Ominos by OgelGames 2023-10-16T01:18:39Z ♥ 1
Got to level 8 thinking this was a brutally difficult game before I realized that you could rotate the pieces. Carrying that forward - I realized that this was a nice and pleasant puzzle game with tight mechanics. Some of the rules felt a little arbitrary and didn't affect the game though.
LD57 — Depths (31)
Abimes by Kessel Nebula 2025-04-10T14:19:33Z ♥ 3
Really great art. The aesthetic was really nice.
The changes between the regions felt a little abrupt - particularly with the music. Easing into those sections in terms of slowly indicating that things are changing and having the music fading in and out might help make those moments feel less abrupt. I also had a bit of trouble figuring out where I was going towards the end. Maybe there could be some kind of mechanical indication of which way you should go?
Enjoyed the game though!
An In-Depth Documentary about Pebbles by Neon Kuroasa 2025-04-10T14:10:59Z ♥ 3
Love the intro. Captions at the bottom of the screen might help make the dialogue easier to follow especially once you've gotten into the middle of the game and might be a little bit distracted.
Super creative take on the theme. The camera worked really well for it.
Some sound effects for moving, jumping and other interactions would help push this even further.
Pretty solid game though - I had fun!
. by protzz 2025-04-10T14:03:24Z ♥ 0
There's some neat ideas with multiple challenges having to be satisfied by playing cards.
Drag and dropping the cards into the corresponding area would be a lot more clean in terms of the controls. It was pretty hard to click the play button which interrupted the flow of the game.
I would see if you can try to trim down on the amount of tutorial text that's needed for the player to understand the game. Cutting down on some of the concepts early on and then introducing them later would also help make the gameplay more digestible for a new player.
Explodicaves by ThatFirey 2025-04-10T13:12:25Z ♥ 5
Great looking game - I love the character designs and general aesthetic. The rocket jump stuff was neat but felt a little glitchy/unpredictable at times. I didn't feel the need to use other types of bombs - maybe if there were situations where you needed to use them then the player would learn the pros and cons of each. The boss fight was pretty solid.
Copper Soul by Kamuniaft 2025-04-10T03:20:50Z ♥ 2
Awesome aesthetic. Love the art style that you put together. I especially really liked the outro scene with all of the gears. The transition of the character going into the ground was also neat.
For the gameplay itself - there was some room for decision making but because of the randomness of tiles in terms of their benefits it felt a little arbitrary in terms of whether you would end up getting the pieces that you would need to win. Creating more space for the player to make decisions that meaningfully interact with the outcome would make things feel a bit more engaging. Maybe a currency that enemies drop that you can then use to purchase things?
Really cool game though - I had fun playing through it!
High Well to Hell by Samshine 2025-04-10T03:13:15Z ♥ 2
I really like the waddle that the character does as they move around - I thought that was fun. The first level was pretty good. It wasn't too hard to get through everything but I may have just gotten lucky? The second level was engaging and probably the best moment of the game. You did a great job of creating these different contexts and environments. It would be neat to see where you'd end up taking the other depths of hell!
The Hole by dstoc 2025-04-10T03:03:48Z ♥ 1
The concept is really cool - I think you could add a lot of stuff to push this further. I felt like I didn't have that much control over what was happening during the game. Maybe if there were some additional abilities that you could use or a way that you could spend money to improve your odds of succeeding? If you're going fast enough/gain enough momentum you can also get trapped in the ground - just as a heads up!
I had fun playing through - managed to get to hole 11 with over 100 coins before getting trapped. Probably would have kept trying to go to 18 otherwise!
Diggity Diggity Diggity (Dash) by DaveCo 2025-04-10T02:49:53Z ♥ 2
Neat concept - I like the mix of racing with digging - that was a unique take on things and a fun play on the theme. Shift for digging felt a little funky just because of sticky keys. It might have been neat to see some items or something to help with catchup mechanics or something along those lines. Had fun playing it solo - can imagine it would be even better with other people to play with!
