Really solid core loop, everything feels pretty polished, movement feels good, upgrades feel meaningful. I died once because some of my load got stuck down in my mine as I rushed back to the ship and I couldn't use the terminal while still holding it. I guess I should have dropped it with space but in the tense moment I didn't think of it ^_^. The cycle of mining and returning for upgrades overall is really tight, creates a tense feeling but also gives plenty of information about when the next enemies are coming so that the player can feel prepared. Nice game!
As others have said the slowdown from missing a input feels pretty rough if you have a good chain going. The other thing I noticed happening was when I was entering flow and going fast, I would end up forgetting to input if i was continuing to move down the same branch. My brain processed moving down the same branch as not having to do anything. Maybe you could indicate the need to input every segment with some sort of visual reminder? Or let the player continue down the path the path they are on without inputting, or not slow if you dont input and are continuing down the same path. Or maybe its not really a problem, I bet muscle memory would take over if one played for long enough.
So fun! The paint shooting mechanic feels really satisfying. Its frustrating to die to spikes you cant see but its not too punishing to die since the levels are short. Good job making a lot of levels. The final boss fight was really fun! I beat it by jumping on top of the ball that smashes and shooting it from there.
I didn't like the movement at first but then I picked up a few trash and got much faster dash recharge and it felt much better. I also noticed the sound blip effect when the bar recharges which was helpful in timing my jumps without having to visually track the bar. I really liked the wall cling mechanic. I ran into a few bugs, I got stuck in the floor underneath the drill by the right wall in the 2nd level and couldn't get out. I liked the character building, very funny "Kay".
I really liked the theme and world the game builds up. It was interesting walking around talking to npcs and killing cops by throwing knives at them. I couldnt find any of the mission people I was supposed to find.
Cool! I really like the graphics, the control scheme was weird but I adjusted to it. Nice overall vibe, godot 3d nice! (I did my first jam with godot this time too). It was cool to find the no spoiler [thing] at the end.
Really interesting, lots of OOH moments. When I first rotated the world and saw gems on a different wall, when I first picked up the things in the dream and felt ENERGY rush into my sleeping body. I gave up after getting disoriented somewhere after the first night and getting turned around going deeper instead of returning to camp. I may return to it later.
Ah such a test of patience. It seems like its pretty much game over if your reputation gets ruined. I thought that funding rebels on neutral ground wouldn't deduct from my reputation but it seems like sporadically it did, making it hard to predict if I could advance my land grabs or if I had to wait some more for my rep to increase.
Quite enjoyed the gameplay, I think with afew small balance tweeks it will be really fun. Tense gameplay!
Html version didn't work for me but I downloaded the windows build and it worked fine. Nice gameplay, satisfying sound effects and movement feels pretty good. seems like some parts like what I imagine might be an inventory/item pickup system are not done yet. I still had fun and played for quite awhile. I found a way to cheese the bigger enemy by circling around its back and standing directly behind it slashing.
Love it. Controls are really nice, feels novel for a game like this. Everything has such nice feedback and feels really responsive, the really clean animations, feedback from sound effects, screenshake, altogether create a really satisfying feeling of just moving around. The upgrades were really fun too, it makes it feel completely not frustrating to die and start over at the top again, and its fun adapting to different movement patterns for different weapon setups. The fast shooting left click hold gun was my favorite, the sound fx of it shooting are really satisfying. I got to the end with max damage, tracking and shooting speed, then fully upgraded everything and it became much harder with the extra base speed. I also really liked the little tips when I died "you can die from your own explosions if it wasn't obvious". I wouldn't have noticed otherwise. one small issue I ran into on the web build was a bit of lag entering the shop after I died, sometimes I would end up hitting R repeatedly, and sometimes that would skip the shop before I could buy something. Congrats! Great job!
Quite nice for a tech demo. The movement feels really nice, fast and responsive. Pretty lighting effects, the blur effect looks nice and helps accentuate the sense of speed.
Quite a tense somber mood. I felt especially ruthless when I killed the wounded German without finding out if he was a deserter, and when I assassinated the un-named officer without so much as a 2nd thought. I liked going through the 2nd time with other items, and seeing ways to use them.
I love the visuals, really nice mixing of 2d and 3d. I Really like the platforms, its nice to intersperse the falling with resting or waiting on a platform to let your speed/danger gauge deplete. I made a very similar game (check it out if you want), we were on the same infinite falling wavelength.
