Tiny Man's Skies by wrexialmt 2017-05-16T04:54:06Z ♥ 0
The getting from place to place is close to fun, but the upwards-only thrust makes it inevitable that you get trapped in orbit around the planet you were trying to touch. The exploration itself isn't intrinsically satisfying, so the progress bar ends up feeling cold and low-effort. Tweaks to the controls and a strong focus on the mood of the exploration would improve this game significantly.
LD48 — Deeper and deeper (34)
The deepest curse by Bobafett89 2021-05-18T06:09:14Z ♥ 1
Opening Menu baffled me for a moment, my first thought was that it was meant to be like a Mega Man level select screen, but the level called "Rules and control" didn't sound very fun...
Seriously though, real criticism. The graphics are really rough and the music is too repetitive. As well, it's tough to tell where hitting the spikes will actually count, I feel like I always have to be overly careful about them. The controls are a bit odd, they seem to be scrambled pretty higgeldy piggeldy around the keyboard, and I keep forgetting that 'W' doesn't do anything, especially while climbing. The overall effect is that I feel too perpetually confused to really get into the flow of things.
The actual mechanics are great, you built an excellent metroidvania structure and you filled it with all kinds of really interesting, challenging, and fun movement puzzles that take full advantage of the movement mechanics that are introduced. As well, your movement puzzles do a great job of gradually introducing the depth in the system that comes from combining all of these simple little mechanics. It's all really pretty elegant, and I can tell you had fun designing them. The only thing I don't like about the movement is the jerky response to input, but honestly the levels are designed around that well enough that I don't mind.
Snoopin Around by Madorly 2021-05-18T05:40:22Z ♥ 1
Quite simple, the puzzles worked, the ticking clock mechanic was fun. It's a nice touch that the solution changes when you screw it up and retry.
The graphics have a bit of an MS Paint thing going on, but I could tell what everything was, so that wasn't really a problem.
Engaging for the ~90 seconds it took to beat, but on the other hand, it only took ~90 seconds to beat.
Enter the Cubegeon by xatulu 2021-05-18T05:31:59Z ♥ 1
The music is nice, fits the game, doesn't clash with the sound effects (of which the sound of clicking the cubes is a standout favorite). The music didn't actually play on the web version though and I had to go grab it out of the source code when I noticed in your description that it should have been there. (Benefit-of-the-doubt, I blame the engine, not rating on that)
There's not really much here for me to say, it's very very simple. The difficulty curve is a bit strange, it feels like the first few floors are right at the edge of possible, but after you can afford armor it gets unlosable. Other than what to purchase (I think the only strategy is health until you get some cash, armor until you can't lose, then attack to speed things up), the game basically plays itself as encouraged by clicking.
The individual graphical elements are all good, but would be improved overall if they all matched.
Diggy Bungus by skippuku 2021-05-18T05:08:21Z ♥ 1
We made very similar games, but decorated them very very differently. Got a solid giggle here, the screenshake and the pizza splorts really set an appropriately ridiculous tone.
Something about the controls just wouldn't let me wrap my mind around them, I kept finding my fingers in the wrong place, and every time I opened the shop I had a brief panic trying to remember which button was the buy button while my food was ticking down in the background and pizza Jeff was somehow throwing pizzas in the entirely wrong direction despite me being on TOP OF YOUR TABLE JEFF, HOW CAN YOU MISS ME. This is perhaps an intended experience, but I did not like it.
Art is decent, nothing to write home about, tasteful for the scale of pixel art, and sufficiently unified to where nothing felt off (except the background, but it didn't bother me). The end was in about the right place, maybe a touch too far, but I really appreciated that there was an explicit goal to reach.
Terrace Territory by SpacialSeasoning 2021-05-17T05:34:00Z ♥ 1
Clicked for Jerma, stayed for monke, very sad to leave him, I hope he is well fed without me.
