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YearLDThemeGameDivisionRankOvFuInThGrHuMo
202557Depths👥Excapadejam3793.633.623.253.853.782.903.55

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Humor vs Overall

Mood vs Overall

Comments by Clink

LD57 — Depths

St. Harold the Devout by bwalter 2025-04-24T06:50:11Z

Unforgiving, but fun! Well, perhaps a little *too* unforgiving. I wasn't able to reach the very end, though I assume I must have gotten quite far, given my long playtime. Still, St. Harold's appendages control well, and I like that there is a distinction between the way the tongue and the limbs work.

I was able to realise pretty early on that things can be detached at will by pressing on their individual timers, which adds some welcome course correction and strategy to what would have otherwise been a rather uneventful climb. Could have benefited from a check-point system, though a few comments have already expressed that sentiment. Otherwise, a very solid entry all around.

Thanks for the game!

ONLY GO DOWN by jefvel 2025-04-24T10:11:24Z

Very enjoyable and streamlined to perfection. While the game doesn't offer much, it doesn't ask much of the player either. Bounce off of walls, try not to take fall damage, get to the bottom. Can't get any more sweet and simple than that.

The protagonist's design is adorable, and I really like the way you handled lighting upon the cavern walls. Builds up a nice atmosphere. Took me a bit to get to the finish, but I'd still like to share to prove my perseverance. Thanks for the fun!

screen GODOWN.png

Blind Abyss by WetBox 2025-04-24T07:05:22Z

An impressively original entry, and one that stuck with me for a while after I reached its end. The clapping mechanic does a lot of heavy lifting here, though I also really enjoyed the creepy audio, especially the player character's death sound. *So* raw and agonising.

The enemy behaviour could have been a little more nuanced. Or, alternatively, it might have helped to introduce a second type of hazard in order to diversify the experience. The check-point system, on the other hand, was a very welcome addition, frequent enough for the player to not get too easily discouraged, but infrequent enough for the game to still pose some sort of challenge.

I enjoyed this one a lot. Would love to see it expanded upon some day, perhaps with a textured environment for extra spooky vibes!

Pressure of the Depths by slay a stone 2025-04-14T21:09:58Z

Positively stress inducing, although perhaps a little too irritating with the onslaught of voice messages layered one atop of another. The featured mini-games are rather basic, but the variety that they come in easily make up for it, not to mention the welding one having multiple variants. Impressive!

While the graphics aren't anything to write home about, they are endearing in their own right. I found myself looking back to the player character a lot for comical relief whenever things were starting to get too heated for me.

I really like the lore explanation for starting the game over after a victory too. It's nice that you managed to find the time to put a little bit of personality into the text pop-ups. My favourite detail must be the way in which the background changes depending on the depth you're at. That, *and* the "Down" movie poster. Charming stuff!

Granny's Gotcha by Joscco 2025-04-23T09:35:20Z

Fantastic entry, and probably one of the most polished ones this jam! It blows my mind how complete you managed to make it in just 72 hours. A cosy artstyle, an extensive selection of levels with increasing difficulty, and a running gag that never gets old ( unlike our protagonist ). What's not to love?

The little gags peppered in every few sections never failed to put a smile on my face. The pastel colouring makes the game feel warm and soft, and the select screen having Granny's trinkets for icons must be my favourite detail, design-wise. Very clever, working with what its' got instead of going with the run-of-the-mill number pad customary for the puzzle game genre.

Didn't try to reinvent the forumla, but didn't need to either. A textbook definition of a safe bet, shining bright and setting itself apart with the extra flair it's got. I'll leave it at that, so the praises don't sound oversang. Amazing stuff, can't wait to see your next submission!

Cinderseed by val.ociraptor 2025-04-23T09:18:47Z

A short and sweet game. The character design has a lot of appeal, as does the minimalistic look of the play area. The many stages of the plant blossoming was a nice addition that I'm glad you got the time to implement, though it's a shame there wasn't enough of it left to add some sort of visual climax to the ending.

There's a lot of humour to be found in watering something using something like tar or petrol instead of water, and having the plant switch moods on a whim, granting it a bit of its own personality in a very subtle way. Nice work, I hope you make it in!

Dwarven Depth Runner by Ausstein 2025-04-13T18:39:19Z

I never knew these games were actually real until I saw one made for this jam, haha!

The camera doesn't work to the player's benefit, but other than that, the game's nice, all around. I like the characters' models, very rich in theme-appropriate detail. The trapdoors were a fun addition, although I can't help but feel like perhaps they could have been a little less punishing.

Not sure if this was an intended feature, but you can pretty easily divide your army at many of the crossroads, allowing you to harvest both of the rewards on each side of the tunnel. I didn't manage to get all the way to the end because of those dang broken bridges eating up my dwarves upon every try, but I still enjoyed my time. Thanks for the game!

