Cartoscoot by Mr_Field 2025-04-10T15:37:48Z
Holy polish. Impressively concise game where everything has its place. This is a great show of level design.
Foon → Ludum Dare Explorer → Users → ArkansasLover
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | 👥 | The Quota | jam | 50 | 4.17 | 3.63 | 3.20 | 4.25 | 4.41 | 4.30 | 2.37 | 4.51 |
Holy polish. Impressively concise game where everything has its place. This is a great show of level design.
The painterly style of the cover art drew me in. I'm glad this style was incorporated into the game. You should definitely lean in to this style more in your future endeavours. The gameplay was relatively simple but surprisingly challenging. Suffice to say, I have yet to find out what is at the end of Kika's Eggsplosive Descent.
This is dark...
Cool and funny. I like this. I feel like it could use a simple story to justify why I am madly and blindly descending into a pit and throwing off every passerby along the way.
Unfortunately, I don't have the option to rate this on this page for some reason.
Good job. The pixel art and sound are great. I wasn't aware I could scroll to go deeper until I saw you mention it in the comments here. Now that I know, I'm keen to find out what lurks below.
https://www.youtube.com/embed/pAoDgCF-feg?si=BpTGWhsJUc2oPAx7
Cool Heart of Darkness like idea. The sound is really good. Title screen is very good. The game is fun, reactive and tense. The story stuff definitely adds to it. I do feel like the game has a very psychopathic view of history or at least wants to convey the colonial conflicts the story is based on as a very psychopathic, heartless and gameified process.
I got a disguise but didn't know how to continue. I really like the two different soundtracks for when you are in or out of the water. I think the general aesthetic is fun and inspired. I'm quite impressed with the dialogue options to a degree I would consider this game a proper RPG. The physics was sort of buggy, but I don't think it mattered at all and I think its obvious that the time given was used where it actually matter. This game has the most heart I feel I've seen in a game jam project, though I haven't reviewed many game jams before.
This is pretty fire.
Good work!
Played to the end. Quite fun, though I think the sound design could have had a little more work.
@team-9tailed Thanks for your feedback. I think any further iterations on the game would need to make running away a lot easier through having a more detailed enemy vision system and an interesting mechanic such as the map's gas leaks distracting and confusing enemies when they run through it.
@joe-rickwood Thanks for playing! I think a lot of the difficulty simply comes from there not being many ways to interact with enemies. Being able to push them over to slow them down, block attacks or damage them through map features could be very interesting and make the game more fun and creative. The original intention was for player to mostly try to avoid them altogether, but in a tight cave it proved too difficult for players to not avoid fights.
@toppervideogames Thanks for playing and giving such a detailed response. I'm impressed you found the game relatively easy, most other players found it really difficult. I think its because the game relies too much on combat right now, so if you aren't a player who has a strength in that area then there aren't always viable alternatives. I think a future update would have to allow easier alternatives to combat and maybe a higher variety of enemies which could have different levels of combat challenge.
@atoxigner Sorry to hear about a crash, was it random or did it happen during a specific interaction?
I think enemies getting annoyed and approaching when you deposit ore and the buzzer sounds is cool, but its probably too hard right now to survive the attack without culling the nearby enemies beforehand. In an update we would need to add more options during combat and more options for escape from enemies to make the game more amenable to a variety of approaches.
@aveezavr Thank you. We are a team of three amateurs and one of us is a full time musician and sound designer. We don't have much experience in game development at large and this is the first time we've done something atmospheric so we are very happy with how well the simple but thoughtful sound and the graphics came together. It makes me think that perhaps we should concentrate on more atmospheric projects in future...
@onhore Looking into this...
@greenradiation Thanks for your support! Our team is prototyping a larger game based on this game jam. If you are interested in playing it, consider following the Twitter account in my bio where I'll post updates in the coming months.
Awesome art style and music, especially given the short time frame. The mini-games were also fun. I did unfortunately run into a bug where the game was stuck on a black screen after I lost and tried to go back to sleep, but I was able to just close and open the game again.
I like the bio-technology aesthetic. I think the currently the art style (while swimming) and specifically the enemy movements would need to be worked on to make this game more of a horror game, though I think the game could be developed more in the exploration direction instead of trying to make the horror more extreme. I think the art style and worldbuilding could together make a cool non-linear map with a similar goal of finding a bio-corp package.
Great job on this game. The graphics, UI, and music were all very polished. Our team also made a top down survival game with limited vision, so it was interesting to see how you approached this. Considering the player's limited vision, I think The Lift would benefit a lot from having more sound effects for enemies such as a sound for the turrets moving or the drones flying towards the player.
I think there is a lot of ambition here with the 3D interaction that couldn't be matched in the development time frame. The game is a bit buggy and I could only find a single bottle so I couldn't progress beyond the first task. The game looks great but it doesn't feel great yet. The buttons and animations are not reactive in the right places. For example, an animation for taking a pill is semi-present but this seems unnecessary. As a player I would probably be happy just to right click on the bottle and hear a good consumption sound without actually needing an animation of picking it up to consume the pills. Alternatively, the lack of animation or noise for the UI buttons feels really bad. I think the game achieves some ambitious things but didn't focus enough on fixing the basics. I do really like the visuals.
I like the story and I think the atmosphere could be developed into something strong. I find the controls far too tough. Turning is sensitive and is annoying especially when you just closed a menu and it makes you spin. I think a more traditional approach could be better for the turning.
@texugo I was able to get it to work just by extracting the files into the same folder and double clicking exit.html to get it to run in the browser. Though the game seems to just be a single screen where you play as an exit sign symbol endlessly running to the right to find nothing. @paprikaka Please tell me if there is any more to this game than a running loop and I will play it, though it is not listed as something I can actually rate.
Graphics are good and premise is concise and well delivered. I think the game has a lot to improve on specifically in the audio. There were no problems with the audio, but for the underwater atmosphere to really work there needs to a lot of detailed sound work and considerate decisions in that area of the design.
It's like *A Game About Digging a Hole* on Steam but its 2D.
I think the vibe of the game is very good. I like the sound and the colours and I think the aesthetic actually has quite a bit of potential in a chill game of this genre. Some of the assets used were unusual, like a hand print on the metal quarry and a graffiti face on the submarine. I found the start of the game hard to figure out. I was instantly dying over and over till I realised I had to very quickly place a farm then a "uranus" quarry.