Deep & Deeper by warxen 2021-05-01T15:11:02Z
Loved it! Cute, simple and effective. Good graphics and sounds too.
Foon → Ludum Dare Explorer → Users → Blaise Ebuth
| Year | LD | Theme | Game | Division | Rank | |
|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | Untitled Blood Game | unfinished | ||
| 2021 | 48 | Deeper and deeper | LD48 Rusty Submarine Game | unfinished |
Loved it! Cute, simple and effective. Good graphics and sounds too.
Good game! Concerning the improvements @bw-devel said what I was about to say. I'll add that it would be nice if the cat was more present (Like meowing or something :cat: )
I absolutely loved it! I adore the gameplay concept and think a longer game, perhaps with survival aspect, would be great. I'm just a little disappointed by not to know what's the thing in the cave. :p Thanks for that experience!
Nice! Remind me my old Nokia... :stuck_out_tongue:
A nice puzzle game! The last level is still resisting to me though (But I'll beat it)... :sweat_smile:
The visuals, sounds and music are cool, and the gameplay simple and efficient.
However, the link with the theme is more than tiny...
A good game anyway. Good job!
EDIT: Did it! But what is the code we get at the end?
Nice job doing this with an engine you don't know, but I don't see the link with the theme... :thinking:
A death screen would be great, along with a safe spawn.
I think the enemies are too fast and/or can target you from too far. The fact they agglutinate on you is pretty annoying too since it's unclear if you can do something about it...
Nice work anyway.
Great game! Very addictive. I don't know how many hours I've played... :sweat_smile:
I will stop there, the game become very lagy with so much bullets on the screen. ^^
But I'm satisfied. I can now die in peace... :relieved: hs.png
Amazing work! :open_mouth:
I don't know where to start, and don't want to write a novel, so I'll just do a pros/cons list... ^^
Disclaimer: I played the Jam version, I don't know what changes you made in the new one.
**Pros:** - Amazing music - Good sound design - Really nice graphics - Original and fun gameplay (You don't do a lot of things when you think about it, but you never get bored... A masterclass :clap: ) - The heroes and enemies AIs are pretty consistent. - The heroes are active in the village, talking, visiting the graveyard... :cry: - Diablo <3
**Cons:** - You don't have access to the classes descriptions on your heroes or in the heroes panel, only when you recruit new ones. - The heroes panel should be next to the horn to allow you to consult it when you're about to recruite. - When you can't send all your heroes in the cathdral it would be nice to be able to choose which ones gonna stay. - A better overview of the parties composition could be nice. With 5-heroes-parties it starts to be a little complicated to see who's inside. - It can be frustrating to see a low-life hero stay in the fight insteed of fleeing... (No idea how that is managed :thinking: ) - I would have liked a little more control on the parties composition, or at least getting extra actions when the heroes count increases. (But that's just my opinion ^^) - A visual indication of the shops upgrade could be great. - A more accurate animation for the heroes in the pool would be a must. :rofl:
Great game anyway. I hope you will add content, polish it and publish it, I'll play that with great pleasure.
Nice puzzle! A classic, but the 'clockwork' twist really adds something, as does the memorization part. :astonished:
The visuals are really cool too. And that's nice to share a Brazilian tradition. (This game would have worked for the "folklore" theme :rofl: )
Bom trabalho, malta!
Very cool visuals! Along with the language thing it reminds me *Chants of Sennaar* :drooling_face:
I finished the game pretty easily without the hints, so I don't think it's too hard, but I suppose that everyone will have a different opinion on the difficulty. ^^
The mechanics are nice and funny, but perhaps the last puzzle is too much "try-until-you-find-it"...
The fart took me by surprise. Well done.
Btw, I took the time to find every word of the list (No I have nothing else to do :unamused: ), but one is missing... So. Could you please tell me what is the f*****g word between "hat" and "it"? :rage:
A little something that annoyed me is the music, which is OK by itself, but there is a 'crack' at the end of each (short) loop...
But minor flaws aside, that's a very nice game. Good job!
