Darkest Depths by skipi 2021-04-28T02:01:59Z
Promising start! I think a map and more textures would be helpful in understanding the scenery and navigating but that's not too much of a knock given the amount of time you had to work on it.
Foon → Ludum Dare Explorer → Users → ec2151
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | 👥 | Reel Deep | jam | 82 | 4.18 | 4.22 | 3.52 | 4.21 | 4.26 | 4.31 | 3.02 | 3.69 |
Promising start! I think a map and more textures would be helpful in understanding the scenery and navigating but that's not too much of a knock given the amount of time you had to work on it.
why has donkee come for me
This one gave me a good chuckle. Dare I say, uh, vinesauce-esque. Nice job =)
Highly accomplished! I think the mechanics are well designed and I love the simple addition of a combo timer and an ultra mode to give the gameplay a lot of depth and replayability.
One thing I would think about if you ever came back to this idea is to cycle through different tilesets/backgrounds, as fatigue started to set in for me as I reached depth 88 or so. It would help the player feel like they are making more progress with different environments to destroy/swing around. Granted, that's not something that can always happen within the confines of the jam.
All in all, excellent work from the team.
This is simple, straight, and to the point. I like that - and it's a very admirable quality in a game-jam filled with seemingly thousands of entries. I think my only complaint is that the dash felt a little finicky and I wasn't sure how the movement was being directed after clicking, and it seemed like the angler had a weird about-face after doing the dash.
That being said, I agree with others in thinking this is an ideal gamejam game. Congratulations on a job well-done.
This tells us a lot about the society we (gamers) live in
I think this excels the most in creating a very eerie mood/atmosphere between the stark lack of music, ambient sound, and the fact that anything resembling a 'real' looking fish stops pretty quickly to be an incomprehensible assortment of colorful lines. It evokes a certain surreal quality to it. Add in a bit more of a concrete end-game goal and I can see this being a lovely little presentation piece. Well done!
Agreeing with another user that the sfx should be toned down, and the player speed increased a little, but I think there is a fun idea that can be expanded on in this demo game - I like the core verb of breaching the water to eat a boat. A good idea might be to have the boat not spawn a bomb if the player is too close to feasibly move out of the way.
Graphical style is really eerie, but it is hard to know where you're going and what you're supposed to do since you can't see very far. I have to give you credit for the audio design though; it's topnotch and it is wonderful to see so many actions in the game are properly sounded out. It really makes the spooky world come alive. Good work overall!
I want to give specific props to your sound guy for realizing the game so well. It's filled with great incidental sound work that really helps sell the game despite the quick deadline and short turnaround. Trust me, I know =) The use of cutouts is cute and a smart choice to save time on animating.
I think one thing to consider is that "dullards wasting your time" doesn't have any real penalty. I would have thought a time limit or something would come into play that would create more fail states; however it can be expected that you can't do everything you want for a gamejam.
Overall this was enjoyable, so kudos to all.
This is a real sleeper hit. Takes a really nice physics puzzle idea and runs (drills?) with it. As an added touch, the audio filter when underground is an excellent way of selling it to the player. I think the only thing I would criticize is that the difficulty ramps up really quickly! The second level already is asking for some pretty precise maneuvering. Obviously a jam puts constraints on levels and you want to use what good ideas you have. Don't take that too harshly though, because overall I find this to be an excellent game in this competition. Cheers!
This is my favorite game over screen of the competition. I think if I were to criticize anything, the mouse control was superfluous and could have been set to a button. I think this is a charming piece of work though. Congrats!
I can't believe no one's found this one yet; I get to be the first. How wonderful! It's amazing how a simple word association game can fill in so many blanks in your imagination. It's told like a well-done short horror story. Perhaps my only quibble is that it's unclear what happened at the end. For such a simple premise this is remarkably well-executed.
This fits the theme well; I feel like I was going deeper and deeper into insanity as I talked about trains, boats, money, why women don't like money, sports, why women don't like sports, and star-gazing. <3
This is really something else. Great work on the textures; topside is appropriately grungy and rusty, and there's just enough under water to give a clear indication for everything. Wonderful touch that you see all the gear you collect on the player model itself; it really, truly sells the progression system and reinforces the gameplay loop.
The only annoyance I found were the large fish; especially early on there didn't seem to be any way to get away from them.
Also, I never found the adamantium, even as I went off the 'deep end' by the edge of the map. Was it ever implemented? Or was it hidden in a secret spot? (I love the extra touch of a crashed shuttle - smart reuse of an asset there).
This is one of my favorites on this jam.
As a note for the future, it gets a little tedious to wait for the animation/sound of Johnny to fall asleep each time you want to try after you've died. It's better to just jump into the action. That being said, congratulations on finishing your first jam.
There's a lot of effort and systems in play here, above what I expected from a game where it is (at its core conceit) a clicker time management game. Agree with the user that some extra tutorializing would have been nice since you're thrust in and takes a few tries to start understanding how things work (I didn't know until a few tries you could click on the frowning face). However I am impressed with the number of different options the players have.
One thing I would critique is that some of the placements of factory grounds felt a little smooshed as one particular pair seemed to overlap each other making it hard to select one. Graphics are utilitarian but it was a cute touch to have visible trash trucks traveling around the map.
Overall package is nice.
Simple, but cute​. I think this elicits a pleasant mood between the cosmic background, the emotive synthwave track, and basic game loop. It does a lot with a little and I ended up enjoying myself. Well done!
Very cute little interactive story. I got ending "8" my first time; so it is a nice surprise to know there are different endings. I would suggest a way to speed up text or something for those that want to go through and find them all. This might be specific to me but the game's height formatted so that it the third option was always off-screen or just off-screen; I think a game like this wouldn't hurt in a web-browser format, or at least have a way to resize the game or fit it to screens.
Good job in such a short time.
Step aside Jonathan Blow-hard