Guestbook

Oliver_day

April 8th 2025

I liked the exploration and the pipe puzzles were interesting & very satisfying to solve.

A few minor problems: It wasn't completely clear to me where to stand to solve the pipe puzzles and it took me a while to realize that all the fish were enemies and that you have to jump before swimming (though that might just be me). I also ran into a bug where I got hit by a fish while I was standing on a rock and got stuck in the rock?

Mrs.wheelsx

April 8th 2025

Chronicles of MArmo.png Got stuck in the mesh here. lvl 4, I think... But good game! Easy to pick up and play. Always a plus in my personal book ;P Thanks! See you in October?

Wheelsx

April 8th 2025

Those seahorses are quick

Wouter52

April 8th 2025

@oliver-day Thanks for the feedback! You are the first player, I was pretty surprised when I opened the highscore table to erase my testresults and your name popped up (~15 minutes after submission). That was an awesome feeling

It's great that you liked the puzzles. It was a bit of an experiment to make them into the gameworld itself, which turned out pretty neat if you ask me :-) It's not really explained how to do the puzzles, I hope the yellow platforms will bring out the curiosity of the player, like it eventually did for you :-)

The colissions are a bit wonky, I made it myself ๐Ÿ˜ I'm sorry you got stuck. In version 1.1 I made a reset key, so you can "unstuck" yourself. I also changed the introduction page above, to explain who to look out for. Is that more clear now? Future players will read that I hope :)

Wouter52

April 8th 2025

@mrs-wheelsx Great to see you again! Thanks for playing! And wouw, you played to level 4 ๐Ÿ˜„ Could you find out where to stand to solve the puzzles at first? I got some feedback that it was not that clear so I was curious what your experience was.

The colissions are a bit wonky, I made it myself grin Iโ€™m sorry you got stuck. In version 1.1 I made a reset key, so you can โ€œunstuckโ€ yourself.

In October I should be here again indeed!

Fupi

April 8th 2025

Yay!! What a fun little adventure! Simple controls, immediately understood. I'm very glad you kept that level music haha it's the mario underwater theme right? Like other people said, I also had some trouble with the physics, I didn't end up getting stuck but I kept walking inside floors and ceilings when coming at them from the side, sometimes I'd also see marbles spawning inside floors on unreachable areas, but mostly this was just straightforward fun!

Wouter52

April 8th 2025

@wheelsx Welcome back! Great to see you here! The seahorses are very quick indeed. After your comment I tried to talk myself into believing those are fast little critters in real life. After googling a bit I realized those are acctually one of the slowest moving sea creatures imaginalble. As in: even slower than snails ๐Ÿ˜†

So I created a backstory to explain! Mr. Marmo not only blew up the moon back in his day, he also emptied all of the world-supply of caffeine-powdered-coffee into the ocean. So, those poor sea horses are drugged with a caffeine overdose ๐Ÿ˜€

Lintfordpickle

April 8th 2025

I really enjoyed the game, and them music at the start of level 1 actually made with lol. As a few others mentioned, it took me a little while to realize that you need to stand on the stone blocks to start working the pipes - no biggy once you realize whats happening. I also got stuck a few times on a few tiles (but the 'R' key lets you reset, so again no problems really).

I love the animation/idea that the ocean drains down to the level of the pipe when you finish a level - I think the effect would have been perfect if the next level started from the last level drain position. Well done

Wouter52

April 8th 2025

@fupi ay Fupi! Really nice to see you here so early! I see that you are the first completing all seven levels ๐Ÿ˜„ Thanks for playing and your constructive feedback

It is indeed the mario underwater theme. During development I had a little orange mario character as a testing sprite. I also drew lots of inspiration from mario bros 1 for the swimming mechanics.

