Deep 90 by Bit Assembly 2021-05-02T11:04:49Z ♥ 1
A moody underwater game with a bit of anxiety mixed in, noticing the water getting deeper and deeper, making your movement more and more restricted. The environment had a cool, dark design, and I especially liked the big windows letting you gaze into the surrounding abyss. Coupled with some great sound design, it gave the game a nice, murky atmosphere.
The puzzles were fairly straightforward, but became tense thanks to the danger of the rising water. When in the final room, however, I noticed that the water seemed to pause at a ceratin level. This took away a bit of the intensity, seeing as there was no time constraint. At the end of the day, I think it was the right choice to give the player some leeway (especially for players like me :p). But it was such a central theme of the game, that I can't help feel like the danger of rising water would have been worth it to keep.
Overall, though, the game's atmosphere and environment kept me hooked throughout. Well done!
LD49 — Unstable (2)
Corovans by korolles 2021-10-05T08:13:18Z ♥ 1
The concept is sure unique! I can't say I've ever played a game where I buy 64 socks, only to sell them for 1000 bitcoin each to the next shop, all in order to survive bandit attacks by giving them... milk? This game excels in its weirdness. From the ridiculous prices of the bandits, to buying 10 copies of "Skyroom" or "Landem" in the middle of the desert. But it was also quite fun getting ridiculously rich from selling something you bought for a tiny sum just before. I do think that the time between shops could have been decreased, and I felt like the game was missing an end goal (except for getting rich and stocking up on massive amounts of milk, of course 😄). Well done!
Wizards Quest by Lakea 2021-10-05T07:52:22Z ♥ 2
I agree that the floor-crumble was a great interpretation of the theme (though, as ugly_robot said, perhaps it should have happened more quickly. Most rooms the floor was completely intact when exiting.) There was a nice variation in enemies, which kept me going to discover everything the game had to offer. It took a second to understand how the turn-based combat worked, but once I got the hang of it, it was quite fun! I do however agree that the attack phase could have been skipped, since you can always attack the enemies during their movement phase anyway. Also, I have to add, the sound effect at the end of each room, when the floor totally crumbles, was really nice. Well done!