improbability engine by Aurel300 2021-04-29T21:13:26Z
Love it! Great aesthetic, very cool puzzles, really impressive what you managed in 72 hours. Have to admit to also throwing in the towel at the rubiks cube, but great, nonetheless!
Foon → Ludum Dare Explorer → Users → PavelC
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Wormy's Dangerous Dig | compo | 164 | 3.81 | 3.77 | 3.70 | 3.83 | 3.51 | 3.22 | 2.85 | 3.34 |
Love it! Great aesthetic, very cool puzzles, really impressive what you managed in 72 hours. Have to admit to also throwing in the towel at the rubiks cube, but great, nonetheless!
Loved it!
Beautiful submission! Loved seeing the different art styles and how the different puzzles affected each other. None of the puzzles struck me as "moon-logic", so that's great. Also liked how the ending came together and the mood of the whole thing.
Really enjoyed the game! Finally got S rank: Screenshot_20210428_001043.png
You came up with a really satisfying puzzle mechanic. For extension I would be interested in a mode where time doesn't count and you get a rank only based on the number of hearts you lose. But the current mode also makes sense, so you can't just think forever.
Very impressive what you managed to do in the time!
But maybe I'm misunderstanding, but the drill is not moving for me in the web version, on none of the difficulty modes. Even if I stand still, there is now consequence. I'm on linux, but I guess that shouldn't matter for the web version?
I like your interpretation of the theme. I think there is possibility here to expand on the mechanics after the jam. Also, nice graphics. Good entry!
I like the way you combine Factorio and Terraria in a way that makes sense. Also looks like you managed to implement a bunch of things in the short time, so kudos! I guess like the previous commenter I wasn't quite sure how to use the furnace and also the chest, not sure if it is implemented yet.
Great job! Love the atmosphere and graphics. Also great use of the theme! Had no problems with the traps, I think they find a good balance of how difficult they are to prevent.
Love BSG and love the visuals!
I agree, the position of the pickups is sometimes hard to judge, especially at the edges, but I guess that also adds to the challenge, I think I got a decent hang of it after a few hundred kilometers.
Got to 1100 km. Loved shooting some frakking toasters! :robot:
Awesome, this might be the most complete game I've played so far! Multiple mechanics, great varied graphics, sound effects and music and even with voice acting! I especially liked the atmosphere and look of the first section, as others have said. My tip for platformers as someone who has zero authority on the subject would be to make the hitbox slightly smaller than the sprite apart from maybe at the feet. I think that usually feels fine.
Cool game! Nice idea and very good use of the theme. Also really nice presentation. I guess at the end I had enough people and was getting more artifacts than I could reveal and enough money to always increase the time, so I could have played endlessly, but I guess that's ok for a jam game :slight_smile:
Awesome entry! Love the idea and great graphics. I think this really could be a full game in the style of "papers, please", with more action-type mechanics.
Love this idea for a clicker! Would love to see an advanced version with complicated spaceship upgrade mechanics.
Also I think the sequel should use relativistic physics :stuck_out_tongue: so that you can never actually hit the speed of light, but because of time dilation we could still visit some distant places in our lifetime. I think that's how it works, I'm not a physicist.
Nice mechanics! I loved when half of my zombies would go into the other direction and I would come back to them to see what they dug up and got to collect all the coins they left behind, very satisfying.
Thanks for giving it a try!
@timeloopedpowergamer @gnaro I'm glad you liked it!
@threeli Yeah I also noticed that bug, there must be some edge case left somewhere. Hope I will find the time to add a bugfix. For Pico games, I really enjoyed the mechanics of this Pico-8 entry I found: https://ldjam.com/events/ludum-dare/48/digidig
@crazybot Yeah, I was actually wondering about that. "hen you work on something at a certain point you don't even notice things like that, but I also thought it is actually quite ambiguous whether it is side or top-down view graphics wise. Originally planned to have the outside world and some grass on the top of the first level to make it clearer, but didn't get around to adding that.
@xxnolanxx @plexium-nerd @doctortm So glad to hear you enjoyed it!
@vederant Haha, maybe I should have chosen other colors :sweat_smile:
@secret-magic-404 Oh wow hadn't encountered that, will have a look. Thanks for pointing it out.
Really love the idea and great execution, the sounds were great! I agree with dirkinz that I wasn't quite sure if the rocks were helping me, but it never got frustrating anways.
Awesome entry! Love the atmospheric world you created in that time with the graphics, music and interesting dialogue. Despite the few amounts of pixels the characters feel unique, but with a coherent style.
I also like the idea of the deterministic systems where the progress comes from learning more about the environment. For a full game however I could see there being too much backtracking from playing the same thing from the start. This might be completely against the spirit of the game, but how about a save mechanic? That would mean less backtracking from the start, unless you find yourself in an impossible position and someone who wants to find the optimal route could still have a big challenge. Maybe this would not be necessary with the slightly more forgiving light mechanics others have mentioned, though.
@threeli Haha, yeah mapping it out on paper probably helps with optimisation. Maybe that could be made into a game mechanic :thinking:
And yeah, something like checkpoints instead of full save capability might be the better way to go
See comments @daga @aquatmi @rzazzle