Great that you could instantly pick it up and play! Over the years I learned a bit what to explain and what to just leave up to the player to find out

The physics are a bit wonky indeed. I need to experiment for a bit to make sure the post-jam version won't have this problem. I suspect that this is going to annoy lots of players ๐Ÿ˜…

There are secret areas where you can enter to reach those marbles (I placed them by hand so I think you mean those). Those areas have a checked background

Wouter52

April 8th 2025

@lintfordpickle oh wouw you are quick! Thanks for playing! Glad the R-key worked as intended. Ofcource, it is not a real solution, I try to make a post jam version later where my home-made physics are a bit more ironed-out ๐Ÿ˜‡

Its nice to know that the stonebricks are found out eventually. I tried to make level 1 soft of a tutorial level :)

The animation of the sea draining was a few hours of work to make perfect. I thought it would be a core gameplay element, so it had to be spot-on. I love your idea of starting at the same level as the previous level! Altough, now you can play the levels out of order ๐Ÿค” That could open up some cool oppotunities, where some levels are too dark at the bottom, so you need to comlete another first to reach even deeper ๐Ÿ˜ (just thinking out loud here)

Skvader_418

April 8th 2025

I absolutely LOVED your game! The art was super cute and the gameplay was very addicting. I have only one issue. The hit detection was quite bad, I clipped trough walls often, but overall, I REALLY enjoyed it. The levels were well made, although I noticed alot of out of bounds pearls.

0X_VOID_X0

April 8th 2025

At this point I can recognize your games just by the art style ๐Ÿ˜„. This was fun to play, I got a good giggle out of the music and the puzzle element was engaging. I got stuck in the geometry at some point and couldn't keep going but it was fun while it lasted lol. My only complain is that the music doesn't loop so I'm given a piece of art and it's taken away from me too soon.

Nice work as usual!

Wouter52

April 9th 2025

Ay @skvader-418! Thanks for playing and the feedback! I have identified the problem with the colission system and I will correct it tonight or tomorrow. Believe it or not: the pearls are the problem, even if no pearls are near you. Something with spagetti-code ๐Ÿ˜

Did the outbound pearls appear in "hidden area's"? I made some hidden area's where the wall texture is checkered :) Thanks for the compliments! This was my first attempt of making some unique levels within a gamejam without using randomness. So it means a lot that you like the level designs!

Btw I watched your timelapse, I think it's awesome that you did that. I will try to do that too next time. How often did you take a screenshot?

Wouter52

April 9th 2025

@0x-void-x0, yeah it got's its classic wouter52 look all over it ๐Ÿ˜ The 1:1 aspect ratio, the "enter your alias screen" the exessive use of noise textures ๐Ÿ˜‡. Are there more things you can recognize my style by? I'd really like to know!

I'm glad you had fun! I'll be addressing the bug later today or tomorrow when I got time. I know hoe to fix it now after some sherlocking around. I'll update the code as v1.2, as I think this is important enough to fix without classifying it as a post-jam version. For transparancy I will do a deep dive-post about the inner workings of my home-made collision code and how I fixed it and why the pearls messed it up even if there are no pearls in the direct vicinity

As of the "art" haha, glad you had a good chuckle out of it ๐Ÿ˜ I think it works like chocolate: a little bit and you want more, a whole chocolatebar and you'll regret it. Sometimes the art is that you crave for more without getting some

Wouter52

April 9th 2025

Don't feel obligated to play again @fupi @wheelsx @0x-void-x0 @oliver-day @mrs-wheelsx @skvader-418 and @lintfordpickle , but I wanted to let you know that I fixed the colission system. Thanks for all of your feedback, it means a lot to me. I marked this clearly with version 1.2

Here is a post explaining how it worked and what went wrong if you're curious: https://ldjam.com/events/ludum-dare/57/the-chronicles-of-mr-marmo/mom-weve-got-colission-system-at-home

Skvader_418

April 10th 2025

@wouter52 It took a screenshot every 15 seconds, and then I used a program called "Shutter Encoder" to compile it all into a .mov format, and then I imported that into the video editor and exported it as mp4!