Coin Grind by jester1454 2025-04-10T01:26:00Z ♥ 3
Solid concept. Reminds me of old flash games in a good way.
The three different types of tools felt like they made sense.
Enemies spawning from mining was a bit unexpected.
I didn't realize that you could walljump. Having some tutorializing of that could be good as it helped make navigating a lot easier.
Good variety of different levels. Adding more types of enemies could help push it even further.
Home Deep Home by YogurtTheHorse 2025-04-10T00:53:39Z ♥ 2
Visually, everything looks really great.
Adding some sound effects to the opening might help with making it easier to follow. I had some trouble understanding what was happening during the intro.
I also didn't know what to do once in the game. Mining was the most satisfying aspect for me. Being able to make some new stuff was good but it didn't feel like the buildings had much purpose as of yet.
Maybe there was functionality that I was unable to discover?
The animation is really incredible though. And the space and quality of the interactions felt really strong. Would be really interested to see what the intention was in terms of where this would eventually be going if you had the time to flesh it out!
Perspector by Parxer 2025-04-10T00:41:34Z ♥ 2
Really cool concept - neat take on the theme. I really dig the aesthetic and the walking SFX really plays into the rock theming.
There were a few moments where the perspective kind of felt a bit wonky when switching from one perspective to another. I think it might be better to give the player the most generous/useful depth position when switching. Particularly since falling down can be a little bit annoying and if it feels like that's a result of the game then that's extra potential for friction for the player.
Solid game though! I had fun trying to work through the platforming puzzles.
Ad Light by jtap 2025-04-09T22:18:43Z ♥ 1
Cute main character. Collection mechanics in the levels are pretty good. The repetitive clicking was okay for some levels but it got a bit much on the last level. Some of the collection in the middle of the game felt like you basically had to take damage to get the glowy thing. There could be more incentive to collect things without taking damage - right now you can intentionally run into enemies to get stuff and there's no consequence for doing so.
Ludum Dare 57 Depth Of A Phrase by Beebster Games 2025-04-09T22:05:03Z ♥ 0
There's some good ideas in terms of the word finding aspects. Personally I found it quite hard to know where to start. Maybe if the first and last letter of each phrase was given to you off of the bat? And hints could give you a random letter somewhere in the middle between them to give you an idea of where to go.
Adding some sound effects would also be nice for clicking the buttons and hints and all of that jazz.
The music was nice. I like word games so I was engaged for the time I spent on the first three puzzles!
Forest Depths by Martin183 2025-04-09T20:32:54Z ♥ 2
Having a clearer indicator of say.. damage with a healthbar or something along those lines might help with making the enemy clearer. Especially since you lose all of your progress if you die.
Some great sound design in this. It created a strong sense of atmosphere in the game.
The crow puzzle was pretty good. I had some trouble figuring out where the key was after that.
Overall though - I had fun playing through to where I got to.
From Oblivion by Norah 2025-04-09T20:21:26Z ♥ 4
Cool concept for the game. Very atmospheric location. It was neat to fill in the faces of the characters in the room. Reminded me a bit of Edith Finch and Spiritfarer. Nice voice acting. The music worked well. Overall everything just tied together really nicely to deliver an interesting short story.
Fill the depths by Erafion 2025-04-09T20:10:13Z ♥ 4
Surprisingly depressing concept lol.
I really liked the dinosaur designs. Great environment for everything.
The game mechanics were interesting but I didn't feel the need to ever try to bounce the scythe. Creating more obstacles (maybe moving ones?) may have helped with that. Maybe also having a time limit or something along those lines? Something to introduce a bit more pressure into the game.
Neat idea but I am also sad about the dinosaurs now :(
Somnium by Roitchie 2025-04-09T19:59:58Z ♥ 3
Transitions between the songs were a bit abrupt. Fading them out and in might help make it less noticeable.
