Dark Kitchen by Sand-Gardeners 2020-04-21T14:44:08Z
Massive mood indeed. Didn't know what exactly I was doing and where but the dialogues, the music and that eerie atmosphere put me right in a dark mood. Properly awesome.
Foon → Ludum Dare Explorer → Users → damagefilter
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | 👥 | Bunker Björn | jam | 969 | 3.48 | 3.24 | 2.66 | 3.37 | 3.90 | 3.47 | ||
| 2020 | 46 | Keep it alive | 👥 | Feed Pete | jam | 151 | 4.06 | 4.13 | 3.56 | 4.36 | 4.31 | 3.95 | 3.78 | 4.09 |
| 2017 | 38 | A Small World | 👥 | Small Worlds - Universe Balancing Bureau | jam | 3.00 | 3.00 | 3.00 | 3.00 | 4.00 | 4.00 | 1.00 | 2.00 |
Massive mood indeed. Didn't know what exactly I was doing and where but the dialogues, the music and that eerie atmosphere put me right in a dark mood. Properly awesome.
It feels to me like a (good) weird mix of Don't Starve, Diablo2 and ... for some reason that axe reminds me of the ancient nord axe from Skyrim. Ah anyway. I missed the challenge a little bit. I axed down 6 trees or so and just hoarded the wood. Then retreated to the campfire for the rest of the night, keeping it going.
Other than it being a bit too easy, this is a very ncie game. Controls feel snappy, the audio and graphics work very well together.
The abilities on offer for the player are pretty nice. The dodge-roll / magic teleport dash thing is amazing. Helps with navigating the library as well as being fun. I found the library to be a bit too large for its contents and the controls are ever so slightly clunky. Otherwise very nice, polished project.
Very peaceful, relaxing experience. Snappy controls. That's always a plus :D If there is an end, I never saw it though. Couldn't maintain the balance. But still! Lovely project. Always love me some shinto stuff.
Ah I loved the game. Sort of missed something ... a creature in the dark. A hint of an enemy presence maybe. Even a passive one that would make me think it might leap out on me any second. But never does. The movement is too slow for my liking. I get that it's about managing the oil in the lamp. But if it was depleting faster and I could move faster in exchange, that' be cool.
Regardless. I liked the puzzles in the game and the atmosphere in general. Good job on the assets too! Spot on voice acting :D Also, the controls were good. Snappy, precise. Just how I like it.
Today I remebered, I suck at walljumping.
Finished the first one, twitched, threw the fish over the ledge and it died. Without me. Then I jumped after it by accident. Would do it again. I'm a monster.
Lovely graphics and really enjoyable music and sfx.
I find the controls very unresponsive. It's hard to get the attacking with the spear right. But lets not dwell on it. This is a super nice game in any other respect. I always love me some norse mythology references. Cool take on the voice of the god as well.
Great post-apocalypse junker drive sim :D
Beatiful graphics and I like the idea. Kind of like a TD ... with manual controls :D
I did find the controls to be too clumsy though. Otherwise, this is a very nice project!
Akhlut makes a very good job on the mood department. Also props for taking the risk and using that cursed HDRP :)
I had a hard time figuring out what needs to be done though. Would love some more, precise, (or more prominent? maybe I missed them) hints on what needs to be done. Also got stuck once and then poor Akhlut died on me :C
I love me a good point & click adventure. And this is one. Well executed on the player feedback and a fantastically grungy-dark atmosphere. Bit fiddly with the spots where to click to go back a room. Bonus points for german steel bars. As mentioned before, I too had trouble reading the font for bodies of text. Still. A very very nice game.
Oh found a bug, too :D The endgame will not stop the background track though and once you return to the main menu, it will layer the menu track on top and so forth.
A solid, fun little game. Controls are snappy, graphics are nuce and crunchy and the music is subtle and easy on the ears. I too kept stepping on the wrong buttons by accident but nevertheless. Good, fun game.
The Zeppelin very big in mood. Simplistic, yet effective art style. Conveys the feels of a dark war night over the city. The shooting and bombing part felt a little weird but still. It was enjoyable.
