Virtually Deeper by Glaikunt 2021-04-27T18:48:45Z
Nice one - the penny dropped after 3rd round and got to round 7. Quite well balanced to make it tricky and careful placement to make it tough to beat! Fab tie-in to the theme! :thumbsup:
Foon → Ludum Dare Explorer → Users → picttarge
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | PING | jam | 565 | 3.37 | 2.93 | 3.03 | 3.55 | 3.30 | 2.12 | 3.37 | |
| 2025 | 58 | Collector | 👥 | Skullk | jam | 747 | 2.70 | 2.38 | 1.90 | 2.88 | 1.88 | 2.76 | ||
| 2024 | 56 | Tiny Creatures | 👥 | Cell la vie! | jam | 537 | 3.56 | 3.26 | 3.47 | 4.03 | 3.69 | 2.38 | 3.40 | |
| 2024 | 55 | Summoning | 👥 | Dicing with the Undead | jam | 3.35 | 3.15 | 3.15 | 3.90 | 2.22 | 3.09 | |||
| 2023 | 53 | Delivery | 👥 | Discrete Dungeoneers | jam | 2.00 | 2.50 | 3.50 | 2.50 | 1.00 | 2.50 | |||
| 2023 | 52 | Harvest | 👥 | Minetanite | jam | 380 | 3.53 | 3.55 | 3.10 | 3.50 | 3.71 | 3.15 | 2.50 | 3.46 |
| 2022 | 51 | Every 10 seconds | 👥 | Baltic | jam | 979 | 3.10 | 3.18 | 2.71 | 2.73 | 3.28 | 2.06 | 3.32 | |
| 2022 | 50 | Delay the inevitable | Omega Squad | extra | ||||||||||
| 2021 | 49 | Unstable | Dungeon Crumble | compo | 3.11 | 2.88 | 3.00 | 3.66 | 3.55 | 3.55 | 2.35 | 3.61 |
Nice one - the penny dropped after 3rd round and got to round 7. Quite well balanced to make it tricky and careful placement to make it tough to beat! Fab tie-in to the theme! :thumbsup:
Had the rank icons drawing over the text (21:9 ratio monitor probably kicked it out) but a simple gameplay mechanic that works. Captain rank for me, but still got caught out by a rogue wave!
Hmm, Windows defender isn't too happy about LD_MoleGame.zip (the .exe) identifying it (or mis-identifying it) as "Trojan:Win32/Wacatac.B!ml" [Severe] ``` LD_MoleGame.zip|https://w3g3a5v6.ssl.hwcdn.net/upload2/game/1220105/4544891?GoogleAccessId=uploader@moonscript2.iam.gserviceaccount.com&Expires=1633478345&Signature=oU0S2Pa78EF ```
The window drew at the top corner of my screen, almost offscreen, and the 4th level my character was offscreen getting hit by stuff I couldn't see? Tried to move the window/maximise to help but couldn't seem to solve that one. maps/level4.tmx seems to have a top row, I just couldnt' see it. I like the style, the effects and the mood, so apart from the issue above, I think it was great fun!
Starts simple, gets tricky fast! Good game, could use some sound to improve the mood/humour aspect (an almighty crash of rock) :smiley:
Good fun to play through, held my attention for the entire set of floors. Overall would be helped with just a few sound effects.
Nice game - managed to get all the way through quite quickly. Seems like you can almost stick to a falling block on a slope and nearly 'double jump' then sail through the air which makes it quite easy to clear the towers.
Wow, taking the cool stuff from 1979 Asteroids and then adding so much other stuff to keep track of! Orbits! Fabulous, good fun and very tricky! :thumbsup:
Looked confusing at first, but got used to it. A bit of audio might help here. Made me laugh when my Marshall killed the Chancellor - that was unexpected :smile:
Ooft the level with 2x tin foil hat wearers - too tough for me :smile: Good fun and the random movements means a different game each time. :thumbsup:
Ah, conversion from lwjgl3 to lwjgl2 to resolve a runnable-jar build issue at the last minute for the compo seems to have caused a problem going from map to map. I can see about getting a fixed version up - thanks for the feedback!
