Get to the bottom by jk5000 2025-04-07T07:07:17Z
Very intuitive gameplay. Love the music
Foon → Ludum Dare Explorer → Users → thisyc
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | DungeonDescent | compo | 171 | 3.38 | 3.60 | 3.17 | 2.43 | 2.59 | 2.61 | 2.37 | 2.78 |
Very intuitive gameplay. Love the music
Simple and effective! If only I'm better at shooters( Your game feels very complete, and I like what's going on in the background with the animals lol. My only suggestion would be some reward for multiple hits in a row? I think that could be an incentive for people to keep playing. Overall good job!
Spooky, immersive, definitely nailed the atmosphere. My suggestion would be to balance towards the more forgiving side for early, and more challenging for later. On my first three runs maybe, I just died to enemies that came out of nowhere. As a sucker for roguelikes (my entry is also a roguelike), I appreciate the opportunity for builds and would like to see more upgrades if you keep working on this. Overall well done!
I like the retro visual, the camera shake. This is really well made. I think your decorations are fine in terms of being misunderstood as collectibles, the only thing I thought was a collectible was chest. The other ones are great additions to already good visuals. Gameplay wise I couldn't finish the game unfortunately, the difficulty is a bit too steep for me in terms of controls, but I was totally vibing with this in the duration I played. Well done!
Best looking game... Amazing visuals and really immersive. I like the indirect controls.
Solid survivor-like entry. I think it could benefit a lot from adding animations to enemies and more enemies. I agree that it is a bit slow at start but once I got shotgun it felt like a completely different game. Well done!
Fun game! Surprisingly hard as well, I'm usually good at this control. I think I would appreciate some directions because sometimes I'm just wandering around. The thank you screen is heartfelt, I love it.
Very polished, and the concept, visuals and audio just clicked! Good job getting all of those done in two days! I do think the gameplay is lacking a bit, after a while the game felt more or less reptitive. If you wish to keep working on this (please do), I would suggest maybe different events (mini-games) happening above the drill.
I dig the art style a lot. Amazing job getting all this done in a game jam.
The art is absolutely stunning...The soundtrack and sound effects as well. OMG how did this get made in game jam. Well done doesn't cut it, I am seriously impressed.
Nicely done! The art, sound design come together and I really like the atmosphere you are creating. The beginning is a bit slow, but once I got into the story it became really fun!
The art is amazing. Difficulty is a bit high for me as well. My only criticism is sometimes it is hard for me to tell what objects are destroyable/needs to be jumped over/just background. I know you have a red outline but it can be hard to see when moving fast. Overall I had fun!
Nailed it. Such a good concept, falling on a platform - in no other platformer will this kill you, but it totally works in your game and fits the theme super well. You clearly know your level design, everything feels natural. I have to say 10/10 for me even though it made me so mad. descend.png
I left a review here yesterday but rage quitted. Today I come back and beat the game. death.pngfinish.pngIt wasn't easy, but I did it. Congrats again on such a simple idea so well executed!
Pretty sick environment, animation and feedback. Amazing that you can pull this off in two days, well done! My suggestion would be a different game mode, as others have pointed out the fish catching right now is more coincidental than something I am actively trying to do, maybe something that rewards players more for doing those sick movements that you clearly put a lot of effort into, or just tying fish catching with the control more. In any case I really dig the groove and enjoyed doing those tricks and dives a lot. Great job!
Nice little maze game!
I think for this kind of game to work, you would need really good visual and audio feedback, and that is hard for a 2-day game jam, but you really nailed it. It is very tight, trippy and addictive. Vibing with this. Good job!
Good job! The graphics and animation look amazing. Sneaking on enemies is satisfying and this time the moles are doing all the whacking. I had the same issue with @liquid that hitbox is just a bit unpredictable. Other than that I have no bad things to say. Well done! You get a thumbs up from me. Screenshot 2025-04-08 183655.png
Very creative. Great job capturing the theme and conveying depth. I don't mind the collectibles, but if you want to challenge players more, I would go down the path of 3D space puzzles (more unbreakable platforms) with levels that have fewer solutions, or maybe even just a single solution. In any case, I'm not a fan of the heights and I think you communicated depth really well in this game that it scares me a little. Well done!
Cool game, nice upgrade loop, and the fact that this was made with your own game engine makes it even cooler!
