Deepest Sword by Strega 2021-04-27T06:40:27Z
Incredible game! Captured the theme of the jam in such a creative and original manner. The entire game oozes fun and personality too. Quintessential jam game.
Foon → Ludum Dare Explorer → Users → idan9000
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| 👥 | 🥉 | 2024 | 55 | Summoning | Throes of the Javelin | jam | 4.52 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | 👥 | Throes of the Javelin | jam | 3 | 4.52 | 4.37 | 4.30 | 3.92 | 4.64 | 4.40 | 4.40 | |
| 2023 | 53 | Delivery | 👥 | Package for the King | jam | 27 | 4.31 | 4.22 | 3.87 | 3.93 | 4.55 | 4.51 | ||
| 2022 | 50 | Delay the inevitable | 👥 | Wormageddon | jam | 77 | 4.11 | 3.97 | 3.72 | 3.86 | 4.55 | 3.93 | 3.40 | 4.01 |
| 2021 | 49 | Unstable | 👥 | Temple Tumble | jam | 54 | 4.21 | 4.17 | 3.12 | 3.96 | 4.71 | 2.77 | 4.08 | |
| 2021 | 48 | Deeper and deeper | 👥 | Rabbit Rappel | jam | 127 | 4.10 | 3.86 | 4.20 | 4.22 | 4.50 | 3.68 | 2.50 | 4.14 |
Incredible game! Captured the theme of the jam in such a creative and original manner. The entire game oozes fun and personality too. Quintessential jam game.
Very creative game! even without a tutorial the visual cues in game were enough to clue me in to what I was meant to do immediately. Music is a bop, level design is solid, and the art is great. Good job!
Absolutely beautiful! I would have loved a dash animation but other than that this is an extremely polished boss rush with very satisfying gameplay. Also honorable mention for the gun charging sfx.
very nice game! If it had a few more levels I would have kept playing it for a while. It took me a few minutes to figure out that you can grapple again in mid air if you pick up a second work, but other than that no complaints!
Indescribable vibe coming off of this game, excellent work.
It feels really satisfying to loot and the music absolutely slaps. The difficulty scaled really fast for me after the first stage, but it's possible I'm just bad. Very nice.
I dig the character design and spritework. The rune system is also very fun and unique. The main 2 things I'd recommend working on is the second bug you see is very tall and was unkillable for me. I almost got softlocked but I just platformed up the left wall to get around it (unsure if this is intentional design). The second thing is the audio. Some sound effects and music would really liven up the game. Overall very nice!
cha ching
Great atmosphere and exploration. It took me a little bit to understand that right click is to mine. I just kept trying to click 9 and 0 to switch to the pickaxe, but then again, I am a dumbass. Also being redirected to the suicide prevention hotline for jumping off was unexpected and very clever.
Very cool aesthetic and creative puzzles. I saw on stream that there were some finicky hitboxes/triggers for some areas, but that's a nitpick and doesn't get in the way of the game. Overall, a very complete and satisfying experience. Edit: Scratch that, bugs were fixed!
@tanner-shelton Nice! I replayed through it myself just now and indeed the hitboxes are a lot more generous and clear now. I was also reminded of how much of a bop the ending theme was.
Hey, kanguru here! The game is incredibly tight both mechanically and visually. There are some design choices in the mechanics that feel really good. Like if you plan out the paths you leave in the ground, and count the blocks to avoid damage, you can save money on both the drill and the plating upgrade to progress farther. 10/10 game, 11/10 marketing.
34 kill high score B). I would love to see a version where the tesla's beams are a little more easily manipulated or telegraphed. If it targeted enemies by distance it would add another level of strategy to the game. That all being said, thank you for submitting the game I had a good time.
Very fun shmup, especially when working with the restrictions of a nes game and with one developer. If the ship only changed sprites when chaos reached 10 I would have been a little underwhelmed, but since the controls for some of the ships are different, and the bullet behavior is different for each ship, I really enjoyed the gimmick. Thank you for submitting it to the stream, I had a great time.
This game only having 16 ratings received at the time I'm writing this is criminal. Absolutely incredible game, polished to possibly the highest degree I've seen a jam game be polished to in the two LD jams I've participated in. As of now this game is my contender for overall jam winner. The controls are innovative yet tight, the ui is filled with easter eggs and little touches, and the gameplay itself is great to boot. Great job to you three, you should be proud.
Very polished resource management tower defense game. I had a great time playing it. The systems in the game feel very realized, and clearly there has been a lot of thought put into them since there are multiple endings, that is going above and beyond. Sometimes when research finishes though, my happiness meter was hidden by the prompt, which made it hard to decide which option to pick if it had to do with happiness. Thank you for making and submitting this game.
I like what you're going for here, and I gotta put some respect on your name for busting out pico8. I think with a bit more time this concept can really shine; if you continue development on this with a few more prompts and responses please hit me up so I can check it out. Thank you for submitting it!
https://cdn.discordapp.com/attachments/444356333496565779/896290705796915240/unknown.png Reigning third place leaderboard champion here. I had a great time with the game, I love how the furniture breaks by specific parts, and getting to see all the swedish furniture names. Gameplay was unique and enjoyable. It felt at times like some furniture was getting sent out into the play area with too much force but I think that might've been on my end. Great game!
fun shmup, got to 160k score and I loved the sound effects! I would say though that it felt a little tedious at times because of the incredibly low fire rate at the beginning and the huge health pools of the enemies at the end. Overall had a good time shooting down some bugs.
