Endless Loop by pschichtel 2022-10-05T16:09:05Z
Awesome game, really enjoyed it.
Couldn't help but speedrun it, my time is 57.25 seconds XD https://www.youtube.com/watch?v=6VPBrYVqpA0
If anyone beats me just tag me :P
Foon → Ludum Dare Explorer → Users → Kujoen
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | Gacha Clicker Defence | jam | 274 | 3.78 | 3.76 | 3.42 | 3.78 | 3.50 | 2.96 | 3.52 | |
| 2025 | 57 | Depths | 👥 | Belials Bellybutton | jam | 268 | 3.75 | 3.57 | 3.40 | 4.18 | 3.92 | 3.95 | 2.34 | 4.04 |
| 2024 | 55 | Summoning | 👥 | Summon In The Dungeon | jam | 440 | 3.70 | 3.85 | 3.47 | 4.22 | 3.50 | 3.55 | ||
| 2023 | 54 | Limited Space | 👥 | Lord Of Dungeon | jam | 74 | 4.16 | 3.97 | 3.85 | 3.89 | 3.64 | 3.43 | 3.89 | |
| 2023 | 53 | Delivery | 👥 | Dungeon Pizza Delivery | jam | 340 | 3.80 | 3.91 | 3.53 | 4.26 | 3.62 | 3.68 | 3.70 | |
| 2022 | 51 | Every 10 seconds | 👥 | Judge Absurdia | jam | 714 | 3.39 | 3.21 | 3.37 | 3.73 | 2.89 | 4.00 | 3.28 |
Awesome game, really enjoyed it.
Couldn't help but speedrun it, my time is 57.25 seconds XD https://www.youtube.com/watch?v=6VPBrYVqpA0
If anyone beats me just tag me :P
Impressive
Really Fun, the ancient guardians seem to be OP though, at some point I just stacked them together with those shield walkers and oneshot everything that came on screen. Maybe I needed to continue playing for more enemies, let me know if that's the case. Love the animation on the black blob. Nice!
Fun little game, you should be proud of what you made! I sold off all my lower level creatures and suddenly only got pink ones, money was not an issue after that. Small bugs when placing fences or floors but that was only a minor problem. Good work!
Really cool game, but did you push some debug build? Currently the time travel is every 5 seconds.
Oh it was playable fine, I really enjoyed it! I did heavilly abuse the I-Frames though :P
Really great mood and interesting dialog. Very simple gameplay, but I still enjoyed the experience.
Keep trying! If you perform well and have alot of correct verdicts, you may be up for promotion... Law generation is random, so you may have a hard experience if you are unlucky. Keep trying, the glorious leader may go easy on you and enact less laws :)
There was a bug with the desktop version, but we have an itch.io page now with the correct version!
Very fun game, however, once I maxed everything out besides sails and net it becomes stale quickly. Still, I beat the game. The mini-me's are a really fun upgrade, however, it seems sometimes they like to sail around out of the map. One thing is the audio tends to pop violently from one ear to another. Perhaps more of a blend on both ears would work.
Great game, here's some feedback: - Awesome music and art. Obviously this is your strong suit. - The gameplay loop, in it's core, is fun and addicting - The enemies aren't very interesting, as everything "melee" gets instantly obliterated while the ranged dudes shots cannot be blocked. I wish there were some mechanics in regards to stopping melee vs ranged enemies, perhaps varying from level to level so you need to equip weapons that are up to the task. - The disruptor feels very weird. From the animation I expected a flak cannon, perhaps that can take out enemy missiles, but instead I guess it's more like a shotgun - Plating didn't feel like it made much sense. I guess you slap it on when you can't afford a disruptor or a laser and just want something in the slot. Would be better if it didn't lose its purpose once you can afford the larger weapons.
All in all, great game :)
Very impressive game. Here some feedback: - When deleting items rapidly, a somewhat painful static click is playing. - A "Clear the room" button would be great. - The audio of the potions reaching the delivery zone sometimes turns into some sort of static.
All in all, great job!