This is riddled with jank and not tutorialized, for the love of god write up a quick tutorial in your description. I feel justified saying that in an unpleasant way because I absolutely love everything else, and I'm disappointed that the fundamentals of actually getting to the everything else are so screwed. Glad I powered through though to actually figure it out and play it.
To anybody else confused, place pots so that they point towards the exit, or other pots. Different pots represent different functions. Blue flowers serve a dual purpose of providing the input y=x (i.e. the first level's solution is one blue pot pointing at the result), as well as powering pots like 1 and -1 (they won't actually output their values without a blue input). From there everything should be figure-out-able if you know the math.
Review though: Quite pretty, excessive use of memes but tasteful in context, already said I love the mechanics, and the couple of levels that are there are enjoyable to solve. Even if it were tutorialized, the mechanics are not even remotely accessible if you don't have a decent grasp of math, and I really appreciate that it is uncompromising in that. I was giddy to get a derivative pot, good job playing to your audience.
GLUB by Birdwards 2021-05-17T04:47:24Z ♥ 0
Ridiculous. Love it.
I'll admit to flicking my microphone instead of going "blub", I have neighbours and it's late and my mic sucks, sue me.
The levels are difficult, but fair and creative, they show off the mechanic well. I think a slower difficulty curve would have been preferable to teach the mechanic better, especially for a jam game.
Art works, music works, no complaints about any of that, would've given a good overall score for scribbled junk and the sounds of dogs barking if that's how you had decided to dress up the mechanic.
Dwarven Delver by cavedens 2021-05-17T04:31:32Z ♥ 1
A good base, but not much depth to the exploration.
I understand and agree with not having things be immediately visible, but being entirely invisible makes them kind of moot as a game mechanic, the optimal strategy seems to just be dig to the bottom and then exhaust the rest of your stamina along the bottom row to maximize dug area. Strategizing around the most stamina-efficient path to reach the bottom is a fun little puzzle though, I would have liked to see more depth to it.
The music works well, manages to set the right mood, and the art of the little miner is just lovely, he looks so worn down by life and yet so cute.
Salvage by fueelin 2021-05-08T22:09:45Z ♥ 1
Very simple mechanics which you've built some pretty deep levels from, gotta appreciate that. I also appreciated the little touch of the window resizing to the level size, I found it charming.
Space?Space!SPACE by Meta-link 2021-05-08T21:59:31Z ♥ 1
Neat! I think the difficulty is tuned about right; yes it's hard, but it's hard in a way that you can improve at and see your distance going up, without indefinite survival ever becoming easy. The art is nice, the movement/shooting are solid. It got old faster than I got good at it, I think because nothing really changes any distance out. Definitely more fun than I expect from a jam game anyway!
Tomb of the Old Gods by Dylan Fries 2021-05-05T21:43:47Z ♥ 2
A neat little scene to walk around in, I appreciated the level of detail included with the little monologues. The walking was a bit odd, very slow acceleration and I didn't understand the purpose of the dash since there was nothing to really avoid, and it didn't dash much anyway. Had some trouble finding which thing was meant to be the exit, it didn't really stand out against the environment. I do wish there was more to the story, I wasn't satisfied with the available slice.
Eye of Skozrack by Echo GameWorks 2021-05-03T19:48:41Z ♥ 1
Certainly not groundbreaking, there must be a million and a half flash games out there that work like this, but that's because it's fun.
Some of the levels were unreasonably unforgiving. Making a mistake often meant getting hurled into an even more difficult challenge, and making a mistake is very very easy. As well, the seemingly uncontrollable bounces make some mistakes easier than easy, entirely unavoidable.
The opening cutscene sold me on the theme. I don't generally score high on theme when the only aspect of the game that fits it is the framing, but there was meaningful effort in the framing that actually added something, and that I appreciated.
I loved the sound, and the art, simple as it is, works well. I appreciated all of the little touches of polish, like the screen shake, the illumination around the eye, and the level transition.
