FoonLudum Dare ExplorerUsers → NoNumbersGames

NoNumbersGames

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202557DepthsđŸ‘¥Vanity Checkjam7702.972.822.733.292.322.963.213.16
202148Deeper and deeperVoyage of Science and Legacycompo7792.932.233.323.673.141.503.79
202046Keep it aliveDream Rockjam17113.272.803.363.572.793.103.27

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 NoNumbersGames

LD46 — Keep it alive

Autoexec by reheated 2020-05-08T18:00:31Z

Very good music, multiple layers really gave the feel that it was more than just a few nice notes on a loop.

Nice consistent art, shooting projectiles, death animations. Smooth level up time slow, satisfying movement and shooting. Player sprite could use a bit more love to stand out from environment, maybe just making it slightly larger would work. I think increased dodging difficulty would be a fine trade for more clarity.

Only minor nitpick is shooting and enemy death sounds are not as satisfying as they should be for this genre, I think (with how well developed everything else is, I understand you had to cut corners somewhere).

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Overall lots of good content, and it is polished - feels like a complete game. Extremely impressive to deliver this much content of good quality over such a short time.

Unit 21 by a333 2020-04-21T01:57:48Z

Nice art, currently didn't really have the mental capacity to go through tutorial, but that didn't stop me from walking around and having fun! Robot shooting sound was a bit jarring though, might want to do something milder since it is one of the most repeating sounds in the game. Also some clear popup listing of what I gathered from a house might do well to make visiting houses more compelling.

Sample X by Frederika 2020-05-12T13:25:55Z

Really liked reading the narrative and tips through the messenger. I feel that unlocking new messages through gameplay progress was what kept me playing the most.

Temperature and density controls were interesting, but I'm still not sure why and how they impacted the sampling (I guess density controls how many samples are ready to split, but then I don't know why you would ever want it anywhere lower than maximum).

It was cool how freezing samples was encouraged by the narrative and eventually impacted it.

Adrenaline Rush by Elmeri 2020-05-07T16:56:14Z

Start menu is very dynamic, maybe a bit too much, feels a bit disorienting.

Nice music, though would have liked a bit longer loops. Good sounds, fit very well with the overall feel.

Nice art, liked the style, absolutely loved the characters and their expressions. Would have liked just a second longer before transitioning to next scene to enjoy the details of the victory poses.

Gameplay wise, not having a loss condition like a time limit kinda breaks the tension, but the music and moving scene help mask it and provide the sense of urgency.

At first had trouble with zapper level since I didn't know how much to charge it, and didn't have the patience to do it long enough for sparks to show up(was not sure if the mouse leaving the screen area messed with it or not). Some organic partial charge indication might have helped, to show that I was going in the right direction.

Overall, enjoyed the experience very much, got a good laugh out of it too. Really wanted to play more, but also understand that more content would have meant less polish, so it alright, I think you made the right decision to polish existing stuff rather than adding more.

Acorn City by testlab 2020-05-12T14:29:56Z

Fun jump, glide sounds - not really squirrelly but still fitting. Wind sound was a nice touch.

It felt weird to slow down when jumping with sprint and jump camera was a bit jarring.

Still, glide felt like the most interesting mechanic. Wished there was more verticality to provide more opportunities to glide.

Lots of content with clean graphics, big terrain with lots of assets, but felt a bit slow navigating all of it. That could be addressed either with increasing movespeed, or by having smaller horizontal area and bigger vertical.

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Overall it was an interesting experience being a squirrel.

Drop the egg Jeff by Dextreon 2020-05-11T21:08:17Z

Great music, kept me relaxed and in the mood enough to play for way longer than I would have otherwise.

Interesting gameplay and mechanics, felt pretty smooth. Egg grab could be a little more forgiving by sticking to hands a little bit more.

Overall it was engaging and quite fun, while music kept it from becoming frustrating too fast.

Dr. Noir by UnidayStudio 2020-05-07T17:21:02Z

Nice menu music, very satisfying click sounds. Art looks really nice was well.

If I'm using two monitors, loads until main menu:

- Clicking how to play crashes the game.

- Clicking play crashes the game.

If I'm using one monitor: Crashes before even starting to load.

I'm running Windows 10, 64bit, with integrated and dedicated video cards, Intel4600 and AMD Radeon 8500M/8700M respectively.

Running on battery (integrated graphics card) the game runs, but no graphics are drawn, aside from intro, menu and textbox.

So yeah, probably the AMD graphics card is the issue.

Kabo's Legacy by danvil 2020-04-24T15:20:45Z

Liked the solid core gameplay loop of looting and bringing stuff back. Also liked the details in overview, its a good signpost letting people know how much stuff there is to do in the game.

Really liked the world you created, it felt alive and I wished to interact with it more, but felt the game was pretty indifferent to my interactions, not really reacting, rewarding or punishing anything I did, just continuing to live on its own.

Some obvious issues (probably left due to time constrains, but still):

- Toxicity is climbing even when reading intro text.

- Camera starts underground.

- Camera sometimes randomly jumps to a different position.

Some feedback on game feel:

- Liked looting as a core mechanic, but interactions felt clunky. Sometimes missed clicking on buildings. Maybe a visual mouse hover-over indication would have helped.

- If travelling bots did anything, I have not noticed.

- Overview and map told me there is much more to explore, but I honestly never felt compelled to do so - visiting the closest places was enough to get more than 1500 supplies.

- After supplying the NV scrubber to about 1800/1500, was not sure what to do next. Some triggered progress/quest popups might have helped.

- Liked the overview info, but was not sure how to use it. Wish it was clickable or at least hovering over would highlight the object in game screen.

Overall the core is solid, but desperately needs some polish. It might have helped to reduce the scope of the project (maybe smaller and less complex game world) and instead give some more love to existing content.

Lumina Vitreus by lilkrit 2020-05-12T13:56:06Z

Even though it was lagging and stuttering quite a bit, I still managed to enjoy it enough to complete.

Controls were pretty smooth - moving, turning and jumping all felt alright. Same with the camera - it was smooth enough to not mess with the game experience, and whatever the default sensitivity was it worked well for me. Usually we take this for granted, but playing LudumDare games made me notice that it is not a trivial thing to make good mouse controls.

Really nice and consistent graphics.

Gameplay challenges were simple but balanced and satisfying to overcome.

Also appreciated the clear in game tutorials (The "be patient" one actually really helped) and checkpoints.

Unidentified Farming Object by synoxgames 2020-04-24T17:08:14Z

Visuals are nice, there is a lot of content and it is developed. There are upgrades and alien even has a death animation. Wanted to play more but was slapped in the face with difficulty.

Minor nitpicks: Mouse a bit too sensitive, sounds a bit too random. (sensitivity and sound sliders would help, since smoother mouse and better fitting sounds would probably take too much time)

Main issue is with timings, and maybe their clarity - the game is really unforgiving - have to water plants too often, they die too quickly anyway, alien starts wanting new things or even dies before old ones are done.

Not sure how much time I have before I have to water the plant, not sure if I can just feed the alien what is convenient or do I have to feed specific stuff. Would probably figure this stuff out as I played more, feels too demanding to try.

V2 somewhat addressed the issue, but the alien still dies before the longer crops are done. So the game goes like this - he wants a crop, I plant it (dont want to plant more than one because managing water becomes too much). Water, chill, all good. He starts wanting another crop, ok plant that too, still managing. If first crop was a fast one, thats about the time it matures and gets fed. But if the second or third crop he wanted is a long growing one, he dies before the crop is ready. Also don't feel like I ever have time to even check the upgrades, much less decide on what I would want to upgrade if I made it that far.

Overall plenty of good content, but it is heavily gated by unforgiving time limits. Better sounds and smoother mouse might have helped with replayability, which would at least somewhat alleviate the difficulty issue. Also adjusting the timers would have helped. So basically I think it would have benefited from more polish with less content. Still very impressed by how much content you managed to put in.

Hive Mind by whycardboard 2020-04-21T01:09:35Z

Really beautiful art, also appreciated that bees fix not only one hole but also every other connected one.

MicroVore by Eran Haas 2020-05-09T18:12:10Z

Lagged too much on my weak GPU, so could only watch the video. Nevertheless, it is a beautiful experience - cool visuals, nice background music, impactful sound effects. The crunching sound might be a bit too loud and overwhelming, but still satisfying.

Vine and Void by JUSTCAMH 2020-04-21T11:58:12Z

Really liked the atmosphere of the game - music was very good, added a lot to the experience. Vine growth mechanic took a while to figure out, but when I did it was really fun messing with it. Appreciated the how vines and player interacted - never blocked but able to stand on them. Can even ride on them while they grow! Not sure what I was supposed to do next, or what watering even did, but still had fun just messing about aimlessly.

HYPERHOP: GALACTIC LANCER by Swanijam 2020-05-01T20:15:56Z

Very attractive landing page, gifs add a lot of life to it and showcase the beautiful art and dynamics of the game.

Menu transition to game is a really nice touch, immediately immersed me into the game.

Like how there are subtitles for what the planet is saying, though feel like the white speech bubble is less developed than the subtitles font, made me feel like the subtitles were in game and the bubble was added on, instead of the other way around.

Beautiful art, both of the main character and the planets.

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Hit sounds and animations are very impactful and satisfying. Wish there was a bit more impact when the player is getting hit by the planets.

In combat, feels like I'm too close to the planet, and have too little control of where I aim - dash helps, but I think controls when battling feel a bit unresponsive because the planet is also rotating, but its hard to feel it when field of view is so close to the surface. Maybe keeping the camera a bit further back would help, not sure.

Also while spear has nice sounds and animations, I feel it takes just a little bit too long to respawn.

Sounds, effects and animations are really well done, both for player and for planets.

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Change of controls and responsiveness when in combat and holding a heart feels a bit frustrating at first, take some getting used to.

Music was nice, but on a bit of a short loop.