Its quite hard, sometimes I lose track of my character when it goes off screen.
Ah wow I love this game. I couldn't quite figure it out the first time but after I read the instructions and everything made sense. It gets so tense tying to mine, protect your ship, return back in time to go to the next level. The upgrade system was really fun. I liked the variety in levels which made some builds more or less effective. I love the theming! I got really attached to my Armadillo. GET AWAY FROM MY ARMADILLO YOU DAMN DIRTY BUGS!!
I really liked the background art, and music. Nice bullet patterns as well. It was really sad when I had to kill my mom, the soundtrack for that fight fit the somber melancholic tone perfectly.
I liked the art style overall. I had a rough time with the character movement. I think its also a bit hard to deal with the platforms which are background/not collideable, they are possible to distinguish because of their less bright color, but the other platforms which can be stood on also fade to that same color when they are a bit further away because of the lighting effect, it makes it a bit frustrating to select which platform to jump to. I started out having fun falling as fast as I could before realizing I took fall damage, and slowing my pace down. It could help to have an indicator to show when you've fallen too far or are going to fast and will take fall damage.
Love the visuals! Amazing style, very nice lighting. When I noticed the water surface texture from below for the first time I thought how beautiful. The pacing is a bit slow for my personal taste. I wasnt sure how to use the storage upgrade or pick up/hold more than one item at a time. I realize you can return items to your friend on the dock but it could help to make that a little more clear.
I dont seem to be able to collect more h2 than the energy I use to collect it, leading to dropping less and less each time. Regardless, I like the graphics and theme, and the dropping was fun.
Soundtrack really fit the mood of the levels, I mostly was able to guess which things were good to avoid or collect when I first saw them, and if I guessed wrong it wasn't usually too punishing. The one thing I would say felt bad to me was that moving also used up my health/resource bar, it incentivized me to stay still most of the time, only moving to dodge if I had to. Not necessarily a bad thing if you are going for a more measured/intentional feel of movement.
Very fun, I think toward the end of Hollywood it starts getting hard to tell what objects are foreground and which are background. I think I also noticed that the back of your hand can sometimes clip into an object when you turn, causing your run to end, it confused me the first few times it happened because I wasn't sure what had killed me.
I love the mood and pacing. Visually very impressive, the flickering of the light and parallax effects really add to the sense of depth and presence. Interesting finding new pieces as you go further down, I felt like I was uncovering the ruins of a long lost ancient city. The music is very fitting as well.
I love this, the spell drawing is SO SICK. Extremely fun to play with one hand on a wacom tablet and one hand on the keyboard frantically mashing spacebar. Its quite hard, you really have to split your focus between tracking the exclamation mark and paying attention to your drawing. Nice game!!
I liked the graphics and vibe especially. Gameplay was fun, it made me want to find ways to skip by breaking down at interesting angles. It seemed like one of those might have been the intended route to the boss. I was sad when I couldn't smoosh enemies with my immense weight, and when the boss room couldn't be broken. Nice Game!
I couldn't tell what to do till I read the instructions. After i did it made more sense. It would be nice to have a visual indicator between each side of a tether or hook.
LD48 — Deeper and deeper (26)
Dome Romantik by Rongo Matane 2021-04-29T04:01:41Z ♥ 2
Really solid core loop, everything feels pretty polished, movement feels good, upgrades feel meaningful. I died once because some of my load got stuck down in my mine as I rushed back to the ship and I couldn't use the terminal while still holding it. I guess I should have dropped it with space but in the tense moment I didn't think of it ^_^. The cycle of mining and returning for upgrades overall is really tight, creates a tense feeling but also gives plenty of information about when the next enemies are coming so that the player can feel prepared. Nice game!
Dig Deep Get Gold by Tim77 2021-04-28T20:18:44Z ♥ 1
As others have said the slowdown from missing a input feels pretty rough if you have a good chain going. The other thing I noticed happening was when I was entering flow and going fast, I would end up forgetting to input if i was continuing to move down the same branch. My brain processed moving down the same branch as not having to do anything. Maybe you could indicate the need to input every segment with some sort of visual reminder? Or let the player continue down the path the path they are on without inputting, or not slow if you dont input and are continuing down the same path. Or maybe its not really a problem, I bet muscle memory would take over if one played for long enough.