MachDrop by ZIM 2021-05-01T01:50:41Z ♥ 1
I don't understand what I'm supposed to be doing, it seems like just walking off edges until 100m is reached?
I found the music quite irritating.
Parts of this looked okay, the depth signs had a neat aesthetic to them.
I feel like I must be missing something, if there's more to the game then could you please include a description?
Deeper than Beyond by Runuchok 2021-04-30T06:24:41Z ♥ 2
This is a very fun and unique idea, and it surprises me with how unique, and how not-obvious from the theme it is, to have seen the idea twice (see https://ldjam.com/events/ludum-dare/48/save-her).
The main issue I had was balance, it felt much too difficult for a casual jam player, I was only able to get as close as 7% in 3 tries. What I found most frustrating was when a machine I was in the process of working on would re-break; I understand the realism of it, but considering user experience it would have been a nice touch to prevent that from happening. I was also discouraged by how, given the finite health and increasing difficulty, early mistakes can become unrecoverable no matter how well you play later in.
Regarding the machines themselves, the the switches were quite easy (but I feel good for gameplay, as they're a quick thing you can just go do), the console was a cool idea that my own cruddy keyboard ruined for me, and the wave thingy was very creative and fit very well. I wanted to like the 3-bar thing, but it seemed to demand more accuracy than I could muster with the given interface. The spinning sphere was a cool idea, but in practice it got so out-of-control, and took so long to fix, that it felt like a waste of time to even bother with.
My last criticism is the lack of sound, in my opinion I'd rather have seen sound than a 5th machine, it would have really solidified the atmosphere.
Overall, I had a lot of fun with this, the high-pressure atmosphere is great, the visuals are a spot-on in their minimalism, and somehow I got the feeling of actually descending into a black hole despite literally no direct visual indication of such.
Pressure by smt 2021-04-28T19:26:59Z ♥ 1
Quite pretty, in a basic but good kind of way. The behavior of the projectiles was interesting, but I was disappointed that there wasn't any interesting use for the ricochet mechanic. I did have fun banking it off walls to hit entities, but actually accomplishing that was a significant gamble.
The combination of the entities bobbing and the arc of the gun made actually hitting stuff more difficult than felt good. As well, there wasn't enough variety to gameplay to make deeper levels feel meaningfully different. If the levels were designed rather than generated, that could have helped a lot I think.
Sea of Lies by Erkberg 2021-04-28T18:40:29Z ♥ 1
Is this what really happens to the frogs when you put chemicals in the water?
Backwards Quest by Lone_Wolf 2021-04-28T16:06:00Z ♥ 1
Neat idea! Rather too short on content to say much about, but the boss fight was a cool little implementation of your idea.
self reflection by torcado 2021-04-28T15:16:09Z ♥ 1
The last puzzle was really cool!
No huge complaints here, I wish that some of the basics had been tutorialized the first level didn't really explain the mirror mechanic, and I had to accidentally figure out I could push mirrors in the second level.
I understand though how too much tutorial could interfere with what you were going for, and after those two little things I really appreciated little the meta-puzzles of what you can do with new mechanics.
Dig It Out by Threaded Lama Digital 2021-04-27T21:28:30Z ♥ 1
Please clean up your download! You have a compressed binary, and an uncompressed binary, and your source code, and it makes the download unjustifiably huge. Not scoring on that, just complaining.
I liked everything about this game except the game part of the game, and the portrayal of some of the characters. The latter is a taste/culture thing, but regarding the former, it's just not engaging, and I nearly quit after the first 30 seconds figuring I had done everything I was going to get to. I was right, but I'm glad I stayed for the less tangible details. I'll say the decrease in the number of items in later days was a neat idea, but didn't exactly help me enjoy playing. There really needed to be more to the mechanic.
The details going on in the background are great (though some initially tricked me into expecting a story hook from them), and the music is so easy to fail to appreciate, being as tasteful as it is. To anybody else reading this, listen to it! It's great! That's <48 hours for legitimately good music that changes level to level!
