FoonLudum Dare ExplorerUsers → SurWeaver

SurWeaver

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202557Depths👥GOLDLOVING STONEHATING IDOLjam2883.733.903.723.113.172.933.003.09
202353DeliveryMorse Deliverercompo2733.283.132.922.753.133.423.733.06

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 SurWeaver

LD53 — Delivery

Mail owl by vidarn 2023-05-09T09:52:47Z

Great game! It's very cool that you managed to do so much for Compo. I'd love to play more if you continued to develop the game after the jam.

I like such short and meaningful dialogues, good characters.

By the way, I had a curious bug in the mirror puzzle. I somehow moved the third owl to the left, and for some reason texture flipped (it was to the left below the rabbit, away from the mirrors), which is why the rabbit said that the character looks mirrored. Maybe it's something with other two interacting with mirror.

I really like the whole game, congrats with that nice entry!

Tongue Tied by binroot 2023-05-07T12:58:20Z

I like that take on broken phone game! Nice visual esthetics and cool sound design, also! This is one of those types of games that is very interesting to play, exploring and learning how the game will react to your input. It's very funny how you made such a curious "Setting" with a few photos and make characters with it.

I would like to have more responsible input of grabbing letter bubbles. You could manage elements' depth to grab last dropped element at the same spot.

I want more of this game :D I hope you want and can continue that, that's a really cool idea. Reminds me of "Manual Samuel" where you do some trivial stuff with a lot of efforts :D Really nice one!

LD53: House Delivery! by burnedkirby 2023-05-01T13:30:41Z

I like these GameBoy vibes. That's a nice small-scope game for a Compo. Also, I think text flickering should be slower just to be more readable (at least keep it longer when it's visible). I liked that game won't harm you for picking slowing debuffs. It's curious how I destroy buildings with a press of a button, though :D Nice entry!

Mailman Murphy by silkworm_sweatshop 2023-05-02T16:03:20Z

The game has very nice vibes of retro games. I really liked the direction of the levels towards puzzles. It would be nice to slightly limit the rules for the behavior of enemies. For example, enemies jumping on platforms will only jump where the player can move. It feels rather unfair that they can jump over solid platforms. It's a little unclear at first, as the first level where they spawn is completely filled with platforms that you can jump over. Therefore, initially I thought that they could only move through them. It would be possible to place them in a heterogeneous environment so that the player can understand their behavior patterns.

I always lacked enough power to jump off stairs. All the time I jumped on the dogs and lost. It would also be nice if the dogs started chasing only if the player is on the same platform with them. I had a moment where I am on the stairs, and the dog is on the platform on the right at almost the same height, and the dog tried to run in my direction, and it was not very convenient for me to jump from the stairs, as you can understand.

I also died quite often due to the fact that I landed next to the dog, and he abruptly changed direction and walked in my direction. It would be possible to make a very small pause of 0.3-0.5 seconds, this would be enough as an adequate AI reaction.

I really liked the approach with numbers and letters instead of envelope colors. I understand that this is a challenge, but even without color blindness it’s a little difficult for me to remember, I took an envelope in a darker or lighter color.

I would like to keep this mode, or at least be able to choose after a few losses (just like easy mode in DMC 3). The numbers in this font are quite readable, but some letters, alas, were similar to each other.

In any case, it was fun to play!

AstroFreight by Remus 2023-05-01T13:58:58Z

This is a cool game for Compo! Nice art and good background music. In Godot, by the way, you can turn off pixel anti-aliasing for pixel art in the import window when you select the desired images.

Driving the ship is quite pleasant. I really liked the danger warning and navigation around the edges of the screen. However, I didn’t initially associate sounds about the appearance of a new danger with this, since the icon was initially too small, and its appearance was completely invisible. It would be possible to show some kind of flash or blinking of the icon with animation, so that the player would initially pay attention to it.

It's very cool that there is a respawn feature, as sometimes the ship can get stuck in a collision with the nebulae. I abused it when it was a long flight back, burdened with empty boxes :D

I still wonder how you all manage to do so much in such a short amount of time. That's cool!

Deliver Your Voice by spacemyname 2023-05-01T10:08:32Z

That's a cool interpretation of the theme! After 5 levels I was already making sounds out loud to help myself :D Pretty curious approach. This could grow into a cool learning program as people who speak other languages use other organs to deliver the same sounds. For example, our R is pronounced with the tongue pressed against the palate. It was a little refreshing to remember what the source of the different sounds in the English language is.

Some of the sounds are extracted using multiple organs, so it was hard to get through at these points and I was just going through all the parts of the mouth. This game could have used explicit reset and replay buttons instead of waiting for a character to complete the mispronounced word. Also worth considering here is whether we are pronouncing letters/sounds or words, as pronunciation and spelling are quite different in English than in other languages. You could think about using transcription instead of words.

It was funny to hear all sorts of kyhhhhh instead of K and other wrong sounds. In the word "queen" the letter q was pronounced with the lips for some reason, that was a strange moment for me.

This is my first game I've watched on this jam, I liked it overall, cool!