Simple and effective. Well done! I think you really nailed the music and aesthetics and they played a big part in making the game addictive. It does still become rather repetitive after a while, though. My suggestion would be progressing the difficulty as it goes on. I think you do have more drops when score is higher, but maybe play around with different drops with different mechanics? In any case I enjoyed it.climb.png
Nice chaotic fun! I think it has a lot of potential in roguelike territory. Troops can add different modifiers to the game. I liked it
I wanted to not suck but failed. Very cute game with great take on the theme and seamless integration into tower defense. And to me, you captured the addictive formula of tower defense really well! All the plants are well-designed with some simple but satisfying synergies. Graphics and sound effects are cute and come together with the game nicely. My only suggestion is a small user experience thing, when I'm holding a plant and clicking on a dropped coin, if the coin happens to be on a vacant spot, I ended up placing the plant there, which is not necessarily what I wanted to do. Other than that I have no suggestions and will actually stop writing this review now and go back to play some more!antz.png
Nice, it's simple, it's mood, it's zen. The sonar is such a nice touch. I would suggest having a completely dark section so it's more challenging, but I also don't think difficulty is the point of this game. Well done!sonar.png
Well done. The mechanics of typing shouldn't make sense for the theme, but you made it work. I love the music and sound effects as well!hole1.png
Hey this is really cool and cozy. In terms of your goal - delivering a fun game, definitely nailed it! Core loop is intuitive and each session is short that I always wanted to play more. Harpooning multiple fish in one shot is very satisfying. You played my game, and as a sucker for roguelikes I would love to see more mods on the harpoon or even new kinds of 'weapons'. Well done!
Cool concept. I laughed out loud at the pokemon battle with the script. Well done!
The music is so fire.. Fun game! The bouncing DVD is my favorite. I wish my Pandora's box bar carries over to the next level ((( I was saving them and had almost 4 bars when level ended.
Really clever approach to the theme and bullet hell games. I gave it a couple tries and couldn't get past Wave 3.. I never had problems telling which layer the enemies or myself are on, but it was a bit hard for me to tell which layers the projectiles are on, so there's this inconsistency of 'why didn't this hurt me'. Other than that I have no complaints, solid gameplay and I had a lot of fun playing. Great job getting all the effects done in two days!
Well done! Smooth game feel, cute graphics & sound feedback. A short but sweet experience. Congrats on your Compo submission!
The visuals is amazing. I am a fellow roguelike lover and still exploring builds in this game. It also reminds me of a game called Magic Tower. The try again button on web build doesn't work for me either.
Funny concept, simple and fun gameplay with amazing visuals. Nicely done!
Fun little puzzle game! I spent a good 20 minutes on this and near the end my brain is programmed to think exactly like the AI lol. My suggestions would be to play around with more mechanics like laser gun and cracked rocks. A portal, maybe? Also, some current levels can be beaten with rocks leftover. I finished one with 7 rocks left! I wish there is a hard mode that asks for optimized solution only. Overall very fun experience, good visuals, I liked it alot. Good job!depth.pngthank_you.png
Cool concept. I am a sucker for roguelike (my entry is also a roguelike) and platformers so definitely vibing with this. Visuals and UI look amazing. Well done pulling this off in 2 days. I would want steel boots to be default but your call. Maybe I'm just bad. My only suggestion would be mapping shop options to keyboard instead of using mouse to select. Since I am always playing the game with my keyboard it felt kinda unnatural and disruptive to take one hand off to buy upgrades. Overall I really enjoyed it!
Great, a game that makes me hate myself. I hate myself for loving this. It did surprise me that, in the short time I played I actually got better, a lot. I thought for sure I couldn't get past the four steps in a row near the beginning. Well done! And well done, me!pogo.png but after dropping here from either side 5 times in a row, I am taking a break before rage got the better of me...maybe another time. 10/10 silly platformer.
Such a fun and intuitive take on the theme! Sadly I have been playing for a while and couldn't get past 1000m.. I really enjoy the music as well, even the bit that plays on death :D Well done!
Nice game loop. Chasing down enemies reminds me of hunting Koalefant in Don't Starve if you know what I'm talking about. Well done!
Nice approach to the theme and I dig the minimalist art style! Game was really challenging for me I couldn't get past 45.. Great job with the procedural generation, each game is different and I ended up replaying many times to explore different level setup. Really impressive work. Well done!