Annoying falling game by TomH1 2021-04-27T20:51:05Z ♥ 0
Fun while it lasted! I A-ranked all 3 levels, it's tough to judge with just those 3 though. Of those 3, all I can say is they're tuned to developer-difficulty, and could do with either being somewhat easier, or having an easier set of levels preceding them for a new player to build skill on. Certainly, a lovely idea, executed well.
Fall by Mika314 2021-04-27T19:35:38Z ♥ 2
The graphics are endearingly jank and I love them.
Two small criticisms of the gameplay: First there isn't enough variety in your tracks to be fun, they dwell too much on very easy patterns, even in the Hard difficulty. Second: the parallax difference between the front and back columns of rats can make some parts hard to read, although that's more of a statement than a criticism, it might be what you were going for.
The music is great too, far above my expectations for a Compo game, I was actually pretty unimpressed until I realized the music was part of your 48 hours, mad respect.
The Red Crystal by Bastienre4 2021-04-27T19:16:23Z ♥ 1
Very cool, your goal here was clearly to pursue a certain atmosphere. The environment is quite nice and is serviceable in that (I really appreciated the moment of turning around and finding everything suddenly red), but the audio was incredible!
My only criticism is that it's a pure walking sim, I would have enjoyed some more monster activity, but 48 hours is 48 hours and that clearly wasn't your priority.
How'd you produce the sounds? There's a lot of little noises in there that I personally couldn't have found two things to bang together to make.
Demden by Wesxdz 2021-04-27T18:12:08Z ♥ 1
This is probably my favorite to play so far! It does seem like there's a lot of progression towards nothing though, it's not clear to me if something significant changes further into the game other than upgrades to simple stats.
Cat Sweeper by gnevesdev 2021-04-27T17:49:21Z ♥ 2
Very creative idea! I didn't find it engaging, since the strategy is just to find and walk alongside the 0s. I'll disagree with the other commenters that the 0 blocks with mines in them are a problem, I think your chosen algorithm for determining the count on a tile is fine, the better choice even, it just needs to be communicated more directly.
Even if I didn't have fun, I can really appreciate the simplicity of this.
The Deepest Threat by Goutye 2021-04-27T17:37:04Z ♥ 1
I enjoyed this, the art is nice and the parameters of the central upgrade mechanic have enough depth and variety to carry it the full length of the game.
I do wish there was more meaningful variety in the enemies, they definitely don't carry the full length of the game, and it sets up a lot of uncertainty about the final boss. Like, by the end, I know I can smash the same enemies I could barely beat at the start, but I have no idea where I'm at relative to the boss, or what kind of things I should be taking to prepare. I did smash the boss, but it didn't feel on-purpose.
(Writing after reading your comment above to similar complaints, I'd recommend it may have been better to communicate the ramping up in enemy difficulty by showing the player different enemies, i.e. by ordering them slime->wolf->golem, or by just changing their color palette based on their level of threat. Mini-bosses at the end of each area could also help with this, and I was actually disappointed when I got to the end of the first area and there was no particular challenge, just a change in environment.)
Kudos as well for the least irritating music loop I've heard all jam :p. Genuinely though the music and sound are simple, tasteful, great.
Depth Seilor by deepinthewoods 2021-04-27T14:51:56Z ♥ 1
Cool concept, I loved the simplicity of the base mechanics, but it did get samey pretty fast, I think the levels were a bit too easy to just breeze right through like a maniac.
The art and sound in this game have this bizarre deep-fried quality that I'm not sure if I'm supposed to like or not, but I do.
Type Fisher by breadstix 2021-04-27T01:57:13Z ♥ 1
somewhat endearing
words funny
art goofy
politics unwelcome
very samey
be confident
rm -rf by Tiago Cruz 2021-04-27T01:26:09Z ♥ 2
I clicked thinking I was gonna give you a bunch of grief if you didn't have a Linux build lol
In all seriousness, this is a great gag, the gameplay wasn't very engaging but it really didn't need to be, thte idea holds itself up.