Boxt In Space by Diego Escalante 2023-05-04T16:55:47Z

Very cute game! I liked the visual style of the game.

I understand that you wanted to make the whole interface in-game and not make any HUD, however, the player's progress is lost from view, as all this is displayed on the screen at the edge of the arena. And apart from the increasing number of deliveries, nothing else tells us about the progress.

However, the game turned out to be quite competitive.

Uber Driver by CedarBishop 2023-05-03T17:10:51Z

Good game, reminded me of the first parts of GTA. It would be nice to have more controllable cornering at slower speeds. However, in any case - you have a good approach with cruise control, it's really convenient.

Deliver to Whence you Came by JUSTCAMH 2023-05-04T16:24:14Z

I really liked your game!

The idea and implementation are great. I really liked the narrative. How we walked on strange tiles, and only after using the bait it became clear that we had been walking on slugs all this time. The ending is awesome too.

I replayed it for the second time in the hope that the game has a second ending where you can kick from a safe distance :D You could just make a barrier from above so that the projectile that we kicked would fly, could not physically fly in a straight trajectory to the target. Then people would know for sure that there is no way to do it. Without invisible walls for this :D

Thank you for your game, work like this inspires me and give me joy!

Package Passage by PizzArt64 2023-05-01T11:10:14Z

The game has a very cool style! The sound design and graphics are top notch. Turns in transport on the map with such narrow streets is quite difficult to perform. Saved only by drifting. You could make more abrupt stops for transport, because in a narrow corridor drifting won't help, so you need to go, for example, to the left and back, and then to the right and forward. And during the stop, the car stops as if on butter, like Mario. Because of this, the car doesn't turn, it just drives diagonally. This lengthens the turning process. This needs to be checked, but I think if there were sharper turns and not as long acceleration of the car, it would be more enjoyable to drive. It would also be nice to have a tutorial in a separate place. It would be better to explain all the controls before the timer, rather than starting the countdown and additionally telling the player which keys are responsible for what. Trying to drive and reading subtitles at the same time. Other than that, it's a good enough game!

Mail-In Vengeance by YellowKamel 2023-05-09T09:32:36Z

This is a great idea! It would be cool if it developed into something with split-screen, where the hero would continue to fight with the delivered weapon, and at that moment we would deliver a new one. Well, the battle could be additionally monitored if some obstacles fell from the battlefield. But this is so, purely suggestions and fantasies. I like the idea.

Balloon control is very convenient. Only from the second delivery I realized that it is possible to give acceleration from below so that the balloon accelerates upwards.

It's just not yet fully understood how the numbers on the card correlate with damage and defense (or the number of attacks and damage...). It would be nice to inform the player about this. It would be nice to display damage numbers so that the player understands how errors in his delivery affected the battle. Number of attacks could be displayed like an incrementing combo HUD.

Would love to see further development.

Final Delivery by PatateNouille 2023-05-03T16:51:06Z

Wow, that was wonderful! Nice little quest!

Everything looks nice. I like that little trend with paper drawings as a part of UI. A bit of UI feedback. I thought it was some interaction with doors and volume. It turns out when you click with your mouse, volume has focus and presses of "A" and "D" changes volume. So, you should've turned off ui focusing :D Good usage of modern technologies aswell (I'm about generated voice lines). Nice humour, awesome dorime :D

Baby Juggling by BridgeOnAStick 2023-05-02T16:21:03Z

Awesome game! I really like some of the black humor in the game. A very simple and fun idea. When I realized that the game was giving me bonus points for twins, I really started to juggle and skip a few storks to get 2-3 babies for one stork. I would be glad if each time it wasn't just marked "Twins", but there would be some kind of multiplier.

This is a side idea: it would be interesting to have normal storks and some evil ones or something like that. Like bombs in Fruit Ninja keep you from cutting everything, so here it could be some kind of challenge to keep juggling them. Or they would drag the babies themselves, and you would have to take them away and give them to normal storks :D

Cool idea and its implementation, I really liked the game!

Cassie The Carrier Pidgeon by haselkern 2023-05-01T14:14:23Z

The game is really juicy!

I like strange ideas, and a pigeon with a machine gun, I think it's wonderful. Also, carrier piDgeon is some inteded pun or is it just a mistake? :D

I understand that you're sticking to a certain palette, but perhaps the enemies could be made to contrast with the buildings. Enemies are now merging with buildings, so I try to avoid them so that no one suddenly approaches.

A very nice compact game loop that is a pleasure to play.

I don't know what else to say, this is the first game where I really had fun and gave some 5 stars :D

Cassie The Carrier Pidgeon by haselkern 2023-05-01T16:02:11Z

@haselkern it's definitely has a fullscreen mode by default, I had it too. Also, strangely, I saw my desktop lower panel and the game below it. I'm saying just in case

Morse Deliverer by SurWeaver 2023-05-01T11:51:29Z

Whoops, sent review on the wrong page. Also, thanks to everyone for your kind words!

