Digital Abyss by TwinGhosts 2018-08-15T18:18:59Z ♥ 1
Super chill vibe, really fun, and a really cool use of the Tron tail mechanic! The level design is solid and keeps it interesting. The first round is a great introduction.
Graphics, sound, everything is solid. Can't think of many critiques, really!
LD48 — Deeper and deeper (20)
Monkey Quest by paulloz 2021-05-11T12:27:15Z ♥ 0
Outstanding! Very fun, cute, and cozy. The environmental tutorials are really well thought out and the power curve is surprisingly good for a jam! Gorgeous graphics, the music was perfect, and the digging mechanic really afforded some new ways of thinking about combat. Fantastic across the board!
Murder on 34th Street by DanyVk 2021-05-07T20:53:25Z ♥ 0
Looks great, and a very interesting premise! Just a random suggestion, but I feel like there's room to expand into a larger game if the player were a hitman working for the police or something, so that you can do multiple crime scenes. Great premise, overall pretty good execution, and the aesthetic works very well for it.
Critiques, everyone's said it, but yeah - text speed is extremely slow and prevented me from going very far with the game. I was also really lost at the beginning and didn't really know what I was meant to be doing with the evidence strewn about. A clearer message of the goal, and maybe some example of what it would be like would have helped. Obviously I get it's beyond jam scope, but some kind of intro where you have to engage with the evidence collection + interrogation mechanics *before* digging into the actual game would help motivate what I'm supposed to be doing once I'm invested.
All in all though, extremely interesting premise and quite a good execution + aesthetic! I'd love to get deeper into it but I'm just thrown off by the text speed.
Deeper Sleeper by Seraphyi 2021-05-07T20:38:00Z ♥ 1
Aside from the unclear objective, I think the mechanics worked well for the metaphor! The "Remember" felt a bit out of place, as it was unclear if there was any reason to/to avoid remembering, unless you actively *decide* to remember the bad things, but I may not have tinkered enough. Either way, I like the implicit and ambiguous storytelling that's presented by listing some things as good/bad memories, and how much that could be fleshed out in some worldbuilding as a long-term project. Part of my thesis research had me looking into game mechanics that promote motifs and indirect storytelling, and I really like the memories as an avenue for letting the player build the story in their own heads!
Barkcheology by fusionnist 2021-05-07T20:27:25Z ♥ 2
Really great atmosphere, audio+visuals were excellent, puzzle mechanics were great. All around excellent work on this one! Very polished. I was a little confused in adventure mode how I was able to pop a bunch of gems successfully, but when I reset to the store, I only had 1 gold, but I'm sure I just missed something at some point. Either way, the loop is great! Just a little more feedback to the player to keep them in the loop with game state (eg. how long until a tile disappears, info when money is earned). Really great work here! Very impressive.
Just Another Job by ynneblack 2021-05-07T20:11:11Z ♥ 1
Very nice! The simple drawn style and music made a great atmosphere, and it was a really neat setting that didn't say *too* much about what was going on to let me fill in gaps. Really good showcase of ability in this one! 😄
Deep Down by dcrdro 2021-05-07T19:46:30Z ♥ 3
Interesting direction for the theme, and pretty neat aesthetic for the type of story being told! I think the main critique is just that the interactions felt a little arbitrary, felt a bit like I was randomly mashing left/right/123/e and then progressing the story accidentally, but it worked out well for a short little experience. Neat attempt to do a Kafka game! Great jumping off point.
Cavern of Erytin by DeBbbth 2021-05-07T19:36:09Z ♥ 0
Definitely needed some form of feedback on the attacks; sound effects, screen effects, particles, colour modulation, something to indicate when you take damage, when their attack connects, the range of the attack, or if you are actually hitting them. It's a solid tech demo! Just recommend looking into integrating nice feedback into the core interactions early to make sure the player knows what's happening.
The Adventurer Guild by DeathStorm 2021-05-07T19:30:43Z ♥ 2
Definitely think this is a great start. I think a lot of great things have already been said. To hook in players, definitely giving some fast upfront progress to feel awesome rather than starting as such a grind. It also plays very idle, but I need to check in every couple of seconds to continue/leave the expedition, and if I alt+tab it pauses, so it can't really play like an idle game on a second monitor. Having a pawn representation of the characters to really feel like I'm sending people out, maybe having some comments made by them to add flavour, and some better feedback on how dangerous sending them forward is would be nice. Lots of great systems work for a jam, though!