Leap of Faith by Kyrios 2025-04-24T10:30:29Z

A solid game, easy to get a grasp on and not too difficult to master. The soundtrack is stellar, and the fact you've managed to score every section in such a short amount of time is mighty impressive. The visuals are nice, and each zone getting its own unique enemy does not go unappreciated.

However, there is no in-game prompt for what to press in order to attack, and so I ended up dying to the boss the first time that I managed to reach him, unaware of what I was supposed to do. I was a little bit confused, since the game opens with white text telling you what the RMB does, so the lack of further instructions threw me off.

As for the boss, the lava pillars attack could be telegraphed a little sooner. The window to react to it is *very* tight. Still, I had fun getting progressively better at swiftly crossing the level with every attempt. And of course, the memes made it all ever so more worthwhile!

Void Plunder by Malte Hedenstrom 2025-04-13T12:04:53Z

Awesome audio and enchanting visuals! The "wind currents" were a nice feature to include. I love how scrunkly the sand bags' design is, they make me wish I had a plushie of one. Though it's a shame the other resource didn't follow suit with an equally cute design to match.

Now, as for what could be improved: traversing the void felt a tad too sluggish for my liking, and taking damage from the dragons wasn't noticeable enough - I went half of my experience without even noticing the health bar go down. A sound cue or some screen shake would have come in handy.

I also ran into an issue which rendered everything invisible after I entered "the depths", despite one of the pointers guiding me towards it. Not sure if it was an intended feature, or if I interpreted the pointer wrong. Perhaps a few more in-game messages or warnings could have helped clarify things.

Regardless, I'm glad I gave Void Plunder a try. It was a cool experience start to finish. Thanks for the game!

Enigmarine by Willby 2025-04-12T19:30:12Z

Really enjoyed this one for what it was. The opening puzzle took me a few solid minutes, and the payoff felt nice. I liked that the grate separating you from the valve was see-through, so that you could easily tell what your primary goal is. Textbook game design.

The graphics are surprisingly nice given how little time you had to work with, and I do mean it. I caught myself dilly dallying, admiring the second section's layout, totally forgetting about the timer. Speaking of which, the timer in that part really caught me off-guard, and introduced some welcome tension. A nice feature to include for variety's sake too.

Wish there was *at least* another puzzle for dessert though. Something about rule of threes. But that's not to say I didn't have my share of fun. One last note. The sound design was brilliant. Thank you both for the experience!

COMA by GoldyXEN 2025-04-23T09:11:01Z

Love the amount of detail on the assets, you can really feel the soft, fleshy texture on some of the blocks! The gameplay loop, while original, rings a little empty, since the player can simply avoid all enemies most of the time. It would be neat if they were something more than just minor obstacles blocking the exit.

The difficulty is tough, but the speed at which things happen doesn't make it too troublesome. It was easy for me to adjust to it in just a few go's. The music, while not tailor-made for the game, is fantastic in its own right.

I wish this game had a little more to offer so that keeping on playing would feel justified. The concept is interesting, all it needs is a few fun mechanics!

Saving Turtle Rainn by Ilinx 2025-04-24T06:17:03Z

Simple, but rich in mood and atmosphere. The visuals are very charming, and the tiles distinguishable enough from one another for the player to instantly recognise what action they're expected to perform. I also like that you have to time your defence right for reflecting bubbles to take effect, which adds a little bit of nuance to dealing with obstacles.

The slow, relaxing music really helped set the tone, and the choice to go with a more realistic looking direction for the animal characters' designs solidified it further. The ending scene made me tear up, which isn't something I can say for any other jam entry that I've seen so far.

Thank you so much for this charming experience! <3

KILLWARE by deadjolly 2025-04-19T15:45:25Z

The character models are really nice. Clearly, @deadjolly must have had a lot of fun designing them. They're very easily readable, with just the right amount of detail! I also enjoyed the way in which the guns follow the cursor. It's probably my favourite feature, all things considered.

The UI is clean, the overall style that the game has going for itself is sound, and I like the premise of diving into and exploring a cyberspace, though I can't help but feel like that last part could have been expanded upon a little more within the game.

I also found defeating the enemies a little tricky. Based on my experience, unless you start attacking them *right* as they appears on-screen, you're not gonna have enough time to deal the damage needed to destroy them. This is a bit demotivating to me as a player, since I can't get BITS in any other way. Perhaps if some of them were spread across the track, it wouldn't have had that much of an effect on my experience.