Game makes me want to head to australia and deliver some ice cubes. It's clear what you were going for and I can say you hit the mark. Only critique would maybe be some quality of life, like when something falls out the back that you get something to let you know. But I guess you don't have that in real life so hm :D
Nice entry, but the controls need a bit to get used to and one gets familiar with the gameplay loop very quickly
Nice submission :), here's some feedback: - I find it really harsh that the entire game resets when you land in the water and it quickly kills the fun for me. Perhaps tying "game over" to another aspect, such as having too many open deliveries left at the end of the day would be better. This would also allow you to remove the penguins from despawning, which is really annoying. - Some of the mechanics, such as you being able to take back fish from penguins, aren't very clear. - Your art and music is fantastic. - Impressive that you got an upgrade system working, that stuff takes time.
All in all a good submission, great work!
Totally worth the 2-3 hours I put into this. Not sure how many of these skips you intended for, but they were fun to run/discover.
https://youtu.be/b4WUYXyAjyE
I challenge anyone to beat my speedrun of 3 min and 6 seconds. Until then, I shall assume the title of "Popcorn King"
@0x-void-x0 Haha glad you liked it, I enjoy speedrunning and your game (even if unintentionally) had some really cool skips so I just had to beat it once with all the skips I could find! I feel honoured that you want to add something for me :D. Perhaps a little duck somewhere :D (they are my favourite animal). Glad you and your brother enjoyed it. Keep up the gamedev :)
@0x-void-x0 Thank you so much for that statue, it's more epic than I could have imagined :D. :pray: really awesome!
@polite-prinny Very nice run mate! I will try to reclaim it soon, be prepared :sunglasses:
@0x-void-x0 A reset to main menu button would be awesome yes :P
The kings back baby :sunglasses: - 2:47.00
https://www.youtube.com/watch?v=oegV3qLKQXw
Really sloppy deaths/resets early and later, but the new :eyes: skip saved me so much time. Unfortunately I forgot to record audio, so listen to some smooth jazz instead :D
Will be going for a cleanrun. Sub 2:30 is possible for sure. The speedrun is starting to get really hard though. There are still a few skips that are just too unreliable right now. Cheers :beer:
@0x-void-x0 Thank you so much for that change! It really helps when practicing. With that, thanks to level 5 skip I could finally beat the insane run from @polite-prinny and put up what I think is close to the best I'll get, 2 min 15 seconds!.
rec.png
Unfortunately I forgot to record, so I can only provide the screenshot. I might do some more runs to get sub 2:10 though, but it will be really tough.
I think sub 2:00 is possible, there are some insane skips left :) Cheers!
@0x-void-x0 It is possible, you can skip the entire pro section in level 8 and I believe there is also still massive timesave in level 10, maybe 1-2 tricks somewhere else and we can get sub 2:00 :D
Incredibly impressive, not sure how much was done purely in jam but benefit of the doubt applies. Some feedback/polish ideas: - Characters should have some sort of bar showing attack cooldown. Gets confusing when playing the paladin and you are just clicking furiously - Rearrange party in the camp or during the map segment
Not much more since the overall quality is very high.
Fun little game, but it's possible to be stuck with multiple missions and no storks that can do them. Also I had a few missions show no distance information, just "baby info 8" or something. The screen effect is a bit too much for me. With a bit of polish and these issues removed you guys got a very impressive first game :)
Cool entry. The towers are a bit large and it's not clear how they hit enemies. Sometimes enemies seem to walk just through them. The large particles also make it hard to see. You have a good rythm and melody in your music, something many people struggle with, you just need work on Mixing and Mastering so the different instrument layers work better together. This feedback is meant with the best intentions, I hope you take it as such :D
Short but sweet. As others mentioned, I wish you had the time to put more content into this, but what's here works well. Perhaps multiple levels if procedural generation would take too much time to implement.
Fun game, however, I don't particulary like the enemy mechanic. Is game beatable on 1x multiplier? Perhaps a quick placement sound effect would have been awesome. All in all fun game. Game did crash halfway through, here the error for you:
############################################################################################ FATAL ERROR in action number 1 of Step Event0 for object objMaquina:
Variable objMaquina.hp(100003, -2147483648) not set before reading it. at gml_Object_objMaquina_Step_0 ############################################################################################ -------------------------------------------------------------------------------------------- stack frame is gml_Object_objMaquina_Step_0 (line -1)
Actually the game doesn't start at all anymore for me. See above error log.
Great game. Bit of a steamroll until the final boss who is disproportionately powerful. But great UI and polish.
