Deep Blue Home by Jools64 2014-05-06T07:21:00
Good level design, great sprite work and environmental art. Gameplay was good, no crits at all. Loved it ^_^
Foon → Ludum Dare Explorer → Users → Kara Jayde
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 29 | Beneath the Surface | Necro | compo | 658 | 3.08 | 2.68 | 3.54 | 3.98 | 3.23 | 2.90 | 2.73 | 2.97 | 63 |
Good level design, great sprite work and environmental art. Gameplay was good, no crits at all. Loved it ^_^
Love the look and feel, but mechanically it feels like it could have used more.
This is great! Controls were smooth and worked well, great aesthetic, simple but effective gameplay. I really enjoyed this one, though some of the level design seemed a little odd.
The art style in this is fantastic. I love it so much. The controls are smooth and well designed. Game has a clear objective, but mechanically it could use more strategy. You don't really need the beacons at all, as the worm always gets into a position in which you can kill it. Minor graphical issues in full screen with the sand/static overlay (didn't full screen). Loved how you made the map endless.
So. Much. Fun!
I found this game super hard though :P had to play it a lot to finish it. I eventually realized if you press space in between words (even though you don't need to) it helps your hands increase in speed. Must be habitual.
Nice, this is a very slick experience considering the amount of time spent on it. The art is awesome, the level design is good, and the mechanics are simple and effective. Personally, the jump mechanic felt very temperamental, and either it should have been a little more consistant or the level design needed to be better balanced to accommodate the jump/double jump ease. It wasn't overtly difficult, but felt more difficult that you were probably aiming for. Loved the overall experience though.
Awesome aesthetic, but it takes far too long to get to the actual game personally. The collisions in the battle are a little temperamental, sometimes attacks won't register, and since it seems to speed up in difficulty pretty quickly, it becomes a problem fast. Overall it's cool though ^_^
I quite liked it, the concept was unique and the mechanics linked to the theme well. It could use some work to enhance playability, but for a weekend it's awesome. I love the art style, by the way ^_^
Some of the level concepts (like the memory to get past complete darkness) was cool. Reminded me of old school NES Zelda puzzles. The permadeath is pretty brutal though.
This is awesome. Great art and sfx, smooth gameplay, simple and effective. Nice work.
Loved the art, controls were very polished, and the bgm reminded me of Columns from the Sega Genesis (which is very awesome). Not sure on the theme, but I assumed I was a microbe or something so it made sense. It was a little difficult and I ran into a few glitches (enemy placement, shot from off screen, fire button locked up, movement locked up) but overall I really enjoyed it.
I quite liked this, the abstract microbial world was a lot of fun to explore, and collecting the triangles felt sufficiently challenging with all physics in the game. You could add some competition between the creatures, maybe they could steal your triangles, but it might ruin the zen abstraction. Technically the controls could be a little tighter and responsive, but thats a minor crit. Nice work ^_^
Not bad, pretty simple and it works well.
Pretty cool, loved the ambience, and I admit you got me good at one point. Jumped out of my seat ^^ I needed that. There were a few glitches, such as the looping door animations and clipping sounds, but otherwise good work. Could have used a flashlight and a map.
I really enjoyed this one, great concept, great execution. It would be great if you could heal your zombinies and/or yourself as well.
Haha this was a cool little game. A bit easy, and not very relevant to the theme, but fun none the less ^_^
You mentioned it was unfinished, but what you had so far was pretty cool. Obviously you need an objective/death state/etc to make this a complete game.
I liked this, it's always hard to gamify such deep topics.
Great Art and BGM ^^
This is pretty impressive for 48 hours ^^ You've managed to make something very solid. Tight controls, clear objectives, good overall design ^^ Somewhat to overlay the map (maybe make the treasure maps transparent)while in 'eagle' mood, would have helped with the difficulty of treasure 6.
With the default toon-shader, a way to make all the edges line up well in engine, is to grab all the models and make sure that they're all completely soft edge. Hard-edges cause the lines to raise unless you rewrite the shader. That isn't a detractor for the game, but just a heads up for future work with the toon shader. ^_^
Wow, this is awesome. This has been one of my fav. submissions played so far, very cool, innovative mechanics that allow for a lot of player tweaking/learning/feedback. Simple enough gameplay (a tutorial could be beneficial for those who don't pick it up), but with plenty of room for growth, and an interesting take on the theme!
I feel like this has lots of room for growth, even with its current level of fun. Maybe a more clear objective/goal could help (think of the difference between Bejeweled and Candy Crush, where one is specifically score driven, and the other has micro-objectives). An example of this could be 'score x amount for y ministry within timeframe'. You could have these procedurally generated or mark out specific ones and build an overall level list.
The screen needs to be made bigger, current reso was ridiculous for web streaming (for mobile I think it would need to be bigger too) especially on a monitor like mine, haha. Some more refined/district art could help sell it, though there's nothing wrong with what's currently presented. This is just for further development, otherwise I really love it.
Very cool, loved the avoidance style endless runner. Should consider a mobile port down the line ^^ I think it needed a heavy dub beat in the background ;)
Nice, you have a great aesthetic and it's a lot of fun, but you're missing an element to create flow. At the moment it feels frustrating because there is no way out, it's how long can you avoid your inevitable death. You need an element that eases that feeling, and my suggestion would be a 'drain water' option. Maybe a grate with a lever on either side of the level, which you can use to drain the water in quick spurts (but you need to hold it, thus more pipes burst).
Still fun though ^_^
Pretty cool, stylistic and challenging. The jump could really use variety in force by input strength/amount (longer press = higher jump) or else it's very difficult with the stock jump distance. Relevance to the theme is also a little loose.
Cool bgm, but the SFX were a little loud. I love missile command, so thought this was cool, though not very relevant to the theme. The unlimited ammo and rate of fire made it very easy, I purposely let myself die a few minutes in and even with two layers of dirt gone didn't get a lose state. I assumed that was a glitch or the game was unfinished.
Art style was cool, and the map was a good design choice, but some more mechanical flavor could have enhanced this game. Some minor collision / tigger issues with the interactions, but otherwise it all worked. well.
Really loved this! Had a friend that played with a similar concept in college. I played through every story, my fav. was probably Enya. The only obvious choice seems to be the brony, haha ;)
I like the pixel art and sounds, gameplay wise I think it needed to be more than just pure luck/chance. Maybe by including a tell in plant itself? Or a way to see the snake/worm things move from plant to plant under the dirt (so it becomes like a cup and ball trick). Pretty cool though
This game looks amazing ^^ lots of fun to play too. Great work :D
Enjoyed this a lot ^_^ Consider a 'sell-all' option, as waiting for all the rocks to be sold can be annoying. The final upgrades should be more expensive as well, since by the end you're pretty OP. Mood could have benefited from catchy tune which plays as you mine, or even some ambient sounds in the background. Great work on this title :)
Very cool, loved the style and the audio really added heaps to the experience. I found the difficulty was a little high depending largely on how the level was generated, maybe some initial safeguards could help that? The patrol was too fast, and occasionally you'd get spawn in between beach-goers.
That has certainly been one of the more enjoyable titles for me though :)