Morse Deliverer by SurWeaver 2023-05-01T13:15:42Z

@buni Thanks! It was a problem to even execute html-version in ldjam page. That's a resolution problem (outline really is a mess), it looks pretty nice at [itch.io-version](https://surweaver.itch.io/morse-deliverer)

Morse Deliverer by SurWeaver 2023-05-02T04:47:53Z

@candlesan thanks for your comment! That would be a neat detail! I made those spellings after eat sounds so I didn't think about it in that way at all. That's a good suggestion!

Morse Deliverer by SurWeaver 2023-05-03T04:15:45Z

Thanks for the feedback, @patatenouille! I completed the statistics of the latest in turn and did not write very well, I know about it, I should have included the total number of characters. It displays your collected number of characters and the number that would have been if you had not missed some of the characters. All levels are finite, I made a too long message, I didn’t manage to pass that level myself. It takes concentration for too long a period of time, that's for sure. Thanks for the tip about the url field on the itch page!

I thought about speeding up the run, but I wanted to be in time with all needed sounds and other things in Compo :D I'm glad you liked it!

Morse Deliverer by SurWeaver 2023-05-03T04:21:48Z

Thanks for playing, @whywhy! Agreed, the total number of words and characters should have been included. At the end of the jam, it was already squeezed out and somehow didn’t think about adding this :D It was worth adding more intermediate elements so that the player knew more data during the passage, and not just on the final screen. On the other hand, it's a runner, so it's quite dangerous to add some more distracting interface that can make you concentrate on the game process and make you lose or skip characters. Anyway, thanks for the feedback, it was helpful!

Purrfect Delivery by Mashiro 2023-05-07T13:33:35Z

This is a very cool game! At first, I considered for a very long time what is in the main menu. In the game itself, I was very attracted to virus pop-ups. However, in more difficult levels, they no longer amused, but annoyed, since in simpler levels, when skipping a turn, there is still some chance to correct the situation, in the last 2-3 levels this already leads to defeat, due to the large number of vehicles and dead-ends. The last levels involve long manipulations, which is why the level is not so much difficult as it takes a long time to complete them. They are long to go through, and all those errors at the end of the level with virus pop-ups no longer seem so funny. But I must say, the design is very good! It's just the kind of game that can get really pissed off, but they're really good.

Sometimes :x: button on the window doesn't work so I pressed many times to close the window. If the button would be bigger it could help to save the situation. I understand that virus popup windows have small close buttons, but all other windows have buttons of the same size. Closing worked for me only on pressing the upper left part of the button. It would be nice if the button worked over its entire surface. I had a fullscreen, which I somehow managed to do in the browser version by unchecking and rechecking the corresponding option.

Also, I would like to cancel directions on drivers. Like press left+right mouse buttons to make them go straight because sudden truck is appeared. You could make the trucks come smoothly from off-screen instead of suddenly appearing in the middle of a crossroads. Then a player with drivers at the edge of the level would not lose because of cars suddenly appearing.

Laughed from many moments in the game, memes are gold. Pull the development team out of the recycle bin and put it in "Favorites" folder :heart:

Its All in the Delivery by Glove 2023-05-09T10:27:37Z

Great game! The mechanics with callbacks are very cool. I went on my first date to the zoo and got ready for a session with the preschool's janitor. I also took a flamethrower on a date, and it was stolen from me next to the bookshelves. It's very funny even without game conventions :D

I would to see more stories to tell. It's a single player card game, it's great. I don't know the name of that non-single-player-game where you insert nouns but it was cool to play by myself! That's a nice palette for a game but I suppose comedian's neck is merging with the background because of small amount of colors. I'm saying just in case.

Awesome entry!

Безымянный.png

Delivery Dungeon by Buni 2023-05-01T12:07:35Z

Fun game! Really, really want to see what happens after defeating the boss, because he spams his projectiles and spawns enemies right on top of me, which kills me almost instantly.

It would be nice to have some timeout after getting hit, so that there was a chance to move away from the enemy, and not get damage in the next few frames. If it's there, it's better to make it more visible.

The first attempt I went through everything with absolutely no improvement. I saw that the game says you can upgrade at the truck, but no screen came up. The collision boxes for triggering certain things should be made bigger. Either at the truck or at the character himself who pulls in coins. Although in the second case you can increase the speed of pulling coins, because the waiting turns out to be quite long.

I understand that these are the limitations of the Compo, but it would be nice to have some elite enemies who would repeat something of the boss' actions on a small scale. You could see examples in The Binding of Isaac or Dead Cells. The latter example is even more illustrative, because the location in front of the boss is populated by an enemy repeating the enemy's movements, and the player will have time to get used to them, and it won't be a surprise for them anymore. It's not necessary for this game, it's for future projects ;)

I was a little confused at the beginning. I show up in the game and something is slowly coming at me. Only then I realized that they are coins, and they need to be collected. Better to do coin pulling in via Tween animation or some Lerp functions, so that it pulls up to the player in a specific amount of time at once.

In games with a camera at this angle, it is best to do a collision on the legs of the character, and not on the torso. Here we see the height of the character. Coins received above or below the character should be attracted to the legs, as they are on the floor, not at the level of the torso.

Don't think that I didn't like the game. I had really fun playing! Subsequent attempts with upgrades were quite fun to play. It's clear that there won't be so much balance, but it was interesting to upgrade the box regen to the maximum and the like.