I like the concept, but for some reason the player character would dissapear and the level would freeze multiple times. I will rate it for now, but @ me when you think you fixed some of your bugs and I will give it another go :)
It seemed to me that the rhythm to click was off beat. Still a cool idea and the song was nice. I'm not gonna rate you on graphics due to the assets, you can exclude rating categories when publishing :)
@proz ah i understand :)
@peter-niles Thank you for your feedback!
@boostas We originally had it built so the order you dragged units into the room was the battle order, but we cut that out thinking it would be too difficult to explain to the player, so instead we provide auto-ordering. Thanks for the feedback!
@nadia-pixel @jotson @raassh23 @svenerik Thank you everyone for the feedback!
@raassh23 haha yes skeleton spam is currently very powerful and not what we intended, we will publish a balance updated ersion soon. Ooze has very high attack but pretty much will instantly die. You can use it to oneshot the enemy frontline. At least that was the idea.
@jozgames three programmers, three days, and a whole lot of coffee :)
Fun game, only recommendation would be a placement sound effect for the different items to break up the soundscape. Good job!
The Art is amazing, and I like the idea of the bouncing projectiles. Obviously you guys ran out of time for some of the programming and bug fixing bit, but nonetheless great work. I didn't make it to the end, if it does exist. Only mention for the art is that the mushroom room could use a visual door too :)
Sadly I was 20.000 short of paying the 100k rent. Amazing graphics and audio, humor and mood are all fantastic.
I was not able to play on firefox as the game was stuttering vehemently. The gameplay itself is not bad, but I had some performance issue even in chrome and I wish my gachas didn't die so fast so I could actually build up a team. The optimal strategy I found was identifying a route of 6-7 machines not too far apart, then running that route up and down until the game over. At some point it is just a barrage of fighting sounds and off-screen battles. Not sure what could have been done there to improve but I still had fun regardless. Perhaps reducing the aggro range of the monsters and zooming the camera out a bit more so you can actually pick your fights. Its hard to build up a team when something just runs into you at random. Also sometimes soda-monsters would appear super early once i built up a team, did you guys put in a active counter mechanic?
In conclusion great game with amazing assets, a bit more polish on the game-play loop would make it fantastic.
Oh, and until someone posts a higher score, I am claiming the title of gacha-empress high_score.png
EDIT: I think this is my limit, 170k short of the 300k high_score.png
The last level was quite tricky until I found the unit that counters it heavily. Lets just say the enemy ended its life with -76 HP once my unit was able to attack through its unit spam :smile: .
Very impressive submission, if all those systems were coded in 72 hours from scratch you guys are amazing. If you had some code prepared for this sort a game it is still very impressive.
I noticed a very large load time for the HTML5 build, I am guessing you selected "export all" in the resource option of Godot's web export. Try "Selected Scenes and Dependencies", it has a drastic effect on load times.
I actually had a very fun time playing this, lots of funny moments when pianos came crashing down and yeeted the enemy or myself into oblivion. To make things a bit better you could include a quick reset when "r" is pressed, I did get myself stuck a few times and it would help for that.
Nonetheless fun and funny game, good job.
Very good, and the last level took me 3 tries until I found the winning strategy. Truly remarkable one man submission.
Incredibly addicting and fun stuff. I wish I could think of feedback but in its current state is just a blast. Great work!
Short, to the point, fun. I like the mood conveyed by the art style and the summoning mechanic works as a fun interaction. Sound effects would of course have been lovely, even simple sounds benefit greatly to the mood and feel. Nonetheless, great entry!
Unique take on the theme and a generally fun game. Also please more salmon metal (please). Concerning feedback, I can only think of asking for additional content in regards to the game play loop, making summonings more variable, but I couldn't tell you what. Thanks for making this!
I've encountered a few bugs Untitled.png I've had dice visuals and what they actually do not match up multiple times. Either that or the +5 to next dice does not work with "Weak Bite", as I healed only 1. Same interaction with the cleave dice, the additional +5 did not get added. I've triggered a bug where I was able to perform the same turn with the same dice twice in a row. Once I got stuck for ~2 minutes waiting for the enemy dice to land. I'm guessing though you aware of most of these. The gameplay itself is quite fun, it's a change of pace to have healing be the strongest build in the game (or so it seemed). Had a fun time, perhaps a few usability improvements here or there but time is short :smile: Great entry and I did have a fun time.
Great entry, also that intro scene is enough to give 5 stars.