First time playing this the music worked fine but subsequent plays it cuts out at the start as others have mentioned. I really like the isometric view and it's got pretty clean lines :) Completed it first time even though on first play a while ago, a couple of the wabbits eventally tried (jam code: accidentially tried?) to hide behind the robot head. The humour of the text adds to the experience, well done :)
Sorry can't get any of the links to download, and although the workaround for the iframe seems to allow the embedded version to run, the camera seems a little wild (esp scrollwheel zoom) and can't seem to select anything, clicking or dragging the bounding box. :shrug:
Lovely graphics - as you pointed out the physics can stick a bit (or result in you falling through the floor and walking around unseen offscreen) :smile: Concept is good but it's really hard - he's still got energy to jump but he can't brush away a snail with a sword - seems a little limiting. Played it several times and by the time I'd found the person that supplies energy and made it back to the mushroom, I was back out of energy and couldn't defend anything. [EDIT] Wait this is a clone of the LD39 entry? char and graphics mostly from that?
The mood is fantastic, the setting of big evil corp is great - good humour. Overtones of the old Motherload game. The 3D submarine twisting around in the ocean is great (neat twist effect and good use of lighting), beside this looming huge ship. Only downsides were that I'd have preferred LMB and RMB to flip purpose - seems odd to put the key most held down on LMB and the trigger-happy one in the less-convenient RMB slot. The only other oddity is that the drop off info seems to be more of a distant decal you have to zoom in to read, rather than being rendered orthographically as a UI item. I still really enjoyed this though!
Fabulous. Extra point for the highlander (+ music) really made me chuckle. Only niggle is the spawning on top of the player - comes as quite a surprise rush and can end the game quite rapidly. Loads of fun though :smile: [EDIT] Made the highscore board!
I can see why there's no rating for music (quickly searches through Caravan Palace music collection and similar) Fits the graphics though - very Warner Bros - and the game is pretty solid. Quite enjoyed this - just when you think it's getting samey another trap pops out - well done.
Pretty good game! Compo as well so I wouldn't be so hard on yourself! Having 10s to complete each level is a great use of the theme and although you're dropped in at the deep end and have to learn how the move and actions can be used it works really well! Only glitch I noticed was on level 3 after shooting the target the character couldn't move into the spaces where the pillars previously were? Great game though!
Nice work - took some time to figure out if interaction was working or not (it is - I just needed to find a suitable object). Says 3 items were required to finish but only seemed to take 2 - but this was well done given the time available and - well - the hashtag at the end quickly brought me back to reality. Well done indeed.
Thanks for all the comments - first obvious common breaking bug is the warmth/cold state of the player on restart level which is meant to return to full to allow you to complete a level - we should fix that first :thumbsup: It wasn't noticed on several initial playthroughs and isn't intentional.
Great game! Key changes messes with my head in a good way - but then hiding the keys and forcing it to be remembered is hard! Funny when there's a key change so that 'down (S)' then becomes 'self destruct' - whoops
sleepwalkers.png Trying to escape the sleepcheckers by breaking through the fourth wall and running away from the user interface! This was really good - graphics are fab and took a few goes to escape! (turning the light off is indeed not enough to hide)
+1 for java - not often I find a fellow java+libGDX user :) Graphics were good and the use of TiledMap kept the drawing efficient (even if the level behind the scenes is massive) On size of maps - I did find myself getting rather lost rather easily but the paths tiles helped a bit. I'll make one wee gripe about some of the collision being a little off (bottom left corner rather than centre?) but I enjoyed playing this! :) Good stuff
Very dark (accidentally harvested a customer on first click) but good to play. Lungs man, lungs. All the time. The exit menu button is annoying, and the colour of the tanks didn't seem to match up with the upgraded tank level in any way which was confusing. +1 for the tutorial though.
