Diggy Bungus by skippuku 2021-05-18T19:48:49Z
A clear concept executed solidly. Nice oomph to the digging. Trying to play along with dave is frustrating though!!!
Foon → Ludum Dare Explorer → Users → bliny-lynx
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | 👥 | Sumo Ring | jam | 3.30 | 3.50 | 2.80 | 3.70 | 3.20 | 3.90 | 4.09 | 3.30 | |
| 2023 | 54 | Limited Space | johto | jam | 508 | 3.63 | 3.60 | 3.77 | 4.08 | 3.50 | 3.73 | 2.82 | 3.34 | |
| 2021 | 48 | Deeper and deeper | Scuttle | compo | 3.25 | 3.16 | 2.91 | 3.50 | 3.08 | 3.00 |
A clear concept executed solidly. Nice oomph to the digging. Trying to play along with dave is frustrating though!!!
Reminds me of the old flash game Motherload a bit. I wonder where all the drill length comes from. You could probably make some puzzles with this mechanic to make it more interesting.
The visuals feel a bit flat, which is often the case with top-down games. Player and enemies are the best visuals and I actually like them, although I would've liked to see some animations for them as well.
Shooting feels nice, but feedback when getting hit yourself would improve the experience. I also didn't hear any sounds, which felt a bit bleak.
The combat difficulty feels pretty good, but sometimes I felt like I was just getting cornered no matter what. (maybe I should have been more aggressive with my movement?) Enemies kind of have a lot of HP. I got a room that was impossible to leave without taking damage, if I was on my last heart that would not have been a good experience.
Great mood, the darkness and music go together well. Love the depth meter. I get a bit impatient when playing "properly" though...
Nice atmosphere, largely thanks to the music and the movement of the sea creatures. Good pixelart feel as well, although different sizes of pixels is slightly jarring. Some nice effects.
The health meters sometimes cover enemies and geometry, making me lose health undeservedly! Gun overheating is a good mechanic, but made me think, shouldn't cooling be more easy underwater?
My run ended when I spawned inside a wall, with no way out, that was kinda sad.
looking forward to the sequel.
Solid concept, felt in all aspects of the game. Good music, all visuals work towards the goal. Bonus points for an anatomically correct heart in video game
I was a bit confused at first about the down dash mechanic, and control during platforming sections feels kinda floaty. I didn't like being forced to WASD in a 2d platformer, my left hand isn't as great at eye coordination as my right one. The final boss felt somewhat unfair, but I did finally beat it (a bit embarrassed about the time and death count it took, though).
Also, personal request to the world, could we go past displaying binary in popular culture computerstuff and advance to hexadecimal? :)
It might be janky, but I actually had fun throughout!
Great feel with thematic visuals and a good background tune. Every living thing underwater is cute. I would've liked some effect sounds for more feedback when getting a pearl, air bubble, or receiving damage. Not knowing how many pearls I got on my best run bugged me a bit, that'd be nice in the end screen.
Gameplay works nice enough, movement is a bit loose but understandable for underwater reasons. Enemies spawning on side of the screen snipe you a bit unfairly sometimes.
Oxygen loss particle effect is gorgeous.
Tanks for making game.
The monochrome aesthetic is a nice hack for a jam game. Best tactic being just to stand still in a safe spot is kind of a bummer, but forcing myself to play the proper way, it was still preddy fun.
Looks, direction and feel are great.
The jam theme kinda limits the gameplay, it's very pleasant when everything comes together but trying to find space to rotate the pieces can get annoying.
Overall good and could definitely be extended to a full game!
The feel and looks are amazing, and sound effects complement them well.
I did not really understand all the mechanics (why can I type some letters and can't others sometimes? In the picture below, I was going for "zinc", which has no repeat letters as per the rules, but it's stopping me at the 2nd letter already) Screenshot 2023-10-20 100610.png
It's pretty hard for a non-native speaker (probably a feature, not a bug), I can't come up with words under time pressure.
I would sometimes try to write a whole word, but then it doesn't accept some letters in the middle and I end up with something I did not intend on the screen.
Never managed to detonate the spaces, don't know how that was supposed to work.
For the theme, it seems like I actually have unlimited space (but limited "spaces", heh).
I died on my first try, feeling kind of claustrophobic (fits the theme, I guess), and on the 2nd try I got a room where I couldn't progress because the key was too high up (ok, I now read the instructions and it seems I could've double jumped to get to where I was supposed to).
The retro style is very well executed from looks to sounds.
Others in the comments seem to find it too easy, but I feel cramped and die easily, can't get nearly as far as them.
The different weapons are cool and feel good to shoot.