Might have misunderstood the item but i think the "unsacrificed parts are turned into hearts" isn't working. Fun game still though, one thing I might have liked would be space bar to stop moving.
@senso thanks for letting me know about how to stop, concerning the parts that's what i meant, the parts spawned after the wave did not turn into hearts when summoning the next wave :(
@senso You are right, I didn't have it. while replaying I did encounter one bug though, I got stuck on a unit that spawned on me, didn't die though so maybe not serious :D
@0x-void-x0 Hey bro nice to see you here! Thanks, we forgot to set the starting scene to the tutorial so I fixed that now, also thanks for letting me know about the itch page, I added some stuff there. Cant wait to try your game! :D
We are very interested in how you beat the game (Unit composition/Tactics) :thinking: So please do include them if you are willing to share them :smile_cat:
We would love to know how many tries it took you to beat the game (or give up) We always struggle with judging how hard our games are :heart:
@0x-void-x0 Thanks for giving it another try, I totally agree with your points, thanks for the feedback!
@trevor-lentz Unfortunately the game freezes when particle systems are loaded for the first time, afterwards it no longer lags, but it is understandably annoying :/
EDIT: We fixed this!
@pandalk You can place a maximum of 100 skeletons, you can clear any on the screen with the D key and don't worry you get their cost back!
@justcamh Our main reason behind this was to strengthen the concept of summoning via the circle as the core component of our gameplay loop. Simply spawning the higher level units would have shifted away from the concept of summoning and made the game (in our eyes) too shallow and not innovative. Clicking the highest level scroll and instantly summoning the strongest unit takes no skill and would not have any real difficulty curve. With that system, anybody could summon multiple reapers and lich's in their first runs and win. Instead, we wanted the player to progressively get better at summoning in terms of speed and positioning of units to be able to win the game. That's also why we give you more than enough resources to work with, as the difficulty should not be obtaining the resources, but how skilled you are at using them.
Watching you play was awesome because it really showed that we did hit our target there, I personally loved how your first banshee got instantly killed by archers and you saying "what a bad unit", even though it was just a positioning issue. But then it clicked and you started building up a frontline and got faster at summoning your units.
While I do think we hit the mark there, some issues are apparent, such as the inability to pause to read unit information and we for sure could have built a much better tutorial, however, we were unable due to time.
Thanks for playing our game, was a blast watching you :heart:
Great idea and impressive to have the upgrade and unit combo system working. I am guessing you ran out of time to polish the game play loop, did you plan to have units counter other units? At the moment the best strat I found is just to spam qwe->r to pump out units as fast as possible. Still, great entry and good job!
Awesome mood and great visuals, only thing i'd wish would be more indication on how the wind will spawn or affect the boats, but I was able to get ~60 score, so I had fun for sure! Great entry for a first submission to LD!
Awesome artstyle, movement is a bit hectic but still nice. Unfortunately I did not get very far in the web version due to:
An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was: RuntimeError: index out of bounds @https://html-classic.itch.zone/html/10213034/Slaymorehtml/Build/Slaymorehtml.wasm.br:wasm-function[57294]:0x13a9752
I'll try the web version a bit later and see if the problem is fixed :)
Very well done, great idea well executed! Very good audio any visuals, and whenever I felt the game was starting to lose me you added a new enemy. It kept me captured to the end of the game. Great choice to restart the level. The jump mechanic wasn't my favourite, but I get that you needed to add a little something extra to the game. Generally you executed your idea very well!
I do have some feedback, though it may seem nitpicky, that is just because there are no mayor flaws/problems I could find, so just small suggestions :)
The audio is great, especially the ost (though one of the tracks with the droning ambient noise could be a tad bit quiter), but it I think it would benefit greatly from positional audio. When you enter the level you are immediately spoilt by audio cues of new monsters, giving away the surprise. It would also allow you to play audio behind the player, scaring them to look up the stairs. The text audio could also be a bit filtered and less loud.
Another thing is that the enemies, whilst well made, do take a bit away from the creepyness. I thought I would be stalked, loose my mates one by one, or see eyes distant in the dark. At some point I just started running past obstacles I deemed annoying.
