Birdie Burglars by DDRKirbyISQ 2020-04-26T20:43:40Z ♥ 1
Really cute game! Definitely one of the better games of the jam, overall. Lowest ratings were innovation & theme, because while the game is really cute, shooting animals with a slingshot isn't a new idea, and while you were keeping something alive, the objective felt more like shooting the burglars than keeping something alive. Seems like a majority of us really went for "gameplay that happens to be linked to something living or dying," either in protecting something or in maintaining some energy bar.
Otherwise: always appreciate sound controls. The music & effects came in way too loud to begin with.
LD48 — Deeper and deeper (12)
Deep & Deeper by warxen 2021-04-29T04:16:13Z ♥ 1
Nice work you two! The biggest comment from my friend was that this felt perfect as a couch co-op game for two people. He struggles a lot with platformers, so controlling both characters at the same time just didn't jive with his head, but it was still one of the platformers he seemed to enjoy the most out of all the LD games I had him play.
The graphics were great at communicating visually everything that mattered. The use of the theme was similarly solid. The game was fun, though would have been more fun as a two-player game. It felt innovative as a game, not mind-bending but still a unique enough twist on the genre. Its strongest point however was definitely its mood. We didn't make it through the whole game (as my friend wasn't able to get past all the puzzles), but the sense of atmosphere was fantastic. The characters and their narrative back-and-forth was entertaining and also excellent in-game directions/tutorials without feeling like they were directly telling us how to play the game. The main piece that was missing was some kind of background music to accompany the low rumble. Had the game had some kind of dreary, cavernous ambient music it would have been perfect.
Ocean Cleanup by Weirdybeardyman 2021-04-29T04:07:30Z ♥ 1
Nice idea! Unfortunately the submarine seemed to jitter a whole lot when my friend played it, which made controlling it feel uncomfortable. Not sure if we were too close to the ground or if maybe it was a bug.
Some advice for making controls feel a little more natural: There's some great "flight sim" style games where the controls are mainly just moving toward the player's cursor. Implementing something similar would have likely made the movement controls a lot smoother (albeit more limited, but that just becomes part of the game's charm 😉).
Additionally, making objects you could interact with (trash) have some kind of visual indicator such as a faint glow effect would have gone a long way toward giving the player direction in the game.
Overall this must have been a very interesting experience making a procedurally generated 3D world in the compo!
RAMnesia by 100th_Coin 2021-04-29T04:00:50Z ♥ 2
Dang, I wish my friend was good enough at platformers to play this game to its end. I only got to see a few levels before the frustration became too much for my buddy and he had to stop, but if I was still able to play games I would have absolutely adored these kinds of puzzles. I was able to put together what needed to be done and was getting really excited by the puzzle design. Maybe if the timers weren't quite so short, or if there was an "I'm baby" mode that set their clocks to 5 or 7 seconds to make it more about the player manually triggering the resets then it would have been more accessible to folks less savvy with platformers.
Overall it was a really awesome and innovative game with amazing graphics and solid audio/mood. Sadly we didn't really get far enough to see if "Deeper and deeper" played out at all, as in the first few levels it really doesn't seem to come into play at all.
The puzzles were honestly so fun and interesting. I really did love what little I saw, and wish I could have seen more. Marks for improvement would be that the music, while thematically repetitive to fit within the whole "3 seconds" idea, could have had a little more variation in its loop to keep from getting old too quickly. That and having a mode to make the game more accessible would have been perfect.
Madness Inc. by NoelOskar 2021-04-29T03:51:27Z ♥ 1
Cool entry! My friend really loved the graphics and couldn't stop talking about how nice the CRT TV vibe was. The main graphical complaint was the lack of visual indicators on the enemies being hit. The single white flash didn't feel like heavy, strong impacts that the rocket launcher should have been delivering.
The gameplay was solid for a bullet hell, especially for a game made in 48 hours. controls were smooth and responsive. Enemy attacks could have been a little more predictable, or more signaled. The reasons for not getting marked higher were mostly that it was very much just a bullet hell. It wasn't very innovative on the genre, more just doing what's already been done before.