A java entry (write once and cross your fingers) wrapped in an .exe with only .dll files and no .so files for Linux? Aww... I got it partially working and heard the menu music before it hanged but I'll have to dig out a windows machine and give this another try.
Alrighty worked ok in windows - points for the Tyrian 2k vibe definitely :) Not really sure what harvesting the energy gives you other than points, I wondered if it topped up the 'health bar' image on the left but it seems to not have any effect or repair. Had a number of recently-offscreen enemies blow up the ship which seemed a bit brutal or buggy and I'm not sure what the map in the top right adds - it's everything that's already on screen by the looks of it as the map retains the same ratio as the screen from what I can see.
Anyway, it was fun nonetheless and kudos to linking to the others for the sound and gfx work. :)
Neither gamejolt nor ldjam page has much of an idea of what lies behind a random .exe 21 MB in size - any chance of putting up some screenshots?
Good idea - clever that the forces shut off when the card is covering the nozzle. A couple of glitches though - the walls get in the way (esp past the first keycard door) forcing me to find a way between a table and a pillar (which worked) and it's entirely possible to blow the card through the walls accidentally and lose it completely. But it's good fun, and pretty funny! :)
A wee bit of audio would be great but it's well executed and can imagine would play well on a phone or tablet. Seems logical you pay for your brutality by getting served up rotten fruit from the start :) well done!
Family of 2 grows to 3 and without farming anything will survive for 44 days and 17 hrs. That's remarkable :) Anyway played it through to 117 days - it's a really great game - voxel graphics are great and the animations are effective. Good that the veg can spoil or affect seed count too - pretty smart - there's other entries that don't bother with this. Great stuff! :)
The brutality of thinking you're safe and then the wheatshifter just runs over the tile and nabs you. :) It's a very tricky game but fun to try and beat - but a few sfx might have helped set the tone.
This was a lot of fun - reminded me a little of MarioKart's Moo Moo meadows but Isaac Newton had the day off. :) There did feel like a little something off when the rolling mass of iron and steel from 1948 wasn't a bit more tank-like with the fences, compared to the hard-as-nails-superhero radish who could bat everything away without a second thought. I did really enjoy this :)
Thanks all for the feedback - a v1.1 version uploaded to the itch.io site that makes several performance improvements as people had reported lag late stage in the game. :thumbsup: (v1.0 still available)
Nice game! Demanding corporate profit margins meets - what I can only imagine is the Doom shotgun pickup sound - in Scandinavian nature annihilation! +1 for the title screen btw. Those hidden rocks are brutal! :)
Ok, took a while to figure out how to get started - starting money is low and price is high. Perhaps the farm should be already established or at least free to place - seems brutal to spend 2,400 of 3,000 before you can begin to buy one piece of land and start. Once sussed out (5 game restarts later) it was a pain to find the Shop in 3D, especially in the dark and I'd often end up off-map looking for it. +1 for combinations to simulate genetics though, but I'd be looking to add some UI elements to help reach the shop / farm / lab buildings.
My only ask is for a restart map option in the menu! But who doesn't like an isometric factorio-esque internal body simulator! This is really good - well done indeed!
Took a minute to sort out how to unselect something, and figure out what 'assigning' does, but in the end plays rather well! Ended up with 14 hats and gajillions of plastic but this was really fun to play! I'd say a hundred million in each pile is way more than enough resources to play with so not sure why you'd need many piles of them (perhaps later in the game?) This was very good :)
There's a lot of work in this, and I would have given you an extra half point in humour if we could blow away the scarecrow :) Nice that there's better seeds hidden elsewhere - this is fun to play! My only gripes would be: - the control scheme wasn't that intuitive, but hours of Skyrim has me convinced 'use' is 'E' not space so I found myself switching between the two - I can carry 8 melons and one shotgun but not one shotgun and one tiny seed packet (I know, I know)
Good game I spent a fair bit of time in though - well done indeed :)
@wadlo Ludum Dare game page woes. Seems to show now?
