To the deep by rvenson 2021-04-26T16:33:38Z
Really like the aesthetic. Controls feel good and the difficulty feels just right. Overall a really fun game.
Foon → Ludum Dare Explorer → Users → steven-vd
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | 👥 | Civil Servant | jam | 626 | 3.57 | 3.25 | 3.01 | 3.07 | 3.87 | 3.40 | 3.85 | 3.50 |
| 2021 | 48 | Deeper and deeper | Down Town | compo | 827 | 2.76 | 2.65 | 3.26 | 3.55 | 2.50 | 2.47 | 2.36 | 2.37 |
Really like the aesthetic. Controls feel good and the difficulty feels just right. Overall a really fun game.
Impressive, considering it's done in threejs. Though the game became basically unplayable for me as soon as I entered the city.
Apart from the obvious visual bug of the water being purple (at least on the browser version), the game's graphics are really nice. A lot of effort was obviously put into the mice's models and animations. It's unfortunate that the nature of the tower-defense style gameplay punishes not being as far scrolled out as possible, as zooming in to look at the mice means possibly missing dangerous situations in other places.
There are some bugs/minor annoyances, like being able to place buildings through the UI and tower effects and their ranges not being communicated to the player.
Overall though, I enjoyed the game and I especially liked the art.
It's a fun little game and the theme was used well. The gameplay was simple enough for me to understand quickly what to do without reading the instructions, which is nice :), while still being interesting and fun.
As others have mentioned, the jumping feels slightly wonky, which for a platformer isn't great. However, that should be easily remedied by tweaking some values and adding some coyote-time. Also, the programming was obviously the focal point during development, so the art is quite basic. This is especially noticeable in the UI, as it took a while for me to understand what the point of the ship was.
Overall, I really like the game. Good job.
The map is beautiful. Though the game is so hard that I'm not sure it's possible to fully explore it without deliberately setting out to explore and ignore the actual pickup-and-retrieve part of the game.
While I don't mind the floatiness of the character, since the lack of control is used to great effect to punish panicking when you're running out of time, the collisions for the level-geometry are a bit too detailed, as the character can get stuck on tiny pixel extrusions.
The art and map are definitely the star of this game. While simplistic, it's still interesting and nice to look at. The audio is a bit loud imo, but fits the mood well.
The art and audio are fantastic. The UI is very clean, the text-box especially.
The overall gameplay is simple and the controls are quick to pick up.
(minor) [SPOILER]
One thing that's weird is the previously established gameplay rules (having to maintain the fire and keep warm) being thrown out on the last day. I get that it would've been too annoying for the player to have to run back to the fire all the time, but it still felt off to have such a large change in gameplay in the last part of the game.
[/SPOILER]
Having the game tied together with a short story is a nice idea. Wanting to know how the story plays out gave me another reason to keep playing.