obrigado
Some-Antics
Creator of
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I liked the ambiance that the lighting and sound design gave.
I didn't like how long it took to get to the good part; basically the driving to the cave and walking through most of the cave was dull. Give me more things to do / learn on the way to the main event.
It definitely got me pretty scared (granted I get unsettled pretty easily). I hate to admit that I had to psych myself up to jump into the hole at the end. Overall, pretty good entry, great work. I hope you get your 20 by the deadline.
Super cool and interesting. It's great to see a story-focused entry. I liked the music and the lighting. The feeling of wanting to learn more, whatever you call that, it was pretty spot on for me. I will say, I wanted to be able to click on more things to interact with them, or just have more things to do while swimming around. Also, I found that rather than clicked to continue the dialog, it would seem like the conversation was over, but when I tried to move away, I would suddenly be in the conversation again. Not sure if that's a bug or just how it ended up working, but yeah. :)
Anyways, solid entry. I enjoyed it.
Addictive progression system, good art style. The random cave generation felt very natural and organic. And there's enough variety to not become boring too quickly.
Some feedback: Firstly, I wish I could have purchased bombs. Secondly, I would have liked to know the breakdown of how much each mineable item sold for, so that I could prioritize which ores to go after. Lastly, I don't know if I just didn't find it in a chest or something, but an upgradeable flashlight would have been a welcome addition.
All in all, great game.
One of the coolest interpretations of "Dive Deeper" that I've seen. Great game. Tons of content to play for only a weeks worth of time. I understood fairly quickly what the game was trying to teach me. Graphics were great and cohesive. Just really polished overall. The only thing I wish it had was some sound effects to add some juice to the insults. Other than that, amazing job.
I liked the concept, the graphics and the relaxing vibes. However, it was pretty boring as the game-play boiled down to clicking every few seconds. I also had several strokes where I was sure that I had clicked right when I was supposed to, but it said I was late. idk. Anyways, great job getting a game finished in one week!
Great game! I wish I could aim the projectile to give myself a little breathing room with all the enemies, especially in the beginning. Also more visual/audio feedback is needed when taking damage or damaging enemies. On the positive side, stellar job on the art; the sketch / hand-drawn style is really unique. The music is cool, and just in general the idea of diving deeper to get upgrades is a good one.
Man, what a great little game! The only feedback I have is that I just wanted to play more of it. You did an amazing job introducing new mechanics in a way that I knew immediately what was going on. The writing was funny and clever. The art was adorable and cohesive. All around one of the best games I've played this Jam.
Wow, what a solid entry. One thing I will say though, is that it is way too easy to just cheese almost everything with the 2 ranged characters, since the enemies don't notice you until you attack or get close. But that is my only real gripe with the game. The music sucked me in and made me feel very cool. The character attack animations were super well done. The amount of content along with the level of polish is pretty astounding. Great work.
First, some suggestions. 1) Make the collision boxes of the everything a little smaller than the actual sprite, and make the timing a little less tight, so that when the player gets hit, they don't look like the got cheated. 2) When making sprites for your game, make your character at the scale you like, and then while making the other assets, keep the player in the same file for comparison. That way, your pixel art won't be at different scales.
Now, some praise. Congrats on making a complete game in a week! Your content felt just the right length. Your difficulty curve was well done, and even though it was a little difficult, the levels were nice and short, so I didn't have to start a huge section over again. You did a great job introducing mechanics 1 at a time. And the boss fight at the end was a great surprise.
Dang, who new simple arithmetic could stress me out so much? What a creative concept! I did feel like the game moved a little fast sometimes; often, the levels would just solve themselves before I was even able to take in what the goal number was. But altogether, what a great package! Simple to understand and control, great animations and sound design.
I'm not super into horror games, but I found this one pretty interesting. I really like the simplicity of the idea. The crunchy sound effects were *very effective at getting me when I died. It took me a minute to understand what adjusting the movement speed did. (I just kept dying immediately over and over till I got it). So maybe adding more of an explanation for that, or some more obvious form of feedback. But other than that, I liked it enough to keep playing it over and over again.
It's really hard to come up with feedback for this one. Everything is just so well put together. I would say the combat mechanics could use a little balancing. After getting the explosion power, I found out I could just spam it and I wouldn't have to move.
Other than that it was great. So rare to see a complete, 3d, fun, highly polished game made in a week, with narrative and voice acting to boot. Hats off.
Really great sound design. Pretty unbelievable how good it is. Also, the graphics and atmosphere in general is really well done. For me, the "tasks" you do as the inspector just feel like padding. So I would suggest fleshing those out a little more to make them feel more real, rather than just a reason to get the player out of the elevator. But seriously though, props for the great game.
Wow, what a cool concept. I really like "Hades" and "Crypt of the Necrodancer", so this was a fun find for me. Finding where the beat fell was pretty difficult, and so sometimes I would just sit there until one of my inputs lined up and I could move/attack; after a few minutes I got better at it though. Also I was able to walk right past Cerberus for some reason.
I really liked the unique paper-cut-out look to the sprites, the music, and wholly cow, voice acting in a game jam game?! Great work.
I really liked the mechanics that changed as you go deeper; great use of the theme. I loved the flash light, and the juicy effects like the bubble trail. I wish we would have had the idea to add that to our game. The progression was a little slow at the beginning. But overall, one of the best game's I've played so far this Jam.
Biggest flaw in my opinion is the lack of any feedback when hitting enemies; I actually didn't know they could be damaged until I got bored and was randomly shooting around with the uzi . Even a quick sound effect would have done wonders.
Great job overall. Music was great. Fit the aesthetic, and made me feel cool. I liked the movement speed upgrade as well.