The leaderboard was a great touch and I love the idea of latency as a problem. The collision wasn't fully predictable, but I'm not certain if that was intentional. The pinging was a super neat aesthetic as well. Good stuff!
Incredible stuff! Loved to see the how well tuned the movement was. Really well thought out stuff! Perhaps the big ship's shots should be a little easier to see coming and dodge, and you might want to consider a high entity framework, as the lag spikes when a bunch of bullets came in were pretty crazy. Still that was pretty irregular and the game as a whole was great.
Fun stuff! I'd say either add more stuff or make it shorter, as once you start repeating things in the shop it starts getting a bit tedious. Really enjoyed organizing all my guys though!
Had a mouse sensitivity issue where I could barely look around. the boss swarm while neat feels like it came a bit early and had a pretty insane difficulty curve. I did like the 2d cardboard cutout enemy vibe though haha
Hilarious little game; I loved the audio design and all the little jokes sprinkled in. Laughed out loud a few times! It was incredibly linear, perhaps too much so, but that's a super small nitpick in what is a really great piece of art you have here :)
Not digging up was a fun choice which made the game a bit more though provoking, though the fuel mechanic left you prone to soft locks. If you want this to be a game that makes the player think I think giving more precise information, such as exactly how many blocks the remaining fuel can break, rather than just an arbitrary number would be a good decision
Neat little mcguffin hunt! I think there is definitely room for a bit more creativity in the "send another cult member" mechanic past a simple restart system, but for a jam game I definitely can't complain! Nice job!
I liked the bullet hell concept (though i didn't see that you could use arrow keys until it was too late, and ended up awkwardly trying to use wasd and zxc like a neanderthal haha). The upgrades were cool, but losing them when you die was a bit punishing, and made it feel like a run was over before you'd restarted, as the difficulty will increase independently of your power level.
While a fun idea, the use of arrow keys over WASD confused me a little especially with A being used as a "restart level" button. The Controller could also use a good amount of polish, as only being able to dash in the direction of movement proved to be a frustrating mechanic. The visuals and audio were super charming though!
I like your interpretation of the theme! Digging around the filesystem was a fun idea. The ending was a bit confusing and it took me a couple tries to figure out the magnifying glass was a thing and what to do with it, but overall your implementation was super slick. Nice job! CLI edition when? /j
oooh I wasn't expecting that ending! it was a really neat loop looking for resources to upgrade the sub and how the narrative worked off of that mechanic! If anything I'd love to see your transformation become a function of how many upgrades you've done on your ship.
LD57 — Depths (17)
Party Crasher by gamebuilder 2025-04-23T03:46:23Z ♥ 1
Rather cryptic, but loved the art. The calligraphy was also a neat touch, though it could definitely be better communicated
Relic Rift by tetrapteryx 2025-04-23T03:21:32Z ♥ 1
Super fun and yet super frustrating! (in a good way I promise!). I gasped audibly a few times playing. Good stuff :)
Echoes in the Deep by midamida 2025-04-23T03:04:48Z ♥ 0
Cool concept! It definitely could benefit from more feedback when you've been hit, but overall, well done!
Ctrl + Dive by thomz12 2025-04-23T02:47:03Z ♥ 2
The leaderboard was a great touch and I love the idea of latency as a problem. The collision wasn't fully predictable, but I'm not certain if that was intentional. The pinging was a super neat aesthetic as well. Good stuff!
Voidrunner by BinarySpark 2025-04-23T02:33:29Z ♥ 3
Incredible stuff! Loved to see the how well tuned the movement was. Really well thought out stuff! Perhaps the big ship's shots should be a little easier to see coming and dodge, and you might want to consider a high entity framework, as the lag spikes when a bunch of bullets came in were pretty crazy. Still that was pretty irregular and the game as a whole was great.
Abyss Prison by EpicGameFan 2025-04-23T02:14:27Z ♥ 2
Whoa that QR code was coooool
Splorer by jkniest 2025-04-23T02:03:32Z ♥ 0
Fun stuff! I'd say either add more stuff or make it shorter, as once you start repeating things in the shop it starts getting a bit tedious. Really enjoyed organizing all my guys though!
Canyon Cult by hank_the_tank 2025-04-23T01:41:57Z ♥ 1
Had a mouse sensitivity issue where I could barely look around. the boss swarm while neat feels like it came a bit early and had a pretty insane difficulty curve. I did like the 2d cardboard cutout enemy vibe though haha
West Coast '96: CIBUS DAEMONUM by rbbhn 2025-04-23T01:27:39Z ♥ 1
Hilarious little game; I loved the audio design and all the little jokes sprinkled in. Laughed out loud a few times! It was incredibly linear, perhaps too much so, but that's a super small nitpick in what is a really great piece of art you have here :)
"Jammy" Bolt Digs a Hole by kroltan 2025-04-18T20:58:11Z ♥ 1
Not digging up was a fun choice which made the game a bit more though provoking, though the fuel mechanic left you prone to soft locks. If you want this to be a game that makes the player think I think giving more precise information, such as exactly how many blocks the remaining fuel can break, rather than just an arbitrary number would be a good decision
The Shallows by Ljs132 2025-04-11T02:12:51Z ♥ 2
Neat little mcguffin hunt! I think there is definitely room for a bit more creativity in the "send another cult member" mechanic past a simple restart system, but for a jam game I definitely can't complain! Nice job!
Atacama Trench by DarkLumo 2025-04-10T02:49:14Z ♥ 1
I liked the bullet hell concept (though i didn't see that you could use arrow keys until it was too late, and ended up awkwardly trying to use wasd and zxc like a neanderthal haha). The upgrades were cool, but losing them when you die was a bit punishing, and made it feel like a run was over before you'd restarted, as the difficulty will increase independently of your power level.
BUMMÖCK by alec 2025-04-10T00:49:36Z ♥ 2
While a fun idea, the use of arrow keys over WASD confused me a little especially with A being used as a "restart level" button. The Controller could also use a good amount of polish, as only being able to dash in the direction of movement proved to be a frustrating mechanic. The visuals and audio were super charming though!
Departments of Depth Corp. by reivilibre 2025-04-09T23:07:09Z ♥ 1
Incredibly funny concept, and all too real as well. Had a couple performance issues, but nothing unplayable. Good stuff!
Deep in the Folders by Playrea 2025-04-09T18:59:37Z ♥ 1
I like your interpretation of the theme! Digging around the filesystem was a fun idea. The ending was a bit confusing and it took me a couple tries to figure out the magnifying glass was a thing and what to do with it, but overall your implementation was super slick. Nice job! CLI edition when? /j
SUBSUME by thristhart 2025-04-08T23:10:56Z ♥ 2
oooh I wasn't expecting that ending! it was a really neat loop looking for resources to upgrade the sub and how the narrative worked off of that mechanic! If anything I'd love to see your transformation become a function of how many upgrades you've done on your ship.
Rappel the Porter by Reuh 2025-04-08T22:52:42Z ♥ 3
I enjoyed this, though the mouse pointer detection was super bugged. Super neat concept, nice stuff!