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Overall I thoroughly enjoyed it, especially when I got used to the controls, really good game. Wish there was more replayability/challenge so I could play more of it, but I know I am asking for too much with how much the existing content is polished.

Gargantua 3 by Piter 2020-04-30T16:30:34Z

Really liked the modular destructability of the station. It was cool that you can reach even the detached parts that are in space, but not sure why you had to use the mouse for that - mouse look is very jarring, feel like keyboard only controls would have been fine - I understand if you were just challenging yourself to try implementing mouse look, but then you didn't have to leave it in the final build.

Graphics were good, but it was kinda of hard to distinguish which object was what and text was hard to read. Sometimes was not sure if interacting with objects did anything or was supposed to do anything.

After a few playthroughs still not sure why to bother fixing anything other than main 2 things. Barricades felt very underwhelming. Also nothing seems to happen after charging antenna is complete.

Overall interesting idea, a lot of content, but would probably been better to have less content and more polished main gameplay.

Jack's Star Destroyer by TheAxe316 2020-05-11T12:56:00Z

Lots of content, and it is all polished. Really liked the powerups - choices added a lot of depth and even some replayability. The shipyard was my favorite - especially enjoyed the 'minigame' of trying to keep as much of my mini-fighters alive as I could.

The AI for both allies and enemies never seemed stupid, that is very impressive.

Art is beautiful and consistent across varied enemies and allies. Sound and effects are impactful, even if sounds do get a bit repetitive by the end.

The ship turn speed feels a bit too fast for proper aiming, but the game is forgiving enough its not much of an issue, especially when you unlock the autobots.

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Overall it was an engaging and enjoyable experience.

Coldman by NightJolt 2020-04-25T14:15:05Z

Really nice ambient storm sounds, nice low health indication sound, good interaction sounds (water pump was a bit weird, but still satisfying).

Nice menu, also nice transition from it to game.

Wish there was menu/restart key or button when you realize you messed up and death is inevitable.

Figuring stuff out for yourself is ok (if you dont want too many instructions), but it would have massively benefited from highlighting interactables - I have eaten the berries instead of planting them way too many times (if carrying seed near tilled and watered soil, highlight the soil, else highlight coldman).

After figuring out the mechanics, there is that feeling that everything is done and you can survive forever, even though after a while it becomes really difficult to manage everything, but somehow doesn't give that push to really try hard. Maybe removing the energy limitation, water refill timer and adding progress bars on dying plants might help smoothing things out (feels like energy and water refill timers are more realistic, kind of, but take time to implement and don't really add much to gameplay - maybe could have omitted them in favor of polishing other content). Don't actually know, just throwing things out there.

Overall, liked the game, especially the sounds and visuals. Good content, figuring out the mechanics was fun, but difficult to keep playing after. Smoothing out some mechanics and adding access to menu/restart might have helped.

Is anybody out there? by sansman01 2020-04-28T17:00:01Z

Very interesting mechanic of things changing while you are interacting with other things.

Very strong atmosphere progression - color loss, darkening, character aging and ambient music makes a great combination.

The world felt appropriately empty, which was good for the atmosphere. The character and story might have needed a bit more love to feel more engaging.

In terms of mechanics, was ok, wall collisions felt a bit iffy - that space left between the wall and character was a bit too big.

Nice touch with the ending though, liked the ambiguity.

Overall, very atmospheric, wished there was more of it.

Super Tippy Flippy by JengaMang 2020-05-12T15:11:05Z

Really made me think of what I consider intuitive as far as controlling objects is concerned. Feel like the controls were deliberately trippy... Would have been fine if I had hours of practice with it, as you probably did while developing and testing. Well I don't, but flipping my keyboard sideways somehow helped and I was able to enjoy it.

Overall, it is a fun concept and an interesting experience.

KiTa by MKRaw 2020-04-21T01:43:26Z

Love the art, everything feels very polished, great overall atmosphere. Kinda wish it was a different type of game that could have expanded on the visuals, want more of that sweet sweet art.

Help Me GROW! by IronStudios 2020-04-24T15:54:55Z

If this is what you can do in an hour then either you have some really good scripts prepared for all your needs or you are super fast. Either way, very impressive, wonder what you could do over a full weekend or even a week.

Precious Animals by despdair 2020-04-21T01:26:38Z

Has that special something that keeps you restarting instead of quitting. Plays a bit rough, at least on web, but still very addictive - even if some deaths felt unfair wanted to keep going.

The Last Guardian by civmaniac 2020-05-12T14:55:46Z

Beautiful game - nice and consistent art style, a lot of content - different enemies, terrain, plants, pickups, clouds. Very interesting cloud summoning mechanic, was fun to play with it.

Keep a Plant by KDgame 2020-05-11T12:22:33Z

Fun and simple little game. Really nice work on the meteorite hits - they felt very well expressed with impactful sound and animations.

The idea of the planet revolving around the plant was somehow funny and resonated with me.

The hitboxes could have been a bit more forgiving, but its a minor nitpick. However, really wished there was some kind of progression - visibly increasing the number of meteors or their speed over time might have worked as an incentive to keep playing.

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Overall, it was enjoyable while it lasted. Even though there is not a lot of content, it is polished, making it satisfying to play.

Gaia - Keep It Alive by Hereward 2020-05-11T21:39:15Z

A very interesting game with clear and impactful mechanics and nice visual feedback. Was fun balancing the temperature and landscaping the planet, looking at the different overlays and seeing how my decisions affected the planet and its inhabitants.

Switching between overlays provided different perspectives and experiences - near the end of the game I was trying to make sure all planet was nice and cool, but only when I switched to population did I realize that some of my attempts to cool a volcano have ended up making part of the continent non-habitable, and thus separating a fraction of the population to live as an isolated society.

Overall, was fun and engaging, everything working smoothly.

By Lantern's Light by Chez3 2020-04-24T15:40:54Z

Really like the visuals, sounds and overall feel of the game, but have trouble actually playing it - usually oil starts going down before light is on and sometimes even ends before the light turns on. (Would make for a good challenge, but feels too inconsistent for that, so probably a bug)

Not seeing anyone else with this issue, am I just dumb and don't know how to play properly?

Resquack by SorgardTeam 2020-04-28T17:16:09Z

Impressive that you managed to implement procedural generation. Nice animations and effects, really make the gameplay feel better.

Overall nice game, has a fun jovial feel to it, even the deaths. Except the game over sound, that got old pretty fast - have to be careful with sounds that repeat often.

Tumbleweed by Brenan 2020-05-09T19:09:57Z

Beautiful music, sounds, visuals - environment, objects, materials, lighting, effects..., well-written poetic narrative, satisfying gameplay, clever wind-based puzzle/challenge mechanics - everything is polished and works well together to create a breathtaking experience.

Lagged pretty badly on my weak old GPU, but was so hooked I went and watched a full gameplay video on youtube.

A Robot's Heart (Aedox) by IceGod 2020-04-21T02:14:04Z

Liked your panic-y post, actually intrigued me to find your game. However, the itch link doesn't seem to be working. No worries though, I suspect most people (myself included) will be sleeping for a while so you have plenty of time to fix it.

A Robot's Heart (Aedox) by IceGod 2020-04-29T19:02:22Z

Downloaded the file, tried running, it runs, but got an empty white screen. Updated Java to this:

https://www.java.com/en/download/win10.jsp

Recommended Version 8 Update 251 (filesize: 1.97 MB)

Release date April 14, 2020

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Still getting a whitescreen.

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Your posts mentions Java 13, so I found this:

https://jdk.java.net/java-se-ri/13

Downloaded the file but not sure what to do with it.

Also found this, but the download link doesn't work...

https://www.oracle.com/java/technologies/javase-jdk13-downloads.html

Version 14 link worked:

https://www.oracle.com/java/technologies/javase-jdk14-downloads.html

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Installed version 14, now the game works - **for anyone having trouble running the game, this is what you need:**

https://www.oracle.com/java/technologies/javase-jdk14-downloads.html

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Don't mind the other links, just wanted to demonstrate how much trouble it was to actually get it running properly. You might want to add the right link to itch or this page to make it easier for people.

Unfortunately that's all the time I had today, will come back to play and review later.

A Robot's Heart (Aedox) by IceGod 2020-04-30T15:16:17Z

Alright, gave it a proper playtest, here is some feedback:

First thing I noticed was very good ambient sounds and music, along with background textures created a good atmosphere.

Nice change of music and background from peaceful area to hostile dungeon - gives a clear signal that you are in danger zone!

(Though I think the music doesn't change when you run out of health and respawn, just a minor bug)

Some sounds were a bit too loud/jarring - interaction and walk sounds in particular, and maybe a few notes in music. They were mostly ok, but since they are heard often they start to wear on you a bit.

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Nice little story, even a little bit of it can make a big difference. Made the game fit in with the theme better.

Felt a bit difficult to relax and read since the timer was still ticking when in dialogue mode. By the way really liked that you included text speedup with pressing space - very handy for repeated tries. You might want to make it even faster though.

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Nice character designs, liked both the pixel art townsfolk and enemies, and the more detailed main character style.

Noticed that quite a bit of love went into them, as well as backgrounds and various static objects.

Obviously you should choose and stick to one style, or at least one for characters and one for background and static objects.

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Player should really be moving faster in town - feels way too slow. Might be ok if there were a ton of things to do in town, but as it is, it is mostly a transitional space, and feels too long to travel.

Entering and exiting building/area feels a bit jarring. Might want to enter on interaction, not automatically, or add a transition effect (simple fade in/out should be fine). Or both.

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Mixed feelings on combat:

On one hand, actually hitting enemies feels good, nice knockback effect, hurt and death animations.

On the other hand, sword hitbox feels messy, not sure when it is going to register a hit and when not, sword animation so slow it is actually a bit funny.