Down the rabbit hole by bbaf 2021-05-07T19:18:16Z ♥ 2
Rode around space on a stream of books to phase into an upside down pyramid and examining the lizard people from below. I think that means I won? Pretty fun and funny premise!
The Circles of Purrgatory by sevkron 2021-05-06T21:25:17Z ♥ 1
Playing the LD version. All right, so just putting it out there, I haven't started playing yet because I just keep bobbing the paw around and dancing to the music. Quite fun! I'd say in something like this, the core interaction should feel pretty good because everything else is intentionally clunky. Maybe snap the pencil to a box when it gets near it? Another usability angle would be to add some acceleration drift when the player is throwing a paper upwards/downwards so that it flies off the desk (maybe not when it's unfilled out). That way they don't get stuck swiping upward over and over again to make it fall of the ledge, but it's a bit more "saying yes" to the player's interaction and just throwing it off. I'd say the tippytappy works for the metaphor, but with so much going on that's one fewer thing worth paying attention to.
I think the only real design feedback I could give is to maybe have a screen that showcases which applications were correct and which weren't (I played pretty hastily, so I'm not sure if this was detailed in any other way). One issue that can come up in these kinds of games is that you aren't *totally* positive if you misclicked, misread, or misinterpretted. Having something to make it clear (even just between days) if it was a misclick, hasty click, or you misunderstood that a description implied an option would be great (eg. in Papers Please, each incorrect filing immediately pops up telling you that it was incorrect).
Quite fun, well implemented!
Into The Woods by Zype 2021-05-06T21:01:57Z ♥ 2
Great toy if you're just starting out! Obviously this is more of a technical demo, but why not offer some game design advice. In the future if you want some more engaging design, think about at least these two things: Choice, and surprise.
**Choice:** Choice is having more than one option, you can't pick all of them, and good choice means that you impact the game in some way. It also means that there isn't one "obvious" choice. What choices does the player make each second, each minute, over the whole game? Did they learn something from the choice?
**Surprise:** We like things to shock us, as long as it's consistent with what we know about the game. So for each second, minute, and over the whole game - what things surprise the player? Can we add some surprising moments? When they make choices, what's surprising about the result (without making it feel random)?
Cool tech demo! Great start. I'd suggest thinking about some of these things, and see if you can add some more choice/surprise into it while changing as little as possible (just one little thing, and see how it affects the game, and repeat). Awesome stuff finishing your first LD!
Obelisk by caeonosphere 2021-05-06T20:55:47Z ♥ 1
Very cool! Looks and sounds excellent, the mechanics are quite fun, and the opponents have some cool mechanics behind them. Could really make for a good mobile puzzler if it emphasized the puzzle elements more. I think two ways to lean into it would be to make the opponent's next move more obvious to give the player more readily available info (are they going to punch me? for how much damage? Maybe they'll cast a spell? Slay-the-Spire/Into the Breach style forecasting), and then really focusing on orthogonal unit differentiation (each unit has a specific script to defeat them, and interesting choices are spawned when opposing units are mixed together).
VERY good stuff! Really liked the vibe, nailed the theme in an interesting way, and just fun gameplay.
Shoot Them Deeper by pndaa 2021-05-06T20:47:08Z ♥ 2
Style and audio is quite excellent! It took me a few segments to identify what the "Count the X" was (a bit too transparent) but it was cool once I got it. I've often told people to consider memory/attention as any other resource in your game's economy, and this really demonstrates it very well! By counting, you take up your limited "attention" resource, as a risk-reward. Really neat application of that.
The only thing that throws me off, and it's a very minor point (especially in a jam) is that the mechanic of counting seems so out of place for the other gameplay. There's no real context that makes you think, "Oh, I'm going to be counting things". That said, as much as I like the counting mechanic as a bonus booster, I'm really not sure the best metaphor for it! Either way, excellent execution, some extra clarity on the counting goals would be nice but it works as is, very cool idea to take advantage of player attention in that way to add some risk/reward dynamics.
Conduit by reheated 2021-05-06T20:24:09Z ♥ 1
Very cool! Sound is great, visuals are very nice and consistent, tutorial text comes in well, and that core mechanic is very smart. Good design of the puzzles! This could make an excellent mobile puzzler without much more thrown in, but there's a lot of room for variance with different kinds of conduits and things powered by conduits. Definitely had a moment of "*ooooooo*" when I connected the first conduit and had to use it as a platform.
Great design, great execution!