How the heck do people get over 100 points?? The moment it clicked for me what the gameplay was, I laughed. My god my arm hurts from playing this game, and as an extremely unorganized person, this game is very relatable. I think with some goofy music and sound feedback your game will feel even more chaoticly fun. In any case I enjoyed it a lot! Well done!boxes.png
Such a funny game, the graphics, the submarine's movement, the miscellaneous items under the sea, the music and the getting hit part all made me laugh. Simple idea well executed Weixin Screenshot_20250407040027.png
Goofy game (I mean it in the best way possible). Does remind me of Getting Over It with both controls and goofiness, I laughed and could not finish first level.
Good twist on minesweeper. May be my favorite Compo entry so far. I can see an entire roguelike game built on this! I may borrow your idea if I ever make that game haha. My only criticism is having to read through a lot of text to grasp how the game is played (and still a bit confused at the start of level 2 to be honest), definitely iterate on tutorials imo. I would appreciate if you allow players to restart on the same level but your call. Well done!
wow, really solid entry. Amazing that you got so much done in two days (a two-game-in-one as well!). I loved the visuals, the different attack mods. the boss fight was really challenging since it's hitless. My only issue is I kept wanting to jump with space key and I would've preferred using a controller over keyboard for platforming, but those aren't really issues if you keep working on this (please do). Well done!satan.png
Nice chill game. Some VA-11 Hall-A vibes. I appreciate your effort in writing the dialogues and I enjoyed reading them. Well done!
This is such a neat idea! I enjoyed the mechanics of carefully maneuvering both myself and the rocks! My only suggestion would be, on a bigger monitor and going full screen, it is pretty hard to keep track of the stability meter in the corner of the screen. I would consider moving it to somewhere more obvious, it can maybe be a transparent overlay in the middle? but that's just my thought. Really solid entry and it took me a couple of tries but I made it in 212 days! It got really intense near the end. Well done!
ooh nice atmosphere, and I dig the minimalist approach. I honestly don't know what I can suggest to make it better, you nailed what you wanted to deliver perfectly. Well done!Screenshot 2025-04-08 154200.png
mmm excellent twist on tetris and combining it with platforming! 10/10 innovation. I do wish the platforming section can be more challenging, taking advantage of our rectangular-shaped character, but still really really unique entry, I love it.
It's crazy you were able to pull this off in 48 hours. The graphics look amazing (probably the best I've seen in this event), reminds me of balatro, inscryption and buckshot roulette, all of which my favoriotes. I was playing on web build and I think the buy button in rabbit hole isn't working, also I'm sure someone's already mentioned it that some clubs cards are read as hearts in the game. Nothing you can't fix in a quick patch, seriously impressive entry. I hope you keep working on this and add more depth to the gameplay!
This is a very unique entry. You have created a beautiful experience. I love the art direction, how puzzles are integrated into the story, and the life story itself. It is peaceful, chill, and zen. I would've liked an actual ending to the story and I'm sure if given more time you could've made one and written even more. Still, really impressive work for two days with all the art and animation!
Thank you all so much for playing! @thisisspy I am sorry about the UI bug. I had a hotfix that addressed this issue. It was due to my incorrect build settings. And I'm glad you liked it and got far in a higher difficulty! @toppervideogames Sorry about the display issue! I had a hotfix that addressed both resolution and tiles overlapping issues. I'm happy you had fun with this and congrats on the OP build! @chiyeon Thanks for playing! As mentioned before the UI bugs have been hotfixed. @sypiac Thank you! I do intend to keep working on this in the future and turn up the difficulty a notch. @javasaurus Thank you for mentioning Balatro and Binding of Isaac, both my absolute favorites. The UI bug has been hotfixed. I completely agree that difficulty should be more tuned, but that is in the future. Have a good time! @polymathld Thank you for the suggestion on tutorials! I agree, what you said is exactly what I planned on doing if had more time. Too bad I was panicking and just tried to get everything submitted near the end ( The tiles getting stuck on top of each other bug has been hotfixed. Thanks for spending time playing through the whole game! Have a good time!
@googlypoo thanks for liking it and all the kind words! I do plan on iterating the tutorials a bit, maybe a demonstration animation at the beginning.
@sharploaded I'm glad you also loved Dungeon Raid! I've always wanted to create my own version, more builds and mechanics I didn't see in the original. Congrats on finishing highest difficulty! Yeah there was just no time to tune the difficulty for the duration of the Compo, but definitely I will make the game harder and add more stuff, probably make it endless! Have a good time!
@matt-giuca Thank you for playing! I completely agree that balance needs work, and skull's progression should be better over time. I think once it gets done, players will be forced to try to understand how mechanics and synergies work or they just lose the game. Thanks for the feedback!