Simply wow. I fealt pretty good about our game but this is a whole nother level haha. Only thing I could suggest is maybe a preview of upcoming cards or the ability to store one card. But yeah, amazing visuals, game design, audio, as expected by professionals such as yourselves. Would be an honor if you could check out ours and give some feedback :)
score.png
Hey, so first off very impressive visuals and systems. I don't think i've seen someone try and do such a complicated game loop so far.
For feedback, I think you fell into some traps which come when making something complicated. I really tried for 15-20 minutes to understand what exactly was happening, but it just didn't click. Consider when building your main-scene to start out with a tutorial. That way players will know what to do, and you won't run out of time to add one later, as it's the first thing in the main scene you add. I just really didn't understand what to do. The energy ball things would constantly move from one place to another, unless they were a bomb, when they just exploded (I think?). I'm not sure what the beacons do, and somehow they reloaded but I just didn't understand it. Consider making a small post-jam patch so we people have a better chance to play your game for what it really is :)
All things considered it is very impressive visually and I'm sure the game loop would have been just fine too. Perhaps @ me when or if you release a patch that explains things a bit more and I'll give it another play :)
@angry-cyboot Damn I totally overlooked that, thanks for letting me know! Gave it another try and this time: Untitled.png That made much more sense and was more fun :D I can also give new feedback now! But only small things because I think now that I've played it I get what you were going for and you did make it pretty well. One could think about leaving the sonared cave "greyed" out, but that might just make it too easy. I think you nailed it pretty well, only thing you were missing was that tutorial to ease people in.
Great job!
Hey there, nice entry :)
First up I think you have some really polished UI. I also did not uncover any bugs (at least that I know of), so it's clear you really polished what you released. The visuals, whilst simple, are clean.
The first menu is a lot of text. Now while I did read it to understand the game to the best of my abilities, I know many people will skim over it and you might loose them then and there (I've struggled watching live streamers do that for some of our games). You probably know this yourself, but I just wanted to mention a tutorial-style introduction to your mechanics would be very beneficial.
One thing I was severely missing in the game was some sort of *feedback*. Be it audio, visual, or otherwise, I was missing some sort of reaction to what is happening on screen. I pressed rope and was wondering if anything happened at all (it did decrease the stock). I was mashing the action buttons to see if anything would react (Be it a "you can't use that here"). You mentioned in the comments here the requirements for the actions. Why not attach that to the buttons in the game? A simple popup "The slope is too steep to rest here..." would have gone a long way. Perhaps you had this planned and ran out of time, which of course is something that can happen.
Audio in general would have been nice, even just small blips and bloops, but I get that when finishing the game it is of lower priority. But the UI seems very polished, so perhaps you can allocate a little of that time to add little effects or feedback for the player :)
In summary I think you had a nice idea of an iterative-exploration-game with an upgrade loop, and I think you have UI Design and general game loop design nailed, if you now add a little more feedback and immersion for the player in future games it will go even further beyond to the next level :)
Incredible art and very atmospheric music. As others have mentioned, if you are amazing in some categories in a jam, sometimes others might end up neglected, which I happened with the gameplay here. There simply isn't time to get everything perfect, polished and tested (Same thing for our game). But I really like the idea you guys were going with and I think given more time you could definitely have a very fun gameplay loop.
I did encounter a very annoying bug where the suffocation sound would not stop playing. Trying to progress the day when that happened madethe entire game lag very hard. I can provide a clip of it if you guys are interested in fixing it.
On a final note I really wish there was a fullscreen option available, or at least I didn't see it :/ Great job :)
Great job, love the vibe. No much more to add than what others said, a bit more usability like a zoom-out, better auto-mining or hotkeys like escape to deselect dwarves or a drag-system to highlight multiple dwarves. But then again time is limited and I think you focused on the right things. Oh, one last thing the pixel font was a bit hard to read. Great job :)
Nice little game! It's clear where you ran out of time, but you still managed to make a fun game. The only feedback I could give is: - Id love more time to read the mystery dudes prompts - There was a reoccuring bug where the mixer was already filled by something (nothing terrible as I just spammed T after every level) You probably already know this since it's not your first jam, but if you like the feedback please do give us a <3, it helps with the smart balance system.
Massive achievement, even if not everything made it to the game. But if you built systems and just didn't have the time to add them, I will wait for an post-jam update to play it further :D Great job
You truly deserve some more plays/reviews!
