HELL deep is your love? by Villanelle 2021-05-18T15:59:55Z ♥ 5
Nice game, but very unforgiving. At least you only restart the same level, so I guess it could be worse. ๐ The art and music fits together well, and it feels overall well made.
Foon → Ludum Dare Explorer → Users → Pete
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | ๐ฅ | Fish.Net | jam | 652 | 3.23 | 3.36 | 2.75 | 3.57 | 3.30 | 3.73 | 2.48 | 3.74 | |
| 2023 | 53 | Delivery | ๐ฅ | Package Denied | jam | 2.73 | 2.91 | 2.50 | 2.09 | 2.23 | 2.35 | 2.65 | |||
| 2022 | 50 | Delay the inevitable | Island Management | jam | 1219 | 3.04 | 2.79 | 3.77 | 3.83 | 3.00 | 2.05 | 2.52 | |||
| 2021 | 49 | Unstable | Potion Master | jam | 657 | 3.59 | 3.73 | 2.82 | 3.07 | 3.66 | 3.23 | 3.50 | |||
| 2021 | 48 | Deeper and deeper | Tunnel hunters | jam | 1632 | 3.00 | 3.16 | 2.64 | 2.79 | 3.18 | 2.39 | 2.77 | |||
| 2020 | 47 | Stuck in a loop | Flip-flop | jam | 1245 | 3.18 | 3.25 | 3.13 | 2.26 | 3.03 | 2.00 | 2.45 | |||
| 2020 | 46 | Keep it alive | ๐ฅ | Bob and Plantboy | jam | 1752 | 3.26 | 3.14 | 2.69 | 3.64 | 3.96 | 3.23 | 3.28 | 3.05 | |
| 2019 | 45 | Start with nothing | Aggressive Realtor | compo | 501 | 2.50 | 2.66 | 2.18 | 3.63 | 2.18 | 1.38 | 1.83 | 1.94 | ||
| 2019 | 44 | Your life is currency | ๐ฅ | Unpredictable dungeon | jam | 1031 | 2.86 | 2.95 | 2.45 | 1.47 | 2.45 | 2.00 | 1.77 | 2.53 | |
| 2018 | 43 | Sacrifices must be made | ๐ฅ | Escape The Sacrifice | jam | 723 | 3.18 | 3.35 | 2.80 | 1.84 | 3.23 | 2.42 | 2.00 | 2.68 | |
| 2018 | 42 | Running out of space | Package Overload | jam | 632 | 3.35 | 3.63 | 3.15 | 3.96 | 2.91 | 2.85 | 2.90 | 3.27 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | ๐ฅ | Intel Driver | jam | 707 | 3.35 | 3.38 | 2.48 | 2.60 | 3.18 | 3.23 | 2.50 | 2.96 | |
| 2017 | 40 | The more you have, the worse it is | International Gift Helper | jam | 922 | 3.05 | 2.88 | 1.90 | 2.65 | 3.13 | 2.22 | 2.84 | |||
| 2017 | 39 | Running out of Power | ๐ฅ | Fully Powered: Enough power to save the world | jam | 536 | 3.18 | 2.95 | 2.57 | 3.00 | 3.14 | 2.86 | 3.21 | 2.95 | |
| 2017 | 38 | A Small World | ๐ฅ | Rockpolis: Town survival | jam | 293 | 3.52 | 3.64 | 3.44 | 2.38 | 3.27 | 2.71 | 2.68 | 2.96 |
Pete leaves an average of 4.6 feedback comments each event.
Nice game, but very unforgiving. At least you only restart the same level, so I guess it could be worse. ๐ The art and music fits together well, and it feels overall well made.
A little spam click heavy, but it was well made and had a fun little story. One of the more complete games I've played. I also enjoyed the fish very much.
This seems to be one of the most complete experiences I've played in this jam. It had progression, gameplay that just works, and an end with a small twist. Very well done. I really like the shining fish, they looks really cool with how they light up.
The base platforming seems to work well, you don't get stuck in walls and jump works well. The sound effects are a bit on the loud side, especially compare to the music. You also have to be careful about the background. In the first level the shoots become invisible at some points since you cannot see it on the background color. I think it could be more fun if you could zoom the camera out a bit and then let the player shoot faster, maybe adding a penalty to make the player not want to spam click. Overall it works and plays well.
Short and sweet, that's nice. There of course is not a lot of "gameplay", but I think that's not a problem since the length was not too long. Overall it was nice to play something different.
It's a cute and nice little game. The boss and enemies could use some more mechanics as just circling made it super easy. Most damage I took was getting surprises when walking into stuff. The upgrades are also nice and adds reason to explore.
