fishbone by Chinchilla 2024-10-19T02:26:04Z ♥ 1
Very cool! The visuals are so serene and fluid, complimented well by the sfx. The "levels" felt well designed in both the difficulty ramp/introduction of new concepts as well as player navigation -- I don't think I got lost or stumped on how to reach the next pickup and make my way back even once, which is a feat for someone who's typically geographically challenged. The one-way-only sections were a great way of encouraging exploration, as up until that point, I was intentionally following my path back every time I ventured out. I appreciated that dying didn't reset my progress, and the fishbone dropping segments was a very clever way of showing hp loss in a way that fit the minimalist aesthetic of the game. Super polished, and I enjoyed playing!
LD57 — Depths (8)
Lock Smith by Flying Butter Studio 2025-04-12T20:00:30Z ♥ 1
This was so much fun! The idea to reveal the insides of the locks was fantastic -- the padlock puzzle was especially satisfying in that regard. The mastermind puzzle took me a bit to figure out that it was indeed mastermind, but I think it ended up being one of my favourites. I probably wouldn't have figured out the ordering of shapes by their number-of-sides solution without seeing your comment above. However, I think that it could help to make the graphics for the shapes a tiny bit bigger, as I didn't really notice them at first and the fact that the number of sides was important, wasn't super easy to read.
We also made a lockpicking game! It's nice to see another dev team that was similarly inspired by "doors", and went for the challenge of tying in 2 themes :)
Luck Runs Out by Tenzz 2025-04-12T06:45:00Z ♥ 3
I'm crying, this was beautiful <3
The entire time I thought the walking sfx was just a ticking clock, which honestly I thought was super profound with that one line that mentions you staying still while the world ticks on.
At first, I tried to line up the player(?) with the circle outline on the background, thinking it would do something (maybe unlock the next line, or change the player somehow). Which, if you were ever to expand the game/do another similar style project, and want to add more gameplay elements, I feel like that sort of thing would be a great option to explore and would have a bunch of potential for creating other impactful ways to compliment the writing.
This somehow reminded me of Disco Elysium, and all the best ways your Reptilian Brain or Inland Empire talk to you -- do you have any other work? I'd love to read it!
D.E.P.T.H. - Door Evaluation Protocols & Testing Hub by Sylf 2025-04-12T03:52:54Z ♥ 2
Finally, a fellow dev team who understood the true theme :) This was amazing 10/10
Duplo by CrozzY 2025-04-11T20:54:04Z ♥ 2
Love the concept! The art direction/execution and palette choice is really cohesive and a treat to visually explore.
I saw your post asking for constructive feedback: - Coming from someone who historically has consistently either done a similar "tutorial-screen-wall-of-text" or scrapped tutorials entirely due to lack of time, I've found it's just too much for players to read and have it stick all at once. Maybe having at least a tldr reference card for the controls somewhere in the corner of the screen or ideally introducing them individually with a prompt at the start while the player can try it out themselves would help a ton, especially when the controls for movement/interaction aren't super intuitive. - That being said, it's a lot easier to rely on a players previous knowledge of game mechanics, controls, etc., in terms of maybe not having to explain how to play. Something like changing the mouse cursor/highlighting a button on hover intuitively signal to the player that they should click here. Or for a point-and-click, I would expect maybe "E" to interact with a station/item and that just clicking on the doors/stairs would immediately have the character walk there and go through. - I think the camera-(smoothly)-snapping on the player when they walk off screen would be a great addition, especially with a time-based resources-gathering situation. I'd recommend looking into cinemachine (since unity), you can set rules to have it automatically do it for you.
The game looks super polished/unique in terms of assets, so I think it makes the un-intuitive controls stand out a bit. This is a bit outta left-field, but I can imagine a cozy, exploration-version of this game being really fun to play :)
The Signal by joewan 2025-04-11T19:18:23Z ♥ 1
This was so much fun! Peeking around the corners in anticipation of hidden loot or a jumpscare really made you want to keep exploring, and the SFX and intro narration fit really well with the mood/style of the game. I would definitely play more of this, especially if there were more puzzle elements like the gun locker combo. I found myself reaching for shift to make the character run faster -- I feel like adding the option to run would be fantastic in addition to the slower walking pace, cause I did quite like the slower pace for adding to the tension or when you want to explore a new area carefully. Awesome job overall!
From Fossil to Fame by StormSword 2025-04-11T02:54:45Z ♥ 1
Cool idea! The t-rex animations were really well done, and I love the palette choice/background art. I did get stuck in the wall though when I deconstructed next to it stuck.jpg
Deep Dreamers by Hinamarina 2025-04-10T08:26:31Z ♥ 1
This was so good, you nailed the cozy platformer! I love the animations -- super cute -- and the sfx/music fits so well with the retro aesthetic. I did notice the shooting didn't always fire a bullet, so at first I thought the heroine was just ult-ing the finger guns for pizzazz x)
The Deepest Diamond by Silliest Goose 2025-04-10T03:14:43Z ♥ 1
I really liked the clever puzzle design unique to each sample! Also the stick figure animations are amazing, especially the jumping/falling frame with the arms up :)