Oh and as for the secret areas, I didn't find any, or I have but I thought I just clipped trough the floor lol.

Wouter52

April 10th 2025

@skvader-418 I think the darker areas are really well hidden maybe ๐Ÿ˜ฎ, as the checkered pattern is black. A secret area looks like this in level one for instance :)

Screenshot (63).png

Kessel Nebula

April 11th 2025

This game made me feel so much nostalgia. It seems it belongs to the 16bit era (Genesis, Super Nintendo). Sometimes I thought WHERE IS THE FREAKING SINK ๐Ÿ˜‚! Really fun game. I've spent some time in it. Another cool feature is that is self host! Congratulations.

output.gif

CataclysmicKnight

April 11th 2025

When can I get that soundtrack on Spotify? Seriously though, this was super clever, very retro, and the start of every level made me SO HAPPY! I even showed my partner ๐Ÿ™Œ๐Ÿคฃ

This was such a clever blend of "water level" with puzzles that were genuinely interesting-yet-not-impossible and dodging enemies. Well done!

And I'm fourth place right now whoooooooooo!

DeadByDeath

April 12th 2025

Very nice game. I loved the dududu music at the start of each level ๐Ÿ˜„ Good job!

Wouter52

April 12th 2025

@kessel-nebula thanks for the big compliments! I think 16-bit is not a style that is often pursuit here. Although, I did not specificly design with that in mind The sink is sometimes pretty hidden indeed, Only consistancy: it's at the bottom of the level ๐Ÿ˜ Self hosting I think is fun, it gives me full control over every pixel on the users screen if I want to ๐Ÿ˜€

P.s. I love the GIF you made!

Wouter52

April 12th 2025

Ayy @cataclysmicknight, great to see you back! ๐Ÿ˜ƒ I suppose I can start a solo acapella group ๐Ÿค”๐Ÿ˜† I'm glad that it made you happy! I almost scrapped it as it was meant to be for development, I wanted to exchange it for something more serious at the end. But then Javascript decsided to crap its pants and lay down for about 1,5 hours when I found out that the Highscoretable would randomly not load the correct data. Never had that issue, but then again, I never had multiple highscoretables in one game before. Fixing that took my time away to make some "real" music. I'm glad it is this way, lots of people get a kick of of it

Congratz on your highscore!!!

Wouter52

April 12th 2025

@deadbydeath Thank you! I had fun making that soundtrack ๐Ÿ˜

Kr4ft3r

April 12th 2025

After a curious flop that was PEPE's wall of pride, Wouter is back big time and reunited with Lizz yaay, this game was lovely! The only complaint I can have is getting hopelessly stuck in a corner wall on levels 1 and 2, other than that this game is well beyond average of what a Ludum Dare entry can deliver.

It is a combination of collection, exploration, pipe dream-style puzzles, and a bit of a flappy bird that works very well. It must have taken quite some discipline and experience to program this without dying (or at least I wish you a speedy recovery if you did). It was exciting to realize from the very first level that what seemed to be a secret area is in fact one, promising further exploration opportunity throughout levels.

The graphics is enchanting, beautiful shapes and pastel-like colors, even the background which seems just a single-color gradient but features graininess that adds some magic.

Excellent work, thanks for making this.

Busisen

April 12th 2025

am I participating in the extinction of innocent sea animals?? ๐Ÿ˜ญ but man this is so well done, love the unique artstyle (and sound effects lol), fitting theme, crazy amount of levels for a weekend project. really enjoyed this one, intuitive and the pipe puzzles were weirdly satisfying to solve. nice submission!

CrozzY

April 12th 2025

I really liked this game โ€” itโ€™s fun, engaging, and visually appealing. The gameplay is smooth and keeps you interested, and the art style combined with the sound design creates a great atmosphere. Everything feels polished and thoughtfully made. I had a great time playing it and would definitely recommend it to others who enjoy well-crafted indie games. Very cool experience!

