Foon → Ludum Dare Explorer → LD55 → Feedback comment stats → andrewkennedy
Feedback comments for LD55
andrewkennedy's games and stats for all events →
| Timestamp | Since previous | Game | andrewkennedy's comment | |
|---|---|---|---|---|
| Apr 15 03:22:28 | Summonpalooza | ♥ 2 | I'm also picking up the final fantasy vibes. The music is good! The UI could have used some more clarity. Even after reading the game description here, it wasn't super intuitive what I was doing. After I played around and defeated my first boss, I got the hang of it. Also I think there's a bug when trying to summon multiple things at a time - it cancels anything in the queue and only summons the last thing clicked on. | |
| Apr 15 03:45:36 | 23m 08s | Phasebound | ♥ 1 | IMO, the game was at its best in the levels where the blocks appear or disappear depending on if they're in the tunnel. There are really some clever levels in the back half of the game - I think you could introduce those earlier. Just a bit of feedback for the graphics - the transparent layers of the background + parallax really do the artwork a disservice. A solid background would be easier on the eyes and help with the signal-to-noise ratio. Maybe something to add in the Accessibility menu in the future. I feel like someone was really wanting the "Tunnels" theme to win :) |
| Apr 15 03:52:46 | 7m 10s | Summonfactory | ♥ 1 | Glad to have the signs - there was a lot of to do, and it helped to not get overwhelmed. Resource gathering with a laser is something I want more of in games! I, too, had difficulty figuring out what the goal was. Once I figured out how to walk around and craft, it felt like that was all there was to do? PS - The tiled background on the itch page really clashes with the game itself - makes it kind of hard on the eyes. |
| Apr 15 04:02:18 | 9m 32s | Doe The Dragon | ♥ 1 | I like the concept - I feel like with a bit more polish it could be even greater. The momentum makes it pretty hard to be precise, and this game is all about precision platforming. I got up to 5 stars before I couldn't make it any higher. The control scheme was difficult on keyboard and mouse - it does feel like this would be better on a controller. |
| Apr 15 04:22:09 | 19m 51s | 12 Vengeful Ghosts | ♥ 1 | There were several times where I thought "wow I'm glad that level is over" and then level 12 happened :o. Unfortunately I couldn't beat it, but I had a ton of fun. It's cute, quirky, and fun. |
| Apr 15 04:29:32 | 7m 23s | Sorcerer's Steps | ♥ 3 | Hah I love the pixely hands, it reminds me of early FPS games. I also agree that it's a bit easy being able to just summon a platform below me. |
| Apr 15 04:37:32 | 8m 00s | GATEWATCH | ♥ 3 | This was so cool, such a clever take on the theme. As a forever-DM, I've spent an awful lot of time pouring over character sheets, and I never get tired of it! Some feedback is that the frequent transition screens hurt the flow of the game for me- making them snappier would be a big improvement. |
| Apr 15 15:43:51 | 11h 06m | Sum on! | ♥ 2 | It was fun! I found the random numbers to be more hurtful than helpful, so once I started avoiding them, I could win pretty consistently. A point of feedback - I noticed that your movement range got longer the larger you get. That kind of means that the first person who gets a big number will always win, since they can gobble up all the big numbers to keep the advantage. It may give an extra layer of strategy if you were faster when smaller, but started slowing down the larger you got. Love the pun with the theme ;) |
| Apr 15 15:54:36 | 10m 45s | Ecaroh's Mecharoh | ♥ 2 | I got into the 50s a few times, but never managed to make it past that. My inclination was to protect the crystals generating power, but I realized that wasn't important. I did a lot better when I just clumped my helpers together and spammed all my electrons. Despite the difficulty, I had fun and played it a few times. If I were going to improve on something, I would say that skipping/ending the tutorial should give you full electrons. It's possible to just sit at the beginning and gather power when you're in the first step of the tutorial, so being able to skip those few seconds would be a nice touch. |
| Apr 15 16:03:03 | 8m 27s | inner vacant- | ♥ 1 | There's a lot to like here. The bold choice of the super wide aspect ratio worked nicely for the gameplay. The mouse wheel mechanic was unique, and it became a lot more challenging and engaging than I thought it might be. I agree with pres2300 that auto-walking would have been better. And since there was no downside to just holding R the whole time, I would think you could also scrap that input as well, and only need to focus on the scroll wheel. Or, for some more depth of strategy, you could limit the amount of time you can hold R, which would force you to play chicken with the timing of the enemy attack. Great work! |
