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| Timestamp | Since previous | Game | Gardenovena's comment | |
|---|---|---|---|---|
| Oct 5 02:00:35 | Phemie's Fable | ♥ 2 | Graphics are ADORABLE!!! Seriously, I am a sucker for cute little dragons, this one reminds me of a plushie I had as a kid so I'm sold. Music is lovely and well made! I loved the weapons, the sword was super satisfying because it kinda felt like I was sweeping the spirits like dustbunnies, Phemie's tidying up! I loved the mechanic overall, It reminded me of a fast-paced version of the mechanic in roguelites like Slay the Spire or Hades, where you have only a few choices between each level of what new tools to add to your repertoire. (I'm sure there's a better comparison out there, but my point is, I am a fan!) The only critique I have has already been mentioned. I agree that some sort of take-damage animation would help, perhaps also have the health bar blink when hit. There were some moments when I couldn't tell what enemy's hitbox damaged me, it was a bit harder to learn and react in that case. But certainly not the end of the world! As for the confusion another commenter mentioned about the weapon/stat swap—I was able to figure out that the weapons changed when the timer turned over and that the green box indicated which was chosen, but as I played, I think the pace was quick enough that it took a bit too long to glance away and check where the green outline was. Perhaps if the line was thicker, or it gave off some other visual cue (like pulsating), it would be easier to spot and refer to throughout play. But again, a pretty small detail! Overall, EXCELLENT! I love it, you all should be proud! | |
| Oct 6 03:47:34 | 25h 46m | RogueDungeon: A Deck Builder | ♥ 1 | Love the concept, and as others have said, it has a lot of potential if a bit more time was spent with it. I actually got pretty engrossed in the fast-paced decision making for awhile (until, I think the game got annoyed at me for trying to strategically go back and forth between rooms to smack some orcs, that it phased me into a wall for 3 turns and then errored-out. I probably deserved that for trying to be sneaky, ha ha). If you were to develop this further, I actually really liked having randomized cards for movement and having to plan my next maneuver quickly, so I don't think you should remove it or even deemphasize that part of it too much. It was exciting and suspenseful, there were times that I wanted to go down, but did not get a "down" movement card, so I had to strategize super quick for the second best solution. I agree with what davidtheginger said about not having an incentive to pick up/drop movement cards. When FastAndBlast mentioned separating movement and attack into different cards, I agree with your response to them in that regard, but it gave me an idea of how else this could be approached. Perhaps movement and all other card types could be separated into two different decks, sort of? Maybe with each draw, four of the cards are from a "movement deck" (or just randomly generated), and one or two cards are from a special deck, which would contain potions or other buffs. Additionally or alternatively, you could have a feature like Slay the Spire's relics, which are separate from cards and act passively, so you can focus on playing movement cards from turn to turn. Everything I just wrote was just random garbage I thought up here at nearly midnight, they might not really work, but my point is, I had a lot of fun playing this and I think you have some options, were you to tinker with it further! Huge congrats for getting all of this done on your own in such a time restraint, cheers! Here is the fun error, in case you are interested: RogueDungeon Error.png |
| Oct 7 02:17:58 | 22h 30m | Dragua | ♥ 1 | I really loved it!! Other people have already had great ideas in so far as criticism (re: hitboxes, controls, ways to improve weapons). Additionally, I thought the music was lovely, I only wish it was a bit longer before looping, I really like the instrument you used. Someone mentioned it being a bit disappointing when chests dropped the machete or the scythe a lot when you already had it. This is something a lot of games tend to do, so, not the end of the world to me. However, perhaps a way to make it a bit more satisfying would be to have the chests drop a spark if it detects the player already has one of those in their inventory. I definitely think you should still be able to pick up multiple teleports, those were life savers! 😅 Overall, super fun jam game, kudos! |
| Oct 7 02:53:57 | 35m 59s | It's balling time | ♥ 1 | I think this is a pretty interesting concept and has potential to be tweaked and expanded. I quite liked the idea of throwing in different-shaped "balls", like with the hexagon, and while the gravity mode was indeed frustrating at times, I think I liked having to adapt how I predicted where the ball would go on the fly. The most frustrating moments, I noticed, stemmed from when current modes interacted with previous modes. For instance, I got the ball caught going straight up and down on the edge, until I reset, twice. Additionally, I once had gravity activate, and right when it switched to the next mode, it was accelerating at a very, very slight upward angle—meaning that it was bouncing between the walls, away from the paddle, gaining altitude very slowly. It took 4 cycles (so about 40 seconds) before it drifted to my final brick. 😭 I know this can technically happen with the other modes, but since the gravity mode often ends with such small bounces, I imagine it happens more often. With some tinkering (perhaps more tinkering than a 72hr jam would allow, to be fair), perhaps you could find ways to polish these out with programmatic solutions (i.e, perhaps during gravity mode, give the paddle a bit of a trampoline effect, to give it just a little upward-oomph); I also would be interested in seeing more shapes, like a triangle, maybe? Though that might be pure chaos! 😅 I also appreciated the offer of extra lives, that is super kind and I love it when jams include forgiving stuff like that. Overall, nice concept, and kudos for the completing with a solo team! Always super impressive. Cheers! |