Probably what hurt the most in the ratings, and is the area to look to improve for next time, was the audio. The sound effects that were included in the game were great, but there were just so few of them. No sounds for when the bosses fired their attacks, no sound effects made by the bosses when hit, no sound effects made when the bullets hit walls, etc. And then on top of that there was no music to fill the empty space left by the lack of sound effects. I would have rather seen this game stretched into a solo jam entry with the extra day spent on juicing up the visual and auditory feedback.
Deeper unto the Dungeon by Sieber2210 2021-04-29T03:44:04Z ♥ 1
Cool game! My friend and I felt like it suffered a little due to some really easy to fix or easy to add elements that would have greatly increased its ratings. Others have already suggested the visual feedback to landing (and receiving) hits, so I won't harp on that.
Heavily reducing the number of attacks it took to kill the enemies would have helped make it feel significantly less tedious in moments. Requiring 2 or 3 hits to kill a zombie would have given the zombies a chance to attack back. Requiring 5 or 6 hits to kill them made it felt more like a chore, since the enemies themselves didn't provide enough variety to give new experiences from extended combat.
Adding some sound effects, some ambient background noise, and some music, even if you didn't make the music or sound effects yourself, would have gone a long way to making the atmosphere feel stronger and the game less repetitive. Part of the power of doing the jam instead of the compo is that you can make up for lacking time or skills with 3rd party assets to still make a whole-feeling game. Instead the lack of sound effects and music made the player (my friend) focus all that much more on the repetitive task of combat.
The lighting was good, but having ceilings in the locations would have helped really set the tone and atmosphere. Without the ceiling it gave an unfinished feel.
Overall this was a solid first attempt, and I bet you learned a lot from the experience to try next time. Looking forward to your future entries. For all my "this could have been better" talk, the highest rating you got from my friend and I was "Fun" 😄
The Crystal Cavern by Matthew Cohan 2021-04-29T03:36:30Z ♥ 1
Cute little game! I would have appreciated a soundtrack personally, since even if you need to use a song from somewhere else instead of making one within the 72 hours it still does wonders for the general mood and atmosphere of the game. It's one of those aspects where you don't notice it as much when it's there, but can't stop noticing when it's missing.
Gem Raiders by Hare Software 2021-04-29T03:33:23Z ♥ 1
This was such a fun throwback to LEGO Rock Raiders, and I'm amazed you managed to actually pull it off fully! It felt very much like a slimmed down version of the classic game. Sadly I can't give you very high on innovation since I know exactly where the inspiration and gameplay comes from ;) but I can still love it all the same.
My friend absolutely adored playing, and tried his best to get further into the game. Unfortunately he was never quite able to reach the major milestones of having a barracks and hospital, but he kept trying anyway. What really would have made this game shine was some sort of ambient music and SFX during mining / resource carrying to really make those longer stretches of watching the little people work feel good. The graphics were cute, and they also perfectly accomplished the task of visual clarity. It was never unclear what could or couldn't be done in the game, or where to gather resources from. The game wasn't very humorous, and it had some tension but again the mood would have really been set had there been a soundtrack in the background, even if you didn't make the audio yourself and still marked the game as not being rated for audio.
Going through the individual scores, fun was the highest rating followed by graphics. The rest weren't very high, but the overall score was solid because this very much felt like it was doing something right. It was more than a sum of its parts. Really awesome job!
6 Feet Under by theStoff 2021-04-29T03:21:08Z ♥ 5
Holy moly this was incredible! Context: I can't play games for reasons so I had my friend play it and stream it while I watched and talked to him about it, as a sort of "two heads are better than one" approach. He's not the best at platformers and so he struggled and got frustrated, so some of my review had to be based on watching a full playthrough on YouTube.
Overall superb game, I absolutely adored it and it's the exact kind of game I used to love playing. It looked like a lot of fun, with the only knock against it being how hard it is to control the momentum and swapping between drill and non-drill forms. It was a little too challenging for my friend, which caused him to quit while still in the 1 foot under set of levels. The controls could have been a little less challenging to use for folks who aren't super into perfectly precise platformer controls.