Also the player hitbox feels messy. Unclear when the player is going to be hit. Being hit having a distinctive sound is nice, but might need to add a visual effect too. And probably make the hitbox a lot more forgiving - make sure the player is damaged only when the enemy is clearly touching him, not before.

Interesting decision to put the attack on H key. Feels like space would have been more comfortable, and something like E or F for interaction (H key makes the player use second hand just for it, and even then the right hand ends up too close to left and too angled to be comfortable).

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Would be nice to have main menu, volume control, game over screen and restart option.

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After something like 7 tries, still haven't found a single rose or coin. Wouldn't want the game to handhold me with something like pointer arrows, but maybe some hints through dialog on where to find the roses would help keep me motivated enough to continue looking.

Maybe I should just keep hacking at enemies, but the combat needs some polish to make me want to go through with it again.

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Keep in mind that view size scales with screen size, so laptop users will have a significantly reduced field of view compared to big monitor users.

Maybe that is why the areas have some weird invisible walls...

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Overall, lots of good content, though might have been better with a bit less, but more polished.

Anyway I'm extremely impressed you managed to do all of it in a weekend with a custom game engine. Very well done. The fact that you have the focus, will, energy and cooperation skills to create something like this shows great potential. Keep on creating, it is a wonderful process that is very rewarding and will teach you many great skills.

A Balloon's Journey by jukrapopk 2020-05-05T14:42:06Z

Actually like the controls, feels a bit weird but fun, interesting balloon-plane interactions.

Early game might benefit from better indication on which trees/objects are dangerous and which are background.

The checkpoint was at a very good place, just as you start getting frustrated by repeats.

Very effective atmosphere change via music, visuals, boss foreshadowing and entrance sound.

Difficulty spikes quite a bit with the boss, can present too steep of a wall to want to climb. Would be fine if restart was a bit faster, or transition was skippable.

Overall was still quite fun to play.

Baby Simulator by EdZ123 2020-04-24T17:55:09Z

Absolutely hilarious, had tons of fun with it. Very emotional experience.

- Laughed out loud when trying to open the fridge and the whole door the fell out.

- Also laughed when at day 3 had to navigate a furniture cluttered kitchen.

- Looking for the right fruit was fun and engaging.

- Also laughed when accidentally brought the baby a table instead of a fruit.

- Ending hit me right in the feels.

After I wracked my brain for any constructive criticism, the only thing I came up with is you could have polished the graphics a bit instead of doing that random level 5, but that's about it.

Overall had a lot of fun, there was laughter, there was sadness, there was life and there was death.

Firekeeper by Minrato2 2020-05-05T15:10:21Z

Nice music and art, created a nice forest atmosphere.

Jump sound was ok in terms of satisfaction, but not really fitting the mood. Along with jump animation felt a bit silly. Maybe that was the point - would have actually given points in humor for that.

Platforming was ok, though jumping off ledges should be a bit more forgiving to feel better.

Deaths were a little abrupt, but got used it it, and the respawn was fast, so it was ok since there were quite a few deaths.

Felt like it was a bit too easy - even the branch stealing critters didn't feel threatening enough to dodge, and traps were more annoying due to having to start from beginning rather than dangerous for the loss of branch.

Overall, it was quite a relaxing experience.

Feed me if you love me by veronicapereznoriega 2020-04-21T13:24:46Z

Very cute little thing. Really liked the style and feel. Donut bait was an unexpected treat, actually made me laugh out loud. Gameplay wise sometimes hitboxes felt a bit unforgiving. Overall had fun, though would have liked deeper gameplay (or more story focused genre) just so I could experience it for longer.

The Dark Cave by Tom Stephenson 2020-05-08T15:11:31Z

Very good atmosphere, shows how you can make an intense experience with minimalist graphics.

Wanted to play more of it, but more content would have meant less polish, so I think you made the right call to keep it short.

Leafed Behind by melomel 2020-05-08T19:24:40Z

Sweet little story, made me want to try harder to not disappoint grandma.

Good music, multiple layers did a good job keeping it from becoming repetitive. Most sounds were ok, though fly squashing and plant hurting were a bit weird.

Nice touch with out of window view animation. Graphics are ok, but feel a bit inconsistent - lifecount, flies, plant and watering can all seem to have different resolutions.

Would be nice if there was some health indication - browning leaves or something.

The start and mid levels were a bit slow. Felt it could have been more challenging earlier, ramped up difficulty quicker, and ended after 4 weeks.

Plant suiciding into flies is a bit brutal. Sometimes flies spawn really close to the plant, and its suicidal tendencies don't help at all.

To make it more fair and consistent, might have helped to spawn flies outside of screen, or keep spawn points at the top half of the screen. Then could have increased their speed or number to balance the difficulty. Fair challenge feels better than easy game with random losses.

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Overall, it was quite fun - I was proud to have managed to save grandma's plant, mostly from itself.

Leafed Behind by melomel 2020-05-09T18:32:37Z

@melomel Having the flies move away does seem like quite a bit of work. In any case, I liked the idea of a suicidal plant rushing into the deadly embrace of flies, was pretty funny when it wasn't deciding the game. I am actually glad it made it into the game :)

Also, I'm glad you are able to take the comments in good stride - I feel like I might have been a bit too harsh. If so, I would like to say that I comment with the goal to provide as much valuable feedback for improvement as I can, while I rate much more leniently, keeping in mind it is a weekend's work, not a year's.

Save the torch! by eduardogacn 2020-05-08T18:23:35Z

Interesting and fun torch throwing mechanic - was fun to play around with it. Platforming felt pretty good (the only think I could think of to improve is just a tiny bit higher jump).

Difficulty scaling is ok I think, though it might help if the flaming skull appeared earlier when fighting two bosses - I never had the patience to wait for it, rushing in and dying before it had a chance to offer replenishment.

Having a more intense music for boss fight was a nice touch, definitely felt that.

Really appreciated that death restarted the level, not the whole game. It gets a bit repetitive over time, so not having to go through everything was the right choice, kept me playing for much longer.

Overall a good game, was fun and felt pretty smooth to play.

Survivalgo by despdair2 2020-04-21T01:32:37Z

Lovely little thing, super impressed you managed this along with the compo entry. Was actually sad when levels ended, would have totally played more.

Dream Rock by NoNumbersGames 2020-05-13T12:30:18Z

Thank you for the kind comments - they really helped to fuel my determination to continue on with game development.

This event has been a treasure trove of valuable experience - I have learned, gained and grown more than I could have ever expected to. Hopefully that was also true for everyone.

Wish you all the best - stay safe and keep your dreams alive!

LD48 — Deeper and deeper

Mars Cave Explorer by OddballDave 2021-05-16T21:21:56Z

Audio was nice and effective, graphics were simple but nice and consistent.

Gameplay was challenging, but the controls just pushed it over to frustrating territory. Maybe it's just not for keyboard, maybe it's the s for tractor beam instead of something more comfortable(like space), maybe it's the fact that I played for way too long with initial controls, switched because it still felt too clunky, then did not feel much better since I was now kind of used to other mode. Also did not help that the controls reset after each death. Even tried using two hands, one for each thruster, both default and inverted. Still felt too frustrating, still felt like s was not the best place to put the tractor beam. Maybe I'm just not patient/good enough, but it felt like I was being punished too much, so unfortunately half an hour and 5th ragequit later I have to stop for real to preserve my sanity.

So yeah, liked the idea, feels like it would have been really satisfying to master, but wish gameplay was a little bit more forgiving and controls had a better button for tractor beam.

The Deepest Threat by Goutye 2021-05-11T19:59:11Z

Really addictive game, had a lot of fun with it! So much so that I replayed a few times even after beating the boss. Though felt like items were a bit too powerful midgame - usually had one close fight early game, either lost or won and then plowed through everything. Maybe lower stats being more common would have helped rare good ones feel more special.

Also good biome variety, solid art and audio.

Would recommend adding HTML5 web build - Godot has a super easy build process for it. Or is there another reason you prefer downloadable versions?

The Deepest Threat by Goutye 2021-05-14T14:39:42Z

Makes sense, thank you for taking the time to explain it. I'll have to keep that in mind for future projects.

Minigun Miner by drludos 2021-05-15T12:03:07Z

Really liked the idea of mining with a minigun, felt very satisfying! Movement felt difficult to intuitively control, but mining itself was a blast.

The Root by Gao Ming 2021-05-15T13:47:31Z

Interesting take on the root genre with rock breaking - feels very satisfying.

Nice art style, noised textures and good sounds create a deep atmosphere. Water sound getting louder as you go deeper adds a nice touch.

Hextraordinary Hexplorers by Aggrathon 2021-05-16T11:07:24Z

That is a lot of content, one could say the game is pretty deep. Funny introduction and ending, started and ended the game while laughing.

Art and hexagon based design looks good, and hexagons allow for choosing paths while still always progressing deeper. Hexagons are truly the bestagons.

Not sure what the map does. Also not sure why I can't trade a + to the druid when I have 2, might be a bug.

Overall, it was interesting and enjoyable to play. Definitely not easy, but since I saw the snow in one of the first runs I decided to try to reach it, and that kept me going until I was good enough at managing resources. Then it turned out that was the goal all along! So I managed, but it might be more motivating for others if the end goal was clearer and there was some progression indicator to show players how close to the end they are.

Tunnel hunters by Pete 2021-05-18T18:37:27Z

An engaging game with a lot of mechanics - breaking while upgrading mechanic makes you hold more than one item of each type to have a backup just in case, nice.

However, due to large amount of content, there are some issues.

Blue items are not very visible on the initial background.

Heavy attack does either nothing or way less than normal.

Really wish there was indication which items are equipped, and how many upgrades an item has.

While 6 stats per item gives a lot of complexity, it was a bit overwhelming. Feel like it would have been better to have maybe 3 stats per item, tied to item type, or just start with 1-2 and increase number of stats as the game progressed. Didn't help that I could only guess what the stats actually did and what the item colors signified.