Tiar

April 12th 2025

Wow, it's really great! I liked the artstyle and the gameplay. I had a bit of trouble with controls - the jumps were very high and then slowly coming back down, which makes sense in that environment, but it was difficult to avoid the fish. Also in the second level you get spawned and end up on a level where a few seconds later you're killed because that's were the fish is swimming. Also I got stuck twice on the shallow water areas there (on the very left; I thought I'd be able to jump out of the water and I don't think I was?) and there were fish swimming there, too. And the idea for the time to stop when you fix the pipes is great, but I would also stop the water bubbles, otherwise it kinda still gives the feel of time not being stopped/slowed down? I only realized it later when observing the fish.

But it was quite a nice platformer concept (even sent it to my friend from outside of the game jam to test it out). Great job on your entry!

Lisek Gagatek

April 12th 2025

I love the music in this xd If only it was actually looping, that would be great, it's super funny.

The controls a bit too janky for me. You generally move very slowly, but get the "bursts" of speed when you jump. I've found it too inconsistent to have fun navigating the levels. If you just made the base character speed higher and lowered the sudden velocity gain, just to make it more consistent, I think it would really help.

7uc4s

April 12th 2025

Liked your game, was fun to play, and the music killed me ๐Ÿ˜‚

Just one thing, is that at the beginning I often spawned on a enemy and got almost insta-kill :(

Very nice otherwise ๐Ÿ‘

Wouter52

April 12th 2025

@kr4ft3r my friend, thank you so much! I must say, I think this one is a masterpiece. PEPE we won't talk about, at least my friend and I had fun that weekend ๐Ÿ˜ This one however, pfoeh. It was a lot of work indeed. The level design was somewhat of a easy job when all the systems were in place. When you go back in the nightlt builds in the link below, you can sorta see my workflow :) Each level was about 30 to 45 minutes of work I think. The first and the last being the most timeconsuming. As the first one functioned as a semi-tutorial style level.

I did not feel dead luckaly, I always take mondays and tuesdays off from work so I could sleep in :-) I'm glad you liked it! I was looking forward for your feedback! Its always so honest and I love that. You're not afraid to kick us in the butt for making a PEPE-game ๐Ÿ˜†

Between NIGHTLY_09 and NIGHTLY_10 I designed the levels. That is including cooking and eating lunch and dinner :-) https://wouter52.com/PROJECTS/LD57/NIGHTLY_BUILDS/

Wouter52

April 12th 2025

@busisen I think the crabs fled to your game haha Thanks for the big compliments! The as mentioned above, the levels where relatively easy to make. Although, my GF was like: whyyyyy are you making so many levels and I was like because there are seven seas! ๐Ÿ˜

Wouter52

April 12th 2025

@crozzy Thanks for the big compliments! That makes my day!

Wouter52

April 12th 2025

@tiar thanks for the clear and honest feedback! I will try to tweak the controls a bit if/when the post-jam version will come out.

The second level has a bit of a designproblem I think, you're not the first one that mentiones that. Luckaly it won't affect the highscore btw. If you die, everything is reset. Jumping out of the water is not supported in this game, as I had to make walking animation sprites and I did not want to do that ๐Ÿ˜

The stopping of time is a nice addition indeed, you can thank @lizz for that, she came with the suggestion. If you watch closely, the sea creatures make little Z-shaped bubbles when pausing, so signify that the're paused ๐Ÿ˜‡

Thanks for the big compliment! I think it is awesome that this game gets some players from outside of the LD community!

Wouter52

April 12th 2025

@lisek-gagatek Thanks for your feedback! I will try to tweak the controls a bit when/if the post-jam version comes out. I think its really nice that you provide a suggestion on how to make it better <3

Wouter52

April 12th 2025

@7uc4s Thanks!! Luckaly dying will reset the level and also the score. It won't affect the highscore at the end :-)

Wuppos

April 12th 2025

This was fun to play! I liked the mix of platform/swimming and puzzling. The also really the art! The bright colorscheme was very cozy and nice :D Of course the music was amazing, as others have mentioned XD

After a couple levels it did become a little repetitive, so I must admit that I did not make it to the later levels. That being said, it was fun while I played it :D Great submission!