That's a nice entry for Compo. It was entertaining!

Mt. Deliverest by QwillaK 2023-05-07T14:13:19Z

[RU] Мне понравилась ваша скалолазная игра) Таких есть достаточно, но мне нравится в вашей то, что управление более удобное в плане клика по нужному месту, мы получаем хороший контроль над персонажем.

Однако во время перемещения камеры лазание немного осложняется. Может, сделать так, чтобы камера двигалась всегда, тогда у камеры были бы более медленные и плавные движения, и они бы так не мешали перемещению. Потому что более резкие и дальние перемещения камеры на экран выше слишком сбивают, и игроку приходится ждать, пока оно не завершится. А так - мог бы быть не такой прерывистый геймплей из-за камеры. Но это всё нужно, конечно, проверять.

Обидно, что уровни так внезапно оканчиваются. На середине и в конце уровня можно было бы прилепить сверху какой-нибудь спрайт с укрытием или вершиной горы, чтобы предварительно обозначать этот момент, а не резко обрывать геймплей. Я бы очень хотел бесконечный режим! Мне этого очень не хватает, этой игре он бы очень подошёл. Мне всё очень понравилось, спасибо за игру!

[EN] I liked your climbing game) There are enough of them, but what I like about yours is that the controls are more convenient in terms of clicking on the right place, we get good control over the character.

However, while moving the camera, climbing becomes a bit more difficult. Maybe make the camera move all the time, then the camera would have slower and smoother movements, and they would not interfere with movement so much. Because the faster and farther camera moves up the screen are too confusing, and the player has to wait until it completes. And so - there could be less intermittent gameplay due to the camera. But this all needs to be checked, of course.

It's sad the levels end so abruptly. In the middle and at the end of the level, it would be possible to stick some kind of sprite with a shelter or a mountain top on top to pre-mark this moment, and not abruptly cut off the gameplay. I would really like an endless mode! I really miss this, he would be very suitable for this game. I really liked it, thanks for the game!

DeliverPunch by skitefall 2023-05-09T09:07:07Z

I really liked the story. I expected an ending in the form of a heavily beaten PS5, which would be delivered to the main character :D

I really like the mechanics with different punches. The concept of a punch that resets the level is very epic :D

It was a little disturbing that sometimes the sprites are of different sizes. In pixel art, it's best not to scale individual images so that 1 pixel in one image isn't the size of 2+ pixels in another image (some people get really mad at this, it's worth considering). It was also worth turning off anti-aliasing for images that have it. It would have a good effect on the appearance of the game (it's pixel art, you blur the art itself :D).

Jumping to the next level and restarting with the truck covering the screen is a cool idea. It could be made part of the interface, not the game space. Then, when it passes, it would be fixed on the screen vertically and it would be impossible to run down from it in order to maintain a smooth transition.

During the game, I somehow forgot that the character can run. I accidentally held shift while running into the green "flow", and then my character finally began to overcome it. You could remind players of the possibility of running at the very level in which this mechanic appears. If there was a level where the passage is completely blocked by that green barricade, and the player could not get out in any other way, he would learn this mechanic faster.

Pretty challenging levels, it was fun to play!

Beat Boxes by PonyGirlLuna 2023-05-07T10:48:41Z

I really like the idea and would like the game to be more accessible. Although the latency calibration really helped, and the next time I could hit all the boxes in some of all sequences.

Reminds me of an old PS One game: Harry Potter and the Chamber of Secrets. There were several mini-games in the genre of rhythm games (I suppose we can name it like that). One of them is to catch the pipes that the ghost throws in the box. There was 3 positions where a pipe can fall. And we had two inputs, left and right buttons. When we release all direction buttons it fastly returns to center position. I suggest you could limit mouse control to make it more accessible. Or make some in-game entity that would react to some of mouse movements. It interupted me when I swipe a box to wrong side, it hits another box, reverse swipe make a row of box become a bunch of box. Sequence of boxes with the same direction is hard to pass because you need to return it to initial position but the next box would move in different direction, etc. If there would be some "thrower"-entity that would react to mouse and push to the same side where mouse moves and returns back and be ready for the next one it would be more controllable.

I remember "Trombone Champ", a curious game. It's a rythm (or I would say melody) game where your move your mouse up and down to change a trombone tone and press any key to play the instrument. I would suggest you to play, maybe it would give you some ideas to improve your experience.

Also, it would be clearer if you would write that we need to correctly position our mouse cursor and not just mouse movements. Because I thought that I just need to move my mouse in correct direction and not touch any boxes (yes, that's foolish of me, the game calls "Beat boxes"). That's cool and unusual but there are some common approaches in rythm games' design. And if you don't follow them you could warn your players about that more obvious.

I really liked the effects and simple design, the game is pretty juicy, I didn't want to say something bad. I wanted to say some useful things that you could improve. Thank you for your game!

P.S. Also, there one fun thing about UI. I had that when I left calibration menu when it prepared to calibrate.

Безымянный.png

LD57 — Depths

A Frog Can’t swim by Nicso 2025-04-09T15:55:23Z

Very vibey game, good presentation!

