Debris Trail by chromableedstudios 2021-04-28T13:05:52Z ♥ 2
Hello! Congratulations on your first attempt. Some broadstroke feedback for the next project:
It will do a lot of good for a game if the art assets are of a similar resolution. Meaning if the pixels are the same size. The difference between the ship, platforms and meteoroids is slightly jarring.
Punishing difficulty in this genre is a good idea, but the player should feel like the mistakes are their own. Right now it feels like the ship flips to the side for random reasons. This essentially already makes you lose but then you have to helplessly flop over the side as well, to restart.
Visual indications are also important to relay important gameplay elements to the players. At first glance it looks very much like an asteroids game or a shoot em' up. So even though I know it's a platformer, I still feel like I should be able to fly. Also platforms that disappear, but can still be jumped on, are kind of confusing.
This might seem harsh, but I took the time because I see there has been effort put in the game and I hope you keep developing!
LD48 — Deeper and deeper (33)
Crushing Blocks Till You Drop by Jonathan Lorenz 2021-05-15T22:56:06Z ♥ 1
Good job! Gameplay is interesting. It works well as a prototype, but you'd probably need to use some other logic for the movement of blocks, other than Unity physics. Currently it feels kind of loose as a result.
Other than that, good clear tutorial, nice visualization. The shift/ctrl + space combination kind of confuses the fingers, as space is usually the jump button :D
Well done on the post jam version as well!
Dome Romantik by Rongo Matane 2021-05-15T22:24:10Z ♥ 1
Amazing entry. Looks nice, sounds nice, gameplay loop is great. I think it's great that you decided to keep working on it. I guess currently the least impactful part of it is combat, which I'm sure you already have future plans for as well. Good luck!
Blackout by Frasse 2021-05-15T22:08:22Z ♥ 4
Well it's an amazing effort. A very well built and polished game. The only things that I felt were missing, were some minor quality of life elements. For example a changing mouse cursor to note interactable items when hovering or make clicking on an object more satisfying; a double click to move faster; clicking to skip text roll.
That being said, these things are definitely not something that anyone could expect to be in a jam game and these kinds of game feel touches would blow the scope too big. So they are rather ideas for an actual future version that people would probably happily pay money for. Good job!
Deeper in color by sparked99 2021-05-15T20:42:13Z ♥ 0
I also started instantly spamming the attack in a corner. The slowdown kind of felt laggy at times as well. But there is something in the way the enemies attack and in the colors selection, that is very cool. The idea for the boss is neat as well.
Lost Mind by Ali Azeem 2021-05-15T20:18:14Z ♥ 2
You did get a good atmosphere going but I feel that the gameplay loop was a bit clunky. Moving forward while there is no monster chasing you and while you don't need to eat pills. The pills could maybe give like a satisfying amount of sanity back all at once, right now the slowly trickling sanity didn't feel as good gameplay wise.
Devil Diver by theheheo 2021-05-15T20:03:22Z ♥ 3
I mostly agree with all the previous commentators: too much empty space, clunky combat etc. I do however think the single resource bar for attacks, sprint, health is an interesting idea. It would need a *lot* of balancing but it might work as an actual hook for your game.
Doug: A Miner Drilling Incident by aaants 2021-05-03T18:05:37Z ♥ 1
This game has great tutorialization through gameplay. Every new level keeps expanding with various different rules of the world and it does so with no text at all. I'm very impressed.
Diving Sea Code by MrJotubes 2021-04-28T20:32:05Z ♥ 2
Hello! I'm afraid the exploration feel of it didn't work for me since the character was just a little bit too slow when I had to backtrack. The flashlight eluded me as well, when I did several loops from different directions (I see from the map where I missed it). I also think that different sizes of pixels never look good in a game.
With all that harsh critique out of the way. I think that you have done a really good job completing a game in such a short amount of time. I think the idea of the game is great and I really want to see what you make next.
Dreadnought Parlance & the Magic Pearl by DecrementedPalindrome 2021-04-28T14:06:18Z ♥ 1
Nice entry! During playing it I wished there were at least some oxygen pick ups in the sea. But I guess it would be real hassle to balance with the incremental system and the rest of the gameplay.
Deeper Inside LD48 by Ansh Mishra 2021-04-28T13:29:34Z ♥ 1
It worked for me and I think it's a good minimalistic entry. I think it would be better to have numbers as the dialogue choice buttons instead of A, B and C. And it would be great if the button immediately then forwarded the dialogue, instead of having to press space as well.
N.E.R.D.S by Xparker 2021-04-28T13:16:14Z ♥ 1
Very nifty idea and good execution! Even though I believe that it's possible to make it to the 21th planet, by the 5th planet I felt kind of hopeless. I chose the most fuel rich planet and got a good fuel roll I think, but flying there took a huge chunk of said fuel away as well.
So even though I think I was doing everything correctly, I didn't *feel* like I was doing everything correctly, didn't get the dopamine hit I was expecting so to speak :D
Down Whale by notpjriavs 2021-04-28T12:09:10Z ♥ 4
The gameplay loop and aesthetic have a lot of promise. I feel like maybe with a little bit of fine tuning (enemy placement, fighting, initially maybe a slower drill speed, a way to lob the fuel at a distance, minor tweaks and polish all around) people would happily be willing to pay for this game.