I love the marketplace photos and descriptions. Definitely do need that 5th synth for my garage.
Poor cats though.
Very cool, not much insight to add to the comments other than that I like the spoken narration.
whipped out my linux laptop to try this out, the apt-get command worked fine for installing deps on 'buntu (have you considered static linking SDL2 with your engine?)
If you'd include source code, people could also try compiling it on windows.
It was tough enough to play with the trackpad/nipple mouse that I had to plug in my desktop mouse. Even then, the dragging is kind of annoying, the slightest touch with any wall and you can't move the furniture any further. Not to mention that the house only has one entrance and you need to weave through narrow corridors to get everything to their destination (more doors/paths inside the house would be nice). Sometimes the stuff would just stop in the middle of a room without any explanation.
I would like to have an end screen or some feedback after everything has been placed.
The music is chill and fun.
I think you have a good foundation for a decoration game once you iron out some of the kinks.
Cool idea. The component dragging is a bit frustrating, but not overly so, you let just the right amount of parts overlap. The assembled ship sparks joy.
I like that you can take parts out of the bottle.
Cute dithering on the background.
Song B best song.
Would be nice to have some indication of the player hitbox, I estimated it to be some parts of Kelly's clothes.
I collected a couple candies, the game feels fairly easy to me.
I saved the grass! Yay! (Weirdly, it looked like I was protecting a highway construction over the grass...)
I could nitpick about many things, but this was actually one of the more fun entries of the jam for me so far, gameplay was sufficient amount of engaging despite being quite easy.
The strategy is very simple, you can beat it with just $1 and placing obstacles, don't even need to pause. I would've enjoyed having more building options and increasing difficulty, tower defense style.
On the looks side, the background textures could have neater tiling, they look a bit 2007.
Neat concept and nice execution, the sounds were very fitting but I like the visual direction as well.
Gameplay-wise, I'd wish the sounds had more to do with what was happening, my first strategy was to listen until I hear footsteps, and then place the bed back, but I was too late and the guard marched in and smacked me. My strategy ended up being just waiting until he opens the door and then getting a few punches in to the wall, then placing the bed back and waiting again.
The punching bag is pleasing.
Good job!
Very cool of you to include a leaderboard, unfortunately couldn't make it there.
I like the idea a lot. Running is a bit floaty but pretty fun.
The way the submarine spins when turning around is quite satisfying.
I'd want some clearer feedback on ability use (some light-up effect on the ability bar?), also sound effects would be nice. Also, some visual distinction on the areas would help exploration.
In the end, I vanquished Emperor Littlefin!
Yay, I win!
Cool concept, catches that "Piloting the millenium falcon into the deathstar" feeling and makes me want to go fast.
The bg music is okay, would have liked some sound effects.
The ships and firing effects look nice, but the levels are a bit too simplistic (think cp_orange) in some parts.
This is very cool! I love the look and feel.
I wasn't sure what to do at first, but I got it after reading the help menu and comments here.
It's very easy to get stuck, happened to me in two tries in a row. After the third time just now I gave up.
Atmosphere is very good, but it's a bit too dark at times.
The writing is fantastic. This gives me flashbacks of an era of silly web games I've been missing for a while.
Enjoyed the whole ride.
Oh, I'm terrible at 2048. It's pretty fun compacting away though, the poof animation and trash piles look pretty nice, although they could be a bit more visually distinct (for example, color graded).
Oh no, the Estonia flag ran out of blue :(
Trying to find the spot right under an enemy ship is a bit finicky, but on a retry it feels good to be ahead of the spawnwave when I started getting it right.
I didn't really understand how the weapon upgrades worked, they just randomly happened? I would like to see some feedback about it on screen.
My first instincts were to drag the items with my mouse and put them *inside* the truck, not on top of it, but once I got the hang of it, I had an enjoyable moment stacking trash. Now off to clean my room...
As others have said, clearer feedback for most things (what nets you score, why the game ended, etc.) would be nice.
Oh, the bg music was pleasant as well.
@sinus The web version is missing particle effects I spent *tens* of minutes tweaking! Warnings start from a much longer distance and are just an "aid" to the player. The amount of planes goes up all the time, but indeed it doesn't feel difficult until it's close to the peak value.
@killnaprimer @flying-dog-fish @lincolnsalles Yeah, I already felt the nonoptimal difficulty curve when playtesting, I was planning on adding more mechanics to fill the gaps but in the end decided to ship a small thing that mostly works.
That was fun.
I got more points on hard than easy, it was simpler for me to figure out a strategy that worked for it.
The cars are a bit accident-prone, colliding in situations that happen on the road normally.
Adding pedestrians and cyclists could be interesting.