Gulp! by oramun 2021-05-06T20:17:15Z ♥ 0
I think the game could be pretty fun, but right now I just personally find the WASD control way too clunky. Speculating, but if the clunkyness were removed (say by moving the mouse around and having the avatar follow the mouse) I feel like it might get a bit boring (Randomly run around the level to learn the buttons, click buttons, leave). So if clunky controls aren't intended, then I feel like the game might get a bit simple with "fixed" controls, and the inclusion of some more movement verbs could help add some moment-to-moment decision making(dashes, rolls, jumps).
Pretty cool, though! Also definitely make sure to opt-out of graphics/audio next year if you don't make the graphics/audio, but I think you already know that at this point :)
Hextraordinary Hexplorers by Aggrathon 2021-05-06T20:09:56Z ♥ 1
Gameplay: Hmm... "Buy Food and Arrows", but when I buy something I'm kicked out of the village and can't seem to revisit it. Oh! Pressing S kept me here. Bought some food, just 5 because 12 would be more than capacity... But now I can't buy more food. Well, got pretty deep before dying so that's cool!
I wish there was some way to see how much progress I made on a run. Otherwise, very cool mechanics! Very simple to get into, simple to progress, quite clear. A little unclear when the option for events would pop up, so I wasn't really able to plan out routes and understand what resources I would get for taking a specific path. The movement to me felt a *little* random for the most part, but that was mostly fine because it was about the decisions made at each point.
Very cool jam idea, fits the theme well, pretty fun to play! A little more resource variation and tools to give the player some more information when making pathing decisions and it could really progress well.
Abyss - A Journey Deeper by Dimi_Tree 2021-05-06T19:58:58Z ♥ 3
I'm a big fan of vignette games that try to explain some personal things through mechanics, and this is a pretty neat move toward that. I think one general improvement to focus on going forward is to make sure to provide the player with some feedback on what's working and what's not; for example, in the second level I felt like I was randomly being reset, I didn't know if colliding with the yells was slowing me or if it was a performance dip, I made it to the bed but then it reset me, but not at the start, and I was pretty confused. It also took me a while to sort out movement because the description says WASD but I had to arrow keys.
Lots of breadth in the game! Impressive amounts of stuff for a first LD, I'd just suggest spending some more upfront time in the future on making sure the basic interaction (movement) works well and the feedback keeps the player in the loop (I took X action, I know it was good/bad, I know what changed about the world/my character). Good stuff though!
Forgotten Spelunker by smilewood 2021-05-06T19:50:17Z ♥ 1
Really enjoyed the art and audio! The overall gameplay doesn't really hook for a long time, but still quite fun. I'm sure there's lots of room to add more environmental traps. If I were to offer one criticism, it would be to find some more opportunities for informed choices; maybe signpost certain chunks (TRAPS THIS WAY) that signify risk/reward. Either way, it looks and sounds great, and is pretty fun for a bit!
Conspiracy Dive by wizard sino 2021-05-06T19:42:14Z ♥ 3
Pretty cool start to clicker adventure! Obviously a few places to improve on as a jam game. I think the two biggest keys to improving this would be to focus on feedback and input. For the first puzzle, there's just a lot of clicking that could be improved by having click-hold, up/down, only use multiples of 5. Something to reduce the number of clicks, especially when you can err the first clock and have to re-click the times for all of them if it doesn't work (or just allow for any configuration with the correct ordering). As for feedback, in the second puzzle, one element doesn't have quite the amount of feedback for success as the others (at least on my monitor), and it made it hard to know if it was a part. Without forcing the player to examine the hints, it also ends up being another "just random click" puzzle. Three of the puzzles could be (and likely might be) beaten through pretty random clicks, but that's not necessarily a terrible thing.
A lot of notes, but overall a good start! Lots of stuff to pack in during a jam, really good.
Deep Pocket Digs by ChrisAP 2021-04-27T12:16:23Z ♥ 4
Very cool idea! Definitely feel like some kind of sand-shark. Moving around and collecting is fun on its own, but I could definitely see some kind of sharky "chomp" as an extra layer in the future to make the upward leaps more satisfying.
The controls are a *little* slippery, but that seems fine for this dynamic. I think the route of my issue was not really knowing how much momentum I'd have coming out of the dig and rotating mid-air. Maybe a forward dash or something when whipping out of the ground would work well. Or maybe it's just tuning!
All in all very fun, very cool idea for the core mechanic! I love the little coins jostling around. Great touch.