Some comments from my friend from his experience, both good and bad, innovation wise "I've never seen anything like this" (in terms of mechanics), the retro vibe was fantastic though true black & true white is very intense, and maybe the dark grey and off-white should have been the default palette as the high contrast got hard on the eyes. The deeper and deeper theme was felt throughout the gameplay and the narrative elements, so "full marks." The audio was really good, and thankfully had a long enough runtime (plus the muffled track when underground) that made it feel less repetitive than some other jam entries' music. Also changing positions in the soundtrack on death was a smart move for keeping it fresh-feeling.
The mood was excellent, and I especially loved the ending. The humour was very much a sense of cartoonish and cute, but I didn't find it that funny. The animations helped make me giggle a couple times especially the first time I saw the zombie run with momentum.
The art was all really well done and clearly fit a specific retro vibe. I only wished the background was maybe a little more interesting than completely blank. While the design of everything was monochromatic, some parts of the levels just felt empty because of the vast void behind it all. It's really hard to put a background in though when you're monochromatic, or to find a way to avoid the empty spaces, so I didn't knock it against you.
Above all else, this game had so much content. I was not expecting to watch the full playthrough have something like 20 levels. This felt more like a month-long project to pitch to a publisher than it did a jam entry. Hats off to your work.
DEEP GOLF by Rendy 2021-04-28T05:20:20Z ♥ 2
Awesome game! My friend played the game while I watched (as I can't play games) so we talked about it as he played to get a sort of "2 heads are better than 1" review. Overall: really impressive work.
The game was so dang fun! The levels were very well designed. The difficulty was just enough to challenge without ever feeling unfair or uninteresting. Having a boss fight was a very cool twist. While your game scored well across the board, fun was definitely a stand-out and received the highest rating.
The innovation was the weakest in terms of judging, though I don't hold it against the overall score in any way as not all games need to be supremely innovative. The glue pads were neat but I've seen them before in other golf games, and the boss fight was a new twist, but ultimately this felt like a (very polished) miniclip golf game, of which my friend and I have played many.
The use of the theme was good, but the main comment my friend made that stuck out to me was "the deeper and deeper theme is more just incidental. I could have shot into the sky at the end of each hole and it would have been the same game. The theme didn't really inform the gameplay at all."
The graphics were super clear. It was always obvious what you had to do to progress, what was dangerous, the route that could be taken to beat the level, where the terrain was, and so on. It was very well executed and clean. The complaints mostly come in the form of "it felt like there could have been more," in that the visuals all gave the information necessary to understand the play area but it felt like there could have been more decoration to flesh out the world a little more. Also, the menu was default unity UI components. Nothing against default unity UI components, as they're functional, but they very quickly ripped me out of the immersion when I saw them as they didn't fit in with the rest of the game at all.
The audio was fantastic. Truly fantastic. The layered tracks of the music on each level were so nice and well done. There was one level in particular, when the melody came in, where my friend and I both just had to stop and bask in the experience. It really defined the tone and atmosphere of the game. Also, having boss music is always a big boost. The only complaint was that the sound effects could have been just a little bit punchier, as they really got overpowered by the music and felt lackluster in comparison.
Finally, the mood was just awesome. Again, the music with the cleanly executed graphics and level design all tied together to create a solid atmosphere that sucked my friend and I in. This is a game you all should be very proud of, and I only dream of making something this good.
Deep Space 99 by CG_Fred 2021-04-28T05:03:23Z ♥ 1
Hey Fred! I don't know why you didn't include audio or humour in your ratings because it was my friend's and my absolute favourite so far for humour! Between the silly lines of the dialogue and the sound effects all being various mouth sounds, we couldn't stop laughing and smiling while playing. It constantly kept us entertained in the best of ways. Throughout the game we kept noticing more and more sound effects that would make us laugh all over again. They were especially good in that it took a few seconds of listening closely to realize they were actually sound effects of a person literally making the sounds out loud.
As for the other aspects of the game, it was simple but fun! It didn't feel too long, and one of the biggest compliments from my friend was "a lot of these 3D games have really clunky, unresponsive, or subpar controls to movement, but in this game the ship moves exactly as I want it to and feels great." The use of the theme and innovation weren't groundbreaking, but not all games need to be innovative and the theme isn't the most important part in my eyes anyway. It's just a jumping off point for inspiration.