I would like more feedback from the game. I can see the fall, but when the projectile hits me, it is only visible on the game's HUD. Although I can say that the effect of reflecting projectiles with a sword is very juicy!

Bat outta Hell by hunttis 2025-04-26T00:28:31Z

I was really surprised with all that juiciness that you gave to your game :D First graphics were decent but particle effects added really much to it!

But then I see you've spend a good time on boss design!

I really liked gameplay. It's like a platformer without platforms when it comes to the teleport skill. It was a bit inconsistent and it didn't teleport me sometimes when distance was not right, I guess? I still don't know the certain teleport radius because of different wall thickness. It felt like it depends on a bat speed. Also because of shooting only horizontally and bat was only animated flying right or left I thought I can't teleport vertically. Maybe there you can add more readability so every skill will be more intuitive :thinking:

There was a impossibility of killing an eye enemy with triple shot when he was hidden in a vertical corridor and I had not enough distance for shot to split it to three.

At first I evaded enemies and flied to a level end but then I realized that I need to kill everyone in the level, it doesn't quite look like the bat wants to run away, but rather like it wants to kill everyone in hell, like doomguy :D

I loved your boss design! You have small mechanics but you were able to manage to adapt a boss to it so you need to use them right, really smart! Not only that, their mechanics and their look are really awesome! Shooting teeth, shooting through barriers, shooting even 🤘, that's fun :D

The Depths of Madness by Amolker 2025-04-14T13:00:58Z

Great game, you have a well-coordinated team!

The visuals are very good, the style of the characters reminds me of Stoneshard.

The gameplay loop is quite fun and requires close attention, but because of this I basically did not have time to look at the indicators in the upper left part of the screen. Actually, it turns out I didn’t need them :D

But it was really fun anyway! I like map and world obstacle correlation, looks really curious! Really creative :thumbsup:

Crust Busters by ectucker1 2025-04-09T12:23:43Z

I really liked a concept of getting more speed by correctly pacing yourself (i.e. attacking opponents and evading obstacles). Got first place by waiting for opponents to attack them :D It's exciting to have such a risk-reward system! I bring closer defeat and winning, wow :D

Really fun racing game!

Hollowspire by simex 2025-04-21T14:04:51Z

That's a really cool entry! That game was a nice and curious experience.

It would be better if miners won't chase after dropped equipment that they already have. It was really tough to equip miners well because really fast miners prevent others to be that fast as well. Also, when there's only few blocks that already occupied by miners other won't pick up any equipment though they are free from digging.

That was all troubles that I had. Otherwise, I have only positive impressions. The style of the characters reminds me of the inhabitants of Stacklands. Final screen had some really cool effects :D Well done!!

Chthonic Cacophony by PureGarlic 2025-04-12T07:12:27Z

I still can't get past the eighth dialogue, but I'm sooooo curious about what's in the depths :D Even though it's a background cutscene, the depth and difficulty increase are felt pretty good!

The game has a fun and simple dialogue mechanic, addictive as a clicker game :D

Although I would like the "hitboxes" of the words to be a little bigger in size, so that I can hit them normally when the dialogues are already 4-5 words long, otherwise I don't have time to read them, and I don't have time to hit them with the cursor :D

The animations, sounds, and appearance of the game (and the cursor too) are very well suited to each other and everything looks very stylish! Gorgeous entry!

Wyatt & I by Untitled Studios 2025-04-26T01:02:35Z

I really liked your chess piece changing mechanics, it was really good! Paper look of the game really sells it, looks nice! I'm not English native so it was a bit tough to listen without subtitles :sweat_smile: Nice entry!

Nine to Five Nightmare by RelicTooth 2025-04-13T08:29:13Z

That's a really cute game! Visuals create a good style for the game.

I like those smooth animations and the whole game cycle, pretty good!

Turtles All The Way Down by VerttiXPertti 2025-04-12T12:38:51Z

Managed to get a 6th place (at this moment) in the leaderboard :D Yaaay!

That's a really fun game! Reverse doodle jump is a nice touch on the theme. Didn't read any tutorials and it's really good that your game could be understood without reading pretty much!

Also found a bug, really big, took a third of a screen, really cool :DDD

Deepsweeper by dan-whiffing 2025-04-12T07:50:48Z

Excellent execution of minesweeper! My brain was boiling from transferring the 2D minesweeper decision patterns to 3D :D It's nice that all the usual combinations like revealing by number and flag on LMB and RMB still worked. Also a good idea with a spear to remove unpleasant 50/50 segments.

However, it lacks a quick restart of the current difficulty in case of an imminent loss at the beginning, when you just reveal the field.

The soundtrack and sounds are very pleasant, the minimalist design is very good!

P.S. I really liked the detail with the loss if you step on a mine :D

The OPERATOR by Tomtomgome 2025-04-12T12:20:08Z

That's a top 1 game for me *-*

I loved to play a role of an operator in Lethal Company. And that's a really cool implementation of that!