Also after going to negative hp nothing happens, have to restart whole game.

Overall, it still is a really enjoyable experience, gets especially satisfying once you start oneshotting bandits!

Edit: 30000 meters deep and went through more boots than a fashion-conscious trophy wife!

Edit2: 40000 depth, finally have good shoes! All stats over 200, can go to sleep happy :)

Unearther by udo 2021-05-18T19:19:05Z

Nice level building animation. Lighting and music really set a good mood. Also quite satisfying sounds, really felt like I was munching on gravel while burrowing.

So many mechanics, and a good amount of levels, its really nice. Also having a leaderboard helps engage in exploration of mechanics to find most efficient paths.

Would have liked an indicator in level select which levels were not perfectly solved, but maybe that was my bad for rushing through levels on first playthrough.

Overall was a really interesting and enjoyable experience.

Daré Fortress by luthwyhn 2021-05-16T12:00:16Z

Interesting game, I was really getting into it, but then it just abruptly ended after first few seasons. Not sure if I'm doing something wrong or nothing further is implemented. Anyway, I can definitely see where you were going with this, and I think it could be quite engaging.

Daré Fortress by luthwyhn 2021-05-16T13:27:12Z

@luthwyhn that definitely explains it! Running through console helped, though still have no idea why the game was over. Probably due to unexpected shortages though - there is a bug where the ale and food consumption is increased by all previous season consumptions. If first season dwarves consume 1022, then next season they will consume 2044 instead of 1022, then 3088 instead of 1022. So it very quickly becomes impossible to keep up with the increasing demand.

Endoparasitic by miziziziz 2021-05-16T15:50:29Z

Really fun and engaging game. Sounds added a lot of mood, and movement felt surprisingly satisfying despite the lack of limbs. Having to manage health and ammo shone through in the last level - really felt like I had only one hand and every second mattered - shoot, take out empty, still smoking cartridges, stab yourself with a syringe, add new bullets to the gun, quickly shoot, back off while collecting bullets, take out empty cartridges - it was very intense and immersive experience.

Diamonds and mud by Gildar76 2021-05-18T18:57:33Z

Good core mechanic, nice shiny gems effect. Generation seems to be working well - though by the time it takes to generate I feel like it is a really big map... Wanted to reach the bottom, but felt like I was being punished for digging deeper because character seems to get stuck on walls a lot when climbing back up - using stairs is not the smoothest experience. Still it was interesting to play for a bit.

> Retrieve Legs by UC101 2021-05-15T15:50:05Z

Wow, even has an intro, impressive.

Very interesting mechanic, if a bit hard to control. Impact indications are a nice touch. Would have helped the pick feel heavier if enemies got knocked back.

Felt like there was never a reason not to have the weapon extended, so ended up playing the whole game while holding down right click. Pretty sure that was not intended experience. Also felt a bit too dark to see but maybe because i was playing during the day.

Solid atmosphere created by good art, nice music and sounds. Blood trails from missing legs is a good reminder why I have to go to so much trouble just to move.

Fleeting by Shess 2021-05-15T19:15:58Z

Beautiful art, eerie music and heavy narrative create a wonderful atmosphere.

Had a bit of trouble figuring out to go left - even if arrow pointed there at first, it felt counter intuitive to go left to progress - honestly any other direction would have probably been okay - down would have been closest to the theme, right would have made sense since most games progress through right, up would have been fine. I guess it might just be my flawed expectations. And actually I did not even mind getting lost as the mood was so immersive. Unfortunately, that immersion took a hit when I encountered an invisible wall preventing me from going deeper.

Anyway, after that sidetrack actually started playing. Gameplay was quite satisfying - most abilities were useful, enemies were dangerous, escaping and stocking up was rewarding. Maybe the pace could have been a bit slower and controls a bit smoother to match the heavy mood. Ending was bit unexpected and abrupt (probably due to not having time to read the small status updates in the corner), but with nice outro narrative and artwork.

In any case, it was enjoyable and very immersive experience. Though if you want to have enough ratings for scoring you should play, rate and comment on other games - you have full team, so it will be enough if few people do that just for a few more games.

The Adventurer Guild by DeathStorm 2021-05-17T18:55:32Z

So much content, so many mechanics! Very engaging, enjoyed it a lot.

However, early game felt quite slow - long wait times till expedition moved back and forth, also bit slow fights. Maybe would have felt better if the progress counter ticked up while fighting. Currently there is just a lot of time waiting with no visible progress indicator. It gets better in midgame where you have enough heroes to launch simultaneous expeditions, but then have to wait for healings (especially dungeons) to tick up. I guess I should have just went ahead and won the game already, but I wanted to continue playing.

Still wish there were less artificial delays, or at the very least that the game didn't pause while another screen is in focus so I could do other stuff while waiting.

Did not get any indication that different classes are needed so just assumed it was best to have all heroes of one class and just buff that. Would have been nice if there was more indication on how different stats affect combat, but that's a minor issue.

Overall game was very interesting, definitely would play more.

Fly Brie To The Moon by candlesan 2021-05-15T10:36:53Z

First time everything was happening so fast, barely had time to read instructions or appreciate the CHEESY puns. Then leaderboard instantly made it very engaging. Though have to wait a while for the score to update if using same name multiple runs. And of course game crashed on my best run. Oh well, will just have to settle for current top3.

Overall, it was really fun trying to improve the score when I could actually compare it with other players.

GalactiRogue by Pagefile 2021-05-15T14:30:25Z

Controls really make me feel like I'm in space where inertia has to be managed, but felt a bit too difficult in its current iteration. Maybe some visual indicators on which way you are getting accelerated would have helped, or maybe I'm just a bad pilot.

Also might have helped if ship triangle was a bit pointier so it was easier to tell which way I was facing.

Warp drive felt really cool though, very nice effects.

Lonely Journey by blockerz 2021-05-11T18:42:29Z

That was a rollercoaster of emotions. The initial feeling of being overwhelmed by amount of controls (like in a real spaceship), slowly giving place to tedium (like in a real long spaceflight). And on the other axis the happy funny AI with hints of not being ok, eventually ending sadly.

Managing power/fuel was nice gameplay, and with amount of controls it was pretty engaging, but power generation could have been just a bit faster - while the sedate pace does invoke the feeling of going deeper into lonely space, it is just a bit too lonely without any audio. Well, at least your game did have actual gameplay.. Either way, I think we should both pledge to always add even just the tiniest bits of audio :)

P.S. I think I missed some text due to it not fitting into box. The button at the bottom right corner bight have been for scrolling but it didn't work for me.

Lonely Journey by blockerz 2021-05-12T18:08:00Z

We do indeed tend to gravitate towards tools we are more comfortable with, which makes sense if there is immediate time pressure like in a jam. So I'm thinking to just have a clear project/goal - create audio for my game after the jam is finished, even if it's bad (should be good motivation to improve once it is there).

Having a clear first step also helps - let's say to create and add a sound effect for submitting a command (button press in your case, enter in mine). That should be enough to get it done, but if still having trouble can always break it down into even smaller steps (like watching a basic tutorial, opening sound editing software, creating/recording any sound, saving, exporting, importing into game editor, etc.)

After creating a few sounds, even if they are horrible, should become at least somewhat more comfortable with using the tools, which in turn will make it easier to continue practicing. Initial few hours are usually the hardest, but always worth enduring.

That's my official pledge, plan, process and pep talk. Now only progress remains, so let's go ahead and make some!

Lonely Journey by blockerz 2023-08-25T07:31:00Z

Hey, it has been a while, glad you made it! I got distracted, life happened and somehow two years passed... Thank you for the reminder, it is a good motivator to finish what I started!

Lonely Journey by blockerz 2025-04-08T13:02:09Z

@blockerz Finally pulled through with help from a good friend - while he does most of audio work, I'm helping and learning along the way.

Thank you for your inspiration - even if it took way longer than it should have, the pledge is complete! Hope you are doing well too <3

Daive Dangerous by kpded 2021-05-17T22:21:55Z

That's such an interesting game - really cool how you need to shut down thruster opposite of broken to balance the ship and to go outside ship to fix. Tether was a nice touch.

Progress indicator was also nice to have, helped keep the game engaging.

Wish space button also jumped. Also that there was right hand button to interact, maybe rightclick - having to balance floating while fixing is a nice additional challenge, but it doesn't work if both floating and fixing is done with same hand.

Another issue was sometimes mouse gets wonky when entering turret.

Overall, game was really interesting and engaging despite the issues, I enjoyed it a lot.

Deeper Trance by dhim 2021-05-08T21:00:13Z

An incredible experience! I used to have issues with these type of images, but your clear explanation and good implementation made it easy to see, didn't even have to use helpers.

Great idea and great execution. The subtle change/distortions as you go deeper really emphasizes the mood. Not sure if it is that or something else, but I want to continue playing it even though my eyes got tired after a couple of delves of more than 1km. Will keep the tab open to play more another day.

Also noticed it is much more difficult to see the effect during the day when sunlight is reflecting off the screen. If someone has trouble seeing it they might have better chances after sunset.

YARGS by A.Bond 2021-05-15T11:52:46Z

Nice grass swaying in wind animation. Root animation is satisfying, movement felt good. Interesting idea to tie music to moving. Personally I preferred the mood of the quiet beats underground, but then the game seems to restart if I enjoyed the quiet for too long. I guess that was the point.

Deep Humor Dungeon by AddNone 2021-05-15T15:31:39Z

Really cool idea. Though felt difficult to manage the party, especially since having to change shooting direction also means moving that way. Maybe would have helped to have turning be a separate move from moving. Also would have helped to know which side the shooter is currently facing. But maybe I'm just not used to rhythm games. Either way, I feel it could be really fun if the gameplay was a bit more approachable.

Deeper And Deeper by hypp 2021-05-14T18:49:50Z

That's a very cool project, I wouldn't have the slightest clue where to start creating something like that.

