Night at the 8th Warehouse (ๅ ซๅทไปๅบๅฅๅฆๅค๏ผ by hidden61ade 2024-10-12T05:13:43Z ♥ 1
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Foon → Ludum Dare Explorer → Users → Shadowcast
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | ๐ฅ | Sun(d)less Descend | jam | 51 | 4.17 | 3.58 | 4.33 | 4.35 | 4.28 | 4.29 | 2.27 | 4.36 | |
| 2022 | 51 | Every 10 seconds | Shock | jam | 574 | 3.53 | 2.93 | 3.68 | 4.25 | 2.58 | 4.33 | ||||
| 2022 | 50 | Delay the inevitable | Campfire | jam | 394 | 3.75 | 2.36 | 2.87 | 4.02 | 4.41 | 3.43 | 3.50 | 4.35 | ||
| 2020 | 46 | Keep it alive | ๐ฅ | SlugBall | jam | 693 | 3.71 | 3.59 | 3.52 | 3.79 | 3.56 | 3.52 | 3.24 | 3.41 |
Shadowcast leaves an average of 10.2 feedback comments each event.
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The environmental art is quite on point. Not sure how the "every" in "every 10s" is stressed, but the gameplay is solid, the idea is cool, and everything is super polished. Well done.
I kept auto crafting things I don't want when I try to group resources together. But other than that, this entry is literally perfect.
Impressive for a solo jam project! A bit short on the theme side, but a working boss fight is of itself hard enough to make!
(tip for unity platformer: if your character stuck on walls when in air and pressing the movement button on the side of the wall, apply a smooth physics material on either the wall or the player collider)
Also :)
An FPS in 48h is quite impressive of itself! Though the weapon balance are not quite there. I'm guessing that the rifle should be the worst and the minigun the best? But the recoil on the minigun is barely manageable! I'm guessing the recoil added per bullet is the same as the rifle, though with a much greater fire rate?
Gotta appreciate the stencil shader.
You really nailed the audio and atmosphere! The monster makes no noise when walking so I got camped around the corner a few times haha. The 10s picture mechanic is really creative, would've been better if the doors are color coded or have signs on them so that the player can easily identify where the monster is. Another solution I can think of is to make the match residues glow faintly even after expiring so that the player can spend matches to make markings themselves? Amazing game!
I learned all the recipies by heart and didn't remember a single date from the lecture. True remote lecture experience.
Games like this are what I mean when I say the word "narrative indie games". Absolutely amazing. The way these puzzles break up the story while adding to the emotions at the same time? Top notch.
I'm on top 3 lets goooooo!
I love how each minigame requires different spaceing, movement and action. You really have to pay attention to the timer to nail the transition. Took me a while to figure out dodging actually gives score. Great game!
It booted! Then the game shut itself down :(
Instructions I used: (SPOILERS)
!> turbo 2 !> sys 1 1 !> sys 2 1 !> sys 3 2 !> sys 5 3 !> sys 7 1 2 !> sys 7 1 3 !> sys 8 1
The death animation is so well done! Gathering info through different runs give off Death Loop vibes. Good job!
Absolutely beautiful graphics design. Core gameplay is the best I've seen so far, mad fun, albeit not the most creative spin on the 10 second theme. Add some more inpactful/interesting upgrades and you got yourself a great iphone timekiller.
Love to see a game with personal and unique perks. When I see a working mirror in a jam game, I know this game is going to be something else, and it delivered. Well done.
Never have I ever thought I'd get Rick rolled by a LD game lmao. Nice entry! All the puzzles are well designed and fun to tackle ๐
Very fun to tackle! Would be perfect if the "waiting" ones only take a few seconds to finish, rather than forcing the player to wait for the full 10sec. Also I apparently can walk off the platform as the flag, thus soft locking myself. Is this intentional? If it is, maybe a more specific death condition would clear things up?
Packed with great design decisions. The little nuanced things like how the player can damage settled blocks but not falling ones, how they force the player to pay attention to both movement and shooting are amazing. I was hoping the that the punishment for taking damage would be a bit more impactful, but a fraction of a second without shooting is really significant in the late game. Outstanding!
