FoonLudum Dare ExplorerUsers → Pseudohausen

Pseudohausen

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202250Delay the inevitableHypoxiaunfinished
202148Deeper and deeperEmbarkcompo1333.883.523.593.584.063.931.804.02

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 Pseudohausen

LD48 — Deeper and deeper

Dungeon Blast by Yword 2021-04-26T19:49:07Z

I thought the pixel art elements were particularly good, but I didn't like the combination of non-pixel art particle effects and VFX with the pixel art elements. The music was good, but too repetitive, the bomb sound effect sounded really weird when too many bombs were set off at the same time, and it was difficult to kill the enemies with the bombs. That sounds like a lot of negatives, but that's only because I spent a decent amount of time with the game. It was a lot of fun and has a lot of potential!

Tic-Tac-Run! by mvasko2 2021-04-26T14:32:17Z

The character's movement could have been a bit snappier, and a few of the obstacles felt a little unfair (some combinations of pit, spikes and fire would essentially guarantee you lose 1 life). But that was pretty fun!

You Killed Someone by RetroSpecter 2021-04-26T21:10:25Z

The typewriter sound became irritating after a while, maybe because it was the only audio in the game. Otherwise this was really fun!

WATERCOLOR GALAXY by chaoclypse 2021-04-26T14:26:56Z

This was giving me "The Polynomial - Space of the music" vibes. It would have been really cool if there was music to go along with the visuals, but this was already pretty neat.

I GOTTA SH!T by spyispie120 2021-05-06T05:44:41Z

That poo sprite will haunt me..

10/10

Embark by Pseudohausen 2021-04-26T14:07:29Z

@purebe Thank you for all your feedback! I agree with all of your gameplay facing notes, and I *think* I managed to clear out the crashes in an updated version.

@wunarg Thank you so much for playing! To be honest there are only 5 Depths designed, I'm amazed the game didn't break long before Depth 80.

Embark by Pseudohausen 2021-04-26T15:31:49Z

@refrax295 Thanks! Yeah I flubbed the introduction a little, but I definitely think I'm going to keep chipping away at this. Going deeper and deeper, :smirk:

Embark by Pseudohausen 2021-04-26T16:12:36Z

@rhoff95 Thanks for the info! I'll investigate making an itch-desktop friendly build tonight.

Embark by Pseudohausen 2021-04-26T19:15:37Z

@plazyqwerty Thanks you for playing! I appreciate the feedback.

Embark by Pseudohausen 2021-04-26T19:51:28Z

Thanks @mvasko2! I'll try and sort out the crashing issues this week. Really bummed that I didn't nail down the culprit. But you are absolutely right about the lack of tutorial. The game just sort of dumps you in without context or goals. I think it's probably the highest priority addition to the game.

Embark by Pseudohausen 2021-04-26T20:43:07Z

Thank you for the additional feedback @mvasko2! I agree the fact that there's no "downside" to the artifacts is a problem I think I have a solution for, but I didn't want to risk increasing the scope of the project for the jam. Basically I want to give each Ball and Paddle their own "inventory" that you can manage by equipping artifacts. I think that'll help generate some interesting decisions for the player to make. I also want to add more Spells that interact with different artifacts in interesting ways, but again, scope.

Embark by Pseudohausen 2021-04-27T03:36:36Z

Wow! Thanks for all the really awesome feedback everyone!

I'm going to take another stab at knocking out the crashes that are still happening, hopefully tonight. For the future of this project though, I'm going to give myself a few days before I dive back in. I'll be starting with improving the onboarding experience, and smoothing out the progression. Whatever changes I'll be making will be in a new branch of the project, to maintain the LD48 version (with all it's warts).

Embark by Pseudohausen 2021-04-27T14:43:43Z

@steve-johnstone & @virtual-turtle-studio I was calling "Dust" "Coins" earlier in the jam, and I COMPLETELY forgot to update the strings in some of the UI elements. So yeah, Coins are Dust. Thanks for playing and thank you for your feedback!

Embark by Pseudohausen 2021-04-27T15:13:40Z

@jason-wilson Thanks for your feedback! Yeah there's a bug related to save-serialization that's causing a crash. I'll be making an update soon to try and fix it.

Embark by Pseudohausen 2021-04-28T06:20:11Z

Thanks so much for your feedback @zetius and @cppchriscpp!

Embark by Pseudohausen 2021-04-29T20:23:13Z

@kristof, @nyxkn and @bnmkt thank you for your feedback! I'm trying to make time to make more of the game to play.

Embark by Pseudohausen 2021-04-30T04:00:43Z

Thanks @webox! Hoping to eventually flesh it out a little more so it doesn't get too stale.

Embark by Pseudohausen 2021-05-01T20:43:11Z

@mrpouletbzh I 100% agree, I did a very poor job of exposing the point of the game and how to engage with it. It's a lesson for next Compo, I need to budget some time towards onboarding the experience.

And thank you @apos and @sentmoraap!