Regarding the game experience, first I was trying to finish the level with as little glances at the map as I could, but then made a mistake by just going left all the time, was more fun trying to remember and follow the map. But it was still surprisingly engaging.

Sonder (a story) by Noble Robot 2021-05-14T14:35:29Z

It has been a while since something invoked so many strong, real emotions, it is beautiful.

Nice menu screen, art and button style, color palette and text fit very well together. Though the "Make like a tree" option crashes the game both in browser and windows versions.

Narrative is really strong, the descriptions of items and their feeling add life to the scene.

The room looks really beautiful - dust particles are a super nice touch, and a lot of old life to it. Turing in the room feels smooth and realistic as well, probably due to particles adding realistic depth. The transitions are super smooth. Sound effects for items and transitioning to the past is a nice touch.

So many beautiful details, so many interesting things in the room. The whole game is just radiating atmosphere. Really felt the connection between periods of time because alarm clock remained but with different description in different locations, and some other things also were around for more than one time period.

Putting everything together, it really felt like I was examining a room where someone lived out a significant portion of their lives. First appreciated the intro narrative, the gasped in wonder at the room. Then appreciated item descriptions. Then gasped in wonder when stuff appeared after looking at wooden bookshelf dust imprints. Then appreciated the interesting person that lived there. Then gasped in dismay as I triggered a transition before I was finished examining everything. Resolved to replay, but still was wary of clicking on stuff - didn't want to trigger an early transition. Few replays later figured out what triggers transitions, was ok then. Also not sure how many endings is there supposed to be - know for sure how to get two, but also pretty sure I once got a third one...

I guess sometimes it felt like maybe forced transitions and hunting for endings sometimes clashed with the narrative and brought out of the experience. Not sure how could be solved without just making in into pure non-interactive story. Maybe just knowing how many possible endings there are would have helped relax and just enjoy the experience more.

Despite minor nitpicks, the game was wonderful. Thank you for the opportunity to experience it.

P.S. Now I know about The Dictionary of Obscure Sorrows, and I'm glad I do.

Sonder (a story) by Noble Robot 2021-05-16T10:06:33Z

@noble-robot That explains everything! I thought it was supposed to show a tree-like representation of branching paths that lead to each ending so that you could see if you still have some unseen content to find. And I really want to find it if it exists. I'm pretty sure there are 3 endings, just no idea how to trigger the 3rd - after more than 10 tries I'm starting to think I might have imagined it... Would it be too much to ask how many endings there are?

Sonder (a story) by Noble Robot 2021-05-17T08:31:57Z

@noble-robot That is wonderful news! It means I have a good reason to enjoy the game again, searching for those elusive endings! No spoilers necessary yet, but I will let you know if I become desperate :D

The Deepest Thoughts by Aaronacus 2021-05-16T17:09:18Z

Beautiful atmosphere created by sounds. Really felt the vast emptiness of the cold dead world. The wavy memory effect was a nice touch.

Fascinating how you can make an interesting looking character with just a few circles and some smooth animations.

Not sure if mouse was needed for controls. Also sometimes mouseclicks didn't actually register until moving a bit and then clicking on the crack again.

The reeled-in masks overlapping with the face was really cool. Thought the text scrolling along with your catches sometimes made it a bit difficult to distinguish them.

The ending came before I could reel in the last message, so it then appeared over the end game screen.

Overall, it was an immersive, somber experience.

The Deep by TheMoonrise 2021-05-16T13:02:10Z

Interesting gameplay trying to navigate from the readouts. Was interesting trying to figure out what each means. Wish I would see all instruments without having to turn, might have made it easier to understand what was going on. The map helped and looked good, but I understood how it worked only after finishing the game.

The interface felt quite realistic, the bolts everywhere really helped. The lamp was a nice touch. Together with sounds added a lot of atmosphere.

Overall was very immersive experience, really felt like I was diving deep into the unknown.

Bunny Bunny Dig Dig by ZakAmana 2021-05-17T21:40:33Z

Beautiful art, nice animations, good sounds, cheerful music and satisfying gameplay together create a very strong core. And then there is good looking UI, progress indicator, tutorial, it just has all the nice touches. And so much content - 4 resource types, skill tree, even a combat minigame! Amazing game!

Just Another Job by ynneblack 2021-05-16T15:24:17Z

That was a interesting and relaxing experience. So much beautiful art, along with many interesting objects and engaging narrative really helped immerse me in exploring the mysteries.

Full menu with save slots make it feel like a full professional game, though for a jam I probably would have enjoyed more content rather than a proper menu.

In any case, it is a beautiful work, enjoyed playing it a lot, wish there was more to learn about the mysterious oddities of the person living there.

Outbreaks by Nakami 2021-05-17T16:42:02Z

Interesting idea - was fun to play, even if controls on mouse and keyboard were not ideal. Was still possible to play by just mashing buttons, gameplay was smooth enough and felt good. Number of moves was a bit overwhelming though - might have helped if they were introduced not all at the same time, maybe start with one for each character, then add one more each level. Anyway, it is a cool concept, I enjoyed trying it out.

Viper Mission One by Majadroid 2021-05-15T14:15:08Z

Fun game, interesting perspective choice. Nice art and music along with cool enemy ships create a good atmosphere. The enemy bullets were a bit hard to see, but with no distance/direction indicator dodging was mostly a guessing game anyway. In any case the enemy ships themselves were much bigger menace, since I tended to run out of bullets because I missed a recharge by misjudging its position relative to mine. Maybe some laser sight indicator would have helped. Or maybe I just haven't played it enough to get used to it. Anyway, a solid game, enjoyed playing it.

DO NOT INSERT INSIDE THE EAR CANAL!!! by cheesepencil 2021-05-07T20:05:18Z

Such a fun game, enjoyed it a lot!

Having different pain exclamations, separate shakes for head and ear impacts, as well as the cotton swabs bouncing off made missing almost more fun than actually winning :D

Death Cult by TentacleMax 2021-05-14T18:29:58Z

What a fun game, enjoyed it a lot! Might have been slight overkill to go with 100 lvl 10 wizards, so the last level felt a bit anticlimactic. The wizard spell looked great though, especially when cast by so many. Wish there was endless mode after final level where you go to last portal and have to fend off waves until last man standing. Would have been interesting to see how many waves my army would have lasted.

Down, Down, Down by Gilokko 2021-05-16T12:22:58Z

That was interesting. Points mean nothing indeed. Entertaining narrative and consistent art style helped to really immerse deep into the experience. Not sure if the platformer part was necessary - it didn't feel great, and making a platformer feel good just takes too much time to be able to do anything else, so it might have been better to not include it at all and just focus on top-down gameplay. Though I guess it works as a proof of concept. Anyway, it was fun and engaging experience.

Altum Altum by Maxwell3000 2021-05-10T20:35:02Z

Really interesting puzzles emerged from a relatively simple mechanic. Fitting music and art style helped create a good atmosphere. That last one was a really tough nut to crack, but since it's name was the same as the game I had a feeling it was the last and that gave enough motivation to actually beat it!

Space Dwarf Alchemist Go! by BlackOpsBen 2021-05-15T17:50:18Z

Nice graphics, thruster, speed increase, explosion effects, music, sound effects, and voice acting for purchases. Each purchase visibly adding a section really enhanced progression. The game felt very satisfying to play, but got out of control way too fast - too soon was getting too much data and gold to actually have to think what to buy, just had to continuosly keep pressing all buttons while the ship became a line in a blurry of stars. Maybe modules should have scaled similarly to research upgrades. In any case, had a lot of fun while it lasted.

Elevator Ninja by Loig 2021-05-02T15:50:28Z

Two games in one! That's a lot of content, but kinda wish there was a checkpoint after the first part. Was not enough of an issue to stop me from finishing the game, but definitely too much to try to get all 10 diamonds.

Nice art though - hard to make clean colors with hand-drawn shapes look good, adding shadows really helped.

Also nice intro - it must have taken a good chunk of time to create.

Sounds and character poses were really fun - added a lot of hilarity to the game.

Drawn button are a nice touch to explain controls without text.

Fun, fast elevator music, with a nice shift after first part. Also nice asset utilization slowing it down for end of game screen.

Overall, the game has a lot of content and flavor, it was fun to play.

Esophagus' inCRYPTion by Baconeta 2021-05-16T16:44:26Z

Beautiful art, satisfying sounds and mystical, eerie music create a really immersive atmosphere.

Camera was a bit jarring and controls took a while to get used to - had to imagine I was looking at the game from the side. But then it clicked and became instinctual.

Still not sure how the plates affect the spikes, but was still interesting to find patterns that helped pass, even without understanding the underlying rules.

Items were hard to notice, but that actually made it engaging to look for them. Would have been nice to know if one was present in a level, just to know if I was looking in the right place - noticed cat in one level, key in next, naturally assumed the scroll was going to be in the next. Spend fifteen minutes scouring the big level without any luck, then found it in one of the first levels while backtracking. I am not amused... And then the game ended before I could finish reading the last lines... But then was rewarded with more beautiful art, so it was ok.

Overall, it was an engaging experience despite the minor issues.

BashRL by luddegodofpain 2021-05-16T14:18:17Z

Good music and cool visuals added a lot to the feel of the game.

Having full command list is nice, but that is a lot of information to take in right from the start. Also wish I didn't have separate command to view files and adjacent directories, navigation became a bit tedious after a while and reduced the desire to explore.

Guards moving through directories is an interesting concept, added a nice layer to the game.

Overall was really interesting to play, feel like it could be super fun if gameplay was smoothed out a bit.

Red Archer by BadPiggy 2021-05-15T17:02:08Z

Really fun game. Nice graphics, good music, interesting mechanics. Feels really good to combo moves in mid air. Felt a bit punishing getting hit by newly spawned projectiles when attack-dashing into enemies. Maybe would have helped if attack-dash destroyed the projectile but stopped you. Or maybe I'm just bad at dodging. Either way, it was a very satisfying experience once I got the hang of it.