Geckoo1337

April 13th 2025

This game is just amazing. It reminds me of my old MasterSystem Sega console - and especially a game on which I wasted my youth : Alex Kid In The Miracle World. I guess that it inspired you, no? The way you use the theme is clever. The mechanics work well as expected, and the graphics are gorgeous. This is one of my favorite entries for this 57th LudumDare session. You bring me so many good feelings - I totally forgot Alex Kid. Thank you for this entry, and for your comment about my own project. As usual, I wish you the best. I am happy to see that @lizz created Mr Marmo with you ++

BinaryPrinciple

April 13th 2025

Love it! The music! It feels right to move your character just the right amount of floaty, and the puzzles. Such a good balance! It made me want to play more! I think you can expand this into an interesting indie release.

Wouter52

April 13th 2025

@geckoo1337 I have been googling around a bit for the game you're referring to. I can see the resemblance indeed. I'm happy to hear that you got some fun childhood memories back because of it ๐Ÿ˜„ My inspiration was more the Super Mario Underwater levels. Hence the 'music', which is an enhanced version of the original ๐Ÿ˜†

This is one of my favorite entries for this 57th LudumDare session.

That is a big compliment, and I thank you for that! @lizz is a good influence indeed, she helped a lot researching some facts about the seven seas and she play tested a lot ๐Ÿ˜„


@wuppos Thank you! I must say: I never was really conscious about color-theory in this game. I only made critical object bright colors to make them stand out in the depths of the ocean ๐Ÿ˜ I know what you mean about repetitiveness, especially as the levels go deeper and deeper. At the moment I don't really know how to fix that. Do you have suggestions?


@binaryprinciple Thank you so much! I was thinking about some expansions, but I don't want it to get stale. Also, I want to upgrade the underlaying code before I'll do that :)

Outstar

April 13th 2025

I really enjoyed the pipe minigame, that was fun! Finding pearls was a cool added feature, although I think it would be nicer to promote the highscore leaderboard a bit more (maybe directly in the main menu?) so we can understand early why we're doing this (gamification of the competitiveness :D). Loved the little audio bits, I wish they were longer! My main feedback is that sometimes it wasn't clear which objects were interactable and which were just visual clutter, like the little plants (?) triggering the puzzle to start - I stepped on many and didn't know which ones were the right ones to touch :) Overall, really nice job, fun that you coded it all in javascript!

Wouter52

April 13th 2025

@outstar thanks for playing! It was really interesting to actually see someone play the game. Putting the highscore somewhere visable instead of behind a button is a great idea. I'll try to do that next time

The puzzle is triggered by the yellow platforms that are in the area, maybe I should have made that clear in the first level. The plants are just there to be background graphics and to hide pearls and enemies sometimes :)

Thank you for playing and streaming!

Wuppos

April 13th 2025

@wouter52 Hmm, I guess the main reason it felt a bit repetitive for me were the controls/physics. Swimming is most of what you are doing all the time (besides solving the puzzles ofc, which I really liked), so I think the game would feel much better and less repetitive when the swimming is more satisfying. Maybe the speeds with which you go up and down could be played with a bit, or simply more 'juice' when swimming. Or perhaps a dive button with which you can go down faster? Maybe that would give a bit more interesting movement to play with while travelling from one pearl to the other.

I hope I am not being too critical! Those are just some thoughts I had, but I am by no means an expert. Just trying to learn alongside you :)

Wouter52

April 14th 2025

@wuppos no worries, I love your idea's! I love it when people are honest and give feedback about how to do it better. I will use this in the post-jam version, or at least in the next LD I will try and incorperate it into the form the game will take shape in then :-)

Adhvik

April 14th 2025

INSANELY GOOD GAME (ps i love the music)

Wouter52

April 14th 2025

Hi @adhvik! Thanks for your comment! What aspects did you find best? And are there things we could've done better to make it even more fun for you to play?