Nuclear blaze by deepnight 2021-04-26T19:08:45Z

This was really polished! I feel like not having any sound definitely hurt the experience though. I also wish there were more varied encounters, but for a 48 hour jam this is fantastic work.

Mine Cards by Rose 2021-04-27T04:33:07Z

This is a fantastic combo! Awesome work.

Deepest Sword by Strega 2021-05-06T05:22:26Z

Basically flawless. Amazing work.

Through Dimensions by potatolain 2021-04-26T20:49:06Z

That was really really cool! The only complaint really is that the movement likes to force you into the grid, but you can still move between grid squares. Otherwise I had a blast. The music was connected to the mechanics in a really satisfying way, and I wish I had an NES to give this an authentic playthrough. Great work!

dyppan by Guilherme Oliveira 2021-04-26T20:07:47Z

There's an odd "jiggle" when the character moves while in the dungeon, but not in the overworld. It looks like the camera moves before the character in the dungeon, then the character catches up. I also wish there was more feedback when you attack an enemy, or take damage. But this is a really solid foundation for a fast paced rogue-ish kind of project.

God's Arteries by Gunturtle 2021-04-26T18:51:27Z

I missed the checkpoint tile at first, because I thought it was an odd looking spike that was embedded in the ground. Maybe it could be a little more obviously a "good" thing to touch than a bad thing. Great work though, feels fantastic.

Masseuse you Loose by ColeSlaughter 2021-05-06T05:40:19Z

That was absolutely hilarious. Awesome work.

Super Driller Bros by schadocalex 2021-05-06T05:15:14Z

This was really cool! I wish there was more of an indication of where enemies were approaching, since your camera view is really limited. But this is awesome, I'd love a full game that had this vibe and approach.

The Depths of Despair by Michael Feldman 2021-04-26T17:37:47Z

That was really awesome! Great work. The only thing that I wish the game had was a jump on Spacebar instead of it being another input for shooting. But that's nitpicking. Great work.

Down Golf Down! by Virtual Turtle Studio 2021-04-26T21:24:09Z

While the art direction in this is really great, I feel like it hurts the gameplay a little. It's just a bit hard to read the perspective and relationship of the ball compared to the walls and platforms at times. I thought the controls were snappy and the ball behaved in a really intuitive manner. Nice work!

Aye! Aye! Captain! by Lumous 2021-05-06T05:04:37Z

The anglerfish was fantastic, and the music change-up made me laugh. The controls were a little too loose, and I found it tough to figure out where the "ground" was. Overall that was actually pretty engaging! Nice job!

NO DIGGING by Kovakomes 2021-05-06T05:43:08Z

Must dig.

Lava Runner by ShaggyFox 2021-04-26T15:11:43Z

It feels like the screen moves too slowly, but the lava feels to fast. The time it takes to dig into the "rock" where the gems are found felt very long as well. I really like the idea though, just needs some tuning to really shine!

The Deep by TheMoonrise 2021-04-26T19:35:07Z

I had no idea what I was doing and that was perfect. Great work.

Bunny Bunny Dig Dig by ZakAmana 2021-04-26T17:57:47Z

How the heck did you get all that done for the Compo. Fantastic. Combat could have been smoother, but that's nitpicky.

The Deep Web by William Corrin 2021-04-26T19:31:12Z

I found the driving sound effect to be a little irritating, it was too grainy and noisy, though the music worked pretty well with the art direction. I didn't like how the camera seemed to tilt the opposite direction of the character's bike, or how the bike came to nearly a stop when accelerate was let go. This is a really solid foundation though! Awesome work.

Ole Gonna Goalscore! by scott.redrup 2021-04-26T18:54:57Z

I thought the timing bar mechanic for the corner kick was a bit punishing, but this was a really neat way of expressing the theme.

6 Feet Under by theStoff 2021-05-06T05:23:46Z

I really just wish there was a WebGL build. Amazing work!

Hit Ground by Zetius 2021-04-26T19:42:18Z

This was really neat! I don't often like typing games, but this really worked for me. I wish the audio was more impactful, to give the character's punches more "force".

Extreme Deep Sea Fishing! by Sbug 2021-04-26T17:15:41Z

The net is so much fun to swing around. Great job.

Dive Deep by Dynamix 2021-04-26T19:22:51Z

The camera would randomly stutter, but this was a minor issue. Overall the game looked pretty great! I wish there was some sound to go with everything, it would really enhance the experience.

A Way Home by Daxic 2021-04-26T21:38:07Z

That was loads of fun! Really great mechanic. I wish the camera was zoomed out a tiny bit more, and that the camera didn't shift up and down so much to follow the cat. But those are minor complaints. I'd definitely play more of this!

Beaver Submarine by cagibi 2021-04-26T19:20:26Z

The audio is really really broken sounding. Like oddly "crunchy" and skipping a lot. Otherwise this was really cool. I wish the buttons were better at visually communicating what they were going to do to the submarine, but once I got a hang of everything this was a lot of fun. The crates inside were a great touch.