@gdmage Thank you for playing and the feedback! Yup, while randomness is a core part to roguelike games, I do want player actions to be meaningful and that they have to be contemplating each move to do well. I will be tuning difficulty, randomness and add more skill-based builds in the future. Have a good time!
@dywanix Thank you so much!
@psychomonster Thanks so much for playing and congrats on breaking my game with your broken builds! Balance definitely needs work, I see that you guys want some real challenge. I appreciate that you want to play beyond 100 turns, I will keep working on this and make endless mode. Sorry about the wonky UI, do you mind letting me know which build you were running and what your screen resolution was?
@jtap Thanks for playing and liking it!
@frib Thanks for giving it a couple of tries. I really appreciate it. Regarding win conditions, I didn't have a lot of time to playtest and tune the difficulty (there's the Compo for you), but I do plan to design the curve better in the future, so that the pressure is kept on for as long as it can, and player actions in later turns will still be meaningful. I'm glad you found it satisfying to play, have a good time!
@conradoclark Thanks so much for playing and giving feedback! Congrats on breaking my game with your build. Crystal Ball will definitely get nerfed in the next gameplay patch, so enjoy it while it lasts :) And yes I will keep working on this, designing more skills, synergies and elite enemies! Have a good time!
@thomas-bringer Thank you so much for playing and congrats on your huge combos! I'm glad you found it interesting and felt good. As for presentation stuff, it is mainly a Compo time limit and me not being an artist thing. It is my first time doing the Compo and I had to push myself to create all the visuals stuff in such a short time. In any case I do plan to polish the game quite a bit in the future. Thanks again for playing and your honest review!
@thomas-bringer Thanks! I mean I do have experience with Unity engine and game developing in general yes, but the Compo format is completely new territory for me and I'm glad I did it and shared with all of you! You can (and should) rate the game as it is. Have a good time!
@johncoffee Thanks for playing! Yes the enemies grow stronger by the turn so players should definitely aim for huge combos (get as much resource in a turn as they can). I do agree that the current tutorial is lacking a lot of the details, it was a very last minute addition as I was running out of time. I am glad you enjoyed it and thanks for the honest review!
@onngd Thanks for playing and congrats on beating the game!
@gargantuan-janitor Thank you! Yes like I mentioned I always wanted to create my own version of that game. I think Ludum Dare Compo is a great way of pushing me to do it and get some feedback. Thanks for the honest review. I will keep working on this project and aim for more depth. Have a good time!
@catusfelony Thanks for playing and liking it! Nice chain you got there! I will keep working on this and you can follow me on itch for when I release an updated version, which will look nicer and have even more mechanics, skills, elite enemies and so on! Sorry about forgetting to add a restart button haha. I was panicking too much near the end of 48 hours that I forgot to make one. Have a good time!
@michellef Thanks for playing multiple times! Oof, and congrats on the broken stats. I will keep working on this project, both content-wise and visually, stay tuned! Have a good time!
@freamdev I also loved that game back in the day and what you are saying means a lot to me. Thank you, I will definitely keep working on this and polish it up. Have a good time!
@busisen Thank you for playing! Yeah definitely I will work on the presentation stuff more, and now that I realized you made that crab game - one of the first games I tried in this event and I kept coming back to it - I loved that game! It was too hard for me though so I kept restarting for a good start :) Anyways thanks again for playing and the feedback. Have a good time! Oof and congrats on breaking my game! Some of the broken builds may get fixed in the future and some may not. I mean that's part of the fun with roguelikes right?
@whateverdat Thank you for playing, and I definitely will! Have a good time!
@busisen The "mm" sound was my own voice recorded with laptop mic and processed in Audacity. Seemed like the quickest solution. I'm glad you enjoyed it haha.
@talif-moor Thanks for playing, and congrats on being the first one (I think) to finish the coins build! In terms of enemy scaling, it definitely needs more tuning, and I do plan on adding elite enemies in the future. Regardless, no scaling curve will be able to catch up with your build, congratulations! As I said, I made this keeping in mind that part of the fun in roguelikes is broken builds. There will always be some in my game, I may delete a few, tune a few, add a few more, but if you successfully pulled one off, break the game and enjoy your well-deserved victory. That being said, 55 coins per tile does seem too much and I'm pretty sure I will be adjusting this. Thank you so so much for spending time playing and the feedback. As always, have a good time!
