Remember your actions by Sli 2020-10-23T20:50:05Z ♥ 1
Really fun and unique game! I realized that the core is kinda similar to my game but you figured out how to do it in a much simpler, more fun and more easily expandable way. Great job!
Foon → Ludum Dare Explorer → Users → don-tnowe
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | 👥 | Deep Down | jam | 1495 | 3.16 | 2.84 | 3.08 | 2.86 | 3.60 | 3.36 | 3.41 | 3.52 | |
| 2020 | 47 | Stuck in a loop | This Will Be My Cycle | jam | 631 | 3.62 | 3.57 | 4.03 | 4.07 | 3.43 |
don-tnowe leaves an average of 18.5 feedback comments each event.
Really fun and unique game! I realized that the core is kinda similar to my game but you figured out how to do it in a much simpler, more fun and more easily expandable way. Great job!
Brilliant! Would be a perfect mobile arcade game. Two issues though: music resets upon death (it's very jarring) and the bird wall can be avoided.
Very weird game. - Controller support does work! But the player turns around after releasing the thumb stick, using deadzones can prevent that. - Camera is too high up, it's impossible to see what's below so every fall is a leap of faith. - Blobs on walls aren't perceived as enemies, perhaps they could move to indicate interactivity - No challenge. Enemies are very slow and don't attack. Still though, congrats on your first jam game!
I liked it. Really appreciate the gradual difficulty increase! Movement feels like buttons don't work half the time, I'd prefer some kind of input buffering for that. Crates with more hitpoints can be mistaken for unbreakable so an indication for damage would be nice (like the crate getting darker).
Very clever puzzle design! Beautiful environments, too. Would love to see this finished as some kind of environmental puzzle game not unlike The Witness : feels like so much could be done with this idea.
Good game! The exhaustion/hunger alerts are a big deal. But it's very hard and the peaceful mood doesn't really fit the stressful pace of the gameplay.
Wonderful audio experince! I feel like there was little dymanic through the course of the game, but the feel of loneliness is conveyed pretty well.
Wonderful artwork, sound design and atmosphere, but I was really confused about what I had to do. I found the second room too hard... couldn't finish.
Loved it, what a simple but interesting text game. Movement felt confusing at first, but then I figured out it's the *exact* number of spaces on the current tile. Should probably highlight where the player can travel and which/how tiles contribute to damage. Could also vary which tiles do damage and not just bottom-left minus bottom-right.
Interesting game! Movement felt very sensitive until i realized "wait its a race youre supposed to go fast :0" Needs better visual/audio feedback for player's actions, like showing the aiming power/direction.
Fantastic artwork! Great audio and general gamefeel, too. Though I felt that the fights were trivial with no attack cooldowns or limited knives, just spamming. Infinite looping feels pointless with that, since the hard cannon sections are the same every time hence no difficulty growth...
I liked it. Aiming felt harder with the smooth camera, but overall the shooting felt good. Nice sounds! Areas could be more varied, but I understand the tedium of laying out a huge map isn't acceptable for 3 days... And there is a huge fall that's really frustrating, but I guess with that backtracking it fits the theme ¯\_(ツ)_/¯
I liked it. It's simple but pretty challenging!
Great use of the main mechanic! I like that currency is also health, great implementation of the pay-to-win feel (and lives are unlimited so I could actually finish the game) And wait for 14 days? Wow, that's a lot ;D
+1 to Graphics for death animation!
And yeah, gameplay, but so many people here already said it's absolutely amazing.
Awesome! Love the core concept. Lever goes up, lever goes down! But is there any incentive to not stop at every station? There's no time limit or something...
Takes some getting used to, but mastering the controls feels great. That feels like just the right kind of "Difficult".
Pretty decent. The move distance could be more clearly communicated, but everything else is pretty intuitive. Could get more challenging with more moving objectss on the level, and limited items could also make the first levels easier!
I liked it. Music is really nice. Gives a good meditative tone to the main gameplay, so maybe it's fitting that the ship is slow. Strand-type worthy. The take on pacing is interesting: visual novels are usually slow and I'd expect the main gameplay to be the faster part, but with that music and tone it's the other way around! Just that the scenery is pretty static in dialogues - more motion, more emotions, more sound effects to fit! Also, I suggest you look up Kinetic Typography!
Main gameplay though? Some planets are off-screen, sometimes I didn't know where to go. Overall, I didn't feel like I had enough control - moons have roughly the player's speed so I had to wait...
LD48 — Deeper and deeper (17)
Farm and Mine by general 2021-05-14T17:51:12Z ♥ 1
Неплохой кликер! Очень понравился способ "ручного управления" - пока нет автоматизации, с каждым заходом приходится переключаться!
Расстроило, что после первого сбора очень долго ждать урожай. Если не баг - надо бы вначале сделать меньше ожидания, а потом уже полагаться на оффлайн!
Spectregram by blob 2021-05-08T15:52:49Z ♥ 1
The photo assessment could be improved to reward diversity instead of just 20 shots of the same creature, but the atmosphere and environment was nailed perfectly!
Cosmonoid by neontropics 2021-05-08T15:25:56Z ♥ 1
The movement mechanics in this are great. The rope gives just the right amount of control and gripping surfaces is very responsive and tight!