| Apr 15 16:11:55 | 8m 52s | A Following Wind | ♥ 2 | This is really great for a first jam entry! Engagement starts to drop after the first few ships because the difficulty never really increases, so once you figure it out, it's a tough sell to keep playing. It would be neat if the amount of ships started increasing, or there were moving obstacles to avoid. Or even pirate ships that are in pursuit, which would make you have to change the course of one of them without affecting the other. The visuals from the screenshot drew me in, and I was not disappointed! The wind effect specifically was just really cool looking. The audio was simple, and effective. |
| Apr 15 16:23:26 | 11m 31s | IWANT | ♥ 2 | Honestly, you should have opted-in to the humor category just for the instructions! I screwed up badly my first time, because I didn't really grasp how to play, and I got my screen super cluttered up by moving pieces around unnecessarily. I feel like my next few attempts were more successful, although I never managed to level up. This was a really unique idea, and well-presented. The only thing that is hurting it is that the gameplay doesn't feel super intuitive unless you read the instructions. Some more variation on the pieces that were generated, and a slightly more uniform distribution of pieces would have made it even more engaging. Well done! |
| Apr 15 16:43:04 | 19m 38s | Tao | ♥ 3 | I really enjoyed this game. I mean, I know it comes with the territory when you're on PICO-8, but this really captured the feeling of the platformer games from the DOS era. It would have been helpfulif the summoned skull was a different color than the rest. A few times I killed myself because I forgot I was standing on the one I summoned. Luckily each level was small and easy enough to start over, but it was frustrating a few times when I was close to the end, and only died because I forgot which skull I had placed. The level design is excellent - I was hooked, and the only reason I stopped playing is that I couldn't, for the life of me, figure out how to get past this level: Screenshot 2024-04-15 093859.png |
| Apr 15 16:57:48 | 14m 44s | Devotion - A fairytale | ♥ 1 | Such a strong entry. The first game that I've played that _really_ made the theme a core part of its identiy. The walkthrough was helpful. I was so stuck after the knife because I didn't realize I could click on the stuff on the table. Once I understood that, the rest of the game was just the right level of difficulty. The length was perfect, too. It had enough content to feel like there was something to discover, but it didn't overstay its welcome. And great color palette choice! |
| Apr 15 17:08:55 | 11m 07s | Cosmic Misadventures | ♥ 2 | Yo, the intro cutscene immediately sucked me in - your art is great! This is an incredible amount of work for a compo entry. Building up each piece as you progress though the levels was satisfying. I ended up getting stuck after getting the snake piece and couldn't progress. It would be nice to be able to cheat with a level select just for the jam, because I really would like to see the rest of the cutscenes and other levels. Great job! |
| Apr 15 17:21:52 | 12m 57s | Pent8cle | ♥ 1 | The dichromatic color scheme works nicely, and the theme was well integrated. My only issue was that it was very difficult for me to think beyond one or two steps ahead, which made the game super hard for me: I wasn't able to get past level 5. I think an "undo" feature might have helped with the difficulty, without ruining what makes it fun. I enjoyed how simple and well-polished the game is. You understand how to play in about 2 seconds, and that made it super approachable. Great work! |
| Apr 15 17:35:15 | 13m 23s | LD55 - Hell Binder | ♥ 2 | Congrats on finishing your first "real" project in Godot! I'll echo the sentiments from MrWarranty - I died twice to the Necromancer without understanding why, only to realize that the green particle effects that I was standing in were his attacks - I thought it was something I needed to stand in to collect. A bit more visual clarify on that would have helped. Good work! |
| Apr 15 17:57:57 | 22m 42s | Accio! | ♥ 2 | I loved this - reminds me of Kye: https://en.wikipedia.org/wiki/Kye_(video_game) I got stuck on level 6 and had to skip it - I agree with PapriGames that it should have been the last level because it was by far the toughest. Including a level editor is truly above-and-beyond effort for a compo entry. Nice work! (PS: Bummer about the antivirus warning - my game does that as well.) |
| Apr 15 18:17:17 | 19m 20s | Stay Away From The Summoner | ♥ 2 | I think there's a good game loop here with some tweaks. I wasn't able to summon more than 1 mining demon, and it seemed like after a while he was gone, and I couldn't make another one? 300 did feel like too many crystals to collect, but I could see it being a lot of fun if you could spawn multiple demons to collect the resources, and keep summoning distractions to protect them. I occasionally had a bug where the mining minigame had the selection bar go off the left instead of bouncing back and forth: Untitled.png |