@thetatautau Ah! So there is a little problem, because the letters of 'hater' trigger 'earth'. :upside_down:
This game is chill... :drooling_face:
And I like your cute interpretation of the theme! ^^
The music and graphics are cool, so is the overall mood. And the gameplay is simple and effective.
There's a few bugs though. Sometimes instead of interacting with a customer or a kitchen element you drop the item you are carrying and can't take it back...
A nice and cozzy game!
Clearly not my type of game, I struggled pretty quickly ^^'
But that's a nice work, the music and graphics are cool, and the gameplay is easy to understand (but hard to master, for me at least :sweat_smile: )
Nice game! Cool music and graphics. But could use some balancing. ^^
In my first run I totaly forgot that rolling was a thing, and I only used the distance and invocation attacks. But after reading the comments I tried a second time using the melee attack and it's so powerful! Almost no need to use the shot, except for the yeti...
Also, some way to see the enemies life and attacks damages would be great.
But good game anyway, it was fun (and the lil' squid is cute ^^).
Great game! Cool gameplay and sounds, good music and graphics. I would honestly play a more advanced version with more units/tower evolution/other things... ^^
I didn't get in my first run how the oil was collected but finally figured it during the second. Also, do the pipes that spawn on the map have a meaning/utility ?
What could be missing: - An indication of which unit type is selected. - Shortcuts to select units type directly. - A way to visalize the bonuses we buy.
But that's details, it was really fun. Thanks for that!
Nice and original game, though I suck at it... ^^
The graphics are great.
For some reason it doesn't work in my Firefox, had to play it on Edge...
Also, when you click the replay button, your bones count is not reset to the initial 30. Don't know if it's on purpose, but that can be a huge handicap if you finish a game with only 1 or 2 bones.
Good job! :thumbsup:
Very cool game! The graphics are very nice, and the gameplay well thought and very fun!
A little in-game tutorial about the cells and perhaps the cards effects like ‘trample’ could be nice, even if you eventually understand after some time.
I encountered a little issue with the mouse wheel, I rolled it by accident while moving the mouse and it selected and played my whole new fireball... :angry: If that is on purpose it would be nice to say it somewhere. :sweat_smile: Also, I think the fireball damages were inflicted to myself, but I can't confirm it...
If I had one real reproach about this game, it would be that you don't know what the enemy is doing. You don't see his mana, you don't see how many cards he have (does he even have cards?), and you don't see what card he plays. My run was ended by an enemy summoning almost nothing, directly inflicting damage to me and stunning my creatures so I never did a single damage to him... And I was like "Does he have the cards to do that? Or are these special capacities?"...
But that was really fun anyway. Great job! ^^
Here is my score btw: ksnip_20240427-000926.png
The loading was fast for me, but the opening sequence was just a black screen without sound. Had to reload the game to see it.
The cut-scenes art and narration are great! The game ambient is cool, and that mix between 2D and 3D made me think to an old Doom. With a priest. And no shotgun. And where the demons hunt you and not the opposite... :thinking:
Some animations on the character could be great though. More alligators too, I never got caught, even before understanding that they were indicated by bubbles...
Good job anyway!
My first game was pretty frustrating, because I didn't see that the next attack type was indicated, so it was totally random... ^^'
Once this mechanic understood it's a good game. The totem's attack are very interesting, although it is not simple to aim correctly with the fireballs...
It was fun, good job!
@denilseven Thanks for the feedback! And yes, I plan to finish it. I already started to work on some visuals (to avoid putting back already my hands into the code ^^)
@geckoo1337 Thanks for the review. I'll make sure to put proper indications about controls in the final project. ^^'
The best to you too.
@fabula-rasa Thanks a lot for the feedback!