@oxnh Thanks for playing and beating the game! Yeah harder difficulties would help, and difficulty is going to be a long term tuning thing (as I add more content) that I just couldn't finish within the Compo. Thank you for the tips on art side of things. I'm no artist and the Compo is the first time where I had to create all the visuals elements in such a short time, so I appreciate the advice!
@blue-pin-studio Wow thank you! I really loved your game!
@vladimperator Thank you for playing! I will keep working on this and release the full version when I'm done. Stay tuned, and have a good time!
@grid96 Thank you for playing, and for acknowleding the small quality of life thing! Have a good time!
@wisstopher Thanks so much for playing my game! I'm not 100% happy with a lot of the difficulty/balancing stuff in this jam version, will definitely keep iterating in the future! Have a good time!
@xpoho Thanks for playing and breaking my game with your imba combo! Haha I found out about this one a day after submission. It will get fixed in the future, but there will be more imba combos to come! I will allow them, just make them harder to achieve, because that's part of the fun! OMG thank you for the music, it is so fire. I never would have thought, and I'm a little speechless.. I will find a place in my game for it. It is such an amazing gesture, thank you my friend. I hope you also keep working on your game! Include more sections of the novel and keep up that humor! Have a good time!
@nyxkn Thanks so much for playing! Congrats on breaking my game! I made this keeping in mind that part of the fun in roguelikes, and what made games like balatro, binding of Isaac outstanding, is broken builds. There will always be some in my game. I may tune them in the sense that they become harder to complete, but if you pulled one off, break the game all you want and enjoy a well-deserved victory. I apologize for the UI experience, I do intend to keep working on presentation stuff and release this game later! Have a good time!
@notnasiul Thanks so much for playing! Yes I will keep working on this project :D
@holysparks Thank you for playing!
@gdman Thank you! There will definitely be an endless mode in the future.
@gdman I want to begin by saying absolutely no need to apologize, as I very much appreciate you taking the time writing the feedback helping me make the game better! Now, the short answer is I might've overscoped for Compo (always the case), and left no time to tune balance/difficulty stuff. I do acknowledge a lot of the stuff you are saying, specifically: 1. default upgrade option is too strong, agreed 2. dynamic damage display: yes I will do it, I mean I already have it in the code to display that 'X' overlay on skulls, I don't know why I didn't do it lol 3. World + Crystal Ball breaks the game, yes Crystal Ball definitely will be nerfed. 4. popups: I will have to look into those and probably rewrite the control flow, ugh 5. There is no explicit description for what magic potions do, mainly to avoid lengthy skill description 6. You can cancel your move by backtracking, hovering one tile back at a time. I believe it is an ideal solution for on touch?
Again, thanks so much for writing this, and for making valid points. Have a good time!
@mamboman Thanks for playing! I'm sorry there weren't enough swords for you. I'm pretty sure I will adjust the tiles generation algorithm :D
@oeuegha Thanks for playing!
@egor-iv Thanks! I really like the art on your game!
@dovodx Thanks for playing! I agree that difficulty and enemy spawning both could use some tuning. I do plan to add elite enemies in the future so that kind of aligns with 'fewer, stronger enemies' you mentioned. Have a good time!
I had fun, but wish there's an ending other than dying (maybe there is I'm just not good enough?) Congrats on your first game! I wouldn't have been able to tell, this is well made, and the music is fire. I appreciate your effort in making this! I do not appreciate you trolling me every time I accidentally run into something, though.
@onngd No worries you are good. I did smile when you trolled, it was a nice touch. I was kidding before, maybe it was hard to convey through typed words. Congrats again on your submission! I enjoyed it.
Solid entry. Multiple hits with one harpoon is satisfying. The addictive upgrade loop works perfectly for your concept. Good job!
I like the aesthetics, the vibe. I do think that for this kind of game to be appealing, you would need better writing and more context. My other suggestion would be to have a speed up time button or have the player just go to next day when they finished reading. A lot of times I'm not sure what else I can do when I already finish the dialogues. Congratulations on your first game! It looks polished.
hahaha theme, humor, mood easily 5/5, not even debatable. I completely lost it at the sudoku. Gotta be the most unique entry I see from the event
The feedback for shooting is really good and I love the visuals! The moment I found out how the submarine moves, I laughed. You clearly know your level design as well. But man, control is very tough for me, I know how to get through the level in my brain but my hands just couldn't do it.. Great work for two days!
Really unique take on the theme! This game is so cute - gameplay, theme, music and cat meowing all comes together nicely. I honestly have no suggestions. Well done! cat.png the Cafe Terrace at Night one took me forever...