This is very good - want sound to bring this environment to life! Shame the phantom didn't last a tiny bit longer and you got a chance to flip a couple of switches at a time and listen out for a door swinging open. I've always liked the 'avoid the guards' visibility cones puzzles and this is well done - only noticed the main bugs around guard vision: still being in the cell and being put 'back in' twice in a row in quick succession, then seeing through the timed door when it was closed. I think it's just if you're in the guard's sight at all it triggers that.
@tess-winlock that's an unexpected one! Thanks for the screenshot, we'll take a look :thumbsup:
@shardykins yep there's still a selection glitch occasionally and I think the game crash must have been the unintentional 'ghost army' (with no units) that we've seen before... - thanks for your feedback!
@sodaro yes the battle scoring does also depend on unit types, calculating relative strengths. We need to make that more clear - the battle triangle example of:
* (A) stronger against (B) * (B) stronger against (C) * (C) stronger against (A)
Love the artwork - was also gonna mention not just the z-order of the trees vs UI but also about the y-position not sorted on the trees (in game). Would be ideal if the summoners could also pick up bags of gold but perhaps that would make it too easy. Good to have the boss have some variety of attacks, I really liked that - well done!
"Yeah I should write a makefile"
yeah :) getting a bit of grief with SDL (main or src) but I'll bookmark this and check back on it later on
I like the idea of solving a puzzle using tiny bits of information gleaned through some dialogue tree but only got a few pieces of info then stops at the age question (there's no response)
nice, I imagine a puzzle game with all these levels would be hard to finish in the time allowed, that's very impressive! The rotatino messes with your head, and that's a brilliant thing! Very impressive!
Ah, this caught my eye and I was happy to see 'first game jam' (looks promising for a first jam) and also a link to a linux build, but that seems to have a windows executable in it?
Nicely done, not afraid to put foreground objects in which is great, makes the level feel busy and like a cramped forest, adding to the 'tiny' element of the player. A lot of work here for a compo, well done :)
This was a lot of fun! like someone has already said, the controls seem odd until you get a large group of creatures, then it makes sense. And I like the way the creatures flow around obstacles. Started to seem easy until level 4 when those knights wiped out everything except one blob and had to build back up again. I really like the control of a 'squad' of tiny creatures, very well done! :)
There's a lot in this for one person over 72 hrs and some of the mechanics are great. The strategy of where you're placing your buildings breaks down a little as your lumberjacks march half way across the map instead to find some random trees. Looking at the way the [number of] deer curve around rocks or buildings, I suspect that's where some performance issues might lie, and if those are solveable, your lumberjacks and hunters could start to consider 'nearby' resources so that the player can use the land and building placement to their advantage.
v1.1 on itch contains updated tutorial and help, the rest of the game mechanics are unchanged. Thanks for the feedback so far :) Original v1.0 still available.
Even more terrifying with headphones! Really good idea and well made, congrats! :) Plays right into the hands of our primal fear of the dark, and keeping bad things away with fire & light. I've played this quite a few times, will mention it to some friends.
(makes chromatic aberration reference) :) I like the mood here against the mostly monochrome palette, and can appreciate all the work that's gone into the systems for visual effects and really setting the tone. Managed to stagger through the forest and find one of the portals (without godmode) - the atmosphere is quite enjoyable :)
points for the dungeon keeper style hand for smiting! The objective was a little confusing and spawning lots of mites just makes a pile of them migrate to the middle and spin around. But still nicely put together!
Interesting - I was attracted to this because we also built a world in a petri dish :) Took me a minute to figure out the ropes would only go down, so you have to get above the organisms to capture them, but it's a decent mechanic.
