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GoodGamesJames

Games

YearLDThemeGameDivisionRankOvFuInThGrHuMo
202148Deeper and deeperGulp!compo3113.623.663.653.983.863.953.35

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Humor vs Overall

Mood vs Overall

Comments by GoodGamesJames

LD48 — Deeper and deeper

Holey Hell by managore 2021-04-29T06:56:01Z

Great visual style. I found the enemies and keys endearing. I found the wobbliness to get in the way of playing though. There's probably a way to keep the visuals without disturbing the jump-height so much. The hitboxes were a little frustrating, and I was particularly annoyed when the normal ground would dip into white (perhaps there should be some warning its there before taking damage). I think it was more fun to play fast, but on most of the levels, it was safer to play slow. I love the visuals as-is, but would like more tuning on player and enemy movement.

Just Down Jack by joewan 2021-04-29T09:24:27Z

Cute visuals. The randomly generated levels were really cool. I think this could have really used another platform type that affected your movement. Both the green and blue platforms were a lot of fun.

I also would have liked if hitting the spikes would have put you in a safe spot or just killed you outright, I don't think I ever was able to get back to a platform and survive after the first bit of damage from the bottom.

I would have enjoyed if the positive and negative mystery boxes had different visuals, I learned to just avoid them all, but having rewards that encourage you to play riskier than normal are always fun. Maybe a health pick-up too.

Boombox by auxC 2021-04-29T08:58:26Z

Lots of fun and a cool concept. The color-coded locks seem simple but had enough to keep it interesting. I did have trouble with the controls feeling inverted and felt like I never got into the groove because of it. The animations added a lot and gave you a nice peak at what was around the next side, which was clever.

Deep Bomb Galactic! by Gale-swift 2021-04-26T07:46:06Z

I was enjoying the game A LOT with just regular bombs. That's a testimate to how fun it is, but also that there should be more pushing me to use special ammo. Both a.) Challenges in the level that require specific special ammo and b.) UI that helps remind me I can unlock this cool stuff. The different effects are super fun (I wish I got to see them all), but spending more money for it kept me from using them... Might be worth exploring some other ways at putting them into the player's hands. For example, maybe limited, but free ammo would work better?

Deepest Sword by Strega 2021-04-27T04:38:21Z

Fantastic work! So good. Favorite part was the whole 'situation' between dragon and knight. Shifting the colors between sections did a lot for making me feel like I was progressing. Great art and palette.

I thought the sword mechanic was a ton of fun, but didn't enjoy the level design at the end. I ended up being stuck in a place I couldn't move in level 4 and gave up after using R to reset. I really wanted to keep going to see more dialog! While the mechanics helped the story, in the end there was a bit of mismatch between the HEAVY masochistic difficulty and FLUFFY kookiness. Might be better for one to give.

Really a great game, though I was in pain by the end. The camera moving at every wiggle started giving me a headache. Would have been nice if there was a bigger zone where it wasn't moving. The look-ahead also contributed to the nausea because I was constantly going back and forth.

Deep(er) Purple by johnnysix 2021-04-26T06:51:50Z

Matching the color by "making it" is something cool I hadn't seen before. I wasn't sure if there was a way to "go back" if you'd picked up too much of one color, so I restarted a few times until I got it right. This could be reused as a neat potion? crafting system.

Hellevator Operator by _for_science 2021-05-01T07:53:34Z

Great visual style. The roman numerals were classy and I can imagine the whole scene being taken from a book cover for an old paperback. It was fun that the controls had a bit of play to them, but tough to get the hang of it while under pressure. Perfect amount of gameplay for the length of the game. Neat theme and bonus for tying some nice sounds to gameplay... and humor. Could have been a little more in-your-face about when you'd gone far enough to catch on the next floor / when the stops were in or out.

Silent Growth by bar0net 2021-04-28T10:04:59Z

I liked both the look of the tree and the grid on the ground. The monochromatic scheme with color for the resources was really slick.

Some of the resources, like the black gem were at a better scale than others. The blue resource was the only confusing one, since it looked half-black. It would have been an interesting decision if it was (whether to go all one color, or use 50-50 to play safe). The scrollwheel controls and UI weren't immediately obvious so I'm glad you wrote out how to play, but the general scheme of clicking to place resources worked well (and it always placed where I was expecting).