| Apr 15 18:50:10 | 32m 53s | Wrath of Elements | ♥ 1 | Nice work! I was stumped at the beginning trying to figure out how to gather resources, only to realize that I had started with several. The game looks and plays nice. I love having to pay close attention to the multicolor enemies in order to know which element to switch to. 2 nitpicks - first is that having to click on a small target to summon, while also looking at the center of the screen for the current element, made it tough to make decisions quickly. Maybe if the icon was overlaid over the summon portals themselves, your attention wouldn't be divided. The second is that I had a really good run going my second playthrough, and just suddenly died out of nowhere. I'm not sure what the reason was - maybe I touched an enemy? Some feedback on why you died would have helped. Screenshot 2024-04-15 114718.png |
| Apr 15 18:51:59 | 1m 49s | First Summon | ♥ 2 | It doesn't look like the game has been uploaded, was this intentional? |
| Apr 15 19:01:36 | 9m 37s | SUMMOGON | ♥ 2 | The voice over was outstanding - great quality audio capture, and a believable performance that came off as genuine. I found the first round to be way harder than the next 2 - the stair-step pattern read very obviously to me as the row, but I never quite grasped the symbols in the upper-left corner. I would perhaps recommend not locking the cards until they're all in the right spot. My first attempt I got a bunch wrong, and when resetting the board, I realized that the correct cards were locked in place. This made it really hard not to just drop each card in each spot, since it would guarantee that you would find the answer quickly. Well done! |
| Apr 15 19:13:27 | 11m 51s | Stars Align | ♥ 1 | Everything about this game is just really nicely polished. I really liked that the _distance_ to the pieces didn't matter, just the alignment did. It made it easy to get the general idea of how to solve a level immediately, but made it so you had to experiment a bit to figure out exactly where they go. Level 6 was really deceptive - it _looks_ easy, but was actually a bit of a head-scratcher. The pacing was good too. Awesome job! |
| Apr 15 19:23:56 | 10m 29s | The Klent | ♥ 2 | Loved it! The the gameplay was solid, and although there were just a few enemies, they offered a good variety of challenge. I loved the moment when I realized that the flying enemies would also work as platforms. I really don't have too many complaints. The biggest one is that the Atari-era graphics were working so well, that the crisp high-res text did a big disservice to the visual consistency. The horizontally-stretched checkerboard pattern also took me out of the moment a bit. There was a bug where getting hit by the first enemy in the game would leave him stuck to you, but wouldn't kill you until you jumped to leave and re-enter the hitbox. Screenshot 2024-04-15 121541.png |
| Apr 15 19:26:00 | 2m 04s | Virus destroyer | ♥ 0 | I'm not sure if I'm doing something wrong, but just right-clicking on the Camera Roll takes me to a level. And then before I can react, it looks like the level is over and you win automatically? |
| Apr 15 19:38:27 | 12m 27s | Summoner's Chess | ♥ 2 | This was really fun! I chuckled at several of the opponent names and descriptions, especially the bishops. I know this is a contentious rule in the hardcore checkers community, but being able to jump your own pieces for greater movement options would have really been cool, especially since you were up against greater and greater odds. My biggest complaint is that the enemy AI seemed pretty random a lot of the time. Often I would just charge recklessly into danger without getting my pieces captured, and this aggressive strategy worked a lot better than playing passively. I used the level select to try Level 9 several times, but was not nearly good enough to beat it. On my best honest attempt, I made it to level 5: Screenshot 2024-04-15 123339.png |
| Apr 15 19:45:20 | 6m 53s | Initiation | ♥ 1 | I struggled a bit to understand how to play. It was especially confusing that the enemies could walk through walls, but I couldn't. The gameplay was decent once you get the hang of it. I think the fast turn rate combined with the slower momentum-heavy walking made it feel a bit awkward to control. |
| Apr 15 21:21:50 | 1h 36m | Wrath of Wrathmus | ♥ 1 | Holy cow, amazing. It's your first game jam, are you kidding me?! This is the first game I've given 5 stars across the board. Not only does it have great gameplay and a solid theme tie-in, but as soon as you realize how the body parts change the boss behavior, it hooks you in and makes you really want to see all the combinations. The _only_ bit of advice for improvement I can think of is that more variety in the level layouts would have been nice. The middle section made me really have to think about the boss patterns and the way to approach it in the limited space that was given. I would have liked more of that. You should feel very proud of this entry. Outstanding work. |