Bouncing could be a wonderful addition but the health mechanic ruined it for me: grabbing the blue orbs requires too much precision even with their huge hitbox, they're limited, and without them bouncing just restarts the level.
ALTAR by elosociu 2021-05-08T14:55:14Z ♥ 2
Lovely! Splendid combat feel, though the sword's range was too short to be useful. Because of this it feels that the dash should be the main attack! With that jump after the dash it could also make some insane dash-and-bow combat, too.
Fighting was kinda useless until the boss as you could just hit a person once and get all the overpowered upgrades.
And of course, amazing presentation. Great visuals and oh are these sounds from Quake? 👀
grem by zzox 2021-05-08T14:13:28Z ♥ 1
Loved it! i liked how sometimes the player can see where the monsters are... but never where the monsters aren't.
Virtually Deeper by Glaikunt 2021-05-08T10:02:29Z ♥ 1
Good core, lacks variety. And it feels like choices aren't as meaningful as each class only really has one place to take. Just putting the monster in the middle of the room would've changed a lot: the player would need to think more about its targeting!
Another issue was communication: the monster has damage numbers but not players - could make it harder to assess which positions are more vulnerable.
But despite the music cutting off between stages, it still sounded stellar!
GUN DESCEND by AkioRed_ 2021-05-08T09:40:52Z ♥ 1
Solid in concept, but the execution felt underwhelming.
I initially though enemies would come from below so I was looking down and lost a couple of times not knowing what hit me. But then the gameplay turned out to be "hold D + hold Left-click + drag mouse". Like a regular shooter on ground, but with no thinking. And very, very tanky enemies.
Would be fun if it was more focused on falling and shooting down. When I saw the two guns on the cover and read the description it made me think of Beat Saber, but with moving down and with guns instead of sabers! I'd love to play a shooter like that.
Palette's Bottomless Backpack by CeltiCo 2021-05-08T07:28:12Z ♥ 2
This game is HISTERICAL. The table was already full... but the waiter could just NOT care less! Not to mention the remarks of the characters on the stuff getting pulled out - had a great laugh at these.
Got 48% and it was complete chaos, I wonder if 100% completion is possible without dropping stuff off the table...
What an experience this was.
Super Digger by Shimonster 2021-05-07T18:01:23Z ♥ 3
Uhm... is there a reason to not just spam clones while digging straight down?
Also, a minute into the game the framerate starts chugging really hard. Might want to work on optimizing how it runs.
Deep Sea Settler by blubberquark 2021-05-07T17:39:32Z ♥ 0
Neat! I liked this, simple but challenging. Makes the player think about each placement as each tile type is limited within building range! Too punishing though, one mistake and game over. But really fun when you get the hang of it.
And also... oxygen tiles disappear when you build on them. Even if the theme interpretation isn't that deep... this message is.
Infiltr8 by joe40001 2021-05-07T16:22:54Z ♥ 1
Great game with excellent visuals and splendid audio but I would have enjoyed it far, far more if levels were not so long and twisted that it takes an eternity to go back and forth through. Holding down one button to go back would have solved this problem with minimum effort.
Also, the main mechanic is pretty under-utilized. I was hoping for puzzles, would be amazing.
Otherwise though, solid entry. good job!
Hellscape by ToxicComputer 2021-05-04T17:59:49Z ♥ 1
Felt too fast and chaotic at first, but ended up being just the right difficulty. Bullets looked impossible to dodge but it's not a problem because health is restored from kills! Smart.
Really enjoyed this experience and its pacing!
Ringularity - Black Hole Orbital Combat Simulation by philliptrudeau 2021-05-04T12:43:51Z ♥ 1
The core concept has great potential! Lacks feeling of control, though - it's so slow, and the firing direction feels off on the Y axis
That said, zooming out gave me quite an impression! That feeling of distance...
Digging Down by MiltonNH25 2021-05-04T12:20:35Z ♥ 1
A game so simple in concept but damn, it's addictive!
One thing i'd add is input buffering on clicking: half of all clicks when spamming don't do anything, so if two fast clicks did two swings it would feel better.
The music change based on depth really kept me going though, and the upgrades made me replay even after completion, just to see how insane the power gets! Great job, y'all.
Dig Deeper by ursagames 2021-05-04T11:40:21Z ♥ 1
Great job on the atmosphere here. The lighting sets the mood and defines attention points really well!
Has a bunch of issues with UI. Kept pressing Escape to close but it worked in neither of the menus :/ Inventory management could be more streamlined too, with item autopickup and clicking to instantly equip/grind.
But I appreciated the little details, like damage numbers and the input buffering on jumping and attacks. That's always nice to have!
DeepLift by PaulFrick 2021-05-02T07:15:18Z ♥ 2
This is a great first jam game. Even though the gameplay was a bit too simple, it's got a difficulty curve and enough polish!
INSIDE the BOX by IcyLava 2021-04-29T19:58:14Z ♥ 1
My, this game messes with the brain HARD. But the escape at the end is crazy satisfying!
Getting lost to the wonderful music was great, but it does lack a map of sorts, like in the form of a tree graph.
Other than that, it screams genius all over it.