Diving for Oxygen by Neon 2025-04-08T10:00:19Z
Is the html version playable? I see only a not interactive image
Foon → Ludum Dare Explorer → Users → JackShadow
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | 👥 | Diggimeow | jam | 68 | 4.12 | 4.11 | 3.38 | 4.01 | 4.37 | 3.42 | 3.85 |
Is the html version playable? I see only a not interactive image
@neon the problem might be that I am trying to launch it on mac. As I mentioned before I have only non interactive image on itch and ld game page
I guess it was my fail, it was not static picture - the game started with menu open and accept on X was non predicted from my side
Currently one of the best experiences of this LD. I really liked the rope-swinging puzzle idea, and how the puzzles gradually get more challenging without overwhelming the player with mechanics. Nice one!
Game style is cool, and the digging process is satisfying, bringing dino bones to museum is nice.
I liked the concept and the image. But after losing the energy on the day one - i was missing the goals for the day two. Is it just material hunt to get higher score? Or there goals for each day, to process to next one?
The first screen with the camp is charming, and the step-by-step interaction with the house is cool as well. The combat mechanics are a bit frustrating — I didn’t fully understand the idea behind the chance-based damage.
Played one round. Liked the image, and the interaction. But I was just moving between doors, with no concrete goal or mini games, then the game over screen. I would request more hints here about targets.
I liked the visuals and the concept. What I felt was missing was a reliance on certain bonuses, which made it seem like the outcome depended mostly on pressing the acceleration at the right time and only about 10% on proper maneuvering. The game idea reminds me the alto adventure but in vertical design
I liked the style, the roguelite model also works good. The level curve is pretty good. For the LD - it is solid experience. The only request for this version - to make popup's bigger. Now on my screen they look quite small. Also i liked the separate screen for combat, which might be the start for comple combat mecs. Снимок экрана 2025-04-08 в 16.58.22.png
I liked the style — the auto-mode dungeon crawling and the overall look really worked for me. The style kind of reminds me of Loop Hero, but in a more realistic way.
Adding some cool effects from artifacts could really boost the sense of reward — and you even have space for it right under the battle area!
I really liked the combat mechanic — the fact that the boss has multiple types of attacks, each with its own animation, adds a lot. Speaking of this version, I enjoyed pretty much everything except the slightly slow response when trying to dodge, especially when you guess the attack direction wrong and the boss hits you before you can react.
The visuals nicely capture the style — even with the heavy pixelation, it still looks very expressive. I’d definitely be interested in checking out a full version.
Super ambient and style. Html version works fine on mac. It might be a little to hard to collect such small resources, but on the other hand it s so relaxing.
I do like the style, the ambient music, and the tutorial. However, I have some doubts about the goals. I expected the harpoon to hit the fish, but they didn’t take any damage or react at all.
I like the style and the idea of combining platforming with action. I did not get the chikens bombs idea, but they look cool.
A solid quality and the shared style is cool. And I do like the impact on animation. Bonus points for the bridge bringing me to the theme " Depth". Nice one.
I liked the turn base approach with focus on complex interaction mechanics with its simple visuals
I liked the style, the graphics. Controls are a little sluggish. Also after some caves, I lost the goal. But as concept I like your intro.
@soleyeer – Actually, that game inspired the core mechanics! I really like Digseum too. My idea was to make digging feel a bit more risky. In Digseum, after level 3 meta upgrades, the digging part loses its challenge.
@jhonny111 – Thanks for the feedback! Actually, those are water blocks — unlike sand blocks that just fall straight down, water blocks can fall "diagonally". And my favorite, the chaos block, swaps places with a random block.
And thanks everyone for every other comment.
I liked the style and the idea. On my first try, I just stood on the drill and waited for the attack. While doing that, I spent all my ammo and ended up facing the attack with nothing left.
I liked the style — it feels like a mix of The Binding of Isaac and Limbo. The platforming is well-designed too.
I was not ready for a such hardcore puzzle in the evening, my request is any kind of intro or tutorial. Or I might just not your audience
Absolutely love the concept — chess meets hell is such a clever combo! The aesthetic is tight and the demon mechanics are super fun to explore. Would totally play a full version of this! Only thing I really missed was some background music and movement effect — it would elevate the atmosphere so much.
Good MVP, might be the next washing simulator meditating game
It looks like Dorfromantik, but instead of building villages, you’re building caves. I liked the style and the core gameplay idea — it feels like a great puzzle for a short break. But at first glance, 60 tiles seems like a bit too much for the beginning.
It worked on Mac. The style is cool, expect green character on green starting area. And there are already several interactions. Also I d like to have more hints, what are the level goals
It was really cool to see a game with voiceover — even though it got a bit out of sync with the subtitles at the beginning, it was a nice surprise to find a narrated game in LD. I liked that there’s a walking animation, but it threw me off a bit that there’s no jump animation.
The Metroidvania-style setup, where you find new body parts that give you new abilities and animations, was a great idea. Though when I grabbed onto a vine, my legs disappeared — maybe there’s a reason for that, since both the vines and the legs are green?
I found a strawberry at the end and it made me happy.
After this short but atmospheric adventure, I think the main thing I’d mention is that using space both to skip narration and to jump felt a bit awkward. Other than that, I really enjoyed the game — the upgrades kept me curious and exploring, and the narrator helped maintain the atmosphere.
If this ever becomes a full game, I’d be happy to see slightly less floaty controls, but even in this short intro, I had a genuinely good time.
I really liked the meta-progression mechanic between runs — once you make enough progress, you can upgrade the submarine with some pretty strong late-game perks.
In general, I enjoy the gameplay loop of roguelites, especially when there’s clear progression between runs and a simple but motivating goal to get as far as possible.
The sound and lighting do a great job of building atmosphere — though I might’ve accidentally bumped into a couple of shrimp in the dark
I liked the concept, it just works. The style and the terraria like digging is good. The only concern I faced it is lack of mobility, IMHO jumping should be more agile.