Madness by Chiara Sanviti 2024-04-16T22:53:19Z ♥ 3
The art is nice, the music is enjoyable and I do like that the limited unit cap forces you to think about how to allocate stuff a bit more than your traditional endless idle game (and the time limit helps with that too)
LD57 — Depths (29)
RainDrops by Geckoo1337 2025-04-12T23:19:00Z ♥ 1
Very nice atmosphere, and definitely agree with others about the scanner sombre vibes. Like others, I also missed there was the bubbles in my first playthrough, which makes it much easier. Possibly the right difficulty is in between the slow sonar and machine gun bubbles.
Also a falling/landing sound effect could be quite useful in case you do fall off the platform. I did in my first playthrough and hadn't realised I had at first, which was pretty confusing.
d6 pool by Uzpykes 2025-04-10T23:03:09Z ♥ 1
I found it a little unsure if I was meant to be aiming the coloured balls into the hole or off the edge. I wasn't able to get any coloured ones into the hole to see if it e.g. gave more score than knocking them off the edge, but since it's actually quite difficult, I wonder if it makes sense to reward people for doing that.
It did feel a bit like the arrow indicator was backwards from what I expected when taking my first shot, but once I figured out how it worked that went fine.
I wonder if there's more that could be done with the fact that the playing field is a dice.
Project: Coreline by AlvaroRomeral 2025-04-07T23:16:16Z ♥ 2
Small comment: The "HTML5 (web)" link type is meant for games playable in a browser. Yours just seems to link to a download page for a windows build? I see you said you used Unity, it should be possible to export a web build and make it playable on itch directly, might get you more ratings.
Beneath by Doonutsaur 2025-04-07T22:19:12Z ♥ 0
The graphics and atmosphere is really nice. The sound effects and graphics really help sell the atmosphere of all the sounds of the old machinery.
The Guildmaster by Sylvic 2025-04-07T21:21:50Z ♥ 1
I can see what's a good concept, and a start towards that, and a lot of pretty nice UI. The actual systems are a little incomplete still, like I don't see anything costing me upkeep, or any way to assign specific parties to missions or characters to parties or why I'd say no to any applicant ever.
Knocking On Hell's Door by Frib 2025-04-07T21:09:05Z ♥ 1
I liked the fast paced combat and the bgm is fun.
I did find that just running around at the start of the level to bunch up the enemies then backpedalling around the edges of the room to be too effective of a strategy. It seems the AI all just tries to follow you and shoot at where you are which allows for that. It might be good to consider giving the AI a mix of strategies, like having some that try to lead their shots, or others that set themselves up in the centre of the room and basically turret at you.
Talkie Escape by Yvanor 2025-04-07T20:55:05Z ♥ 1
It's definitely short, but the 2.5D style works well here and there's a lot of polish in here for a jam game. Good job!
Shootwell by Sevatoxin 2025-04-07T19:52:26Z ♥ 2
I can see how you can develop skill in this, knowing when to jump when enemies are starting to switch to your side without doing it so often that you end up not killing enough enemies as you're jumping too much.
I got to around 2500m on my best run, but I evidently didn't manage to develop this skill lol.
Selective Drilling by Xwilarg 2025-04-07T19:48:00Z ♥ 1
I found drilling straight down on the sides to be a winning strategy for one of the endings (escape) as it limits how many angles you have to worry about attacks from.
One thing that would be useful (as someone who dug their starting hole right at spawn) is to either increase the range of indestructible tiles around spawn/the vendor or have a lockout on the controls for a few seconds after spawning. I'd often die in combat and still be pressing buttons when I spawned back in, which resulted in launching myself straight back down into the pit with no chance to interact with the vendor, or digging out more holes making more ways to fall in at spawn.
Down Wheel by neowhoru 2025-04-07T19:38:14Z ♥ 1
The platforming ended up being very challenging for me. I to the second checkpoint in the water level, then when I was doing the jump from the ledge I got stuck and died a few times and then it panned down and seemed to not place my character model again.
The idea is good, just probably takes someone better at platformers to enjoy it.
One thing that it did take me a bit to realise in the first room was that you need to dash then jump, rather than jump then dash.
It's That Deep by jazzydingo 2025-04-07T19:05:59Z ♥ 1
I can't say I managed to follow the logic on the puzzles, passed the first one with just brute force.
oroBOREos by Whirlwind 2025-04-07T18:57:16Z ♥ 1
Some neat ideas here, I think the "salvage" % is a little confusing until you see the first salvage amount upgrade, and eventually it feels like I'm running out of (ore? fuel? Yellow) in range of my initial starting point which feels like a little bit of a soft lock ending.
escape-the-dungeon-what-did-he-do-to-deserve-this by BarnabeWild 2025-04-07T17:31:02Z ♥ 1
Good job on getting your game done!
One small comment: It would be better if the edge on the bottom of the screen was cut away, especially for rooms like the fifth one where you have to jump to a hidden platform (I see someone else also managed to get stuck on the 3d terrain)
Fathom by Tristam MacDonald 2025-04-07T17:18:58Z ♥ 0
I liked the scan line and retro vector art aesthetic!