P.S. seems like falling out of arena crashes the game, so that teaches to stay airborne pretty well.

Brubnar the Barbarian in the Deepest Dungeon by Quinn_Patrick 2021-05-09T16:37:54Z

Nice intro, big, detailed pixelart, funny as well.

Satisfying sound effects and gold spilling felt good. Would be nice if chests didnt block movement after being opened though.

Scrolls of Wisdom were a nice addition, and well drawn. Good idea reusing for HUD.

Shift for attack and space for special was an odd choice, wasted a few spells automatically pressing space to attack before getting used to it :)

Sword swing hitbox was a bit unforgiving, kept running into wizards while trying to attack them, or having to really come close at the right angle to be able to hit. Talking about wizards, really nice that they have that pre-cast indicator. Their aim seemed to be a bit off - should probably cut back on Ye Olde Ale...

Sudden darkness at level 16 really ramped up the difficulty, which was good for variety, but very unexpected - didn't have the opportunity to get used to it and adjust to a more careful playstyle over time, so ended up dying quite fast there. A more gradual decrease of vision a few levels before would have helped, and have been in line with the theme. (or maybe just a reduced music tempo to better signal the need to slow down)

Overall, it was engaging to play, sounds and visual effects were quite satisfying.

P.S. Rare bug seems to be not being able to continue playing after tabbing out in the shop.

Blackout by Frasse 2021-05-17T19:54:46Z

That start was hilarious! The fall sound was great, I really felt it. The cat sound also got me good.

Very beautiful art, nice character animations. Great sounds right from the start, really good music. All these together with entertaining item descriptions created a wonderful atmosphere.

Cigarettes under sheets looked like pillow, so couldn't find it, had to take a peak at the screenshots to see the solution. Everything else was pretty straightforward.

Kind of expected the first twist, so the second one was really unexpected.

Overall, it was a really enjoyable game from start to finish, thank you for the opportunity to experience it!

Astral Descension by nyxkn 2021-05-12T18:39:14Z

Good narrative, art and music created a deep atmosphere. Light animation on the helmet was a nice touch, good signaling when player loses/gets control. Stars were nice, was the right call to prioritize them over tile textures, since they helped navigate too. The music was a bit glitchy though, which was unfortunate since the track was really nice.

Level indicator is also a nice addition, made progress clearer.

Kind of weird that I didn't have to get perfect score to get the best ending - also not sure if I didn't miss some narrative in the endings because the game didn't actually end.

Overall, was fun to go through and see all 3 endings.

Voyage of Science and Legacy by NoNumbersGames 2021-04-26T15:43:49Z

Thanks for the comment @bridgeonastick! You are right about it being a railroad - I wanted to make it more interactable but only had one day to make this so ended up favoring finished narrative over gameplay mechanics. Hopefully I will manage a better balance in the future.

Voyage of Science and Legacy by NoNumbersGames 2021-04-26T17:28:25Z

@falke thank you, that makes me feel better about spending disproportionate amounts of time on the animations..

@venezia never thought I would see the words "art style" being used to describe my scribbles. Thank you, your comment gives me hope and encourages to keep practicing!

@lb01 Thank you for the compliment - now I want to make a much better version so it would be good enough for Google Doodles! And yeah, improving the look of the text would be one of the first things on the list to improve. Along with adding a proper dedication to the Voyager team, especially Carl Sagan.

@kernon And here I thought it was already too much content and not enough polish. Thank you for encouragement, I would also like to improve it - will try to let you know if I make an update, but might be easier to exchange follows in itch.io

@loig Thank you, glad you felt the atmosphere despite the lack of music or sound effects, or even gameplay. Feels like I have so much to improve, but your comment helps remind me that it is not hopeless.

@quinn-patrick Thank you for taking the time to write so much good feedback. I also felt that interactive was not the best word for it, but couldn't come up with a better one. I agree that there is not enough agency and gameplay - in my rush I sacrificed and focused too much on wrong things (only had one day for this jam and wanted to tell the whole story, but still, could have spent less time on minor nitpicks and actually added some meaningful gameplay). And yeah, a narrative driven experience without any audio is just shooting myself in the foot. Regarding branching, it might be possible to exercise some creative freedom and add a bit of branching subplots - especially if there was a good system to be able to replay the branches without having to go through everything many times (or just giving ability to skip through narrative). So yeah, good points, gives me a lot to think about.

Voyage of Science and Legacy by NoNumbersGames 2021-04-26T19:36:27Z

@dhim Thank you, you are right, I should have added a failure state, but I made some terrible code while rushing and couldn't easily make narrative skippable or have save states, so was afraid people will not want to replay the whole thing if they failed somewhere in the middle. In hindsight, I probably should have thought about it earlier, then would have written better code to support gameplay.

@caiolima Thanks, hopefully someday I will be able to make such immersive moods as you :)

Voyage of Science and Legacy by NoNumbersGames 2021-04-27T11:36:59Z

@sirred Indeed, the Voyager program is full of awe inspiring stories like it's legacy, the Golden Record and the Pale Blue Dot.

Voyage of Science and Legacy by NoNumbersGames 2021-04-30T22:16:51Z

@blockerz That's so cool! I'm exited to play your take on it. It looks really good, I'm already jealous of your art...

@goutye Thank you, a great story is easy to tell - glad I didn't ruin it completely :)

@nyxkn I'm glad it made an impact - if it had some appropriate sounds and music those tears would have been shed for sure! Audio is definitely going into "things to add on update" list. Can get some good inspirations from Voyager documentaries.

@cheesepencil Thank you, audio indeed would have helped a lot - definitely should have prioritized it more, but doubt I could have created anything worth adding... That's one of many skills I still need to learn - hopefully making something for an update will be a good motivation to practice.

Voyage of Science and Legacy by NoNumbersGames 2021-05-11T20:10:34Z

@ellenbjohnson Thank you, I'll make a post on itch.io when upgraded version is done so you should get notified if you follow me there.

@tentaclemax Thank you! That's one small comment for man, one giant reference for mankind!

Voyage of Science and Legacy by NoNumbersGames 2021-05-16T09:41:05Z

Thank you for the comments!

@aggrathon That explains why it felt wrong, thank you for pointing it out! Console is one of the first things that I am going to upgrade post-jam and so monospace font will be a good start.

Voyage of Science and Legacy by NoNumbersGames 2021-05-16T20:18:37Z

@oddballdave It would have been nice to have even 48, but life happened so only had about 16 hours on Sunday. In any case, I agree that it still need a lot of work. Looking forward to upgrading it once the jam is over.

Voyage of Science and Legacy by NoNumbersGames 2021-05-18T19:53:40Z

Thank you for such wonderful comments, I really appreciate each one!

@nakami That gives me inspiration to make longer command chains with time limit, would create some real gameplay. Thank you for the idea!

@aprioriface Actually, it is pretty much only an interactive history, but thank you, glad the story made the impact I was going for.

@mechamew That's unfortunate - after playing your game I think you would have liked it. If you tried only web version, can try downloadable build, it should be better (at least it is on my PC). In any case, I knew I should have made time to choose a better and bigger font... Will definitely make an update for this!

@pete Thank you, glad the lack of gameplay wasn't a dealbreaker for you.

@gildar76 And more you shall have! Or at least a more polished version. Promise to release until next Ludum Dare!

@udo That was funny :) Thank you very much! And to be fair, you really couldn't have known the photo would have a delay and take so long to do.

Deep Purple by BridgeOnAStick 2021-04-26T16:16:22Z

Smooth art, good music, satisfying sounds and polished movements, good number of levels and interesting puzzles make the game feel smooth and professionally made.

The end was a bit abrupt though - since golden shinies are optional, was expecting to see the number collected, like 4/8. Would encourage replaying and collecting all.

Also, while the color and the music were indeed pretty deep, it didn't feel like they were getting any deeper - slight tone shifts each level might have helped with theme as well as sense of progression.

Overall, a very solid entry, enjoyed playing it - felt natural, as a good polished game should.

Deep Purple by BridgeOnAStick 2021-04-26T19:16:45Z

Oh yeah, color does change halfway. Was too immersed into puzzles to notice.

Also, nice intro level to test out controls - really getting the vibe that you work professionally on gamedev.

Speaking of the puzzles, I have one shiny to collect, and it is eluding me how. Well, actually have 3 ways to collect, just no way to exit afterwards. Could you maybe give a hint? :)

TroublesomeLevel.png

Deep Purple by BridgeOnAStick 2021-04-26T20:48:17Z

I KNEW IT! Out of curiosity, which one of these was the intended route?

MaybeIntended.png

NotSoClose.png

Closest.png

By the way I found the secret area - if you time your jump with W you can get additional height and go behind ceiling tiles. Not sure if I got a shiny for that one though... SecretArea.png

I think I might actually be too deep into this :D

Deep Purple by BridgeOnAStick 2021-04-27T14:37:29Z

Found the second secret! And c'mon, that jump afterwards isn't that hard to do, the jump-off-ledge mechanic and the collision box above are pretty forgiving - that's one of the things that make the character movement feel smooth. Or I played this for way too long and just got too good at it :D

(Maybe I should remove the images to avoid spoiling the secrets for other players? Could be an additional challenge to find both secret areas) SecretArea2.png

Deeper Every D8 by notanimposter 2021-05-16T11:46:07Z

Nice utilization of content generation!

The questions and answers kind of felt like just figuring out a checklist and then going through it, but some facts were pretty interesting. Feels like there could have been a few girls less in favor of more interesting dialogs, less focused on interests and more on maybe some unexpected situations and how you respond.

Not sure if there was supposed to be an ending, but didn't manage to trigger it. Maybe I'm just not used to these kind of games.