Gold Rush by Thrawn911 2021-04-26T14:40:23Z

The sound effects were very aggressive and repetitive, but this was pretty fun! It wasn't clear that you could dig anywhere on screen, and I think it would be easier to control the game if you could only dig out blocks next to your character. I also wish there was a high score table or something at the end to track your progress.

Turrim 3D by Head Tilt Games 2021-04-26T20:56:46Z

I found the camera tilt while strafing a little distracting, and I wasn't finding many uses for my dash. But the art was really cohesive, I liked the tone of the game, and the movement felt pretty good. I just wish there was a little more to it.

Enter The Golfeon by Steven C 2021-04-26T15:02:20Z

That was a lot of fun, though the level design feels very punishing. The sound effect that plays when you die made me laugh. The camera could have been pulled back a little from the ball, and the ball could have been a little less floaty.

Enter The Golfeon by Steven C 2021-04-26T15:30:35Z

@steven-c You could try turning down LinearDrag on the RigidBody, and possibly even increasing Gravity (Edit > Project Settings > Physics). But it's not a deal breaker or anything, you did great!

Lidenbrock by Notinatal 2021-04-26T21:15:58Z

I found the screen shake to be a little too aggressive, almost disorienting. But the core mechanic was great and the art was really charming!

My Dentures! by Luc-creationallabs 2021-04-26T19:03:02Z

The movement controls don't map really well to the isometric view, maybe an on screen reminder of which key will send the player in which direction could be helpful. I often found myself moving to a tile I didn't want to move to, because the directional input wasn't intuitive. ***But*** when I was able to move where I wanted, the game really worked for me. Nice work!

Spooky Woods by Harrison Gottlieb 2021-04-26T19:40:20Z

The art was really well done! I think though that the parallax effect was reversed; it appeared as if the elements that were furthest away were moving more quickly than the elements that were closer to the camera. It was also hard at times to distinguish the character from the background. I wish the music loop was a bit longer, as the shorter loop get repetitive fairly quickly. But with all that said this was a really cool entry with a neat mechanic. I'd definitely want to play a longer version of this.

Prospector Paranoia by Kovi 2021-04-26T17:17:13Z

@candlebird I had basically the exact same experience as you.

Asterisk by Crychair 2021-05-06T05:36:50Z

That was really well done! I played on WebGL, and the music started clipping a lot, like the game was stuttering a bit, but when things were running smoothly it looked, felt, and sounded fantastic.

CubeMiner by Coolp 2021-04-26T17:28:02Z

Very ambitious! It could use some more feedback like @bastienre4 said. One thing I noticed was how "sharp" the camera movements were. Smoothing that out a little would help a lot!

Into The Depths by Jason Wilson 2021-04-26T15:06:51Z

The sprite for the blocks was a little rough at times while the character was moving; it's possible that the high contrast of the diagonal white lines on the blocks was creating a lot of visual noise. Like SugarSugarSugar said, I found my character often getting stuck on walls, but I liked it overall!

Into the Abyss by oeschmid 2021-04-26T21:19:50Z

That was a really solid and simple puzzle game! You should be really proud of that. Everything was cohesive and well put together.

Digmon by ErkaNec 2021-04-26T15:15:44Z

That was neat! The difficulty spikes really hard though, and I accidentally quit the game the first time I played, a little more warning that walking left exists the application could be good.

DECAY by NuggetMcHotdog 2021-04-26T17:49:10Z

The art direction in this game is on point. It feels like you're immediately in danger before you can get a hang of what you're supposed to do or how you're supposed to do it though. A little more time to get comfortable would be really appreciated.

The depth by Mauro Torres Velasquez 2021-04-26T14:53:22Z

It feels like the octopus can hit you from really far away, and it wasn't clear how to regain health (if possible). The controls could have been a little more "Floaty" to give the player the sense that they're under water. The art was cute though and the I liked the idea.

Deepurr and Deepurr by deighta 2021-05-06T05:10:48Z

The purr sound effect for the ship was a great touch! Very interesting mechanically, nice work.

Fluffy the Slime's Underground Adventure by Plazyqwerty 2021-04-26T17:45:12Z

That was adorable and charming! I agree with the above bit of feedback that level 7 was too hard. Maybe instead of losing your score on death, you keep your score? Or perhaps make the score you need to achieve a little lower. Great work though!

Into The Woods by Zype 2021-04-26T21:01:36Z

It would have been really nice if there was a sense of danger. The player is really encouraged to take their time and slowly move past obstacles, because there's no reason to go fast. The tone and mood of the scene was great though. One thing that might help in the future is picking an easier to read font colour for the UI, as the grey text was hard to read here.

Onion by kameia 2021-04-26T18:57:49Z

I wish there was more audio than just the "beep" sound, and maybe some progression reward for diving deeper and deeper. This was really neat though.

Lost Shrimp by Falcon_Lc 2021-04-26T19:33:25Z

I wish the enemies were a little easier to see, even with the light area around the shrimp. The background was striking, more so than the enemies to be honest. Great theme though, and implemented pretty well.

Try again by Cryoxe 2021-04-26T16:24:51Z

That was cute, scary, and hilarious. Thank you.