I ran into a softlocking bug when my squad doesn't listen to my commands (they went to a wrong direction, different from my coordinate queue). I hope it is fixed in a post-jam version (Didn't have time to check it out, spent around 30-40 min playing this, he-he). But I'll definitely play it later! I would love to see updates for this.

I really like a narration from a squad describing where are they now. Crystal caves, vines, dangerous creatures, etc. It's really comfy to hear all those dangers and interesting places from such a comfy place :D There was one funny thing when they passed a crystal cave then run into a dead end, returned and talk about crystal cave again as they have a fish memory :D

Memorial screen with a digital candle is a fun detail :DD Love your game, good luck to you all!

GoldenDepth by Bassilij 2025-04-12T13:21:10Z

The atmosphere and sounds of the game are pretty good!

There's a bit too much physics in the game though :D Usually in first-person games, the character's camera isn't rotated if something pushes him away, it's better to lock the rotation so that you control it yourself. Especially if it happened because of physics pushing away objects.

I liked the presence of jellyfish as an indicator of where to look for gold, it's a really good trick.

GOLDLOVING STONEHATING IDOL by SurWeaver 2025-04-10T03:25:54Z

@dinosaur065 original idea had a dude running into stones and crushing it and you had limited charges to crush them else he would fell unconscious :D It was easier to do it like how it is now.

Thanks for suggestions! Thank you and everyone else for kind words!

GOLDLOVING STONEHATING IDOL by SurWeaver 2025-04-10T08:13:47Z

@hatmajaster there's a hidden bonus level near the end of the game ;)

Those animations of going inside walls and out are planned limitations so it would be easier and faster to do than checking collisions before animation end, but I'll certainly change it in a post-jam update!

I think we can do something more with the combo system. I would like to have juiciness from arcade games and some mindful puzzles!

GOLDLOVING STONEHATING IDOL by SurWeaver 2025-04-11T12:07:02Z

@bjornstenlund

I totally understand your point of view! I will definitely consider it and try a similar approach. It is quite logical when the game character is bright enough (white Baba on a black background), but here we play as a stone crushing other stones :D We need to contrast it. Well, usually stones are shown stronger in a darker color (although if these were some crystals, they could be made brighter, i.e. maybe we will break through some diamond). I don't know why but intuitively it feels stronger than a light version of a stone.

With light and shadow we can definitely experiment in the future, light and increasing darkening of each next level was invented towards the end of development :D

Another interesting detail - I wanted to make exits from the level only outside the borders, that is, we always break through the stone to the game window. Then I thought about making a pit as an obstacle, as a result I realized that the transition beyond the level boundary and the pit do literally the same thing, so I optimized it and combined it into one to speed up development :D

The door is a good idea, in fact, so primitive, obviously, but for some reason we did not think to do it this way, we got too carried away, apparently, hehe

Thank you for your suggestions!!!

GOLDLOVING STONEHATING IDOL by SurWeaver 2025-04-11T12:08:34Z

@buni It's always a struggle to make a normal tutorial without words (or just less words). I always end up having a ton of text at the menu or a first level :D

GOLDLOVING STONEHATING IDOL by SurWeaver 2025-04-11T12:17:43Z

@dylan-shumway, thank you for your kind words! Wanted to balance the puzzle game with a bit of "visual candy", if you can call it that :D

GOLDLOVING STONEHATING IDOL by SurWeaver 2025-04-12T12:59:59Z

@verttixpertti @smugsman totally agree with you about more clever puzzles. I had some ideas on different levels and messed up some of them. For example, I totally messed up a level where you have a single blue stone that you need to crush in order to get to the left half of the level. Earlier it was not necessary to crush and was a part of solving a puzzle. And by blocking path around the stone it erased all the thinking :sweat_smile: Also, I didn't introduce to the mechanic of hidden walls, there's a passage to the bonus level at the last puzzle level hidden behind a wall :sweat_smile: That's a first serious attempt at puzzles for me so I need to work on this more, surely!

I would gladly accommodate your needs in a further update! Thank you!

GOLDLOVING STONEHATING IDOL by SurWeaver 2025-04-12T13:01:43Z

@bassilij I explained in my comment above that it was my fault for not introducing you, the players, to the hidden wall mechanics. If you have time, you can explore the last level for anything hidden! Anyway, thanks for playing!

GOLDLOVING STONEHATING IDOL by SurWeaver 2025-04-12T18:53:41Z

@yiraa I share your wish :D It will definitely be done!

GOLDLOVING STONEHATING IDOL by SurWeaver 2025-04-18T00:44:51Z

@darefus Thanks! Glad you liked it!

Voyage au centre de la Terre by xpoho 2025-04-15T12:47:51Z

Очень милая игра! Внезапный Аксель позабавил :D Можно было бы ещё озвучки дяди с этим голосом, довольно неплохо))

Хотелось бы побольше геймплея, но, я так понимаю, вы сделали игру до некоего логического завершения)

Чтобы начать игру, пришлось глянуть в описание игры, т.к. не привык видеть подтверждением клавишу Z) Можно было бы сделать классические нажатия мышкой, как на кнопку, лучше предугадывать то, что скорее всего пользователь будет нажимать или делать, когда увидит стандартные интерфейсные элементы.