An interesting take on the "musical chairs" game, I think it could benefit from multiple rounds, especially as I'm playing against bots by myself. Some clearer feedback on making it to the grave would also be welcome.
Great graphics, I like the spirit design. Also works seamlessly in my browser, which web games always don't.
Controls are a bit floaty, would've liked them tighter.
High points for mood, the poem in the description really made me excited to play this.
I like the way the game handles "negative space", looks very good.
This is a good example of how effective a simple idea can be. Would like it even more without browser vsync.
The way the intensity increases with time is good.
Got 37590 and beat @terminalgoat : hiscor.png
Cool concept, vibe is a bit like deep rock galactic.
Took me a while to get how it works, but it was nice to explore around once I did.
I get lost in tunnels like this, couldn't find 2 flint.
I got fired :(
(As far as boring tasks go, it was very fun)
I only found out how to rotate by reading the comments here, that should maybe be explained.
Figuring out that building a hospital stops ruined food supplies was satisfying. I got to a point where I can more or less infinitely sustain the colony by having a hospital and rebuilding the greenhouse&reactor after each meteor shower, overpopulated colonists will die though.
It's a bit silly that the settlers start munching their fingers after less than a day of no food, water and oxygen should be the more urgent ones.
I like that you simulated the colonists, would be nice if they showed status effects like hunger/thirst/disease. Also some death animation would be nice feedback.
Greek touhou be fun. I tried a bunch of times, best I got was 41. Stylistically consistent and nice graphics, sounds also adequate.
I wasn't quite sure when Σησυφ was supposed to die, I sometimes lost on the first scrape of a stone and sometimes bounced them right back. Sometimes hits also felt like they didn't register.
Anyway, the game is a textbook example of a good jam project, an overall well executed simple idea.
Visually great, it is quite hard.
The bullets can snipe you kinda out of the blue.
I wasn't sure what I was supposed to do after collecting the spring (maybe I should learn to read)
Good job though, feels like a proper game.
Congrats on completing your game.
I didn't quite get the rules, you should probably write them down somewhere? I got the pieces to move by clicking random buttons.
Yoss has some good pointers for code organization.
> art can be made to look good at correct resolutions
If you're doing pixel art in godot, in your project settings set the default texture filtering mode to "nearest" to preserve the pixels at scaled sizes. In my entry for the jam, I set the strech mode to "canvas_items" and overrode the window size to be a multiple of the canvas size, this keeps the canvas at the same size instead of extending it to be wider as the window is resized. Screenshot 2023-10-20 111432.png
The dinos are cute.
Never played tetris in 3D before.
I can't imagine the moving person is very happy about their boxes being blown up like that.
Also, I managed to stack some boxes behind the truck: boxes.png
The ice-skate character physics feel a bit annoying, but it's fun for a while. Beat the game while writing this review (happiness when I crushed the backspace boss).
It's fairly difficult in an "odd" way, I feel like I'm ramming my head against the wall and succeeding by luck in many of the levels.
The music is very nice and fits the game's feel, I like it.
A small QoL thing, but makes playing much more annoying: pressing the return (enter) key in the death menu doesn't return to the level, I have to take my hand off the keyboard to click it with the mouse (I learned to just have my right hand on the mouse, but the menu really should accept some keyboard controls as well).
The moving surfaces sometimes feel like lava and 1-hit me even though I have plenty of space around. Same with the enemies, I'm not sure if they're only supposed to kill me if I actually have no space? Level design is also kinda ambiguous about where I'm supposed to have space (or not).
The tutorial part was well done for the purpose, although I was confusedly trying to avoid the esc key in the very first part, thinking it would kill me.
It really does have limited space (and limited vision, I wish I could see more than two arms lengths). Floaty controls, would prefer them tighter. Pretty fun for a few rounds.
amogus
Man, what a cool idea! I was first trying to resize the window with my mouse, but when I realized what's going on my mind was blown. Using the window title bar to extend the UI was a nice touch.
Nice visuals, the background enemy is cute and effects look good.
It gets really fun after like level 20, when you actually start to require the window extending powerups.
Good job!
Yay, I won!
It's a solid entry for your first time, we all know how running out of time happens. Would gladly have played many levels more.
The gravity transition when touching the light beacons is a bit jarring and difficult to predict, some animation there would help a lot for gaining intuition. I kinda felt like I beat the levels by accident instead of thinking through.
I like that you prioritized sfx over bg music, makes things feel more responsive.
Very original and interesting take on the theme. This strength is also a con at times, trying to find an enemy that just appeared can be a bit frustrating. Planning your way through while rotating the window can be really fun, though.
The wizard bossfight plays well with the game's systems. Also difficult.