Hiccup Time by Somogy 2020-10-14T12:22:53Z ♥ 3
Cool concept with some potential! I felt like the trick got old pretty quick though. Would be interested in seeing level design involving the mechanic in a more varied way. Cool art and funny mood though, well picked! Shame about the bugs, the enemy collision one is pretty game breaking, maybe push an update?
LD48 — Deeper and deeper (17)
Endoparasitic by miziziziz 2021-05-08T20:00:08Z ♥ 0
The concepts are extremely well thought out and the core of the game is quite genius. Thought the level design and AI were a bit too punishing. Still a great entry for the COMPO with a lot of great innovation and mood going!
The Rabbit Hole by kevinworkman 2021-05-08T19:38:35Z ♥ 0
That was really innovative and a nice change of pace! I liked the seamless integration with the forum, that's a nice touch. Think more work could have been done on the web page itself to make it look more appealing. Otherwise, really awesome work, well done!
Mind Depths LD 48 by LittleGamer 2021-05-08T19:30:50Z ♥ 1
You absolutely nailed the mood there. The sounds, the setting, changing atmosphere. Really works, well done. Felt the gameplay itself to be a bit clunky. For a game where the main interaction is to walk and interact with objects, I found it a shame that it was quite unclear when I would get stuck or when I would surprisingly find something invisible I could interact with. I think some clearer affordance would have helped me stay focused on enjoying the story and the mood rather than struggling with navigating it. Otherwise as others have said before: incredible to have pulled off such an interesting surreal horror in such a short amount of time, killer mood. Well done!
Mole Hole by Swoof 2021-05-08T19:20:49Z ♥ 1
This was incredibly fun. The learning curve is relatively fast, the gameplay emergent from the player's action, the art simple and good enough to make it charming... The core of this game is gold. I think the execution was efficient enough but lacks polish compared to other entries. If you fix the fonts and the sound effects, polish the heck out of it, add more juice, make the levels more environmental with unique events to make it pop and come alive... honestly, make it an endless digger and pop that on the mobile stores, this is really cool and quite ingenious. You've got something there. Well done!
Going Down in Fishstory by Jonas Tyroller 2021-05-08T19:10:08Z ♥ 2
Such an awesome game for a 72h game jam. I particularly loved the sense of wonder as I was exploring the deep ocean. The attention to detail in the FX and the game feel was so on point. I felt like the animations and sound effects could have required more polish, but honestly, that's to a minor extent looking at the amount produced in 72h. Insane. Great stuff!
Deep Fried Pancake! by Inka McAtee 2021-05-08T18:19:33Z ♥ 1
Fun game with an interesting control scheme and a great identity! Would have been great to see some randomisation of the level but great foundation for a cool and simple mobile game. Good job!
Pharaohs Tomb by Tauheed Game Dev 2021-05-08T18:11:13Z ♥ 1
Cool entry with some potential to be extended into a fun and addictive mobile game if desired. Graphics, audio and gameplay captured the endless runner feel really well. One thing that could be improved upon would be to throw a few more curveballs and decisions for the player to make because the core loop in its current state can become quite repetitive as there's no sense of difficulty curve or end in sight. With a few more hazards, effects and progression, this could be a simple, casual and well executed game. Well done!
To Return To One's Root by C3ll256 2021-04-30T15:18:31Z ♥ 2
Interesting game with a fantastic art style and a fascinating premise. Expressing complex ideas such as this one is tough, especially making them culturally agnostic (making sure every culture can relate even though the concept is chinese). I welcome the description, because I like seeing game devs that, like me, try to explore unchartered territories where the game needs to be meaningful beyond the scope of the screen. There's a lot of great ideas, but I feel like the execution was flawed, and please do not take the below feedback the wrong way: it's because I care that I give it.
- the music's melody and harmonies were interesting, unsettling, slightly alien. What I did not enjoy was the instrument choice. I feel like more acoustic, less grating sounds would have suited better to contrast with the dissonances.
- the in-game texts were unnecessary and took me out of the experience. It felt like a long tutorial. Consider removing the extra control scheme at the very end and presenting the ESSENTIAL controls at the beginning then let the player explore.
Now to go deeper. I'm not sure if this was your intent or not but here's how my second playthrough went. I would jump in an animal then jump out straight away. I stack the timer value and don't get a penalty for staying as a flow of energy. Coupled with the timer, this made me feel like the message of the piece was that life is disposable, not important, meant to be discarded as soon as possible. Quite a grim message! On the other hand, jumping from animal to animal means that we become stronger and stronger each time learning from our past lives. I feel like balancing the two feelings a bit better by penalising the energyโs movement or putting a delay on when can you switch from animal to animal could work well.
As I said, really interesting game, and there's definitely something to explore there, and you have the art style to match. Focusing even more on the intent and how the mood is experienced by the player would complete this piece.