As the others mentioned, the game stutters vehemently when first at times, probably because you are instancing/playing particles for the first time (Consider playing all particles on the main/loading menu one time without sound and behind the canvas so they are loaded into memory. This prevents the stutter when they are played in game)
I died pretty much instantly the first attempt and then quickly the second. Some people will give up at that point, but after re-reading the instructions I did get it and beat the game. A short tutorial of sorts makes this process alot more smooth, but I get that time is valuable in these jams and you probably didn't have any for one.
Once I got how it worked it played surprisingly well. Perhaps you could lower/remove the amount of nearby coral to force the player to wander a bit more into the dark zone.
All in all good game, not everyone tries to tackle 3D in a jam but you guys managed it just fine :)
Great game and achievement, I don't have much more to add other than what @5huno-3 said about the placement of "->". I'd prefer it to be on the far right and it really messed with my brain haha. I usually don't play story driven but this was made really well :) Good job!
Great art style and sound, you definitely hit the mood just right. I do wish I could perhaps control him with a mouse, but then again the skill ceiling is part of the appeal. One question though, did you not publish this on itch.io somewhere? I'd love to be able to play this fullscreen. Good job!
@0x-void-x0 Great entry, bugs aside, I still really like what you did here. The Popcorn button was, of course, the best feature :D. How did you get the idea for the gameplay? Also great work on the leaderboard! Another LD another banger. You really improve in small things every time :)
Fun game but my god what is wrong with unreal engine, 98% load on my 3080ti and 60% of my CPU. Cool concept with clean execution, I got stuck repeadetly at some point and wasn't feeling comfortable with my GPU heating up my room so I had to call it.
Can't really think of any improvements besides performance, really clean job guys :)
Excellent use of particles and lighting. Cute sprites as well, though I could not quite tell what the creatures in the cave were. Fun mechanic and good difficulty scaling on the levels.
Only suggestion I could maybe bring is having the player have at least a little glow around him instead of there being pitch-black darkness, but I also understand that's just a personal opinion.
Good job!
Nice little game, my favourite is how the attack animation and sound is very impactful. I did wonder how the game would have been without a gravity-controlled sidescroller and was just top-down. It was got annoying very quickly to constantly bonk your head and try and fiddle your way out of the deep. Then again I am a bit sensitive to such things, but maybe for your consideration. Only other thing was the upgrade menu, though i'm sure you guys just ran out of time. All in all a great achievement though :D
I usually don't play story focused/driven games, but you reeled me in anyways. Great narrative, and while the graphics and audio are simple, they don't distract from the main substance, being the conversations. You even got me a little bit teary eyed.
My movement did get locked out a few times, not sure what was happening but It went away after a short period. And the long against-the-current sections were a bit tricky.
Great game :)
Simple, short, to the point game. I did fail the first time as I wasn't paying attention enough. As others mentioned, some music or other forms of interaction would have gone a long way, but perhaps you ran out of time. I feel especially Audio could have gone a long way here. Still a nice job though :)
Wow, this really is a masterclass of how to use lighting, effects and simple animations to great effect. You really pulled a lot from the short time you had. Only feedback I could give is that sometimes the audio cuts out abruptly, especially on the level change. Perhaps some simple reverb or delays on some of the effects could have also been really cool.
But overall great job and I might come back to this for reference on those effects/screen shakes ect. Well done!
@jackshadow There are multiple damage upgrades you can collect throughout the cave. The basic harpoon does not deal much and needs multiple hits to kill enemies
@chrisbeck :v: Thank you so much for playing and pointing that out, we forgot to attach the signals to trigger the flashing animation :cry: . Should be fixed now.
@kit-gorn You win if you collect all the upgrades. Sadly the boss did not make it into the game, so we altered the win condition :(
@kit-gorn @levi-kingma Thank you so much for playing !
@pickydogfish That darn jellyfish, sometimes it seems the attack cooldown isn't applied correctly and well... Sorry for it ruining your run, but we are so glad you enjoyed and played our game :D
@bismark Thank you so much :D
@0x-void-x0 Thank you so much for playing, we are happy you enjoyed it :D I already checked out your game too, but I haven't posted yet, It's amazing though!
@peringo Thanks for playing and sorry for the bug :(
@missfire Thank you so much for your feedback :D We may have overdialed the BIG swordfish a little bit, though the idea was that he will kill you very quickly if you did not collect enough upgrades. But a oneshot should not be possible, so there seems to be some weird bug there D:. We are trying to get more people to play but I feel like it's harder somehow this jam :( Thanks again for playing and the feedback!