Creating a cardboard world with your kid? (tick) Digitally, in a jam? (tick) Backlit with handdrawn art? This deserves a lot of attention - well done indeed! :)
Hmm doesn't seem to load on linux in Chrome (after leaving it for minutes, it didn't get to any menu screen) Looks like fun though!
Tried several times to outsmart the bigger rats but took a while to get the hang of the recruitment thing (at first I thought the tiny mice were flies!) but the shield/bar at the top helped clarify. The scurrying of the mouse can be tricky, it's not the easiest! Well done!
Reminds me of Tyrian / Tyrian 2000 (especially when the player explodes) I ended up accumlating lives and nukes faster than I could use them (was holding out for some kind of boss fight) but you've got good mechanics here and it was fun to play!
This is really well put together, what a great entry, and a clever ending too!
Took me a couple of goes to get the hang of the dash, and heal but this is very well done for half a day's effort!
A great entry! Only minor gripe is not being able to move around the components once placed, but the setting, the idea everything is a lot of fun! One of my favourites from LD58 so far!
I like the ZX spectrum and all, but this could use some screenshots of it running so we see the end result (other than just the cover shot which is obscured by the 'jam' image.
@nnnnneeeedddd the answer is a hell(!) of a lot of errors if you try that. We wanted to be able to use some tooling so I wrote custom code to parse just enough of a custom map file, but uses our own logic for turning vertices into walls and a rather different approach to using that data to create 3D floor and ceiling models. The question you could also ask, is could you load that custom level as a custom map into a very famous game, and the answer is THAT would work.
@b0guslaw @ty-victorson @myezko we started with controller and were plagued by a couple of really nasty 'works-on-my-computer-not-his' issues that we wanted to resolve over anything else, and meant by the submission hour we didn't get back around to adding mouse/keyboard support. Controller only on the submission I'm afraid
Reminds me a bit of the old Dungeon Siege style of play. I *think* the player is invincible?
I mean, does what it says on the tin, and with good humor to boot! :) ha ha this was fun
Nice platformer, some of the obstacles are pretty good. It seems like the game is regularly doing something, or has a performance issue/stutter on a regular basis. Some of the physics of the collisions/traps could use some tweaking. But it has a boss fight and and ending! :) nice
Colour palette like an old CRT monitor, and orbital mechanics. Very nicely done. Satellite collision seems a bit too eager (larger hitbox than expected) but this is fun to play!
I'm staggered by the size of the team. This can take a very long time to load (took about 10 attempts) and the UI makes some assumptions about screen ratio which means full screen can drop the bottom of the game into inaccessible areas and mess up some UI elements. There's some game breaking bugs when talking about rumours with merchants where everything just stops, and some placeholder variables that appear. Trading between merchants would be too easy were it not for the constant threat of death-by-inferno, so that was a nice touch :)
I want to like this more because my first ever game jam years ago had a similar room setup with 4 doorways. However, I'm not sure what we're actually collecting, it just seems to be fighting and no idea what the recorder does or how to use it?
Nice take on Asteroids with a bit more strategy. Great for a compo, only stuttering while flying the ship towards other items can be confusing ^ lack of background perhaps as @Nash mentioned. For full arcade feel some controller support would just perfect. :)
Very tricky - but I love the graphical style and +1 for Danse Macabre
Nice to see some of the sketches as screenshots here too. Main criticisms would be I miss look up/down in a platformer game, and the reason for collecting coins seems a little lost, but it's a good idea here. Extra point for the double jump, even if it allows you to go left and see 'behind the curtain' of the parallax backdrops :)
I'd suggest the control help (that can pop up when in map mode) is added to the game page here on LD so that people can get a feel for how to operate without needing to be in the game losing hearts to speed read the help text. There's a few quality-of-life things that would really help this feel less brutal, as I can see a bunch of work went into this.