If I could wish for more, it'd be for more of my decisions to interact with the systems you already have... Like more ways to direct the roots, perhaps based on which of the 3 resource slots you picked, or resources push/pull in a specific direction based on color, so I can choose to play risky to split a root, or use the "wrong" resource just to be safe. Also would have been nice to be able to plan further ahead (maybe by seeing both the current root and what the next split will be).

Deep Blue by Jiri Hysek 2021-04-26T07:12:24Z

The game looks fantastic! Great job at letting simplicity work for you. The lighting effects do such a good job at setting the tone with the silhouettes. The set piece at the end felt like a reward to see it.

The monsters look awesome, but I wish their movement matched a little better. It was clear the eel-tailed one was going to be faster just by looking at (nice work there). But I was surprised how close I could get to the first "shark" without it attacking and I couldn't tell if the big angler was using its light to spot me or not.

It might have been helpful to explain the dash mechanic closer to when it's needed the first time. I died a couple times before remembering I could do that. Thanks for the checkpoints though!

Grapple Tongue by Mors 2021-04-29T07:40:44Z

I loved the cave and the sonic-esque checkboard, but the really clashed when next to each other. I liked the look of the the bats and electric walls and what you were doing with the background. The tongue mechanic was really cool, but did feel like it was fighting with the keyboard controls, since I wanted to go diagonally most of the time.

Rope Adventurer by KaizerKlimach 2021-04-29T06:40:21Z

Amazing art. The palette, proportions, and animations all worked well together. I actually enjoyed this level of detail more than if you'd gone super-detailed on the characters. The gameplay was fun to just to go downward. I found the optimal way to play, but finished the game just as it was starting get old (nice pacing!). Moving the camera in big chunks was a clever way to make it feel like you were making progress.

I thought the level you made had some decent decisions. If you were to build this game out, I think you'd need to go beyond more stuff to land on, and add another possible action for the player to keep decisions interesting. Procedurally generated levels would be nice too.

Dive to live by Jammin 2021-04-29T07:57:17Z

I enjoyed the music very much. Great art and the world felt huge (I played twice so I could see it all). The octopus was particularly delightful. The main character seemed at be at a different scale than the rest of the world. Not sure why you're forced to go down at some point, that took away from feel like I beat the game myself (being pushed up wasn't so bad, but the game could have just ended there).

I liked the ideas that I saw. I can imagine if the fish acted friendly or attacked you and cleaning up the trash could have been fun too. So even if there wasn't any gameplay to them, they sparked my imagination.

Little Lost Sheep by Hydezeke 2021-04-28T08:05:28Z

Opening scene was fantastic. I really enjoyed reading through the dialog and the characters felt distinct, especially enjoyed the humor of Onella.

The first stage really had me confused and I had to read the website to get what I was trying to do. The color-coding helped though. It was a pleasant experience just looking around the level but felt didn't enjoy the tasks the game asked of me. It at least made sense that you'd bring them to the place they like... I did like having a photo as a clue on where to find them and would have enjoyed other clues, even written ones to lead me around.

The story fit "deeper and deeper" really well, but wish there we some more visuals that tied into the setting of a Djinn and magic (even something as simple as pointy hats on the characters).

Quick Scrap by Vimlark 2021-04-28T08:35:02Z

Fun controls. I really appreciated the gravity pulling scrap into me. Also forcing the player to shoot the button in the first room was really smart "tutorial". I wish the pink "spikes" were a bit easier to see (larger). The levels were fun and were at a pretty nice difficulty, but they did feel a little too long, starting with level 2.

As a note, it was actually easier for me get past most of the moving aliens without shooting them place. Because of that, you probably want to adjust the gun to make it better fit how its used. Consider either making it easier to use (ex: bigger bullets or shoots a burst of 3) or even worse (ex: make it a melee weapon).

I think the metal blocks showed up for the first time in level 4? Those would have been an interesting obstacle if they'd showed up in level 1 and 2, just as something to have to circumvent that wasn't as dangerous as the aliens. You could probably have just used spikes and boxes for level 1... And then the aliens would have been more exciting as a way to ramp up the challenge. You did a good job of introducing the shooty-aliens after the moving ones.