I think since the gameplay and graphics are very simple, some 8-bit style sfx would have gone a long way too.
Handbag Havoc by fnelix 2025-04-07T16:58:18Z ♥ 2
Unique idea! It's a bit crane game-esque :)
The controls a little funky using a mouse for me, I seem to have put the hand/grabber out of the click sensitive area on one of my runs, and sometimes it's hard to bring the hand down to the bottom. I wonder if wasd or arrow keys might make sense as PC controls?
Poor Julio... by Sayeg 2025-04-07T16:52:44Z ♥ 1
Alas poor julio, we came to know you well
Minesweeper 3D by LittleGamer 2025-04-07T16:46:26Z ♥ 1
I like the idea of 3d minesweeper!
I think having a way to slot to more 3d revealing camera angles may help with the depth.
The background was _extremely_ nauseating to me though :( I had to stop playing after a few minutes.
Also nice cover image, reminds me of PS1 cases :)
Oakhaven by bentglasstube 2025-04-07T16:34:17Z ♥ 2
Art is fitting and I get the general idea, it ends up feeling a little slow paced with the movement speed when you need to check your understanding of what the sliding tiles puzzle indicates and then backtrack, especially with nothing else in the zone. It might be nice to have a minimap of "revealed" rooms to cross reference.
Music certainly gives it an eerie vibe
DeepFrame 9 by JavaSaurus 2025-04-07T16:23:40Z ♥ 1
I enjoyed the music here, and the gameplay idea is simple but effective. Pretty good fit for the game jam style.
Depths Ascender by d-demetori 2025-04-07T16:16:48Z ♥ 1
Kind of reminds me of octodad!
Deep space journey by Gaspar 2025-04-07T16:12:08Z ♥ 1
I liked the space effect and the planet shrinking in the distance.
There wasn't a whole lot of "game" in the end though. Just walking to the same 3 objects and pressing E.
Drilling in the Deep by Jiri Hysek 2025-04-07T16:06:34Z ♥ 1
I played through to the end of it, the graphics are very nice. The swimmming speed is weird, the speed compensation seems to help a bit, the first time it was actually nearly it impossible because it would take a full oxygen tank just to get to the starting ores, never mind exposing any of the deeper ones for the drones.
With the compensation, it seems to work better, but also sometimes it would randomly give me turbo boosts which is probably not intended :p
Overall though, the atmosphere was very good on this one.
Sammich Snatcher by Stacy Davidson 2025-04-07T14:53:16Z ♥ 2
I guess this is a placeholder for your Jam entry, since there's still 10 hours left.
The Mine Beckons by dnp 2025-04-07T14:51:48Z ♥ 1
Congrats on completing your LD game!
As others said, I think basic sfx would have helped a lot. Also I wonder if the clear condition would work better as "mine all ores", as clearing all the grey squares ends up feeling a little grindy and just a stat check at that point.
. by protzz 2025-04-07T14:43:41Z ♥ 0
Definite Balatro inspiration here as others have mentioned :) I enjoyed figuring out the card puzzles to try and fit it all in. Minor bug though - for some reason the clubs are labelled "hearts". Also it would probably be good if the tutorial text when you look at the deck was either excluded from the blur effect or repositioned somewhere where the effect isn't so strong.
Echoes of the deep by BadPinkChicken 2025-04-07T14:27:36Z ♥ 1
The presentation is really nice here. I like the water and radar sounds and how it combines with the lighting effects to build the whole atmosphere.
Some things that slightly confused me at first:
- The death message seems to always be "You went too deep", which left me wondering "Huh, but isn't the point going deep? Isn't it going deeper on its own? Is it just forcing me to die and buy upgrades a few times" until I experimented by immediately slamming into the wall and saw it was the same message. - The first torpedos are "light" torpedos with no description. I assumed this was as opposed to "heavy" torpedos at first, like "not very powerful torpedos" and so fired them off the bottom of the map thinking they'd clear away enemies. Only after one got stuck on a wall did I realise that they're torpedos that exist to emit light.
Overall though, great job!
Depths of the Deity by LukyStudios 2025-04-07T14:12:28Z ♥ 0
I found it very challenging - like another user, I also didn't realise at first you could shoot the dispensers, and if you're too slow the enemies seem to bunch up down the bottom of the level. Also it's kind of awkward to have all the initial enemies be clinging to the bottom of the ceiling when you can only shoot horizontally.
Gameplay was fun though once I got the hang of it.
Nightmare Digger by OnnGD 2025-04-07T14:10:31Z ♥ 1
I played a little while and I think the core gameplay with the lighting makes for some interesting fast paced feeling gameplay.
I'm not sure if it's got an end state or if it's just last as long as you can - I think some sort of progress indicator like a floor number would help here.
Seed from Depths by Zamizmi 2025-04-07T13:51:36Z ♥ 1
There's some weirdness with mouse sensitivity in your web export - if I don't full screen it during the loading bar, I can't look down while in the game, and the cannon is moving painfully slow.