Overall, it was interesting to see successfully utilized content generation - it opens a lot of interesting possibilities, especially for game jams where time to make assets is really limited.

ROOTS by TheGreenWorm 2021-05-15T11:43:00Z

Good game - engaging gameplay, good sound design and music, simple but consistent art style all form a solid game feel.

Progression seems just a bit too slow for a jam game, especially at first, but might have been because I was neglecting upward momentum upgrade, which seems to influence downward speed as well.

Root retracting animation at the end of rounds is feels nice, though the flower growth animation could be sped up, at least in time trial mode.

Despite minor nitpicks, the game was enjoyable and engaging.

P.S. there seems to be a bug with flower count disappearing during game-win animation and so not visible in upgrade shop afterwards.

Marty and the Eldritch Horror by Game Endeavor 2021-05-16T15:59:29Z

Really nice art, interesting and pretty smooth movement mechanic. I can see why people are angry at Timmy though, I am as well. Would have been nice if the chase level had a bit sped up music track to fit with the pace. Was thrilling to finally beat it though, felt very satisfying.

Mandragorae Somnus by Victor Andrade 2021-04-26T15:36:47Z

Very flavorful narrative, beautiful art, immersive sounds. The whole package sets up a wonderful mood.

First few tries it was not very clear which resource was which - could have used same or at least similar icons/art for them.

Also it seems that around midgame you start to just take damage for existing, or there are invisible bugs running around gnawing on me. Felt a bit confusing at first.

These nitpicks might turn off a few players from getting into the game, but they can be overcome after becoming familiar with the game. ___ Gameplay is challenging and interesting, however felt a bit difficult to control. Using one mouse button for everything might help with mobile port, but current implementation feels kind of painful.

Scrolling feels very slow, especially since it keeps the only controller busy.

Also kept ordering a root to move near another instead of selecting - mouse-over highlight/indicator might have helped (or just right-click for orders).

I feel that both of these would not have been big issues if the game didn't push you to madly rush while managing multiple roots. ___ Balance wise, seems like the best strategy is to never make any additional roots and just do a mad dash down. Was having trouble because satisfying sounds encouraged to consume and make roots (especially satisfying!), but apparently it was all a bait :)

Also, the game doesn't stop when you reach the end, so you end up dying while reading the victory text... Or winning, then dying before victory text even loads... ___ Overall, very immersive experience, enjoyed it a lot despite some mildly frustrating parts. Let me know if you patch it so I can read the win text :)

Mandragorae Somnus by Victor Andrade 2021-04-26T18:25:23Z

Regarding the resource assets, you could combine the two styles, so that the in game resources would have an icon at their core. Or color code the icons in the HUD. Or make the in-game resource the shape of the icons.

Also, you don't need to apologize - it is a jam game, it is not possible or expected to be perfect. And the fact that I wrote so much stuff was because I really enjoyed the experience despite the nitpicks.

In fact, I enjoyed it so much I devised a strategy to reach the end with enough health so I have time to read the end game text before death screen overrides it. It involves only making one additional root, moving along middle, and always moving - if the root has time to slurp up the whole resource, then it is staying in place too much!

That worked, but even better strategy was to go near the bottom, and then wait until you have only a few health left - then issue the final move down command while dying. Root continues to move after death, triggering the victory and overriding the death screen...

So yeah, I'm still enjoying the heck out of this game, thank you for making it :)

Cheers to you too!

P.S.: Thank you, I also followed on itch.io so I should get a notification for any updates

Mandragorae Somnus by Victor Andrade 2021-04-27T13:55:28Z

The new build is great - controls feel so much better!

Combined resource art looks great too.

Slower roots leave more time to manage and direct others while they are on the way, which encourages more roots. That along with reduced bug damage rate makes the experience less hectic and more methodical, while more roots still provide challenge to manage everything.

Of course, having experienced and overcome the intense hectic rush of previous version, this now feels bit too easy :D But at this point I'm not a typical player and should be disregarded as an outlier, so the difficulty might be just right for new players.

All in all, you not only managed to make a great game, but released it early enough to get feedback and update before the deadline. Great job, and thank you for your patience and hard work!

P.S. The Itch page lists the old control scheme, might benefit from an update.

Mandragorae Somnus by Victor Andrade 2021-04-27T14:45:32Z

Thank you, all the best to you too!

Deeper and Deeper- A drop's journey by Tankou 2021-05-15T15:09:38Z

Very beautiful game, even the menu screens look really good, even with animated elements. The drop is cute, has some very nice facial expressions - blush helps a lot. The ending is funny, the eyebrow twitch is a nice touch.

Moving sideways felt just a little bit too slow, but gave time to enjoy pretty art of the slow-moving raindrop.

Sleep Deeper by nekowei 2021-05-16T12:35:05Z

That was an interesting experience. Not sure what was happening and why, but still enjoyed the journey. Clouds and deeper backgrounds were very beautiful and relaxing to look at, definitely helped create a mood of tranquil sleep. Also satisfying clicking sounds during the day, intense typing at high energies was a nice touch too, really helped create a contrast between intense work and relaxed sleep.

Runner Ore by ThatANoNoWord 2021-05-15T17:34:15Z

Interesting idea, game was fun enough to grind to victory. Bit too difficult to see though. Especially to at least have an idea of where the ores ran off (this would have reduced the time blindly walking around). I know it is part of the atmosphere, but maybe at least a directional light towards where you are facing would have helped.

It seemed like I was just walking in circles most of the time. And walking felt a bit too slow. Actually surprised I managed to find the exit.

Sometimes ores seemingly run away before I can even see them. Which results in more walking.

Throw distance seems very short, which results in more walking.

Stamina expires just a bit too fast - feels a bit too restrictive. Yay more walking.

Maybe all of these would have been alright if walking was just a little bit faster. Or maybe even the walk speed would have been fine if there was music and footstep sounds to better invoke a slow exploration of the mine. But alas, time is limited, I know the feeling of ending up with a game without audio.

Jackhammer Joe by Wall Jump Games 2021-05-15T16:16:26Z

Really interesting idea, but didn't feel very satisfying to play. Some of it was the movement - sideways movement felt too fast, especially when in the air.

Some of it due to bugs - feels weird that jump is much lower when standing next to a wall (jackhammering of walls could be a mechanic if polished, but no reason to make the base jump feel so bad just because a wall is near). Also sometimes got stuck in walls, sometimes got randomly thrown sideways from an enemy, sometimes got clipped in them.

Regarding the charging mechanic, would have helped to have an indicator on how much the jump is charged. Also might have been better to not have to hold space to charge, but to start charging automatically charge and press space to release, but maybe I'm just not used to controls.

Also for a keyboard controlled game where you die and restart a lot, having to switch to mouse just to restart doesn't feel great.

Overall, a cool concept, but maybe more polish of mechanics and interactions would have been better than more levels. Will be looking forward to the planned improved version.

The Final Journey by kernon 2021-05-02T15:20:06Z

An enjoyable contemplative experience.

Submarine headlights and the danger are nice details, definitely enhances the atmosphere.

Lighting up only one side is an interesting choice - it adds feeling of the unknown depth, but not able to direct the light feels a bit too restrictive. Maybe would have been nice to be able to rotate the light cone with up and down arrow keys, or maybe would have felt weird. I guess it is better to not risk sinking time into a feature that might not work out.

Anyway, well chosen music and pressure sounds, added a lot to the feel of the game.

Overall, really liked the invoked feeling of inevitability.

DigAway by YouK 2021-05-15T18:32:49Z

Solid entry - looks pretty good, has quite a few systems working, probably a lot going on under the hood. Gameplay is engaging and interesting enough to motivate to beat the game.

Not sure why you have not enough reviews, maybe people just don't want to go through google drive. Though you should not only rate but also leave comments on other games - then not only yours will be promoted by the algorithm, but people who have seen your comment on their games might also check yours out. As far as I have noticed giving feedback is way more effective than blogposts.

Knee Deep in Magma by Venezia 2021-04-27T20:46:47Z

Very detailed character, looks really nice. Also nice looking magma.

Environment could be a bit brighter (like glowing from lava), or maybe just more contrast between background and tiles. Or maybe just making the itch.io theme darker/closer to game colors, so it is easier for eyes to focus on the game.

Also would have liked the camera to be a bit more zoomed out so I could see where I needed to fall/land.

Regarding gameplay balance, it was a nice challenge, not too difficult, not too easy. Works well with reasonable distance between waypoints.

Overall, nice entry, I enjoyed beating the game (and then having a nice relaxing soak in magma :D)

Damn, that's deep! by Falke 2021-04-26T22:06:12Z

Good way to fit in into theme by making level exits into holes. Would have been nice if the ball would fall through them before changing to next level.

The game itself is challenging, but I feel like that is the core strength of it. However, having to start from zero after losing lives feels too punishing.

On one hand, repeating all levels forces to learn the jumps without relying on lucky passes. On the other hand, having to go through the easy levels that you have already mastered gets a bit tedious after first twenty times :D

Maybe a good compromise would be to get bumped back one level after losing all lives. I feel like I would have grinded it way more if that was the case :D

Anyway, I still enjoyed the game, was fun to master some jumps.

DUNGEON SMASHER by goodwincek 2021-05-15T15:17:22Z

Destroying the tiles feels really nice, even though my pc is too slow to really appreciate it. Would have been nice if the windup also had some sound, but it is a satisfying movement mechanic nonetheless.

The Deepest Booze by mechamew 2021-05-18T18:01:58Z

Nice user interface. Art style is simple but consistent (including the buttons at the bottom), which together with nice music create an immersive atmosphere.

Fun name and profession combinations!

Some interesting philosophy, and a deep twist, really nice! The surface layer analysis based on choices was pretty spot on.

Really liked the narrative and the messages of the game - was certainly a meaningful experience.

Surface by lb01 2021-04-27T21:14:54Z

Nice lighting - thruster, laser effects, light reflection off cubes. Very pretty.