Carriere by Morricore 2021-04-29T10:54:55Z

3D minesweeper is a cool idea. I think I would have enjoyed rotating around or a different scheme that let me go deeper on command. I think diverging from minesweeper on how nearby mines are clued is a great idea, but I didn't find this particular way of counting intuitive (or a lot of fun). Making the layers be different colors help readability and also made it feel like I was making more progress. I didn't find the "high score" mechanic satisfying, over just having a "win" state.

Diggleoid by zep 2021-04-28T08:52:30Z

Loved the visuals and the audio fit perfectly with them. I really appreciated having to tap twice to dig through a block because A.) it saved me from bad decisions and bad key presses and B.) it made it feel like digging. I expected to play a lot of this game, but I never got all that far because I was having trouble understanding the rules for why blocks fell or not. Sometimes it seemed like there was a more than enough connections left and they still fell, or a chunk broke from a weak connection off screen. I, personally, would have preferred either more or less minesweeper-esque decision-making.

I also enjoyed the dramatic change between the surface visual and the underground. I would have loved to see more changes, but maybe I just didn't get that far.

The Company Store by 3LSTMsInATrenchcoat 2021-04-26T07:32:46Z

Love the pixel art and palette. The white rocks are the only thing worth adjusting (maybe its the way it uses the border as part of the art, or maybe inverting the colors would help).

I had fun playing and the effects from the different matches held it up. It took awhile for me to understand the match-requirements (3 in a straight line) since I'd see 3 or 4 of the same touching.

Cool to see you communicate an idea so clearly with gameplay. The receipt at the end of each stage is heart-breaking!

Low Pipe by SpaceGuinea Productions 2021-04-26T07:23:43Z

It defaulted to 0 blood, so I was a pretty confused my first couple runs before I noticed the settings. The bloodgeysers were funny when I saw them though.

It was cool that despite your attacks being up or down, they each had a left or right side they were better at hitting too.

Taking and using the blood seems like an awesome mechanic if you're expand on it later. Not too much different then picking up hearts in this version though. The crushing boulder sounds cool! I wish I got to see it in the game.

Underneath by HumanIsRed 2021-04-27T05:26:02Z

I had a ton of fun playing with this movement mechanic. The spikes and backgrounds looked nice. Juicy animations (though that's mostly the camera, I think). The spikes art particular nasty looking (nice job).

It was hard to see the reflective surfaces, so it'd be nice if those were more different from the regular sides (maybe a different color?)

I appreciated the 'bullet-time' ability and was using it throughout the game, though I expected to work slightly different (stays on while holding, but can't shoot while its on), so it took awhile to really understand it .

Dive & Dig by andrewkennedy 2021-04-26T06:58:39Z

Very cool to bounce between the screens. I never expected it and had a great moment when it happened for the first time (and then the double UI started to make sense). Two ways at going deeper!

Love the art and color-coding of the different modes.

I was also surprised how much just two different types of blocks added to the gameplay, it was enough to make me really think about my path.

The tutorial could have ended right after breaking through the first time, and I wish it had since going through the dialog was cumbersome.

Spiral by Seamonsterart 2021-04-29T07:21:43Z

It was cool to switch between clue-finding with the radio and digging with the pick. I didn't enjoy this iteration of the movement and controls (I kept breaking the wrong blocks and fighting with what the grappling hook was doing) but hook + pick were great mechanics, that probably just suffered from splitting the controls between mouse and keyboard. The visual of the blocks seemed mismatched from the character, so consider using a consistent palette for everything. I'm interested in the character and story now, so wish I got to see more of that world (not just blocks).

HELL deep is your love? by Villanelle 2021-04-29T08:21:42Z

Graphics were good, both the characters and the background was pretty impressive (nice color choices). I think pulling the camera out a little more would have helped and the death zones at the top and bottom could have been far more forgiving. The level design required some pretty tight timings, which would have been fine, but it was tough to get around and the player is really big. The ladders were particularly annoying, I kept snapping backward to them after jumping off. It was a little too hard to get around to really enjoy the game.

H.M.S. Rustbucket by PlaskiJakDeska 2021-05-01T07:24:36Z

Cool game loop. Had fun at first, but wish it had ramped up in difficulty over time. I ended up just play one character on the left and one on the right, so it would have been neat if there were good reason for a player to have to cross onto another half of the ship, like hatches that were stuck for a time.

Nice art. Music was nice, but very repetitive... after 1000 ft I was begging for tea time just to hear the other tune. Funny to see the queen had a different life-bar, and cool that it some tasks had higher priority.