Dachi in the Game World by yellow 2024-04-21T18:58:22Z ♥ 0
Very clever and challenging! And cool to see an entry with no wizards OR demons - top marks for that!
Foon → Ludum Dare Explorer → Users → GoBigRedFan
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | 👥 | Plundersea | jam | 198 | 3.85 | 3.79 | 3.13 | 3.76 | 3.89 | 3.98 | 3.62 | 3.86 | |
| 2024 | 55 | Summoning | 👥 | Lorem Ipsummon | jam | 146 | 4.03 | 3.79 | 3.46 | 3.83 | 4.33 | 4.15 | 4.12 | 3.81 | |
| 2023 | 54 | Limited Space | 👥 | The Ones You Keep | jam | 83 | 4.15 | 3.64 | 4.33 | 4.27 | 4.42 | 4.55 | 4.02 | 4.17 |
GoBigRedFan leaves an average of 18.3 feedback comments each event.
Very clever and challenging! And cool to see an entry with no wizards OR demons - top marks for that!
This game has some _aggressive_ sound design and I am here for it. Lots of fun.
Balance needs to be adjusted between the spells; cooldown on 3 and especially 4 feels very long compared to 2, which is a powerhouse.
Great idea; most chess-based puzzle games don't innovate enough but this is genuinely refreshing. Clogging your board with pawns is OP, should probably limit units that can be placed or increase costs each time a piece is used.
Way too hard for me honestly, but so polished and crisply presented. I want to be able to play this in the arcade in Stardew Valley.
Great game. Loved the atmosphere, art style and VA are on point. I died right as the last gate was opening which was _infuriating_ - would love a checkpoint system.
Slightly baffling at first, but I actually quite liked the idea once I figured it out. More instructions would be helpful.
Gorgeous art, not the only take on this concept I've seen in this jam but definitely the cleanest execution of it. I also had issues with the embedded player of itch unfortunately.
Very nicely done. The vibe is pitch-perfect and it does a good job making you feel like you're moving it forward even though there isn't actually very much for the player to do.
You should know that Magical Michael was an icon and inspiration for our team during the jam; we loved him from the moment his face popped up on the site feed and seriously discussed adapting him into pixel art as an Easter egg for our own submission. Delighted to learn he's more than just a pretty face, and also a top notch personality with great VA.
Cool entry - the typing is actually a great twist on the Vampire Survivors formula.
Very engaging game, clever concept executed extremely well. Minor point on the visual polish, would be nice if the UI elements matched the aesthetic better/was a bit more obvious (e.g. the little Banish button looks a bit wonky and is easy to miss, some hover info would be good while learning).
I love the base game here! I want to play more and most of the updates I'd want are obvious: map graphics, more maps/geometries, more enemy and unit types, fix the bug where you lose prematurely. For the actual jam submission, the only easy addition I'd have suggested is I think it would have been very good to put an overlay explaining the controls, since they key bindings are not especially obvious.
Nicely polished - great visuals and audio and the enemy AI is just the right level of challenging. UI is simple and intuitive, but for more precise gameplay numeric counters would go a long way.
Great concept. Also that Flying Butter logo screen is FIRE. Unfortunately I don't think the puzzle logic fully survived the translation; there isn't always a clear solution path from the text to the answers in the English version.
I like the concept here but I had a lot of trouble figuring out how to execute the necessary actions to accomplish what I was supposed to do, and I think I might have gotten soft-locked on my first summon attempt (or I just wasn't finding the necessary triggers). The game did run for me no problem although it went fullscreen without actually displaying on the entire screen, just the upper left corner.
Awesome art/theme/sound/writing/so many great things. Minor quibbles with the gameplay. Minigame difficulty could use some balancing - for example I found the Brick Breaker trivial with only one layer, but died immediately on Flappy Bird because I didn't even realize what it was until too late. Space Invaders was a little counter-intuitive (didn't realize initially I had to destroy all enemies before they reached the bottom, rather than just clearing a gap) and the movement was frustrating. But like I said, all nitpicks, this is undeniably an excellent submission.
I really like the art, and it's so cool that you actually got it working on a GBA (I wish I had the hardware to test). There's not really enough of a "game" here yet to critique on that level, but I can definitely see how you could develop it in a lot of interesting directions from this starting point.
Strangely addictive.
I really enjoyed this! Great use of the theme and a nifty way of complicating the platforming. Art is very cute and music is nice. The only thing that annoyed me was the baby voice for the summoning lines haha.
Fantastic game, very impressive work. My only critique is that I think the effect of the powers on different environment tiles could be more intuitive; the art is very good aesthetically but it's not always totally clear what element/structure you're looking at at first (e.g. with ice vs. water or the different earth tiles).
Made me feel completely incompetent (in a good way).
Very creepy and dream-like. I thought it was a great effort at atmospheric horror, except for the one jump-scare I got from static - would avoid these kinds of tricks, game is better without it. Head bob needs to be reduced as others have mentioned. I also found the instructions sometimes confusing, for example I thought I picked up a gold cross at the very beginning before noticing the red cross, and when told to go toward to the red light after the grave I initially went back to the house since it is also bathed in red light. But no really serious problems.