Dungeon Painter by IanTheBee 2021-04-28T19:34:20Z ♥ 1
So fun! The paint shooting mechanic feels really satisfying. Its frustrating to die to spikes you cant see but its not too punishing to die since the levels are short. Good job making a lot of levels. The final boss fight was really fun! I beat it by jumping on top of the ball that smashes and shooting it from there.
Mermaid Deep by mech_alina 2021-04-28T19:18:26Z ♥ 1
I didn't like the movement at first but then I picked up a few trash and got much faster dash recharge and it felt much better. I also noticed the sound blip effect when the bar recharges which was helpful in timing my jumps without having to visually track the bar. I really liked the wall cling mechanic. I ran into a few bugs, I got stuck in the floor underneath the drill by the right wall in the 2nd level and couldn't get out. I liked the character building, very funny "Kay".
Debts and Pandamonium by Cyzaine 2021-04-28T19:06:19Z ♥ 3
I really liked the theme and world the game builds up. It was interesting walking around talking to npcs and killing cops by throwing knives at them. I couldnt find any of the mission people I was supposed to find.
Gone Dark by Theg 2021-04-28T03:16:05Z ♥ 2
Cool! I really like the graphics, the control scheme was weird but I adjusted to it. Nice overall vibe, godot 3d nice! (I did my first jam with godot this time too). It was cool to find the no spoiler [thing] at the end.
Low Pipe by SpaceGuinea Productions 2021-04-28T03:04:44Z ♥ 1
Attacks were responsive and satisfying. Also the GIBS.
Dreamcatcher by TheCommonThug 2021-04-28T02:48:58Z ♥ 1
Really interesting, lots of OOH moments. When I first rotated the world and saw gems on a different wall, when I first picked up the things in the dream and felt ENERGY rush into my sleeping body. I gave up after getting disoriented somewhere after the first night and getting turned around going deeper instead of returning to camp. I may return to it later.
Into Conflict by C4Scar 2021-04-28T02:16:09Z ♥ 1
Ah such a test of patience. It seems like its pretty much game over if your reputation gets ruined. I thought that funding rebels on neutral ground wouldn't deduct from my reputation but it seems like sporadically it did, making it hard to predict if I could advance my land grabs or if I had to wait some more for my rep to increase.
Quite enjoyed the gameplay, I think with afew small balance tweeks it will be really fun. Tense gameplay!
Darkest Depths by skipi 2021-04-28T01:58:37Z ♥ 2
Html version didn't work for me but I downloaded the windows build and it worked fine. Nice gameplay, satisfying sound effects and movement feels pretty good. seems like some parts like what I imagine might be an inventory/item pickup system are not done yet. I still had fun and played for quite awhile. I found a way to cheese the bigger enemy by circling around its back and standing directly behind it slashing.
CRASH Pit by E.E-Wick 2021-04-28T01:30:44Z ♥ 1
Love it. Controls are really nice, feels novel for a game like this. Everything has such nice feedback and feels really responsive, the really clean animations, feedback from sound effects, screenshake, altogether create a really satisfying feeling of just moving around. The upgrades were really fun too, it makes it feel completely not frustrating to die and start over at the top again, and its fun adapting to different movement patterns for different weapon setups. The fast shooting left click hold gun was my favorite, the sound fx of it shooting are really satisfying. I got to the end with max damage, tracking and shooting speed, then fully upgraded everything and it became much harder with the extra base speed. I also really liked the little tips when I died "you can die from your own explosions if it wasn't obvious". I wouldn't have noticed otherwise. one small issue I ran into on the web build was a bit of lag entering the shop after I died, sometimes I would end up hitting R repeatedly, and sometimes that would skip the shop before I could buy something. Congrats! Great job!
Down The Well by HakunaSoft 2021-04-28T00:56:11Z ♥ 0
i relly do b fallin tho
Run Around In A Room - The Game by Raeya 2021-04-28T00:51:26Z ♥ 0
Quite nice for a tech demo. The movement feels really nice, fast and responsive. Pretty lighting effects, the blur effect looks nice and helps accentuate the sense of speed.
Enemy Territory by OldenGamer 2021-04-28T00:43:11Z ♥ 1
Quite a tense somber mood. I felt especially ruthless when I killed the wounded German without finding out if he was a deserter, and when I assassinated the un-named officer without so much as a 2nd thought. I liked going through the 2nd time with other items, and seeing ways to use them.