That intro must be one of the most epic intros this jam. I recommend it.
The input feels snappy and responsive. That's great. I found the F / Q for pickup and throw somewhat fiddly though. None the less. Liked it. Music is awesome.
I became too efficient in destroying nature for the sake of the magic cherry tree so that, at the end of the days, I always had some life energy left that got removed for the next day :c But nevertheless, I managed to destroy enough of nature to keep my greedy little village alive.
The controls are very nice. Snappy, on point and easy. You might think: The schema of the game is so simple, what can go wrong with the input? And you'd be surprised by how much can go wrong. But not here. This is very nice.
I love the backing track. Very soothing. Could listen to that loop all day.
A shame Vesta didn't make it in time. But it's really nice. Love the shading and the mood. Somehow reminds me of the ghost hunting in Zelda MM. Which is good.
Alas - when the fire bar runs out, the game doesn'T end. It'll keep burning. I think I wouldn't even have made it through the first third of the night other wise, :D
Been running around and, as promised, felt like a derped Kermit. And it was great. Love the art and the music. Very moody! I welcome my new Karot overlord.
@kevin-meissner Thank you! Yes, I agree. The chars and props don't quite fit. On Account of time _suddenly_ running out we left it that way xD
@acdia Thank you for playing as well! I only know of an issue that you will keep shooting when running into a door while still shooting. But this one is new. Good find :D
@xpoho Спасибо!
@simpathey Thanks for playing! I agree. A map would have been great. Maybe one day, haha
Thanks y'all for all the great comments and for playing our game ... and dealing with the bugs :D
Special thanks to @fiakaiera for that exceedingly in-depth feedback. I very much appreciate you taking the time to think about our project and writing up your thoughts in such detail. Should we have the possibility to work some more on the game we will absolutely take your feedback in :)
Thanks for the feedbacks y'all!
@guitarbro yes the white line is intentional. The dungeons, should you get far enough without encountering a show stopping bug, would become crazy large and it wasn't really fun at that point running through, searching for the exit, without any major enemy encounters, as it were. I agree on the collectibles/upgrades. It would really have been nice. Shame we couldn't make it in time :c
@masterkrepta There was no motion blur. Ima assume you mean the blur on the bottom and top edge of the screen. Which was really too much. There is a post jam build that has this (and other visibility issues) addressed.
Goodness. Fantastic game. I actually would like more of that. Y'all need to play some games so more people kind find yours and rate it. Lord knows, you deserve all the ratings you can get :)
Lovely. I had a bit of trouble to figure out how the shooty bit actually works. It would appear that the projectile is a bit hit and miss with its appearance :D But once I figured it out it was pretty great then. Although ... I'm not sure if there is a fail state. I got hit so many times but still cleared one of the levels.
That's a way to approach the drilling-though-the-earth concept xD It was good fun. The whole game is all kinds of silly and it's great. Although I was quite sure that my drill was always in good temperature, when it seemed to overheat anyway. So that was strange.
But the back and forth between controlling the path of the drill and maintaining its integrity, that was a nice play of mechanics. Well done!
Very atmospheric game. Very deep too. It certainly conveys a message and I like that fact. The music fits perfectly!
The dashing is so much fun to play around with. It's integrated well with the environmental obstacles, which makes for a nice, rounded experience. Rather hellish.
There is a nice find-and-collect (or find-and-repair, rather) kind of game hidden in this project. I found it too difficult to the extent that I could not even remotely finish the level. Jumping around, ideally not out of the level, helped a bit with evading the Fishpeople but ultimately they always got me. They be evil!
The presentation, nevertheless, was great. The long fish faces and moody light setup blend well together with the bassy backing tracks.
The intro alraedy drives the whole game home, haha. The music's catchy tune helped with keeping me engaged for much much longer than I had anticipated. It's simple yet very effective.
The art, the music, the mechanics ... good lord the details. What have y'all done? This is top of the shelf quality stuff. I have nothing to say that wasn't already said. There is nothing to improve that I can perceive. Flawless execution.
I could not go over 400 something. But it's a fun and silly little game I quite like it. Would love if some infected would drop a heart every now and then to enable an old fart like me to go for longer streaks and rake in the big points.