The controls are smooth, but maybe player lasers could be a bit faster for better feel, while the enemy lasers a bit slower for more opportunities to dodge (them being very visible and kind of slow-ish is nice change for a flight game where usually bullets are super fast and you just have to avoid being in the enemy line of fire - I really liked that I could actually see the projectiles and was kind of able to dodge). Then could add more enemies to increase difficulty.

Lock-on crosshair is a nice touch, adds some good game feel.

Music is really good, and the change after descending felt very appropriate. But then it glitched out, got cut off, then a while later continued playing slowly with glitchy noises. Then was fine for a while. So yeah, very nice when it isn't glitching out :)

By the way the crashed smoking enemy ships at the ending screen is a nice touch, added to the feel of victory.

Overall, a really nice game, felt quite polished, I enjoyed it - actually wish it was a bit more challenging so I would have a reason to play it more.

Hellevator by Neovil 2021-05-15T14:40:05Z

Really nice graphics, the hellevator looks exquisite.

Took a while to realize that it is better to stay still and shoot down bullets along with demons rather than jump around and fall off (maybe drastically reduced movement speed might have helped make moving more worthwhile). Wish I could hold mouse button to continuously shoot - my hand started to hurt when I got over 9000 and so I died before I could reach 10K.

LD57 — Depths

Hyperspacedive by marudziik 2025-04-08T13:35:55Z

Mesmerizing experience with simple but solid gameplay, cool stuff, thank you for making it! (is there a way to reset the game without refreshing browser? haven't found it yet)

Blind Depths by DeadCode 2025-04-08T15:43:13Z

Very immersive atmosphere, well placed sounds added a lot to it. Really liked the sonar too! The controls did not feel as intuitive as I expected, but maybe that's my skill issue :)

Depths of brain by Snory 2025-04-08T12:30:17Z

Really interesting gameplay, never seen anything quite like it!

Might be nice to add that R restarts the game in the description, I refreshed the page a few times before I found it, but maybe that's my skill issue ;D

Vanity Check by NoNumbersGames 2025-04-08T12:21:28Z

@snory Thank you for feedback!

You can either deny your Vanity Demons and fight them one by one, or they tempt you to ignore them - only to ambush you during the final fight.

Vanity Check by NoNumbersGames 2025-04-08T15:51:10Z

@kenevil1 Thank you, I agree - music and atmosphere feel like strongest parts of the game - my friends did a great job with those.

Wanted more variation of attacks, but had to deal with a lot of bugs and performance issues due to overengineering the base code systems - definitely learned my lessons there :D

Vanity Check by NoNumbersGames 2025-04-08T15:56:42Z

@antagonistbob Agreed, we wanted to leave a positive impact, and balanced the heavy topic with lighter dialogs.

Gameplay definitely needed more love, but I ran out of time for it - made early mistakes with game systems that cost too much of it.

Safety blanked halved damage taken - definitely should have communicated that better :)

Vanity Check by NoNumbersGames 2025-04-08T18:07:14Z

@kamuniaft Thank you, glad you enjoyed it! Final fight should be much easier if other demons have been already defeated - maybe you were tempted by too many of them... Can't blame you though, they can be quite difficult to resist ;)

Vanity Check by NoNumbersGames 2025-04-10T13:58:27Z

@bartholomheow Thanks for the tips, updated the build in itch!

Yeah we kind of overscoped a bit and had little time for testing gameplay balance - bigger rooms would have helped for sure...

Vanity Check by NoNumbersGames 2025-04-10T14:09:20Z

@mikemikemakes Good feedback, we really appreciate it!

Vanities should definitely not disappear when out of sight - but the codebase was a real mess by the end of it, so I'm not too surprised things like that happen ;D

Map would indeed have helped a lot - initially we had scrollwheel for zooming in and out, but it malfunctioned on web build and we didn't have the time to investigate, so had to just disable it without providing alternative. Like the idea of markers for cleared rooms, will keep it in mind! Room details would also be nice, wanted that too but as with many things, time was the primary constraint :)

Thank you for the kind words <3

Vanity Check by NoNumbersGames 2025-04-10T14:11:04Z

@nyxkn You are probably right, at the very least the boss room should probably have been a bit further away, to show player there is interesting content to explore.

Thank you for your feedback, appreciate it!

Vanity Check by NoNumbersGames 2025-04-10T18:13:39Z

@thegreatcarpet Fair, probably needed a on-hit animation and melee hit effect

Vanity Check by NoNumbersGames 2025-04-10T18:51:17Z

@vladimperator Hmm, "weirdest game"... I'll take it, thanks! ;D

Vanity Check by NoNumbersGames 2025-04-16T10:03:13Z

@fupi Thank you very much, glad you enjoyed the intended experience! The game could definitely use some polish - some rough edges really need attention. We do want to make a post-jam release, will see how that goes :)

Really appreciate your detailed feedback, will help a lot to have a clear list of what are essentials to work on <3

Vanity Check by NoNumbersGames 2025-04-16T10:06:17Z

@mamboman sooner or later we have to admit our own craziness ;D Thank you!

Vanity Check by NoNumbersGames 2025-04-16T10:11:13Z

@coda-highland difficulty of that fight kinda depends on how far from the boss you initiate conversation - it is either impossible or too straightforward with kiting in a circle. Definitely need to work on balancing it better. Thank you for feedback!

Vanity Check by NoNumbersGames 2025-04-16T10:19:06Z

@ammonit Really appreciate the kind words, they mean a lot! <3

If I had to guess the strongest part of the game I would say the vibes - music and characters. Certainly not my combat gameplay, which still needs a lot of work :D

Vanity Check by NoNumbersGames 2025-04-17T17:53:10Z

@braeden Thank you very much, really appreciate the kind words! Good idea about closing boss arenas, we did that for the final fight but not for others. Combat balance also needs quite a bit of polish...

Vanity Check by NoNumbersGames 2025-04-17T17:54:24Z

@darefus That's high praise, thank you very much! :D

Eurydive! by Jack Turpitt 2025-04-08T12:08:28Z

Really cool game! Loved the artstyle, gameplay was fun - swinging mechanic added good challenge to it! Is that Diogenes I rescued there? Why was my man in hell anyway?? :D

M.I.N.E - Massive Indifferent Neverending Exploitation by Pentaworks 2025-04-08T14:29:35Z

Looks very interesting, really wanted to progress more, but had a lot of troubles dealing with UI and understanding how to play, even after reading the explanations. Maybe a video of gameplay would help?

Unstable Worlds by Vic ba 2025-04-08T11:23:58Z

~~Same as others, game doesn't load on here or on itch, even tried 2 different browsers.~~

~~Nevermind, loaded on itch after a while :)~~

And then it crashed few seconds into the game, when I neared the glowing screens :( Might help to add downloadable version.

Johnny Depths by Aeoncl 2025-04-08T14:39:35Z

Had a lot of fun flexing my typing skills, and relished in the challenge! Immersive atmosphere really tied it all together, great game!

Descent Protocol by DuKe.ua 2025-04-08T14:22:05Z

What a beautiful game, looks vibrant and polished!

Music was a bit quiet though, had to turn up the volume on PC to max to hear it.

Really liked the grappling hook, even though I had trouble handling it :)

Ciggy by kenevil1 2025-04-08T15:28:41Z

Beautiful game, really like the style! Was fun zooming down, need more demons to kill :D

INANIS INANIS by Samilon 2025-04-08T13:28:53Z

Was chillin floating around, playing around with pressure valve, until the console started screaming at me. Stressed me out a bit, not gonna lie :)

Hello Darkness by Emsea 2025-04-08T16:15:39Z

Very beautiful graphics, loved the atmosphere! Though the game stuttered when stuff got broken, I think. Then got stuck near the wheel, couldn't do anything after that :(

Fishing Therapy by Dadidou 2025-04-08T12:47:44Z

Cool game, nice art style, really like cute wiggling wormy :) Laser was awesome! Rings confused me for a bit, they were so shiny I tried picking them up :D

Depths of Dreams by MasterFate 2025-04-10T18:29:53Z

I went to the moooon, but found no moonbears there ;D

While the jetpack audio was good, it sometimes cut out or didn't play at all. In terms of gameplay, a few more stations would have been nice - there were a few times where I found myself having to go way down because I have not found where to refuel.

Flying was satisfying though, at least until hitting platforms - maybe a little more zoomed out view from the start would have helped, or ability to keep zoomed out position.

Was kinda fun anyway, so good job on that!

Lumen Dive by Thorne Lee 2025-04-08T13:13:42Z

Game looks really cool, wish I could play it. Are you planning to add Windows version? (web version does not load for me)

Game Graveyard by AntagonistBob 2025-04-08T15:36:35Z

Really liked the upgrade cards with drawbacks, made the game very interesting! Felt like level 2 was a bit big, even with movement speed upgrades. Good challenge though, I enjoyed it :)

Helluva Ride by Lazar Cvetkovic 2025-04-08T13:59:10Z

Really cool looking game, love the feel of it. Audio a bit low though. Not touching the hearts was a harsh lesson to learn - temptations are real...

Gameplay felt fast and smooth until brushing up against walls - those stopped you a bit too abruptly.

Almost managed a skip in Heresy, landed near end but a bit too far out, and it bugged out the game :D

HelluvaRide.png

To The Core by izzqz 2025-04-08T15:04:01Z

Funny character, really liked the death animation :D

While the controls were simple, they were snappy and satisfying to master. Good game, I enjoyed it!

Poor Julio... by Sayeg 2025-04-16T12:52:09Z

Julio really did experience the rollercoaster of life, and learned valuable lessons along the way!

Funny game, enjoyed it quite a bit, but feels like the clicking mechanic detracts from the core strength of the game (dialog) - would prefer to read it at my own pace and not worry about clicking.

In any case, glad to have played it, thank you <3