Great work, hope my feedback will be taken for what it is: someone who cares. Please keep making this type of experiences!
crypt fiasco by daheer 2021-04-30T07:52:45Z ♥ 2
I really loved the music of this one: a lot of variety, good tempo, a distinctive style. And the SFX married to it nicely. Added a lot of charm and humour to the game. Well done!
In terms of game design I'm not sure what this game tries to be: looks like the main emphasis is on the sword combat, yet since the enemies don't seem to have proper collision stopping you from getting on them or at least getting pushed back when getting hit, I decided to just run through all the levels ignoring them and the sword. Which means the game ended up being fully a platformer. And if I judge the level design by platformer standards, then we don't really have a clear flow, there are blind leap of faiths, etc. My recommendation here would have been to focus on one of the aspects fully rather than trying to do a hybrid: either make the platforming the best it can be with level design that matches, or refine the combat to the max and make it a dungeon crawler type thing by adding incentive for the player to care about killing the monsters (score, xp, something).
Now this might all sound quite rough: the only reason I'm drilling into the game and level design is because the rest of it is so neat. Great execution, just wished the game was not trying to be two things at the same time! Controls feel nice, art is charming as heck, you've got the sound nailed down and the mood has a nice blend of humour meshed in it. Really good job!
the truth in the darkness by ImZary 2021-04-30T07:29:21Z ♥ 1
I really like the player character's art! Really charming. I think a couple of quality of life improvements could make it a lot better really fast: - camera was too zoomed in for the current level design. Too many leap of faiths. - for a downloadable game, I don't seem to be able to quit? - the switch between x3 and x4 jumps is a cool mechanic, but you want to make sure the player has the time to get used to the differences between the two and find some platforming unique to each powerup to teach the player what's unique about it and what they can do. - the mood was great, yet you kept a simple font for the story elements. Import TextMeshPro and fancy that up, doesn't take long and it's a shame to break the mood!
Otherwise, good job on the sound effects and music, they get you in a great mind space. And congratulations on finishing a game in 48h, it's freakin' amazing!
Falling Flat by bonicle 2021-04-30T07:19:05Z ♥ 2
Ha, that cutscene and ending got a good chuckle from me, well done on the humour! I found the level design a bit confusing and the first person did not help figuring out the hitbox properly. However the gliding felt really satisfying, the art had a charming retro feel and the choice of music was dope. Great work, team!
50 Step Treasure Hunt by Not_AS_Artistic 2021-04-30T07:07:17Z ♥ 1
Original look and feel with a lot of charm! The 50 step premise made me think of a turn-based Minit and that's a great hook you could definitely continue with. I found the portal's word puzzle a bit obtuse and was disappointed I could not find more hints around to help me solve it. Well done on implementing the grid movement and some smart level design that leads the play throughout efficiently! (Ergh, I'm two steps from the end and can't get through because I didn't solve the portal puzzle!! That's pretty amazing I can get that far yet still not reach the end, great stuff!)
Submarine Bean by Icoso 2021-04-30T06:46:39Z ♥ 0
Chill vibes, great artwork, and the levels were solid. I felt it was a bit limited on mechanics, one gimmick would have been interested to have to keep the players even more on their toes, maybe having an oxygen running down or something? Not sure! Great work either way, love the small touches like the swarm of fishies in the background.
Physics Breaking Boxes by Temulgeh 2021-04-27T16:19:15Z ♥ 1
This was so cool, well thought out, with level design that just flowed perfectly, controls that felt so tight, clean graphics... The only thing missing are sound effects really. Great job!
Pond-zi Scheme by Fatebreak 2021-04-27T15:39:00Z ♥ 1
Oh gosh, I'm still shaking. Definitely managed to capture that feeling of drowning under debt and the financial balancing act. This has a killer mood, well done! It took me a while to figure out what was going on and how to play even though you've included a thorough How to. Not sure how this can be improved, but thought it worth a mention. Overall though this was a really well thought out entry, well done!
Putaverunt by Spacespytv 2021-04-27T15:23:12Z ♥ 1
Clean, smooth and impactful. The mood was on point and love the Undertale inspiration. Not sure about that last line though, felt a bit shoehorned, but apart from that, really neat!
Krakonsequence by JudgeZedd 2021-04-27T15:12:46Z ♥ 1
What I really like about this entry is that when I started playing, I thought "what the heck is going on?" See, it didn't take me too long to get really annoyed at those pesky humans with their annoying cry for help. 10/10 immersion!
Great humour and setting. Was surprised by the sound effects, but they boost the humoristic side which works really well. I'm always impressed when someone manages to add a cutscene in a 48h game jam, and that gives the game so much charm and identity. Looking forward to the devlog, great job!