Foon → Ludum Dare Explorer → Users → cdupe
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | 👥 | From The Depths: Mining Meets Tower Defense | jam | 45 | 4.19 | 4.13 | 4.01 | 4.27 | 4.10 | 3.89 | 3.30 | 3.96 |
Awesome theming! I especially liked the sonar system; seeing red dots for the first time was a great "what is that?!" moment!
Awesome game! It seems like there's a lot of dynamic difficulty balancing going on under the hood, and it works well: the difficulty felt just right. Controls were intuitive, too.
The dirt vs. stone dig sounds are a nice bit of audio feedback! I do sort of wish there was more movement with the digger's sprite (though I understand the reasons behind just having it "jump" from column to column).
You know it's a good game when you catch yourself strategizing how you're going to beat the first jellyfish without losing a fish next time! It was a little off-putting when my piranhas died from going off the edge of the screen, though.
Really cool theming and sound design! Sonar is such a great thematic mechanic! I do kind of wish there was a score counter or something listing how many enemies I had hid.
Excellent puzzle game! Seems difficult and well-balanced. I was frustrated a few times by failing to change depth due to being a few pixels out of place, though.
Interesting game concept! The second level was a really clever piece of design. I do wish the game was a little longer, though.
Cool little puzzle system! The last level in particular was quite compelling: just the right difficulty!
I didn't expect to see a jam game that was able to capture the core gameplay loop of this sort of game well, but you seem to have done it! Reminds me of Learn to Fly and similar things. Could use some more variety as you drill deeper (even if it's just fuel getting scarcer and scarcer).
Awesome art style and overall feel! I would've liked to see a few more strategic trade-offs in gameplay, either in deck building or in playing each hand (e.g. you'll never prefer dealing 5% damage to dealing 20 damage). Theming was also clever!
It's a gutsy design decision to effectively make 2 games in 1 (for a game jam, no less!), but I think you pulled it off! During the first half, it was fairly hard to tell how the character was moving if no enemies were on screen, and it was unclear at first what happened when the character hit the ground. It might be beneficial to add some background graphics.
Super interesting game, the balancing of fuel/health recharge rates in particular feels really tight and well-done! The fact that there are multiple "coin get" sound effects is also aesthetically pleasing and breaks up what would otherwise be monotonous. The written messages on the screen also help do that in a different sense, and they definitely help develop the game's atmosphere a lot (I think this is the game I've rated highest for "mood" in the entire jam).