Really well done. Music is great, the village feels alive, and I love how the crops bend when you walk through them, nice touch! It's a bit hard to see whether crops are fully grown or not. A little bit more distinction would be nice. Good job!
Amazing game! I found that its best to stay around Dracula's hands to avoid his projectiles than running around, then he punched me right back into fleeing. Well done!
A minor critique, It doesn't seem that there's any reason to stop shooting. Reload, recoil or slow would be great penalties to continuous shooting. Or you can default the player into firing, since there isn't a decision to make? Just my opinion tho. Great work!
ๅฑๅนๆชๅพ 2022-04-09 014049.png
Guys my companion cube is made of wood and it has numbers on it
5/5, no more words needed.
Noir rules em all.
Impressive hand drawn animations. Maybe keep the text readable by not rotating them upside down? Or is this part of the experience?
It is super impressive that you pull all this together alone in 72 hours. The visuals, the sounds, the mood, are all very much at the top. That's why this is probably the most frustrating experience I've had in LD50.
***Un-dodgeable attacks are almost always a bad idea***, unless you are going for the whole "it can't be defeated" narrative. The lighting attack is practically undodgeable, and I don't see a reason for that. You can make it only hits you for 2 ticks if you run, but that's the best you are gonna get. If you stay out of the outer ring, the boss seems to just give up on the more reliable lighting and start spamming fire, which is easily dodgeable. If the lighting is a close range deter, it would probably make more sense to just do an AOE around the boss rather than auto aim hit scan.
What I'm saying here is, if you want the player to stay away from the boss (which IS the meta btw), convey the idea clearly. I was trying to make the orb easier to connect by standing just far enough from the boss to not get burned alive, and whether the boss decide to do the lighting attack or the fire attack seems to be random. So I assumed that you have to simply just out damage him by avoiding the avoidable fire and tanking the lighting, and leave the rest to chance, which is clearly not the intended gameplay here.
This is frustrating not because the combat is mediocre, but because the other aspects are splendidly done that it really throws you off. I'm still giving it a high score for the work put into the visual and level design and actually programming a working boss, but I saw potential in it I don't see in some other games and it is so unfortunate the boss fight lacks proper polish.
I mean I make narrative game because I can't make "actual" games but you make them because you are good at it! Well done! True ludonarrative harmony!
Ok, this is epic. The core gameplay feels like Twister but played on your keyboard, with your fingers. I do have a good mechanical keyboard so the experience was smooth. The messages are fun to read, really gives you the context of what you are typing. The joke in the end could've been delivered more dramatically, but non the less is a good twist. Other aspects are pretty polished, many interesting variations. Good job!
Ah shoot, game is hard. I'm an Enter The Gungeon veteran and I had to grind a bit to get over 2 min.
Great art and music. Great enemy design and spawn sets. My only complaint is the lack of reason for me to release the fire button. It doesn't slow me down, there is no ammo limit, I can even shoot while rolling. If I'm gonna be holding LMB for the whole time, might as well make shooting a default behavior. (also bullet being faster usually wont convey the idea that they hit harder. Make them bigger perhaps? :D)
Solid 4.5/5. Amazing.
Good art, good concept. Only small issue is that the skeleton AI isn't quite transparent for a strategy game, where you win mainly by manipulating enemy AI. A simple indicator of where the skeletons strikes next turn could be an easy fix (thining about Into the Breach).
All in all, really interesting concept, has a lot of potential with different kinds of enemy and different environment tiles. Good job!
Got to wave 8, high score 12600. Man this game is hard.
The meta is probably save for a gun upgrade first. Also look at the minimap and try to snipe the cats ot of your sight. Would really love some indicators for cats not in your screen. Maybe flash the indicator only when they are attacking for balance? Or perhaps the bullets' speed can be increased?
The art style is cute and coherent. Music is great. Really put your hearts into the old man quotes ๐ All in all simple idea, solid execution. Good job!
