FoonLudum Dare ExplorerUsers → Keely-Brown

Keely-Brown

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202659Signal👥Badcaster Shneeblyjam6203.282.923.444.163.923.693.533.53
202558Collector👥Greg gathers ghosts because that's what he loves the mostjam1693.833.913.553.614.093.763.303.34
202557Depths👥Antz vs Plantzjam334.264.343.983.934.013.903.883.84
202354Limited Space👥RAMpagejam3973.743.543.633.834.174.123.413.82

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Keely-Brown

LD54 — Limited Space

BLOCKIES by Ayxs 2023-10-14T12:17:04Z

The art style was very slick/the music was pleasant. I wasn't fully convinced by the game development theming but I do think you chose a cool mechanical concept for the LD theme. Small thing I noticed when playing but it might be better if it wasn't a requirement to have to place the base cube of a shape on the surface if other cubes on the shape are on the surface. I'm probably not good enough at visual mapping to be good at a game like this, but it seems like those kind of players really liked it!

Adelie - Someone Like You by Meep 2023-10-14T13:45:05Z

Very cool mechanics, even though I was terrible at them. Really appreciated the infinite mode which gave some space to figure out the mechanics in a less hectic situation. The aesthetic and theming were also both very good.

Wizard Block by tmpxyz 2023-10-03T11:04:34Z

Great concept - especially with the wizard and potion aspects, I thought those were especially fun. Some of the platforming controls felt a little tricky. I wanted the character to be more responsive, especially in that third level where platforming feels very important.

The combo system really makes the gameplay feel more dynamic. I definitely spent a decent amount of time trying to figure out how to optimize my block blasting.

The money system was also an interesting way to approach the game flow.

Hellevator by Snowdrama 2023-10-16T00:56:07Z

The pixel art was really cool. Felt like the difficulty could have scaled faster/the bosses could have been harder. Also I wanted there to be consequences if you didn't land the reload at the right time. Also, the game name is really good.

Protector of the light by mango-malarkey 2023-10-16T01:00:12Z

The concept is really cool. Wish that there were more level varieties - I would almost rather have some smaller bite sized challenges that required tighter problem solving/puzzle solving. There feels like there's so much that you could play into - particularly if you expanded on how the combat works with some different enemy types or attacks and such.

Astromino by namnam 2023-10-03T10:50:49Z

Really cool character designs and neat concept. It was kind of unclear at first how the mechanics worked - would have loved a tutorial. When I did start to figure out that you could chain tile placement - it was very satisfying getting big combos. Some of the buff tiles were neat but I felt like it was difficult to justify picking them because they only become viable once you have a few. Maybe the buff could last to the turn after?

Also it feels like you can get stuck if you accidentally place tiles in the middle of the grid (not sure if I'm just missing something though!)

Feels like there's some potential with the idea though! Might be cool if the enemy had a grid and there was a shared line down the middle that you have to be careful about/can take advantage of if the enemy places something along the middle.

I Do by Togis 2023-10-16T00:57:39Z

The game used the theme well and in a creative way. Some of the traits felt like they could have used tooltips. I really liked that the wedding got simulated at the end and showed you why certain things did or didn't give you points.

Rover Under by ColeSlaughter 2023-10-16T01:13:50Z

Character art/art in general was *chefs kiss*. It's a little hard to gauge the game when other people aren't on - particularly with such a big map. I feel like a smaller playing field may have worked better for how many people on average were going to be online, but I also get that the point is for it to be a control the map sort of deal. Multiplayer is very impressive for a game jam game.

Packed Ride by grizeldi 2023-10-03T11:17:13Z

The tutorial was nice but a lot of information to get at once. It might be better to incorporate aspects of it into the game so you can learn in realtime rather than by reading.

I liked the variety and types of placement issues that you had to try to solve. The visuals were pretty cohesive and effective.

It might have helped to give you a better idea of what stuff was losing you points by having some visual effects to indicate when someone was unhappy about something around them. I wasn't always sure what I had done wrong.

Cool concept!

Fate of Ratlantis by Beebo Studios 2023-10-03T10:14:59Z

Really love the aesthetic and the fun little touches. Like when you pick up the book it shows the main character's hand holding it.

The swinging felt like it could be a little heftier. Maybe if clicking did a bigger swing? Would have loved to have seen more sound effects too!

Great music and a solid amount of progression for a game jam. :) Cheers!

​

Space Trucks by digital bacon 2023-10-16T01:01:37Z

With some more shapes and faster difficulty ramp - I could see this being pretty solid. The pixel art was really good and I liked the space theming.

Three Wizards by sg-goennung 2023-10-16T01:15:36Z

The abilities interfering with the pathfinding and having to be careful about what you do was a really interesting mechanical choice. The character variation was really well done. Some levels felt a little bit tedious at times. Felt like fire and ice should cancel each other out.

DARQY by Euler Moises 2023-10-14T11:31:28Z

The sound design was really stellar!

Ominos by OgelGames 2023-10-16T01:18:39Z

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.