I totally agree with you. When I started the game, my idea was to have hack'n' slash mechanics: You click to move, but if you click on an enemy you shoot with your primary spell, and you can force the shoot by holding the space bar. I wanted to add a secondary spell on right click (A teleportation or something like that), and other capacities you can unlock by giving your own blood. I had also planned to have multiple types of enemies, and so less clerics and bullets to avoid. (It was a lil' ambitious :upside_down: )
With time flying, I gave up on the other enemy types, and with all that clerics the game turned into a bullet hell. ^^
At this point shooting on an enemy instead of moving when clicking on it by accident became a handicap, so I deleted that too. The current move/shoot mechanic is what remains of all of that. :sweat_smile:
I will finish the game, and surely change this to a more suitable system...
Awesome game!
I really liked it, so I took some time to try to speedrun it (I'm usually absolutely not a speedrunner ^^).
I found a few tricks and glitch allowing me to do 2 minutes at best in any% with my very imperfect execution... :sweat_smile:
But I would be really curious to see a video of a less-than-one-minute run, to see what I miss. ( @matterlinx if you are up too ^^)
And I will obvioulsy join the Discord, I definitely want to see a full game with that concept.
Great job guys!
Fun game, with a lot of humor ^^
Nice graphics and animations, the knights are hilarious when they flee. :rofl:
Though I got a little frustrated to not find the last item (the one in the breach) and I tried for a time to kill a knight with the pacman mechanic by chasing him on the pentacle before undestanding he just had to step on it...
Then... "T'es pas net Baptiste ! Mais si j'suis très net." and all was forgiven. :relieved:
Nice job guys! :thumbsup:
I hadn't played a rhythm game for a long time, that was a fun experience.
The visuals are nice and polished. Though the music we generate sounds a little cacophonous to me. :sweat_smile:
But that is a pleasant game, good job!
The idea is awesome! The graphics are lovely, but some sounds would have been great.
There is probably something to do with the idea blocks, since you can easily be blocked without one type of block and the thoughts space completly filled.
But that's an outstanding work in 48 hours! And the first 5 stars in innovation I give.
I really hope you will continue this game and publish it!
I loved the visuals and atmosphere! Made me think of a dark version of Myst ^^
The gameplay is cool too, but become quickly repetitive once you memorized all the elements... Next step: Add hundreds of them :smiling_imp:
Also, I would have loved that the auras shapes had a meaning like the other elements, instead of directly asking for the shape.
Good game anyway!
Great concept! And amazing visuals and music!
I encountered a few bugs, some forced me to restart the game. But I played the web version despite the warnings, so that's on me I suppose... ^^
I didn't used all the objects in the room, so I wonder if I missed alternative ends... :thinking:
Amazing work anyway!
The music is cool (but the end of the loop is a little brutal), the comics too, and the game itself has a retro vibe I like.
But in terms of gameplay I'm a little confused... Sometimes one jump will be super high, and sometimes you can't jump anymore. The 'tortoises' don't do damages and can be touched and walked on most of the time, and sometimes they one-shot you... So I didn't go really far...
Also, little bug I encountered: When I picked up the harp/lyre that's the electric guitar that shown up in my inventory. :upside_down:
But overall that's great work, alone, in 3 days. :thumbsup:
The graphics and musics are cool, the lore interesting, and the concept really outstanding! :slight_smile:
But, as others said over, the amount of text + the font + the really short time to respond to a request make it almost unplayable as it is... :worried:
The only way would be to spend a certain amount of games only reading the different books and try to memorize all the information before starting to really play... :confused:
A good way to fix that would be to give a lot of time per request at the begining (or even no time at all) then to gradualy increase it. :nerd:
Nice job anyway. Looking up for a more balanced version. :heart:
Cool game! At first I thought it was simplist and that you could just code the whole path, but the instructions count limitation make it interesting. ^^
Also, the narrative is nice and kind of unexpected in this type of game. And the fact that the level reflect the story is a good idea.
It could be a little hard at first glance, especially for people not used to this kind of logic. But nothing blocking if you try a little.
Good job!
I really like the vibe of this game, something that remind me early 3d horror games or mods. ^^
You got me on both traps... Glad there were checkpoints. :sweat_smile:
Good job!
(Also, do you have the references of the paintings you used? I really liked some of them :smiling_imp: )