Lastly, I don't know whether this is a technical issue on my end, but the player model glitches out *a lot*, which while not too much of a problem in itself, can get overwhelmingly distracting. Despite all that, I can still see and appreciate the effort that went into KILLWARE's creation. Nice work, the four of you!

DUCKDEPF by Jona Scheidig 2025-04-13T18:06:23Z

I don't know what that "its actually pretty fun, considering it doesn’t look too appealing" part of the game's description is talking about. I see plenty of visual appeal here, *especially*, in the player character's model. His face expression is just so charming! <3

While the gameplay in itself is shallow, you can only do so much with this type of "obstacle course run" structure. Speaking of, I appreciate the variety in the many props used to impede your fall. The movement is smooth and satisfying, and the music slowing down down, turning into a more miserable sounding version of it self has to be the icing on the cake. Great job!

Down Under by TheLastSlowpoke 2025-04-24T07:29:33Z

An adorable submission! The character designs definitely carried it, though the gameplay's also enjoyable in its own right. My favourite part ( other than the little joey's expression after being grabbed ) was how the arm retracted during the finale, allowing you to see how deep you've really gone.

This is the perfect sort of game to introduce a level structure to, if you ever consider taking it further. I think it's something worth exploring! Perhaps adding some obstacles in the form of sharp, misplaced trinkets lost in mamma's pouch could help introduce some stakes?

Ideas aside, congrats to the team! I hope you had a lot of fun working on your first joint entry, and I'm keen to see what the next jam's got in store for the lot of you, granted you plan on giving making things together another go. Cheers!

Home is where hell is by Anderson Job Loeffler 2025-04-12T19:57:37Z

Solid concept, eye-candy visuals, and nice music. I dig the design of the Devil too. The animations especially feel buttery smooth, and the controls - appropriately responsive. Baked to perfection, but criminally short. Would have loved to see at least one more section to really drive the whole thing home.

One change I think would work to the benefit of the player would be to reposition the camera to show a bit more space below the character, so that it's not all just a full-blind guessing game, but a little bit of level assessment too!

Lone Digger by The Spinning Sofa 2025-04-24T08:15:47Z

A very good example of what wonders can be achieved through the power of teamwork! This game is *oozing* with charm, from the mixed media feeling 3D character model surrounded by 2D sprites, to the individual clickable set pieces, and all the different names for the items that they drop.

I'm not usually a fan of clicker games, but this one's rather easy on the mouse, and the resources passing by give matters a sense of urgency uncommon within the genre. The fun NPC interactions also give me a compelling reason to keep going. Had they not been there, I would have assumed there's nothing but grinding awaiting me further, no matter how deep I go. Fortunately, that wasn't the case!

The inclusion of three different upgrade options ( while standard ) does the game a lot of good, and I'm glad you had the time to make all of them into their own distinct objects. So imaginative and soulful! And of course, the Wilhelm scream cannot go unappreciated. <3

On an unrelated note, I'm curious if any of the crystal imagery was inspired by the Crystal Peak from Hollow Knight. If not, we've got ourselves a *crazy* coincidence given the striking resemblance! Although I'm also interested in hearing what other sources contributed to the game's look and feel.

Thanks for your work!

Diamond Dive by amooseinaroom 2025-04-13T10:12:27Z

The overall concept is solid. You have a basis for something good here. But the game in it's current state isn't too enjoyable, or at least I didn't get much enjoyment out of it. There's a few changes I'd suggest to make the run-to-run experience less frustrating.

Firstly, the countdown at the top of the screen could possibly be changed to a bar that depletes with time. As it stands, before you get a grasp on how much you have left after reading the prompt, that time will have already ran out. To combat that, I had to simply disregard the timer completely, and play as if it wasn't there at all, which isn't good considering that it's supposed to aid the player, without diverting them from their task.

It might also help to put the timer closer to either the middle or the bottom of the screen. Having it all the way up only adds to the "takes your attention away from the action" aspect. Perhaps the timer's placement wouldn't be as much of an issue if the player was given more time per stage.

Lastly, having the time be randomised makes the whole thing feel unfair. But the fault lies in how vast the time difference can be, rather than the fact it's randomised in the first place. I know it's meant to be a part of the challenge, but I don't think shortening the disparities would take away from the game's difficulty.

Hope to see your project grow, and good luck with your future commercial endeavours!

. by protzz 2025-04-13T12:49:11Z

@dhim and @delunado are right. You do have to share your game's source code in order to be considered for the compo category. Not doing so means breaking the gamejam's rules, plain and simple.

You made the game in 2 days. That's cool. But the fact that you still continue to accept ratings in the "graphics" category, despite having used AI to create your visual assets ( meaning they're not self-made ) AND refuse to share your source code is not only against the spirit of the event, but also unfair to all of the other participants who DID play fair and yet didn't rank nearly as high as your submission did.