I liked the hallway puzzle - it felt very Antichamber which is one of my favourite games of all time!
I was very confused by the stairway puzzle where the game ended when I opened a door and there was nothing beyond it.
It wasn't always clear whether I had stumbled into the right answer of a puzzle or not.
I like the overall aesthetic and dreamlike quality that you were able to establish with the game. Cool stuff.
A Final Deed by 0X_VOID_X0 2025-04-09T19:50:25Z ♥ 1
Pretty challenging puzzles. The aesthetic was really neat - the warm/cool contrast was really well done. Some great juice/polish.
I had a hard time getting in rhythm with some of the later variants of word challenges. They felt like they sort of interrupted the overall sense of flow I was getting with the game.
Overall though, really neat concept!
Into The Abyss by Constance 2025-04-09T16:48:08Z ♥ 3
The concept of the game is pretty solid. I found the digging is a bit tricky. The pickaxe collision feels like it needs to be a bit more generous.
I think it might feel better for the character to be able to fit inside of 1 tile vertically. Getting caught trying to move left-to-right because of the 1.5 height character felt a little off in terms of the gameplay.
It also might be nice to add a little hop that the character can do mid-air because there are so many aerial based elements that you're supposed to dodge.
It was a pretty fun experience overall.
Payback Pit by Alem26 2025-04-09T16:38:52Z ♥ 1
I like the overall idea of the mining using the pulley system. It was hard to figure out what I was doing at first. The pause menu instructions helped but having a little box that explains things and what you're trying to do at the beginning would be a better start on that side of things.
The combat was decent - I liked the visuals for the enemies. The two enemies that I experienced felt fairly similar and I could kite both of them using melee attacks to not take any damage. Adding in some ranged enemies would really switch things up.
Having some tooltips on the interactables would help with making it 100% clear what you're buying before you spend on something. Having text show up when you're near an interactable prompting you (Press E to Lower) would help with making interactions easier to understand.
All of the interactions themselves felt pretty solid. Fun game!
Abyssmall by VladImperator 2025-04-09T16:18:22Z ♥ 2
Tutorial menu stuff could be in the center of the screen. The mouse moving things around and having to go to the edge of the screen felt a little awkward.
Some of the text in the tutorial could be simplified. The flavour is neat but it does make it harder to know what information is important to know for playing the game.
I have to admit - I forgot the goal immediately lol. Having a little text reminder in the corner of what you're trying to do might help with that?
The overall mechanics of the game felt good. Swimming around felt a little clunky but as you get upgrades it felt better which I think is actually good in terms of progression. Good sound effects. The visuals were pretty solid.
Having some music would be nice to give some atmosphere as you're moving around.
Fun game!
Crystal Collector by Bloodbane 2025-04-09T16:08:57Z ♥ 3
The instructions are a bit hard to follow just with text. It might be easier to follow if they were somehow embedded into aspects of play. It was also a bit tricky to get a hang of the controls (it was unclear what the shoot button was - I had to experiment a bit to figure it out). The first level is simple enough that you do have some room to play around before you start digging into the more challenging stuff.
I like the overall idea of the mechanics of the game. It feels like there's generally a solid difficulty ramp. Some aspects of the controls feel like they could maybe be adjusted? Having to move in the direction that you want to shoot the gem feels a little awkward sometimes. I could just be bad at games though - very possible :P
It didn't feel like there was enough of an incentive to shoot gems into the spawner. Because there's no time pressure and the homing enemies all collapse into each other - it's easier to just ride it out and collect the gems slowly. Adding some more kinds of pressure might help?
Amazing visuals. Great music. Good sound effects.
Overall, really solid game!
Decender of the Deep by Remco 2025-04-09T15:55:43Z ♥ 2
The mechanics are pretty neat. I think there's some neat interactions with the movement being independent of the deck in terms of the timing. Mechanically I feel like there's a lot of neat stuff you could do with this as a base. Some of the onboarding was a little tricky to understand. It took some experimenting to get a hold of what was happening with the exclamation marks and how the flow of the game worked. But once it clicked - I had a pretty solid time trying to achieve the goal.