Need more deep: Donut cover by Kurakurture 2021-04-27T01:19:58Z ♥ 1
Cute idea, cool concept with the camera. The controls and collision were odd enough that I found more success flinging myself into pits than properly avoiding obstacles, and I did get the donut in the end, so I'll call myself a speedrunning master.
DEEPORB by Taft Punk 2021-04-27T01:04:54Z ♥ 0
This is an interesting idea, but I didn't really enjoy playing it. It's a combination of the interface requiring all this clicking, and the delay being inconsistent.
On the interface, this game would be frustrating to play even without the delay mechanic. On the inconsistency of the delay mechanic, I came in expecting an element of skill in timing commands, but what I'm experiencing is more like a gambling mechanic.
I did enjoy the little puzzle with the spiral of currents in the middle, that was satisfying to solve. This was a really creative integration of the theme into the mechanics as well.
Descend by DevParty 2021-04-26T21:38:26Z ♥ 1
I had some fun with this. Simple, straightforward, nothing-wrong-with-it gameplay, wrapped up in serviceable graphics and sound which I didn't like but didn't drive me too nuts.
If I could change one thing, I'd move the camera further ahead of the player. As fun as reacting on the fly to these little challenges was, I feel a lot of potential was lost for challenges that would take planning and thinking and all that nerd jazz.
I really appreciated the formula change in the last level, and then the second formula change in the last level, both were great little switchups that caught me off guard.
Corresponding by p0l4r 2021-04-26T21:17:57Z ♥ 1
I don't know if this was more or less fun to me for having accidentally skipped the part where you draw the symbol. One could definitely analyze some kind of theme in the series of blank pages at the end which the writer believed had symbols on them.
At the end you call the story unfinished, but I think the length was about right, the mechanics didn't exactly need much in-depth exploration.
Any case, good sense of humor, the sound sets a great mood which the setting of the story holds up, the graphics are simple and better for it. 'ppreciate ya bud.
DeepSea by Chensu 2021-04-26T20:57:50Z ♥ 3
Very pretty, but I didn't have much fun with it. Most of the challenge was fighting with the controls, mouselook tied to pitch instead of yaw is something I've never seen before, and I can't wrap my head around it. The basic gameloop of "bait the missiles and gather the purples" emphasizes this movement system, and would be plenty serviceable if the mouselook were improved.
Save Her by CrumblyBread 2021-04-26T20:38:27Z ♥ 1
Excellent story, excellent sense of humor, the animations for the various machines are great, like this is all some horribly cobbled-together Rube Goldberg machine.
It's balanced too difficult when moving I think. If it was slower paced but you couldn't stop and breathe by not winding the weight, and as well if you could always see the parameters, then I would have had a lot more fun with it.
I too am sad you had to keep the game mute. Sounds for the various contraptions could have really added to the humor!
Ants Are Awesome by IndigoWolf 2021-04-26T17:59:48Z ♥ 1
I had some fun fighting the first enemy queen, and watching my preposterous army of ants stream through the tunnels to wherever they're going, and I actually lost despite my insane numbers because I picked a poor spot to attack from, which exceeded my expectations of the strategic depth of a game where you don't control your units directly.
If might have been more strategically interesting if you got fewer ants (making digging more costly instead of instant) and if minerals/gold spawned in clusters (giving meaningful places to dig towards and potential points of conflict). As well, I'm really not a fan of the art, though I understand it's more utilitarian than properly stylistic; I personally dislike pixel art that doesn't align to pixel boundaries, and as well a lot of colors blend where they shouldn't or contrast where they shouldn't.
A small oversight that I won't rate based on, the mineral cost of mining means that you can soft lock the game by running out of minerals.