@atsh You can fight them but if you meet them too early on without upgrades it can get be difficult to hit them! Thanks so much for checking out our game, I just wish we could have built a sonar as cool as yours :D
@cgraen Thanks for finishing it, I had great fun making the audio and alot is inspired by my love for subnautica :) Unfortunately we just ran out of time for more varied enemies or a boss :(
@t-pirozzini Thanks for playing and glad you enjoyed it! We originally thought of having the count of an upgrade pop up once you collect the first one, and the game over screen displaying how much you missed, but we ran out of time D:
@jonathan-vogt Thank you so much for playing, I tried my best with the audio and i'm stoked it achieved just as I intended for so many people :D Same goes for the harpoon system.
@hatmajaster Thanks for checking us out as well, we really wanted to add some more horrors down below but we just ran out of time :( Even the swordfish almost didn't make it into the game
@joseph-tan Thank you, we are thrilled!!! Its an honor that you enjoyed do much and we are glad we could entertain you :)
@sibi glad you enjoyed it :) We put that bad lad there to punish players that venture too deep to quickly... gather enough upgrades and you find him not to be tough at all :D
@ryano That is true, we were torn between how impactful we wanted to make the upgrades and decided they should be very noticeable, so collecting three reel upgrades does make it almost instant... but toning it down more definitely is worth a consideration
Thanks for playing!
@i-pots @itskdog Thanks for playing! Anything you would improve? :)
Really fun to play and hooked me longer than I thought. I tried so hard to get him to go deeper on immortality but I just did not find the right combination D: Maybe I'll come back and pry him some more :D
Great game, only suggestion or feedback I can really give is to improve the interaction with items. I don't how many minutes I spammed crouch and E to pick up that torch. Perhaps a little floating tooltip above it to make it clear you can pick it up (also for the other items) Great job!
Nice to see another person play with godots lighting for a dark ambience, the sonar was a really cool touch as well (would love to you how you did that). As others mentioned Audio could improve, the only Tip I would give you there is, especially for the theme, use reverb and delays.
Great job for a first ludum dare and especially for a solo dev!
Very nice game, impressive art and amount of systems. You also definitely nailed the theme. A giant monster chasing you into the depths until you can fight it is a great idea. I also did not really struggle with the controls, it was fine for me.
The gameplay feedback I would give is that it is not exactly clear how close you can get to the boss. When the run has gone on long, it feels incredibly punishing to instantly die because you were just a bit too greedy. Punishing greed is the one thing, but there should be some clearer visual indication of at which point you will die. At some point I just never turned around to fight the boss because I was too afraid of the one-shot. Instead, I waited forever for the mines to kill him.
Only other thing I can think of is maybe more directional-audio or point lights/post processing effects, but that is also just extras on top.
Great work to you and the students! :)
Nice to see another person implement the underwater exploration/upgrade style. Nice visuals, as some have mentioned perhaps some ambient music or less intensity on the droning submarine-sound. The upgrades were immediately noticeable, though I kept on wondering if there is an end/goal or not. If so, I did not find it, but I would have certainly pushed on knowing if there was one to discover :) Great job!
Cute little game, good job!
As an Audio guy myself I'd love to know which VST's you used. That's some professional sounding audio right there. Also gorgeous atmosphere, good visual direction. I did tilt a little bit at the gameplay, having to reset when I lost my boxes or once my drone slid down the stairs into nirvana, but I pushed through until the end. I thought maybe more forgiving resets would be good, but then again that's part of the progression. Good job :)
P.s, I might go bug-hunting later to see if this can be speedrun hehe
@igorekkedziorek sadly we have somewhat high loading times, perhaps on your system it just takes a little extra long. sorry :/
Interesting idea with some nice visuals and audio. I did find it a bit harsh to be reset to level 1, I never made it past 4 sadly. The layout can be harsh some times D: I'll give this another try later or maybe the patched version :)
An excellent display of how audio and art can deliver mood in a such a good way that can make checkers feel tense :)
jinx! You definitely have us beat with your moody artstyle. I have to agree that maybe the robots could be a little faster when max upgraded. Amazing how two minds with the same idea can come to such different implementations. Nice work!