Но так, неплохая entry, молодец)

Dark Ness by Soul Grinder 2025-04-09T14:29:47Z

I liked the game! It's really nice that the game has several mini-games with a plot twist. At first I thought I did something wrong when I saw the "game over" screen :D

Very cool solo entry!

Asteroid Miner by hatmajaster 2025-04-10T15:06:23Z

Interesting and challenging game! I would like more feedback from receiving damage. Also, the game would not hurt if the character in a jump did not hit the ceiling at the corner, but slid and jumped up.

If you stay on a level (planet) for a long time, then a lot of enemies will spawn, it is very difficult to return to the ship, although you can say that this is a difficulty curve, and you should not stay on planets :D Not bad world generation, if it is really procedural generation!

Also, a very good style and pixel art!

Depthshifter by Buni 2025-04-12T06:05:02Z

Cool game! I really liked that you need to change the dimension dynamically sometimes (while jumping). The puzzles are very interesting and make you think before you perform movements!

I really wanted to play on the controller, it's sad that the right stick doesn't work.

I completed the whole game, there was a good moment with the fact that in the last level you need to go through some segments in 3D. It's just that at first I thought for a long time that I couldn't find the right angle to move correctly in 2D mode.

In 3D mode, you don't really feel the depth, so you have to turn the camera to move to the side.

I also encountered a couple of bugs in the last level (or maybe it was just unobvious behavior).

Two jumps before the top of the tree, there is a segment where there are 2 platforms that turn into one in 2D mode. I thought that I could make a safe transition: go to 3D mode, rotate the camera 180 degrees (so that I end up on the platform farthest from the camera), go to 2D, then back to 3D so that I end up on the front (i.e. adjacent) platform, but unfortunately, this did not happen.

It was also not very obvious that collisions would push the pink cube out so that it would not be hidden behind stone blocks in 2D mode.

But I really liked your idea and its execution! Wonderful!

i have no clothes and i must clean by robobarbie 2025-04-14T13:36:03Z

Very funny game! Theme, humor, visuals, everything is top notch!

My eyes are dry from the intensity of the gameplay :D I blinked intensely when characters spoke. It would also be nice if the line could be changed to the next one by clicking, since I am not a native English speaker, it is hard for me to read and translate lines that change so quickly.

However, I really enjoyed the gameplay, it is very cool!

P.S. Great customization of the legs! :D P.P.S. Great sound effect of hair growing :DD

Voidbound by Nef1k 2025-04-12T08:12:33Z

This is a nice game! The visuals are good and everything fits together well, it's nice!

It would be nice if the diagonal movement of the character followed the tileset guides (that is, if the diagonal line goes up one pixel and to the side by two, then the character should do the same).

Very good dungeon generation. I like the height of the walls at half the height of the character. This gives the idea that these are walls, and does not block the view.

If spells fall repeatedly, then it would be possible to multiply the power of the existing spell, instead of saving up a bunch of copies.

Also, enemies kill very quickly. If the player takes damage upon touch, then with prolonged touch he should not die instantly. It would be nice to reduce the player's health at a slower rate :D

Overall, a good jam game, well done!

Too Fishy by Jo Bettaque 2025-04-09T14:17:59Z

Interesting execution of the theme! The visual design of the game and the UI design are very good and go well together! This is a jam game, I would like to try all the mechanics as soon as possible, since earning money, diving into the depths are very long, and this makes the gameplay drag on.

Although it is very cool that you thought out a system for consistently receiving all the ship enhancements.

The Quota by ArkansasLover 2025-04-12T14:16:23Z

Your game is very cool and tough, it's done very cool! Pickaxe hits feel very heavy, slow turns, it has a very good effect on immersion. Not to mention the visuals and sounds :D It's done just great in any case, but it's nice that all the elements of the game complement each other and give a very good combination!

I already told one game that it is top 1, but now for me you both are in first place according to all criteria :D It's done just great, you are all breathtaking!! :D

60 Seconds Dundeon by Nor1h_l1zard 2025-04-09T13:03:36Z

It's very nice to see a 3D game on jam!

The game lacks feedback when I press the corresponding buttons.

It would also be possible to use QE and AD to somehow associate it with the usual WASD. It was difficult to differ directions horizontally and vertically (I need to watch on the trace rather than object we see).

The animations are very good, but I would like to see more of them by moving the QTE icons to the bottom of the screen, because I look at the icons, and then at least I will see the actions taking place in the background.

Awesome title :D (Privet zemlyakam!)

Into The Abyss by Constance 2025-04-10T14:24:33Z

All the elements are made quite simply, but together it turns out to be a really good game!

Because the camera is constantly moving, and the character can stay in place, the player needs to follow the character with the cursor. It would be really cool to have an alternative to digging relative to the character. For example, like in The Binding of Isaac, we have WASD for walking and arrows for shooting. It would be nice to make an alternative input for digging in the form of several keys on the keyboard responsible for directional digging, or a second stick on the gamepad (if there is gamepad support, of course).

Due to physics, the character flies up a lot on corners and due to the rules of the game, I lost after breaking the box with healing, because I was on this box and after destruction I flew up due to physics.