This is kinda cool and the idea is nice. But I don't get how they decide where to mine and what to do. It seems they loss a lot of time walking around between blocks. It seems like it was just a visual bug but after upgrading the upgrade would not should when I select a worker. Overall it's nice, but it would probably have been good if you could have better mine options, like deciding an area to mine.
The main mechanic is very nice and charming, it would have been nice if you could throw is diagonal too. ๐ I also think there should have been some invulnerability after getting hit, sometimes I would die instantly, even with 3 lives. I also like the art.
It's a fine game that have a lot of different types of enemies which is nice. But I think the game could be a lot more fun if there was done some more work on the moment. Stuff like holding jump makes you jump bigger and probably making the controls less floaty. I don't know if it is intendment by it almost feels like a wall grab you can do by going into the wall, which is nice, but it does not look like it is intended.
I like the idea with where you build something using premade pieces, but I don't think in the current form the game have much actually effects from your choices. You say it is important to gather as much ores as possible, it's not really clear why or what it is for; just score? I think it could have been neat to have more interactions with the preput pieces, that way the player would have to make choices about what to peruse.
The game creates a good mood, but the fear factor does not translate that well to the player. I think this is mostly to do with the clear visuals of the enemies leaves little to be fearing. I think the sounds and graphics are very nice.
The game also becomes very dark on my scree where the brightness cannot go very high. I know it's supposed to be dark, but I can almost see nothing even in the flashlight.
Good take on the theme and a fine game. It was a bit annoying that the text covered the place you wanted to see the most, but it was manageable. Did complete the game, so it was nice that the hamster was not truly stuck in a loop forever. ๐ Can I ask if the ground model is a circle, or if it's a shader giving it the perspective?
Really like the music and the art style. I think the driving could use some more depth; grass almost seemed like the worst obstetrical because of the high acceleration and low top speed. And grass what what was most of in the first level. The loop concept is used, but it is not used for much as it is basically just playing the same map. Even with that in mind I still completed it with a score of 19222. ๐ Overall a fine entry.
Really short and sweet, took me two tries to figure out. The first time the crap stole my plank. ๐. The controls could be a bit tighter, but it was overall nice. ๐
The drawing style is really nice, both for the sprites and the UI. I was a bit confused as to why there was an empty white speech bubble in the beginning, but figured it out. Would also have been nice to move around using the arrow keys or something. Overall the art and sound effects come together well.
It's nice that it have the thing where you have to prioritize, but it could use a bit more dept or something. It also felt like the wolfs stopped coming at some point, maybe they broke? The animation is also a nice touch. ๐
Next time please don't bind the game to special characters like [/] and [`] as some keyboard layouts don't have these characters as non-modifier keys or have them in a completely different place.
I liked it, but I think it world be more fun if you had higher movement speed and scaling the spawn rate (as you already does). There is a lot of "semi-down time". Overall a fine small game with very fitting music for the type of game. The art-style is also both fitting and coherent.
Seems like the best option on the last stretch is to just reverse (as you can't spin out when reversing?). I was pleasantly surprised by how fun it was. Car handling could use some more work, turning seems to slow you down. Nice little game.
The game is interesting and easy to get into, but I think the game do have some problems. In the later stages it feels like the song doesn't follow the nodes on the map that well and this makes it harder to play if you try and play to the beat. The car sometimes blocks the view for the blue nodes. The car dosen't seem to serve any game play purpose. The cityscape and the scrolling road is quite neat a gives an okay feel of movement and speed. ใใใงใใใ
I like how you've implemented the music changing when you get it, helps bring home how the theme is implemented in your game. I the game play is alright, but they hitboxes seems a big off, and I think hitboxes for this kind of game is very important. It's also quite annoying to be hit from a guy you already have knocked out. The artstyle is great and seem quite complete.
A cute little game, I like the upgrades you have made and the art somehow fits very well together. The base game play however doesn't feature that much to do. The changing price concept is interesting, maybe it could had involved more than selling honey when it's snowy and buying bees then it's sunny. Maybe some more random events, I think you already have some where a bee can die early.
Reminds be a bit of osu, or maybe it's just the circles >.< The game could use some progression. It doesn't look like it become harder with time. The visual feedback of points is quite nice, but I have to say the core game play is on the bland side.
I also thing I found a bug where if you hit the edge of the screen (when a circle is near?), you can keep clicking and a new circle will come.
The game is good, but could use some more content. The fact that the only option for power at the start is solar panels, and that they only work slows the game down needlessly at the start, maybe something else would be better? The whole engine system is neat because it's not just a single thing you have to place down. But jet the engine system also doesn't seem like that big of an improvement because of the amount of power you have to spend on digging coal. Overall this is one of the more well-rounded games I've played, good job.