LeReveur

April 14th 2025

Except of the few times I got stuck in or near close to a rock because of the hitbox bug (and then I finally discovered that R teleports to the start without reinit of pearls and puzzles - nice idea!) ; and sometimes the unreacheable pearls (I'm not talking about secret tunnels, but sometimes few pearls appeared into a rock - f.ex. in one ground rock I could walk on, but obviously not into) ; this was a very fun time playing this game! I love the artworks, and the voice cover is just a good demo of that programer's art is not limited to graphics :P but still adds to the cuteness and uniqueness of this entry.
Very well done!

AweSkyBear

April 15th 2025

Such a cute little entry! It has its own very retro character! ^^ I like the graphics and the puzzles. I didn't immediately realize I need to use the mouse click (maybe a hotkey or a visual hint when I am near would suffice) but ones I did it made all sense!

I also like the entire chuu-chuu tracks / very nice :D and the coin-like marble grabbing. : ))

GJ!

Dis0rder

April 16th 2025

Gotta love your a capella -rendition of SMB's Water-stage music!

If you'll continue development perhaps you could go ahead and cover SMB3's and DKC's respective underwater-themes too? ๐Ÿ˜› ๐ŸŽต ๐Ÿšฐ


Appreciate you've coded the whole thing yourself! ๐Ÿ‘

Since you're a system programmer, I thought you might be interested in my tongue-in-cheek low-end CPU "benchmark-test."

(...which basically means I just happened to try your game on my ancient dumpster-hardware.)

OS: Lubuntu 20.04.6 LTS
Hardware: Intel(R) Core(TM)2 Duo CPU P8600 2.40 GHz, 4GB RAM, MCP89-GPU
Browser: Mozilla Firefox 136.0 (64-bit)

I noticed that the game slows down drastically in these three levels: 2,4,5.

My first thought was that it has something to do with the level-size or perhaps the "darkness/depth"-effect. But I think there must be something else to it?

If you want to optimize or feel otherwise intrigued you could try to find out what might be causing it. The levels 1,3,6,7 seemed to work "normally" in my user-experience.


As for the gameplay I don't have much to add what others haven't already pointed out before.

I like the way you've combined puzzles and platforming. The rotation-puzzles are fun and easy to solve even though they seem daunting at the first glance.

The core-idea of draining the water could probably be innovated further; for example it would be interesting if the player could explore the drained level by jumping around. Designing levels with that approach would be a challenge in itself though, but just food for thought!

Wouter52

April 16th 2025

@dis0rder Thank you for your in depth performance testing! To be honest, I'm not sure what is causing those slowdowns. I have been poking through the leveldata to try and figure out what could cause this.

The code that determines the darkness of the rendering is calculated every gametick and is based on the diffrence between the water level and the Y position of the player. So that should be a constant between levels.

The amount of pearls, plants and enemies change each level, however: I can't find significant variations between the amounts. I have to debug myself on one of my potatoe pc's to find the root cause.

The idea of exploring after draining crossed my mind, it could be very interesting to try that in a post-jam version maybe ๐Ÿค” Although, now there is a clear finish, so I have to think about how that should work maybe. Someone else had another idea: start the next level at the drainlevel where the previous ended. That way one could play with diffrent play-orders :)

Thanks again! That was really interesting and I apreciate your time and effort.


@lereveur so great to see you here! Thank you for your kind and honest feedback! Indeed, programmer art can be so much more than only graphics ๐Ÿ˜


@aweskybear Thanks for your feedback! I tried making clear that the mouse can be used to put a little indicator at the top left of the screen. Where would you expect such a thing? Above the player maybe?