I am awful with directions, but even so I was able to get 5/7 of the notes. A few more landmarks would have been nice to keep track of where I've been, and possibly a jarring audio cue whenever the stone head is nearby would be a good addition. Overall I had a good time, for making it!
very fun platformer. Got some nice polish on it and I appreciate the 1.1 version with quality of life fixes.
What a ride. I love the aesthetic of the game, and the chaotic moment to moment gameplay. Highest score I was able to get was 29 (earned legitimately with blood sweat and tears) and got a tophat. Only thing I'd say that could have been improved on was the UI for the player stats. Every 10 seconds I had to check my stats to check if my reload speed was good enough to actually try fighting it out, and it took me a little bit every time. Great game though, glad to have played it.
Fun game, once I got far into a run it felt really satisfying. Only issue for me was that sometimes the stone rope wouldn't work when I was clicking it.
I'm not usually one for point and click puzzle games but I had a surprisingly great time with this one. For the most part I got the puzzles on my first or second try and felt pretty satisfied at the end. The writing is fun and the presentation is incredible. Even though the assets are store bough the composition feels like a genuine full priced steam game. I finished it on stream you can check the vod at https://www.twitch.tv/videos/1171670613?t=02h34m13s Thank you for submitting the game, I had a fun time with it.
Another banger from boats and co. not that I expected any different. Fun gameplay, great UI, laugh out loud story. Great job guys.
Another ludum dare another masterpiece. This is a classic boats game in the best way possible. Clean vector graphics, satisfying feedback on everything, fun gameplay, and polished to the extreme. Very reasonable scope considering this is a solo dev project and very impressive consider the level of polish. Around the 1-2 minute mark the enemies start ramping quickly and the charges for my dash don't keep up with the dps, but I found out that you can tactically launch the orange enemies into a clump of enemies to do some major aoe damage and it is really satisfying. Satisfying is the key work in describing this game. Well done as always boats.
Nice short and sweet game. The introduction has a lot of charm and the game was challenging but satisfying. I will say that it took me a little bit to realize that I can change direction in mid-air, and that the green orbs restore your health. Another thing that is only an issue on the web build is that every time I pressed up or down the screen scrolled a tick. Overall I had a good time with this game, congrats on the compo submission.
Very polished and fun game. It took me a little while to get adjusted to the controls but once I did I was flooded with memories of playing Nitronic Rush as a kid and movement started to feel tight and fun. I loved the logos for the different corporations and I loved all the easter eggs on the building sides nodding to previous boats games. It almost felt like a love letter to your ludum dare career. The map was also designed with some fun nooks and crannies to navigate through. Only criticism is that due to the buildings only being lit around the edges it's a little easy to get lost in the geometry at times when a few of them overlap. All in all, great game. Cube Dudes represent.
very cute and polished - I love the aesthetic of the game especially the shop. Would be cool to have a web build so I can have my lil fella just hanging around in a browser tab.
Yo this game is super impressive. The art is stunning, the audio is great, and the gameplay loop is quick fun and rewarding enough to have had me playing this game longer than nearly any other game this jam. It's clear that this is a team of pros that work well together and were able to execute and polish a shared vision. I think this game has serious potential to be expanded into a full steam release, and I'm guessing that from the structure of what's already here this was the team's hope from the beginning.
Although for a jam game it is astoundingly polished and well done, I do have a few gripes with some aspects of the gameplay if this were to go on and become a full game. The key issue for me is that, autobattler expeditions aside, the game sort of plays itself. You should always buy the smithy and alchemist building upgrades as soon as you can, and you should almost always hire heroes as long as you have less than 15. Outside of that the only way to influence a mission's success is to restructure the team, but the kick button relies on having an extra adventurer hanging around and the swap button is risky.
On the one hand I wanted a more consistent way to influence the team formation and upgrade the heroes I liked but on the other hand I really liked the sort of laissez faire approach where the characters buy their own items and form their own teams. I think having a few more avenues to spend gold or ways to indirectly encourage certain team members to stick together would help. If you do expand on this game I hope you're able to retain that feeling of hero autonomy.
That all being said this is a phenomenal entry and my critiques are for a full game, not one made in 72 hours. High marks all around, and congratulations.
Hey, I saw your video "Just Make Games" on YouTube and had to check out your game! The combination of the dash and throw mechanic create a surprisingly skill expressive game, and the sound effects tie the game together well and create a fun game feel that I was not expecting from just watching the gameplay in your video.
The main critique I have is that the scoring system seems a little rough. If you break your combo and lose the multiplier you can kiss any chance of getting a star goodbye, and even in some runs when I played almost perfectly completing each request and throwing every other creature out for the extra points I ended up being 20ish points off of 3 stars on the third level.
I think a more quantized scoring system such as losing health (and a star) for each wrong request could work well, and to incentivize still throwing the extra creatures away you could make that cause more creatures to spawn or give you a speed boost.
Overall solid entry. I enjoyed playing it and I liked the sentiment of your video. Congrats on the game.
Fantastic entry! The mechanics are clever, the pixel art is great, and the sound effects made me laugh. I had a good time mapping out the path to the end of each level and then executing on it.
@marin-davys Thanks! Our goal with this game was to make a super polished platformer. I'm a little confused by your question though. The point of the game is just to traverse through the levels using the javelin movement mechanics and pick up the collectibles.
@jeremy-ryan Ahhhh! We've never gotten fanart before this is really cool! Thanks for the glowing review as well, that means a lot coming from someone with your experience.
Aahhh! This is Awesome! Thank you so much for the fanart @thyoi! Lil javelin dude is looking badass 😎
The bons are their money 🔥 Another jam another boats classic.