Now, I am almost out of space to build. >.<
It a weird mix of real time stuff and turn based stuff, and I am not sure I completely like it. The battery limit seems to only be there for the theme because it's real time and not-turn based. This makes it so you really can't try to solve the level as a puzzle but have to brute-force it and just repeat and change on the try before. I think it would be better if the enemies' bullets world be locked to the same rules as you (e.g. the grid). This would make it more clear where you could be and more predictable. The concert is quite interesting and have some fun to be had, so overall a fine little game.
Great that you have a tutorial, but it would not continue from the "find turret" step. The player collision could use some work, also the moment seemed not that great. The start bullet could also use some more visibility. The map also seems very big with little to no content or purpose.
That was really interesting. I really liked the gimmick, the visual had a nice tone to them and made me think of the The Witness. I think some of the platforming seemed like a bit of busy work where you just needed to walk around a lot, but overall not a real problem. A very interesting project, good work.
Interesting concept but what it boil down to is a test of patients, with minimal interaction. Some more interaction or choices would have been very welcome, and could have helped make it more of just a game of patients. It could also use some more information on what the prices and effect of the different things is. It's a fine little experience but could use a more enlarged concept.
Nice visual, the lighting when you move around is pretty nice, and the different planets looks interesting for what they are. Of course some more game play would have been nice or some motivation/explanation to what you are doing would have been in place. Even though the controls are quite simple, you never tell/learn the player that he can double jump, this made me think I was stuck as I couldn't reach any more planets. I first though it was a bug because it kind of contradict the idea of charging your jump. Overall a nice little game.
It was great that no items were frustrating to find. It's also very nice to see the people use the items you've just given them, feeling like you actually have done something. The writing could use some work, none of the quests are motivated on your part besides fixing the mill.
On my first try I made the player fall over and had to restart. Freezing the rotation would have been great. Staying on the technically side, I also miss some lights. Based on the ending I see you tried to make it look like it was fogged, but the total monotone caused by no lighting was a boring to look at, and hurting the game, I think. Also please mouse support.
Very nice ending and very pleasant experience.
Nice idea and but the interaction seems a bit limiting. I think the block design are a bit limiting. The attack vs armor seems to not give as much wanted customization as I would have hoped, and the placement of speed doesn't seem to matter? They always push the same way no matter how they are placed.
One of the things I am miss is more information on like what blocks do I have left, and what blocks do I get. Also some feedback on the actions you do like attacking, would be great. I also seemed to get a bug where it let me place unlimited green blocks and red blocks.
The gameplay loop of evolving is quite nice, but could use some changes. The music is good too.
The art and sound are really nice. But I think you need more of a warning of what is coming. I don't know if my game is running faster, but I am unable to react to very many of meteors. Meteors on the other side of the planet just seems impossible to reach in time. The scoreboard is really a nice addition. The gameplay seems nice and hectic, but needs some tweaking.
One of the more stylized games I've played, very neat.
Great game, but I miss some more movement options like strafe. It also seems to me like the planets are too close to the spawns, making it very hard to hold any planet for more than a small time. The ship and planets designs I very much like, they fit very much together.
Very nice game, but a little too random for my taste. The game has a nice simplicity to it, but could use some in-game explanation. Reading this page did explain it fine. Not much more is needed.
This is great. The hit boxes of the different attacks seems a bit wonky, but it is a nice selection of the special moves, which all seems nice and powerful. The game was very fun.
I didn't quite understand if I missed something as I couldn't find more than 6 energy cells and the closest planet is 7 away. When I tried to go to another planet it let me, but now I am in negative energy cells. Not sure if I missed some energy cells or it's a bug?
I think the planets looks quite nice, but could use some more props. The movement of the vehicle is also quite nice and I like the scale it gives to the planet.
A voiced game is quite nice and not something I expected. The soundscape is also quite nice and helps the atmosphere a lot. But to me the main interaction with the game is quite dull and unintuitive. I almost gave up at the start as I tried trying 1,2,3,4 and nothing happed. I thought it might be broken. I did figure it out in the end. All in all, I don't think the interactions adds much when you seem to have no control over the output. Overall I think it's a nice concept with an interesting mood that need some work on the game mechanics.
Neat idea to combine all the drawings in the end.
LD49 — Unstable (1)
Tetrilibrium by Melancholia 2021-10-21T18:11:17Z ♥ 1
I liked this game a lot. It was relaxing when the collision worked, but all the collision problems did ruin it a bit for me. Cool concept. :)