Then Came A Stork by bonkibot 2025-04-18T07:29:16Z
Gameplay experience was fun, love it!
Foon → Ludum Dare Explorer → Users → AToxigner
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | 👥 | Edge Digger | jam | 205 | 3.84 | 3.65 | 3.47 | 3.81 | 4.05 | 3.83 | 2.70 | 3.74 |
Gameplay experience was fun, love it!
I love the voice guidance, it was fun haha! Well done!
Excellent combination of narrative and maze gameplay! The story was meaningful and connected with the topic, I like it!
Overall, EXCELLENT WORK!! The game has a cool underwater trash collection system, awesome aesthetics, and great sound effects—it’s clear you guys had a solid vision for both your goals and the kind of vibe you wanted to give players. Right now, though, there are some bugs. For example, when you're underwater and your oxygen is low, a suffocating sound effect plays, but it doesn't stop once you get back on the boat. Also, after resurfacing, you can jump onto the boat even if you're still a bit away, which feels a little counterintuitive to me. Other than that, WE CAN'T GO HOME!! NOOOO!!!
At first, I thought this was mainly a diving and collection game, but the moment I got into the game and heard the BGM, I was like "No good, this is a horror game", joking lol. Overall, the theme and vibe are really solid, I really enjoyed it! That said, I think the feedback for collecting and shooting could maybe use a bit more polish. But hey, for a three-day jam, this is a pretty impressive piece!
The game has some really cool gameplay that I enjoy, but there are a few minor issues. For example, the monster animations are not very smooth. Also, I'm not sure if it's just me, but after upgrading my character's skill to a fireball, the projectile doesn't appear immediately when it's fired—it only shows up when I get closer to an enemy. The game has a lot of potential, and it's really impressive that you managed to create such a great prototype all by yourself in just three days.
Really impressive design. It starts simple, with some light resource management and card play, but gradually evolves into a much deeper and darker narrative about greed and obsession. The mechanics reflect the story really well, and each chapter adds meaningful twists without overwhelming the core gameplay.
Cool underwater treasure hunt mechanic! For me personally, adding some guidance, like landmarks, might make the treasure hunt even more awesome. Overall, it's a fantastic game—especially considering it only took three days of work! Well done, fellows!
I really enjoyed the strategic building aspects and the overall economy—they add a cool layer of depth. The idea of managing and even selling your hard-earned rooms is interesting, though it does feel a bit odd as a way to generate extra cash.
A promising consciousness game. After reading your comments, I get what you’re trying to express. My suggestion would be to beef up the interactive feedback for players, so they might grasp your intended concepts even better. However, nice work!
Really enjoy the environments; the BGM and gameplay remind me of Dave the Diver. However, when it comes to the controls, it seems I can’t adjust the spear gun's firing direction (although, considering the submarine setting, that design seems reasonable~), but personally, I might not like that aspect.
Overall, superb visuals and camera work quickly drew me into a state of flow. However, the combat is somewhat too challenging and might need some balance adjustments. My poor performance prevented me from experiencing further content—after collecting and delivering an ore, I was quickly surrounded by two or even more zombies. Notably, I experienced a game crash during play.
Overall, I really like the game's sound effects—they evoke a sense of the deep sea's pressure. I think the gameplay also has great potential, but it needs further expansion. perhaps designing an additional level could greatly enhance the game's playability. Moreover, the combat mechanics could benefit from incorporating more interactions.
Great work, guys! The game idea is really interesting. I think one area for improvement would be the player character's attack range—it feels too small, and the attack frames are too short. This makes it so that when I hit the monsters, I inevitably get hit by them as well.
Interesting game mechanic, I really like the idea as well as the sonar system, it's very creative! And I think it can be further improved. However, in other side, the large-scale level design combined with the short time limit might prevents players from locating the source of the distress signal within the allotted time. Meanwhile, frequent encounters with monsters mean that players' ammo is never replenished in time, leading to a vicious cycle.
Great art design! You can definitely tell from your credit list that you have a lot of talented artists on the team, haha. The sound design is also really well done, though some of the sound effects seem a bit too loud to me. Using UI text for level guidance at the start was a smart idea, but the text might be a little too much. Also, I ran into a small bug—after opening the credit list, I couldn't close the UI page to return to the main menu. Overall, it's a fantastic game! Regardless, well done!
Thank y'all for all the comments, feedback, and suggestions, we really appreciate it and will keep working on it!
374bc4035436e4a003df076c34bcda9.png CURRENT RECORD HOLDER!
Hi, I think I'm unable to download the zip file. Not sure if I'm the only person having this problem. Update: Sorry all, it was my problem! I can download the game now. Overall, pretty solid gameplay!
Interesting game mechanics, excellent art and sound design. The QTE design also adds a nice challenge to the game!
Very interesting mechanic, I like it! Great work in a 3 days jam! I think this mechanic is potential and can be further improved by adding more levels.
The game's aesthetic is very cohesive, and I really love the interactive sound effects along with the overall design. The gameplay is also very engaging—it makes me want to play it again after just one round! If you can further expand the mechanics and gameplay based on this foundation, the game would definitely become even more enjoyable. Either way, this is an excellent piece of work! However, it seems there's a small bug in the results screen where the score doesn't display correctly.
The controls troubled me for a while, but once I got the hang of it, it wasn’t an issue anymore. I really enjoyed the overall vibe, the aesthetics, and the sound effects—the experience feels both consistent and comfortable. The BGM, paired with the looming shadow of a giant fish, creates a certain psychological tension that I think is quite effective. Additionally, I noticed that the game features an upgrading RPG mechanic, but it seems that there isn’t much guidance in that area (or perhaps I’m just not skilled enough or haven’t encountered a battle scene yet xd).
Honestly, this game really made me feel how tough the world must be for blind people. Even with sonar, I often lose my sense of direction in the dark and end up back where I started. Overall, I think it's a great mechanic, though constantly struggling to find the right path definitely got me frustrated but that doesn’t affect how much I like the game.