404 not found when trying to play in the browser on ldjam
(accidental button smash and I can edit but not delete this entry, sorry)
Does not load in Chrome for me on both ldjam or itch:
CCC.loader.js:1 Uncaught (in promise) SecurityError: Failed to read the 'caches' property from 'Window': Cache storage is disabled because the context is sandboxed and lacks the 'allow-same-origin' flag.
[libil2cpp] ERROR: Could not open Il2CppData/Metadata/global-metadata.dat CCC.framework.js.br:9 RuntimeInitializeOnLoadManagerInitializer: Failed reading 'RuntimeInitializeOnLoads.json' CCC.framework.js.br:9 RuntimeInitializeOnLoadManagerInitializer: Failed reading 'ScriptingAssemblies.json' CCC.framework.js.br:9 Input System module state changed to: Initialized.
CCC.framework.js.br:9 [Physics::Module] Initialized fallback backend.
CCC.framework.js.br:9 [Physics::Module] Id: 0xdecafbad
CCC.framework.js.br:9 No GlobalGameManagers file was found at , quitting player!
CCC.framework.js.br:9 Failed to initialize player
This is really well done. The sonar doing a sort of flood-fill mixed with the underwater ambience really gives the impression you're deep underwater, and the ui keeps you removed from 'realistic' graphics as if you're an operator looking at a computer monitor. Very good indeed!
Came here to write a comment like @conduit :) Desert Bus! :rofl: The timing is really tricky!
Seems to not play nicely with chromium, causes red squares to flicker OUTSIDE the browser window which is particularly special, then mouse locks up and entire screen goes black. Temporarily playable on chrome itself but locks up mouse and audio and causes a black screen again.
@rewzu don't worry - the sheer number of hardware combos available makes this difficult. If you're interested, both Chrome Version 147.0.7727.137 (Official Build) (64-bit) and Chromium Version 147.0.7727.116 (Official Build) snap (64-bit) on Ubuntu 24.04 (w/Nvidia drivers) exhibit this issue.
Actually pretty solid - looks very polished, especially after hitting 'F' for fullscreen. Tripped up on a couple of the first cases but solved the others once I better understood what was going on. Solid entry, well done :)
:clap: :octopus: well done! some of the zoom/pan can feel a little clumsy at times but the illumination effect is good (like illuminating the old map) . I only wish I could leave the light pointing elsewhere while I fire the cannon - but this is nicely done.
Visual style looks great but MI1 is very confusing. Somehow doing nothing and getting destroyed with 7.2M people killed lands me a victory with a score of -980? MI2 made slightly more sense with the jammer and bomber but your explanation above of how to play needs to be clear in game.
Could probably use a screenshot or two on the page to help promote this so people can see what they're about to play. Also indicate what operating systems your game is compatible with (here, only windows)
Shame there's only a windows build.
hmm switching between two hands on the keyboard and the mouse so often put me off this sorry. Feels like I need to be an octopus to play this properly. When I close the phone and see some of the art behind it looks quite nice though.
At first a little complicated but as soon as you figure out a way to solve each level you can just repeat quickly to beat your opponent. Frustration with the same fire key being automatically defaulted to 'restart level' on completion so progression was hard having to repeat levels over and over.
shame it's a windows only build. +1 for network communication though
HTML5 one doesn't play nicely in chromium - locked up and crashed the browser I'm afraid. Intro is rather lengthy :)
Looks good - shame it's windows only and there's no other build. Good to put the OS/architecture on the zip file so folks know what it's compatible with.
There's a ton of work that's gone into this, and it shows! :clap: well done! perhaps a few tweaks, like acorns sort of lose their value when you realise a checkpoint doesn't keep them, and a few interesting camera moments where it was harder to see what's coming, maybe the cooldown on the owl and lightning is a little too short (frequent) - but managed to get to the end and watch my squirrel tv. Great game, impressive for the short time frame!