Overall really good job!
Gyro Scavenger by qorthos 2021-04-28T04:56:51Z ♥ 1
Cool game! I had a friend play it while I watched (as I can't play games), and we discussed the game as he played it to get a sort of "2 heads are better than 1" approach to rating your game. Overall it was a solid entry with some absolutely stellar graphics, definitely blew us away when we opened it up after playing a bunch of other campo/jam games, but it seemed unfortunately that it just wasn't the kind of gameplay my friend could enjoy.
High points: The graphics and audio were all great. 5/5 graphics no questions asked, audio was near-perfect with the only complaint being that the voice lines were always the same and started to get annoying after hearing them too much.
Middle points: mood, humour, and theme. The humour felt like it was trying but never quite landed right. The mood was set up very well by the music and the art, but kind of fell flat in creating deep tension or a sense of danger/foreboding after any extended gameplay. The theme, I think my friend put it best: "I don't feel like I'm doing deeper and deeper. I feel like I already started deep."
Low points: fun and innovation. Again, it just wasn't a pleasant experience for my friend. He was constantly frustrated with the controls, felt like the game was fighting against him to do what he wanted to do, and we didn't feel like we had any real direction for where to go, what to do, or what the end goal was. Otherwise it felt like a refueling flight game.
Maybe this just really isn't his kind of game, and that hurt the rating a lot. Maybe the game's movement could have been a little less frustrating to make it more friendly to players who aren't used to this kind of gameplay. Maybe some focus on the fun of the movement and gameplay was lost in the attempt to get a game out the door in 72 hours. Whatever the reason, this felt like a very polished and beautiful game that just barely missed the mark. Looking forward to future releases and improvements!
Diary of Sedah by azagaya 2021-04-28T04:45:15Z ♥ 1
Amazing game! My friend and I absolutely loved it to bits. It was honestly hard to find anything to critique about it. Overall this was a mind-blowing entry for the compo. My friend and I played a bunch of jam games, good jam games at that, before trying your game, and it beat them all by a significant margin. After beating it, my friend's immediate comment was "if this game were expanded on, I'd play the rest of it." For context: my friend played while I watched and we discussed the game to figure out a rating + feedback.
It was super fun. Normally with game jam games the fun is sort of there, or decent, but this one had my friend fully engaged from start to finish. The only gripe that kept it from a solid 5/5 was that the whole game felt like it was building to some big, climactic moment at the end, and then it just wrapped up with a "you were tricked!" discovery. Would have loved a boss fight in the final room, even if it was a simple boss, before finding the body and learning we were tricked. The boss could have even been the animated body of the last person tricked to carry a lantern down to the bottom.
The game wasn't overly innovative, but not all games need to be. The lantern was fun but lighting torches isn't anything new. The combat itself was quite engaging, and my friend especially liked the idea of having to plant yourself stationary to shoot.
The use of the theme was solid, if a little on the nose. One of the comments from my friend was "I like how the use of the theme isn't just in the narrative of deeper and deeper into the temple but also going deeper and deeper into insanity."
The graphics were fantastic. The art looked amazing, the UI was clean, and the animations were beautiful. It was all we could have asked for and more.
The audio was also superb. A huge compliment from my friend (who is also a musician/singer). Also, he wanted to thank you for not making the starting audio offensively loud. Most jam/compo games have audio so loud it breaks your headphones to start, whereas your audio was at a reasonable volume. The music and sound effects were all spot on, with the only request being "I feel like the sound track could have had just a little more... something."
As for the mood, the game really did grip my friend. He was actively engaged the whole time, and was reading all the text in the diary entries instead of just skipping through them. He honestly wanted to see where the story was going and what was happening to the player. The cave itself, with the sound effects, music, the enemies, and the gomen, all built a terrific atmosphere. A few spelling mistakes here and there but it's a jam. I also appreciated the enemies' eyes being lit even outside of your light's range, and the world not being completely dark outside of your light's range, as often that happens and it makes the gameplay near impossible to play.
Again, final thoughts: this is something you should be very proud of. Easily the best game my friend and I have tried so far.