Rafty Crab by kuviman 2023-10-14T13:49:00Z

So smart to have a single lobby that everyone joins, honestly just brilliant. Played with some friends, was a lot of fun. The aesthetics/art/sound were all great. Super impressive to do a solid multiplayer game for a game jam. Loved it a lot!

cyber_serpent by picross 2023-10-14T12:18:44Z

The voice over work really pushed this from "incredibly well polished game jam game" to "experience that I will carry forward with me for the rest of my life."

Thank you Cyber Serpent, for telling me how much of a good job I am doing.

On the bottom side by Jasuse 2023-10-16T00:53:36Z

Sometimes you don't have much agency if you get stuck in a certain situation, but the gameplay is pretty fun/addicting.

Too Many Carrots in the Kitchen by Bill Marcy 2023-10-14T12:12:20Z

This was oddly stressful! Figuring out the recipe combinations was fun. I accidentally ate food many times q_q

Bit Golf by badcop 2023-10-14T13:46:11Z

I thought the concept was interesting but it was pretty tricky figuring out the mechanics - particularly how the right clicking affected things.

The Big Crunch by Ategon 2023-10-14T13:47:38Z

Really awesome game jam game. Had a lot of fun playing it! Just wish I was better at that dang asteroid shooter (':

Meow-scapade: Watch your paws! by Panfil Alexandrina 2023-10-16T01:03:09Z

The art is very good. The cat death sound is very powerful. The time-based tide challenge was interesting but I thought the rollout of the interactables could have been more linear rather than all at once. It was a lot of stuff to have to remember from looking at it briefly before starting playing.

Troubled Turtles by Aviv Levy 2023-10-03T10:30:17Z

Great little puzzle mechanics. I like how much the turtle plays in to all of the different mechanics. And surprisingly deep with having to think about the arrow movement and carrots.

Fun sound effects and juice on the movement (especially liked the turtles popping out of the shell as it slides forward)

Really nice aesthetic.

Only complaint was that I was wanting an undo button a few times!

Cool sokoban game, cheers!

Cosmic Cursor Capture by NonDev 2023-10-16T01:16:50Z

Great art, UX and juice. Just felt really nice to play. The enemy cubes being triggered by lining up with the player felt very smart and engaging. Felt bad for not being good enough to progress through to see all of the content, but everything I did play felt really well done. Great music too.

Boxed In by raassh23 2023-10-16T00:58:53Z

The gameplay loop was pretty tight. I wanted to get further to see what the shape variety was, but wasn't good enough to get beyond the orange suns. The leaderboard was powerful - apologies for the long name submissions.

LD57 — Depths

Decender of the Deep by Remco 2025-04-09T15:55:43Z

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.

Perspector by Parxer 2025-04-10T00:41:34Z

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.

Somnium by Roitchie 2025-04-09T19:59:58Z

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.

Coin Grind by jester1454 2025-04-10T01:26:00Z

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.

Mr. Money's Phenomenally Soggy Water Removal Romp by Rhoka 2025-04-09T15:09:19Z

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.

Deeper In by RaineShadow 2025-04-09T15:49:02Z

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!

Deep Exorcizing: A Poltergeist Cleaning Company by ThomasTournoys 2025-04-09T14:35:25Z

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?

Home Deep Home by YogurtTheHorse 2025-04-10T00:53:39Z

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!

Copper Soul by Kamuniaft 2025-04-10T03:20:50Z

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!

Diggity Diggity Diggity (Dash) by DaveCo 2025-04-10T02:49:53Z

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!

Abyssmall by VladImperator 2025-04-09T16:18:22Z

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!

Forest Depths by Martin183 2025-04-09T20:32:54Z

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.

A Final Deed by 0X_VOID_X0 2025-04-09T19:50:25Z

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!

High Well to Hell by Samshine 2025-04-10T03:13:15Z

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!

Crystal Collector by Bloodbane 2025-04-09T16:08:57Z

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!

View in the Depth by noagard 2025-04-09T14:45:57Z

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!

Ludum Dare 57 Depth Of A Phrase by Beebster Games 2025-04-09T22:05:03Z

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!

Explodicaves by ThatFirey 2025-04-10T13:12:25Z

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.

DUCKDEPF by Jona Scheidig 2025-04-08T03:53:39Z

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

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.

From Oblivion by Norah 2025-04-09T20:21:26Z

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.

Into The Abyss by Constance 2025-04-09T16:48:08Z

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.

An In-Depth Documentary about Pebbles by Neon Kuroasa 2025-04-10T14:10:59Z

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!

Payback Pit by Alem26 2025-04-09T16:38:52Z

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!

We're at the bottom by ChiFu 2025-04-09T14:24:54Z

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!

. by protzz 2025-04-10T14:03:24Z

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.

Fill the depths by Erafion 2025-04-09T20:10:13Z

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 :(

Slippery Socks by Alpaca 2025-04-09T14:51:36Z

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.

Abimes by Kessel Nebula 2025-04-10T14:19:33Z

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!

The Hole by dstoc 2025-04-10T03:03:48Z

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!

Ad Light by jtap 2025-04-09T22:18:43Z

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.