Deeper In by RaineShadow 2025-04-09T15:49:02Z ♥ 1
The maze itself was pretty solid. The character feels a bit hard to control in terms of the speed relative to the layout. It was nice being able to move fast because it made it easier to get around places but it felt a bit hard to control at times. Being able to leave marks on something in the level might be nice for letting players track some aspect of where they've been so far. The music gives an impression of horror type vibes but the character and sound effects are a bit more cartoony. I did manage to find everything and it did feel satisfying so overall nice job!
Mr. Money's Phenomenally Soggy Water Removal Romp by Rhoka 2025-04-09T15:09:19Z ♥ 3
Right off the bat, I love billboarded 3D games. The idea of using a thimble to drain a lake is so good. Great animations for using the items.
Love the concept - great take on the theme. I had to stop playing before I got too engrossed, but I liked how there were so many different aspects of the game that you could interact with and explore. Super cool game - very impressive to have that much done in the time period.
Slippery Socks by Alpaca 2025-04-09T14:51:36Z ♥ 2
Holy smokes the F-grade sound effects lowkey ROASTED me dude! Fun sound effects for everything.
Sometimes the "furbies" spawned in between things which felt a little tricky to be able to get them when you want to maintain your momentum.
Being able to restart mid-run would be nice if you make a mistake and want to try again faster.
Some configurations of layouts felt hard to react to meaningfully. And getting caught on something is really punishing because the acceleration is really slow.
It's satisfying getting a good chunk of momentum going.
I dig the overall vibes and aesthetic.
View in the Depth by noagard 2025-04-09T14:45:57Z ♥ 2
Love the concept. Great art assets - it felt like a very tangible space.
Adding some juice to the controls might help make it feel funner to do some of the actions. Particularly sound effects would push this up a notch.
The controls could also be a bit more fun. Turning the dial physically with the mouse might feel more consistent with the other controls. Or making all of it on keyboard? Something about having to click on the dial to start using it felt kind of off in terms of the UX.
I liked the theme and the take on depths. Cool stuff!
Deep Exorcizing: A Poltergeist Cleaning Company by ThomasTournoys 2025-04-09T14:35:25Z ♥ 1
I really like the art. Everything looks really nice and a solid mood was established. I had a lot of trouble interacting with things - I had to sort of.. move away while pressing input to not get stuck. The concept is neat. I think the combat could use a bit of work to make it more interesting. Maybe if there was.. a minigame for dealing damage rather than just choosing attack options?
We're at the bottom by ChiFu 2025-04-09T14:24:54Z ♥ 2
I liked the story that you created. There was genuinely a moment where it did capture a genuine feeling of unsettlingness for me!
Some neat ideas for the platforming levels. Some of the platforming felt a little funky sometimes. It felt like the character could get stuck under blocks sometimes?
Neat aesthetic. Cool take on the theme. Fun stuff!
DUCKDEPF by Jona Scheidig 2025-04-08T03:53:39Z ♥ 2
Great concept. The overall flow of the game works really well. Losing really fast on the first run was a little bit of a bummer but you get back into the action really fast and I could see this being pretty fun to dig into for a long run. Awesome music - a real bop. The character art is great. Love the thunk and ragdolly effect that you used on the game over screen. Super fun - awesome job!
Sticky's Aquarium by Salaro 2025-04-08T03:47:28Z ♥ 1
Really like the fish background in the menu. Great aesthetic. Instructions were a lot to take in on the front page - forgot a lot of them quickly. Fishing minigame is p good. I always take a moment with these kinds of rhythm games to get oriented before I can get into a flow and the meter means that I could nail 4 of them in a row but still lose the fish because I was too slow to get started. Maybe if the meter replenished a bit on a correct click? Would be neat to see a shop or more of a goal in terms of what you're trying to catch.