Drill goes brrrr! by BOOtak 2021-04-27T20:22:57Z ♥ 1
Very nice gameloop and a strong entry. I also already like how it looks (even though it was supposed to be temporary).
Dongeons & Potions by Revetoon 2021-04-27T18:40:24Z ♥ 2
A very fun game! Good execution as well. Hitting the enemies from far away with the bow felt really cool, when enemy archers shot the books by accident was cool as well. The curse mechanic is also a clever way to increase the difficulty progressively.
Not Really Righting Reflex by MahayBandit 2021-04-27T18:30:32Z ♥ 2
Hey! Well done on your first attempt. I don't know if this is intentional, but the music didn't loop for me. It was just silent at some point.
Whatever It takes by BurnerReborn 2021-04-27T18:21:10Z ♥ 1
This mechanic feels very fresh! Good job.
DEEPORB by Taft Punk 2021-04-26T22:29:42Z ♥ 0
The potential is definitely there. There might be a gem hidden in this.
I do think that "cancel" shouldn't reset you to the beginning though.
Surface by lb01 2021-04-26T22:20:19Z ♥ 0
Oh frick yeah. You did something very clever with the music and I'm not sure what it was exactly. The game just felt nice. Good job.
Find The Page! by Rouge_dragon 2021-04-26T22:05:11Z ♥ 1
This is ingenious. Amazing execution.
Bunny Bunny Dig Dig by ZakAmana 2021-04-26T22:01:29Z ♥ 1
I wanna be you when I grow up.
Need more deep: Donut cover by Kurakurture 2021-04-26T21:49:34Z ♥ 1
Good idea, but the controls felt slightly unresponsive.
That being said, I think if I saw a game similar to Downwell that had this kind of level structure, I'd be well into it.
Derelict Dive by tetrapteryx 2021-04-26T21:44:46Z ♥ 1
The concept reminded me of the beginning of "The Stars My Destination". Initially I didn't recognize the second level of 02 tanks from the rest of the rubble. They do have a white outline, but they are identical to the rest of the floating stuff otherwise.
Anyway. The graphics are very well drawn and the gameplay is very solid. Good job.
The Shadowy Temple by Kiwi1281 2021-04-26T20:24:17Z ♥ 1
The idea of seeing certain things to open a door is nice. Immediately turns the players attention towards exploration.
Got hopelessly stuck here though: Untitled.png
Deep into the mine by BubakGames 2021-04-26T20:13:24Z ♥ 1
Lovely! Always keep working on your programming, art, sound. See what other games are doing that you like and try to dissect them. Why are they so great?
Whatever feeling you got that made you create the in world volume slider - trust it, cherish it, listen to it.
Afraid to Turn by rhoff95 2021-04-26T19:52:35Z ♥ 4
A very well polished concept. I also very much enjoy when pixel art pixels are mostly consistantly the same size.
Falling sun by Laura Olkhovskaya 2021-04-26T19:17:53Z ♥ 1
I was able to melt down the first ice block and then for the life of me I couldn't figure out what to do next. Because I couldn't jump high enough to get on top of the block. That had me totally stumped.
The pictures look very cool though, and I'm sad that I couldn't reach any of it.
Tunnel48 by Geckoo1337 2021-04-26T18:57:54Z ♥ 1
It's very fun. The inside/outside pipe jumping is nice also. No critics to give, just a good job experimenting with procedural generation.
Vinewell by dpmzi 2021-04-26T18:46:26Z ♥ 1
Sharpening the sword and bouncing off the wall with a hit are both very inspired mechanic ideas. I also got a lot of the unpassable situations and I didn't really get a good feel for the hitboxes, but a it's fun game nevertheless.
Sub-Uber-Marine by extar 2021-04-26T18:37:43Z ♥ 1
Oh my what a nice idea and great excecution. Just a great all around entry.
One small thing I felt was that it was sometimes hard to determine the exact spot where you are supposed to be to drop them off.
The Final Frontier by BinaryPrinciple 2021-04-26T18:14:58Z ♥ 1
Good job! A very theme fitting entry. The hitboxes felt at time maybe too punishing, as it feels good to nearly miss something, but I felt like I got hit in all these situations. I also feel like maybe having slowing down also work with a slight cooldown would be an interesting mechanic as well.
Workplace Sleep Syndrome by iMan 2021-04-26T18:05:10Z ♥ 2
Lovely idea and very nice art. The aesthetics and the feel of it actually remind me of some good older era platformers.
Even though the effect of the opacity increasing and decreasing is cool, I feel like having the platformer translucent most of the time even kind of takes away from the overall look of things. I imagine maybe having a visible circle around the character that expands as you get sleepier and contracts the more awake you are would work interestingly as well. So the faster you go, the less you see the world around you.
Stabalot by bw_devel 2021-04-26T16:28:52Z ♥ 1
Novel idea indeed! Nicely excecuted. It would be really great if the initial part where you actually slash (or run into) the enemy was a little more complex or exciting as well.
The deepest curse by Bobafett89 2021-04-26T16:08:08Z ♥ 2
A solid mechanics based game. New items kept changing the gameplay in a brisk and fun pace.
After a while though, the controls started to cramp up my left hand. This is a rather minor grievance though, because customizable keyboard bindings or gamepad support would completely remove this issue if you carry on developing this game.