I'm sorry to say this, but if you refuse to cooperate with the rest of the community and do what is asked of you, your entry will end up disqualified sooner or later. Or at least I hope it will. Because what you're doing here is not acceptable.

Diving Belle by The Stewarts 2025-04-13T19:50:57Z

Sqeaky clean graphics and a very satisfying gameplay loop. Must be one of the most fun experiences I had so far when it comes to this specific jam. The game may start out slow, but it gets *really* nice and smooth *really* flipping fast.

Might have been nice to have some sort of soundtrack goin' in the background as you're out harpooning around, since the piece that plays upon a finished day made me wish we got more of it. Congrats to Joni and Evan for coming up with such endearing designs too!

Diving Belle by The Stewarts 2025-04-13T19:50:57Z

Oh

Diving Belle by The Stewarts 2025-04-13T19:50:57Z

I'm so sorry-

Diving Belle by The Stewarts 2025-04-13T19:50:57Z

I accidentally left the same exact comment 7 times over, due to my pc bugging out.

Diving Belle by The Stewarts 2025-04-13T19:50:57Z

And I am.. not seeing any delete button..

Diving Belle by The Stewarts 2025-04-13T19:50:57Z

...

Diving Belle by The Stewarts 2025-04-13T19:50:57Z

*W o o p s*

Little Caveman by Ronalchue 2025-04-12T18:59:00Z

Very cute! The *little* noise that the *Little* Caveman makes upon death never failed to cheer me up after a lost attempt at a platforming section. As for the visuals, I'd say that purple was a good choice of primary colour on your part, as it gives the game a very laid back, relaxed tone.

Unfortunately, I wasn't able to get past the second stage with the yellow bouncy orbs, even though I tried my best, which was a bit of a bummer. I sort of wish that the first few parts weren't as demanding, and instead scaled up in difficulty, to help the player get acclimated with the character's movement.

Perhaps it could have also used some thingies to collect, as is customary for 3D platformers? Regardless, solid work!

Life&Depth by Jacky San 2025-04-13T18:15:44Z

I'm a big fan of the overlay around the edges of the screen, it really helps sell the idea of being within a submarine. The submarine itself looks absolutely adorable, especially when flopping around on land. The limited colour palette was a very nice self-imposed constraint, and one that I think ended up working to the benefit of the project. A simple look for a simple game.

Also, I've noticed that it's possible to reach the end of the level without ever stopping for air by simply continuing to go straight down. Not sure if that was an intended feature? I personally might have preferred for the path leading to the goal to be a little more convoluted, but other than that, I've got no notes. Great job all around!

Egg Rescue: Detective by jetaimais 2025-04-11T19:18:22Z

Overall, a very easing and light-hearted experience.

The adorable character designs and delightful artstyle really help it stand out among the other jam entries, while the soft, cheerful music perfectly ties everything up.

I appreciate the novel approach to the "depth" theme through the implementation of actual, physical layers of screen depth. However, it does ultimately feel like a feature that the game could have easily done without and still not be impacted by its lack in any meaningful way, which is a bit of a shame.

Other than that, as a player, I also wish that the game was a little less streamlined, so that I could come to my own discoveries and conclusions, perhaps by being able to look for clues in multiple areas at once, without being limited to a single screen? Regardless, I still enjoyed my time with it. Fantastic work all four of you! <3

You Know the Drill! by ludokai 2025-04-12T20:21:07Z

Clever title. Cool concept. Easy to understand, intuitive gameplay. Simplistic, almost to a fault. I would have welcomed some more nuance to the gameplay, whether it'd be in the form of more minerals to dig or just a few visually interesting set pieces to see as you make your way down.

It's addicting, but not necessarily engaging. The type of game to turn your brain off to while you listen to a video / podcast in the background. I did enjoy the "move faster through drilled out spaces" feature though. That was a thoughtful addition.

Thallas by HDVR02 2025-04-12T18:30:39Z

The game's presentation is remarkable, and you'd struggle to find one with a greater atmosphere in line with the jam's theme. Trying to figure out the enemies' behaviour and watching them creepily make their way towards me must have been the best part of it all.

Sadly, you're as good as dead once an enemy spots you. In my experience, they continue chasing you even after you get into the submarine. It seems like you're expected to distance yourself from the creatures by a great deal, which wouldn't be an issue, if the aforementioned submarine's movement didn't have a tendency to break down, robbing you of your only way out of the situation.

Other than that, all I can say is, I wish that Thallas could have gotten some more features! It would have been nice to see some sort of goal to work towards, even if it was to be completely arbitrary due to time constraints.

The game by the Ice Truck Killer 2025-04-23T21:18:28Z

Classic game.