Journey to the Center of the Mind by JavierDega 2021-04-28T00:26:47Z ♥ 1
I love the visuals, really nice mixing of 2d and 3d. I Really like the platforms, its nice to intersperse the falling with resting or waiting on a platform to let your speed/danger gauge deplete. I made a very similar game (check it out if you want), we were on the same infinite falling wavelength.
Its quite hard, sometimes I lose track of my character when it goes off screen.
LD48: Down the Rabbit Hole by LMB 2021-04-27T23:41:50Z ♥ 2
Ah wow I love this game. I couldn't quite figure it out the first time but after I read the instructions and everything made sense. It gets so tense tying to mine, protect your ship, return back in time to go to the next level. The upgrade system was really fun. I liked the variety in levels which made some builds more or less effective. I love the theming! I got really attached to my Armadillo. GET AWAY FROM MY ARMADILLO YOU DAMN DIRTY BUGS!!
KATABASIS by JLV 2021-04-27T23:19:06Z ♥ 2
I really liked the background art, and music. Nice bullet patterns as well. It was really sad when I had to kill my mom, the soundtrack for that fight fit the somber melancholic tone perfectly.
WHITE RABBIT by pedsm 2021-04-27T23:11:29Z ♥ 0
I liked the art style overall. I had a rough time with the character movement. I think its also a bit hard to deal with the platforms which are background/not collideable, they are possible to distinguish because of their less bright color, but the other platforms which can be stood on also fade to that same color when they are a bit further away because of the lighting effect, it makes it a bit frustrating to select which platform to jump to. I started out having fun falling as fast as I could before realizing I took fall damage, and slowing my pace down. It could help to have an indicator to show when you've fallen too far or are going to fast and will take fall damage.
F.R.I.E.N.D. by Jake White 2021-04-27T22:16:55Z ♥ 2
Love the visuals! Amazing style, very nice lighting. When I noticed the water surface texture from below for the first time I thought how beautiful. The pacing is a bit slow for my personal taste. I wasnt sure how to use the storage upgrade or pick up/hold more than one item at a time. I realize you can return items to your friend on the dock but it could help to make that a little more clear.
Jupiter Drop by plexium.nerd 2021-04-27T22:08:12Z ♥ 1
I dont seem to be able to collect more h2 than the energy I use to collect it, leading to dropping less and less each time. Regardless, I like the graphics and theme, and the dropping was fun.
Deep Space by DrYuri 2021-04-27T21:41:40Z ♥ 0
Soundtrack really fit the mood of the levels, I mostly was able to guess which things were good to avoid or collect when I first saw them, and if I guessed wrong it wasn't usually too punishing. The one thing I would say felt bad to me was that moving also used up my health/resource bar, it incentivized me to stay still most of the time, only moving to dodge if I had to. Not necessarily a bad thing if you are going for a more measured/intentional feel of movement.
Great Depth, Great Dairy by Canaguia 2021-04-27T21:30:53Z ♥ 1
Very fun, I think toward the end of Hollywood it starts getting hard to tell what objects are foreground and which are background. I think I also noticed that the back of your hand can sometimes clip into an object when you turn, causing your run to end, it confused me the first few times it happened because I wasn't sure what had killed me.
NO SIGNAL by olaron 2021-04-27T21:12:34Z ♥ 0
I love the mood and pacing. Visually very impressive, the flickering of the light and parallax effects really add to the sense of depth and presence. Interesting finding new pieces as you go further down, I felt like I was uncovering the ruins of a long lost ancient city. The music is very fitting as well.
Hellevator by baconn00 2021-04-26T07:40:05Z ♥ 2
I love this, the spell drawing is SO SICK. Extremely fun to play with one hand on a wacom tablet and one hand on the keyboard frantically mashing spacebar. Its quite hard, you really have to split your focus between tracking the exclamation mark and paying attention to your drawing. Nice game!!
NecroWorld by CorruptedComputer 2021-04-26T07:22:55Z ♥ 0
I liked the graphics and vibe especially. Gameplay was fun, it made me want to find ways to skip by breaking down at interesting angles. It seemed like one of those might have been the intended route to the boss. I was sad when I couldn't smoosh enemies with my immense weight, and when the boss room couldn't be broken. Nice Game!
Abyss by BDenis 2021-04-26T07:07:21Z ♥ 1
I couldn't tell what to do till I read the instructions. After i did it made more sense. It would be nice to have a visual indicator between each side of a tether or hook.
tense feeling game, I didn't get too far down