But the game is very fun! A good entry for a jam, I would like to see the next iteration!

Rejection by Loka 2025-04-09T15:37:37Z

A very cool game with a nice message!

The game is minimalistic, but because of this, everything is done competently and polished. The sections with the movement of platforms depending on the position of the player character in space are gorgeously made. Everything moves symmetrically (as it seems to me), but the path to the door is still defined, and it is one (I think).

The sounds are pleasant and appropriate!

It was only difficult to watch because of the game's resolution. I think it would be possible to upscale the game and make a full screen.

However, in any case, everything is done very competently! This is a very good entry!

The Magical Abyss by AxolotlUwU 2025-04-09T13:34:33Z

Мне очень понравилась анимация "бесконтрольной" стрельбы по врагам :D Ощущается хороший импакт, хотя не хватило обратной связи при получении урона. Так, в обучении рывку я думал, что избежал урона, сделав рывок через шипы, но меня задамажило. Исчезновение персонажа выглядело интуитивно как "я не получу урон", но он прилетел :D

Неплохая музыка. Очень много локаций, хотелось бы разрушаемости объектов типа бочек или ящиков :D Также очень хорошо бы улучшили ощущение игры правильные коллизии персонажа и окружающих объектов. Так, мы не можем зайти за деревья и другие объекты, где видно, что за ними есть пустое пространство.

Стиль игры хороший, видно, что много внимания было уделено графике)

MindDive by Tikotey 2025-04-09T13:54:01Z

Very funny game! Plus for memes, Boo, ispugalsa :D

It was a bit hard to get used to the camera rotation speed, I would like settings for this.

The music is very suitable for the game, the intro and menu are made very stylishly.

Dig Deeper by tomas88a 2025-04-09T13:20:59Z

This is a really cool game!

I really like the revision of the Papers Please concept, although I would really like to spend more time in archeology, although I understand that a jam game should have some kind of challenge :D

Images, sound, gameplay - everything is done at a very competent level, you have a very cool presentation!

Shelter from the Blight by Yiraa 2025-04-13T08:59:47Z

This is a very interesting idea, and I would like to see a version of a full implementation of all this!

I could not advance further than the first depth, but it seems to me that it would be possible to create some alternative sources of resources. Because when you lose the surface, you lose access to the reproduction of wood, and the player cannot build 2 of 3 underground buildings because of this.

But I really like the idea of ​​​​a city-building game, where you lose old buildings with and build new ones in a new place, migrating from danger.

Visually, I lacked feedback on obtaining resources, losing a layer, and also did not quite understand at the beginning where you CAN place buildings. The game says that I can not place a building here, and at first I think that I am putting it somewhere wrong, but in fact I do not have enough resources. Also in the description of lumberjack it was written to put it next to the forest. I poked around the forest until I realized that you need to put it right on the forest (because we usually don't cut down the forest to put a lumberjack there at the beginning, but put it next to it). You can see examples in Warcraft, Age of Darkness.

This is very cool, I would like to see a continuation of your idea!

Depth of your Thoughts by mauzart 2025-04-10T14:36:36Z

Interesting execution of the theme!

House Rules by engoneer 2025-04-10T17:21:46Z

This was the most stylish game I played at this jam :D When I saw this lady on the screenshot, I was a little scared to launch the game :D It took me a few tries to understand the principles of the game, since the text disappears very quickly for me, confirmation by clicking the mouse would have fixed the tutorial section, although it does set some vibes: it feels like the lady needs to play, and she needs to quickly explain the rules to you and not wait for a long time :D I would really like to play in Windows, Godot also stretches well (it would be possible to enable the fullscreen setting on itch, at the moment it works great. I can’t select cards with the mouse after the lady calls for the second round, so I have to restart the page.

The relevance of the theme is not felt so much, but in fact, during the game I completely forgot about the fact that the topic is “depth”, and was more immersed in the game :D

The music and sounds are very suitable for the game, and these weak screams (in soundtrack) feel really cool!

Deep Truth by Emily C 2025-04-12T04:06:12Z

A very interesting concept of the game, as if instead of throwing dice in Disco Elysium they added falling to depth in order to get the most twisted thought :D

I really like the change between a calm conversation and such abstract action.

Unfortunately, because of the camera it is not always obvious whether you will crash into an obstacle or not. It would also be nice to increase the size of the first aid kits to pick them up for sure.

I don't know what could be done, but the tunnels that I need to go through to increase the depth of a thought block the visibility of what is further, and this, on the contrary, interferes with the progression of the flight. Perhaps it is possible to distance the obstacles from each other, since sometimes they are very close in height to each other, and due to visibility, this imposes additional complexity.

I can say that the game has a very good balanced game loop. And the visuals in the bar give the right mood and attitude to what will be said by one of its inhabitants :D A cool deep game!

Deep Truth by Emily C 2025-04-12T07:05:31Z

@bananplyte I completely agree :D The difficulty is basically quite good, so that it feels challenging and doesn't feel too easy. You need to have some kind of challenge so that the player gets to know the game and its mechanics properly.