I feel like this could be a 4.5 for me since it is sooo polished. My only complaint is that I want MORE of this game! Sometimes the saving events are triggered quite generously that it gets exploitable, but I guess that's just how Jam games are! Fantastic work.
Also 100% complete
Yes, my favorite T posing skeletons are featured!
Ok, the navmesh is pretty impressive. Amazing AAA voice acting. There's even walking/running animation!
Gud game me lik 4/5
This is sooo polished. Fun minigames, great visual, great sound design. Impressive work.
Always call mom when you are doing a game jam ๐
Okay, definitly disturbing. The 3D meshes breaks on my end tho. Or is it intentional? I can't really tell. Guess this is how art works.
Great art and mood. Score is timed by birds hit so it's less punishing. Nice.
Controls could be a bit more responsive. Maybe higher acceleration when falling and lower when rising? Also there is no reason for me to stop smashing backspace except for the weird out of bound error.
All in all well done! Solid entry.
After destroying my beloved spacebar I finally got a 1000+. Very addicting. Love it.
This would make an excellent iphone time-killer, well done!
Great concept, great execution, really addictive. The water physics is just good enough to be intuitive. Also what is this wizardry? How did you manage to implement this in pico-8? That's next level.
Concept is great. Love the dithered sprite light. The clocks are a bit too unmanageable imo. An indicator would really help, as mentioned above.
Solid. Rich in content. The lines after you finish a minigame are actually in context. All in all quite polished. Certainly had a lot of fun ๐
Good design choices. The combat is really polished, feels snappy and on point. The fact that there are different knock back forces really showed the detail you put into the game. Well done.
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All the horror game tricks done right. Audio design was on point. The moth particle on the street light was so unnecessarily detailed and I love it.
A little confused how the fog works, cuz I can see far lights at the corner of the screen so its an FOV thing?
Also I was expecting wing fluttering sounds at the end but got slushing. Equally unnerving. Man I hate insects.
A complete Netflix office wreaking experience made in 48h. Great vfx and animation. I wish my jokes were this funny. Fantastic job.
Top notch writing. Beautiful logo design. Funny wheelies. Good experience. Nothing wrong with the core gameplay. The fun is to fail your choices. However a skip button is essential for retrying when failing is part of the design. Again, really impressive writing.
My best is a little bit over 1 min. Good game! The core gameplay is really fun, the music is stylized. Though the ice wall does feel a bit sudden to appear, with only a sfx warning that can be easily missed. The platform generation sometimes doesn't feel fair, but I'm just nit picking at this point. Overall a really nice game!
Fun concept! Good graphics and tiled terrain destruction. The slow turning is a bit janky. Perhaps don't limit player control and only slow turn the mesh? The roll feels pretty good tho. Overall nice game!
Crab go brrr + Millions (a lot) of crab puns + Has built-in clicker game with correct number model + Crabiroth destroyed my mouse - Unskippable crabwars cutscene - (jk) Clicker game won't generate income after leaving the game, which is a bad business model
Funni game, me like
+ Great art works & gameplay + Actually putting effort to writing a path finding algorithm + Cute ded goat pic - A little fuzzy on indicating which flower is selected. Would prefer stronger color. - Some flower sprites clipping through the map tiles on the upper right corner of the map. Not sure if you want the sheep to be able to go around the corner and get covered by the walls.
Overall nice and polished. GJ!
Got to 491. Didn't took long for me to start doing some hard flicks to get the red flowers xD
LD57 — Depths (2)
Deepsweeper by dan-whiffing 2025-04-12T16:57:14Z ♥ 1
Loved it! Managed to clear hard difficulty without using spears. Didn't expect it to be so hard to isolate a corner in 3D, had to actually use some deduction (and a bit of luck) to properly play. Background drone adds a lot to the vibe. Very fun!
Lunglight by alpacalypse 2025-04-12T16:30:11Z ♥ 2
A nice little twist on the Iron Lung formula with the visible sonar mechanic! Polished and endearing :3