I immediately died at the end (going into the orb) with no visual clue as to what happened, I assume something killed me but I never saw it.
Oh, _hold_ the shoot button! Haha, that made it much more fun.
I really like the idea of manually summoning the boss each level, first collecting the items and then needing to decide when you're ready for the challenge. I found myself even planning out the angles I wanted to summon from to set up my strafing direction and health pickups at the right time - already some tactical complexity here! A million ways you could develop this further but the core gameplay loop you've devised is a great start.
Cool! Needing to simultaneously figure out the right timing to build and place the ramp and also to start the jump is just the right amount of tricky. I can definitely see how you could iterate on this to make a lot of fun challenges.
This is a good execution of an idea I've hoped to see for years, because it reminds me very strongly of the first phase of gameplay in Heat Signature (before you board the ships and it becomes a stealth puzzler). I loved Heat Signature but I always thought that aspect of it was undercooked, and here you've implemented a similar core system and also expanded it in some smart ways with other mechanics. If that game wasn't a reference point for you already it might be worth looking at to fine-tune the feel of the ship movement, especially during longer distance travel.
Great concept and an incredibly well-polished game given the time constraints. Very excited to see how it develops from here.
Love a good Sokoban game. The step counter is a great touch. As was already discussed, I'm just begging for an undo button. labjob.png
I have been neglecting all my other responsibilities to play this instead. Completely addictive.
Edit: Finally squeaked past 120. I've played a bunch of great games this Ludum Dare, but this is the one I keep coming back to.
Love a game with simple rules but a lot of complexity in terms of the puzzles those rules can generate.
Please expand this! It's fantastic, the art design is really clever and the story is intriguing. I want more!
I failed to dance, had severe gastrointestinal distress, destroyed the plumbing, got battered with beer bottles, and went home alone. Very realistic club experience.
Beautiful, gentle game with a very effective wistful vibe. Only minor issue for me was the text scroll speed being too slow (I get that you don't want it to be too fast either though).
This is awesome. It's so cheerful and friendly and it makes me so, so frustrated.
Fun game, really liked the trippy graphics. AAA indeed!
Had a lot of fun with this. Fine-tuned execution - it feels just right, very responsive, great functional visual feedback. I have only one pedantic gripe - the ship actually doesn't seem to have any inertia? The title does sound cool though.
Delightful! Loved it - my favorite aesthetic I've seen so far.
LD57 — Depths (12)
Core Breach by joniv 2025-04-23T19:55:06Z ♥ 1
Very nice, clean execution of the concept. Looks good and plays well. Nice job!
Descendant by silkworm_sweatshop 2025-04-10T16:04:58Z ♥ 1
Cool Sokoban with a great vibe.
Ruby Hole by Aleksey4adoff 2025-04-10T15:38:14Z ♥ 2
Oh wow, this is very addictive. So well thought out and polished! I loved it.
Blind Depths by DeadCode 2025-04-10T15:21:48Z ♥ 1
Really enjoyed just navigating the ship through the map, kind of meditative vibe.
27°59′17″N 86°55′30″E by Akinat0 2025-04-10T14:48:26Z ♥ 2
Very innovative and polished. Never played anything like it before. For a puzzle/thinking game, I don't think there's a strong enough link between the information you're given and the actions you take and the resulting outcome - I don't really feel like I am/can reason things out in detail, or that I need to do so to win. I think a 3D version of this could be very addictive, if it made navigating the topology more intuitive.
Echo Dive by Ricesteam 2025-04-10T14:37:36Z ♥ 1
This is the quintessential game for "Depths" - just a well-executed, atmospheric game about a submarine going into the depths. Nailed the theme.
Keep Hopping by Halogen 2025-04-10T14:28:08Z ♥ 3
I also immediately arrived at the "just press 7" strategy, which is game-breaking. I think there is some missing logic? There is something hypnotic about the visual flow and timing, so I think this could be great once fixed up.
HMS Lumos by Helagos 2025-04-10T14:23:10Z ♥ 0
Haven't seen this combination of control/movement scheme before, it works well. Lots of fun directions you could take this one - I could see it as either a relaxing mobile game or something more intense if you built out the obstacles and upgrades.
Treasure Down Under by cmaks 2025-04-10T14:05:37Z ♥ 1
Haha the difficulty spike on this is intense! Proud of myself for managing the last jump after many attempts. I'd love to see you build this out further.
A New Hell by Kaish 2025-04-10T13:57:15Z ♥ 2
Such a clever central mechanic - really intuitively playable and fun! The one change I want is making the base attack animation a little more visible. Great game, I would definitely play more of this.
Departments of Depth Corp. by reivilibre 2025-04-09T23:00:36Z ♥ 1
Hilariously infuriating. I managed to not rage-quit before the end, which made me feel a real sense of accomplishment. Well done - Kafka would be proud!
deep trouble. by frutal 2025-04-09T21:09:22Z ♥ 1
Fun stealth puzzle, controls feel very good, nice intuitive experience. The levels are quite simple and easy right now so it would be good to see you build on these, I would definitely play more.