I must say. The sound effects and voice - amazing. I hear what you did there! The lever hit boxes could use a but of adjusting. It was a lot of searching for right not spots that took away from the flow of the game.
I'm not good with mazes but it felt like the pacing was good. To me anyway. :D
I gazed upon the thing that is in the Deeper. And I gotta say. That boss needs to learn about the first-order intercept method or it will keep hitting nobody. Poor bastard.
Jokes aside, as simple as it is, I liked the little upgrades that were scattered across the level. It was fun hunting down all the spiders.
I kinda wish that, when the boss spawns, it would stay dark so that my hard work finding the light upgrades will actually pay off for the final battle. That'd be grand.
God dang it I managed 8.6k. I tried so hard but it's the best I could do. I love the concept and, quite obviously, it's very addicting. I played longer and more than I had anticipated. The mouse felt too sensitive for me but I didn't have to use it very much either so ... just a minor thingamybob. Other than that, this is really a great little title.
Oh no, I was swimming so relaxed and minding my own buoysiness and then I got killed by a jellyfish.
I highly recommend playing it. I like that you can swim faster by mashing spacebar. For the impatient people like me this is a godsent. The music and graphical ambience is top notch!
Such an intricate game. The combat feels very satisfying. It's a great addition that I could just stash the stuff I already collected. Don't need to mention the art. It's wonderful and blends together very nicely with the soundtrack and the sound effects.
Gotta say though. That worm. It's my nemesis. It and it's bloody stars. I hate stars now.
I feel like I just surfaced from a trip crazytown. In a good way. I attained the knowledge and now I am. The uhm ... collection of weaponry is fantastically amazing. It made me realise I want more of this kinda silly.
The jumping was a bit hit and miss. But manageable. Other than that - top notch job!
This is a fun and rather polished little game. I love the combination of fishing and quicktime events. Granted. I suck at quicktime events. But ye olde man managed them anyway. So that's great.
If I had to nitpick on something I'd say this: The fishing mechanic could be expanded upon. The fact that I must avoid hedgehogs makes me think: I'd love some more diversity in obstacles, actually. Perhaps dung beetles rolling their ... dung that you have to avoid. Add do that an option to manually take the "hook out of the water" for some more control. Which would play together with avoiding the stuff I shouldn't be fishing.
@n-robllits You avoid hedgehogs _because_ they are cute :D
The game definitely misses some feedback for the player to understand what's even happening. I managed to finish it by chance. I do understand that it's about looking at the blue balls. But, especially in the last room, not getting a feedback on if I got the order right (I assume it had to be in a certain order) was not so great.
Regardless. It's a very solid first entry!
The game is quite hard. To me at least. But. It's still great. The urge to find out about all the creatures living that place kept me going forward. And retrying.
I particularly like the colour palette and the moody forest feel it conveys while still being colourful, easy to read and pleasing to the eyes.
The graphic and sound design were spot on for what I imagine this game will be. Sadly, it seemed mostly unresponsive to my mashing the e button where it said "E". Also - that also might just be me - I was completely lost as to what I was supposed to to. The arrows pointed me somewhere but I couldn't seem to make out what to do in these places. Maybe this is tied to my fruitless attempts at mashing E. I sense a great game here though!
This is really a fantastic game. That which is in the game, feels very polished (I did play the jam version, of course) and keeps you engaged with the options at hand. The music fits very well too. I'll try the post jam version later for sure.
I found this is a good base of a game. I like the idea with the audio clues. But I'd have loved some extrinsic factor to keep paying (and then allow me to play longer than 2 turns). Like - collect those flowers and make a boquet from them. More flowers means a more flowery castle.
If you took too long to pick flowers, the wolf might come to grans castle and eat her. So there's some balancing going on that I'd have to consider while playing.
Other than that tho, a lovely little project. The music is great :D
The mechanics with the different light sources are really well thought out. They might lack a little polish for sure but I can see a great little game here. The atmosphere was nice too. I kinda wish the monsters had some audio clues to them. For added ambience and for added orientation.