| Apr 15 21:37:51 | 16m 01s | No one makes the Grand Warlock wait! | ♥ 2 | I was never able to find the demon I was looking for, but despite that I enjoyed myself. (A lifetime of playing Zelda and I'm still bad at bouncing projectile attacks back at them). A bit of enemy variety might have kept me on the hook longer. I really wanted to try to throw a defeated enemy back at a second enemy to see if that would hurt them, but never managed to do it. Overall I think the gameplay loop is solid. The donut-shaped arena felt like it was just the right size. I wish I was better at the game so I could have seen more of it! |
| Apr 15 21:45:51 | 8m 00s | Late Night Activity | ♥ 2 | I didn't quite understand what I was supposed to do the first time around, but I was able to get a 80% completion the second time. Pretty funny, and the controls of the character definitely felt drunk without being super frustrating. I did notice some weird physics when bouncing against some of the lightweight objects - it would occasionally send me reeling sideways quickly. FYI, you don't have any categories to vote on - is that intentional? |
| Apr 15 21:58:56 | 13m 05s | Chessummon | ♥ 2 | This was pretty good. I'm not sure if it was due to the randomness, but the first game I got absolutely destroyed, and the second game I won super easily. Solving the sliding piece puzzle in the corner during a real-time game is actually a great idea, because you're juggling multiple small tasks that aren't difficult by themselves, but become challenging when you're constantly task-switching. I think giving some reason to be more aggressive early on might help improve the game. During my second game, I sat there and just waited for the enemy to get close to my home row, then summoned pawns and instantly killed them. At that point, I had so many pieces on the board that the opponent couldn't do anything about it, and I won. |
| Apr 15 22:02:29 | 3m 33s | The Basis of All Creations | ♥ 1 | I'll applaud the bold choice to be experimental/confusing. Game jams are all about experimenting and getting outside your comfort zone! The posterized graphics is a nice look, and fit the moody theme of the game. |
| Apr 15 22:28:02 | 25m 33s | Demon Well | ♥ 1 | I loved the voice acting and the humor - you've got an obvious talent for this. Henrick especially was just genuinely solid work. Of all the humor, the "Look how long this cutscene is - I could have easily prevented this!" had me cracking up the most. And of course, the genre subversion of intentionally trying to die during an escort mission is quite clever. I tried the dynamite level (the third one?) over and over but couldn't figure out what to do after I had gathered the dynamite. Some more feedback about that would have been nice. I only advanced because I got hit accidentally - I was looking for a way to actually craft the explosive after collecting the ingredients. But I'm so glad I stuck through to the end because that final level was a thing of beauty. The acapella was wonderful, and using the enemies to solve platforming challenges was a great payoff. This is another one of the very few games I've given 5 stars across the board. Really good work! |
| Apr 15 22:57:19 | 29m 17s | CANDYMAN VS MEGACOPS | ♥ 3 | Alright, this was pretty funny, I dig it! The simplicity of the gameplay loop combined with some light competition really does have you going "just one more game, I can do better next time". One thing that I would have liked to see would have been collision between the two vans. Being able to push the opponent out of the way to grab some candy would have led to some great moments. Overall, pretty solid work, great job! |
| Apr 16 01:57:59 | 3h 00m | Faust | ♥ 5 | Clever take on the theme! I think the art was definitely your strong suit - the character sprites and environment were gorgeous, and it's clear you spent some dedicated time developing the characters and story. Also, I'm a sucker for seeing 2d sprites reflected in water, so that's always going to win my vote ;) Gameplay-wise, I think there's some room for improvement, but mostly on the technical side. Particularly I noticed that the double-jump would almost always get triggered unless I was tapping the spacebar super quick. I think perhaps the double-jump check was looking for the space bar being helled, rather than the space bar being pressed that frame. It would have made the platforming a lot smoother if that wasn't so precise. I didn't make it to the end, unfortunately it was just really easy to die and it kept me from wanting to go back and try the same section of the level again. Technical issues aside, a pretty good entry and I had fun playing! Good job :) |
| Apr 16 02:17:50 | 19m 51s | Jim Brimstone: Devil Advocate | ♥ 0 | Alright, this was worth the wait! After seeing your progress post a few days ago, I knew I had to follow your account and play this game when you finished. The writing was great, and the level of difficulty was right in the sweet spot - most of the questions were simple to answer if you were paying attention, but a few I had to think about. An area of improvement I would give is that this was a text-heavy game, but the text boxes were being populated/updated in real time as each letter arrived. This causes a jarring visual effect when the words wrap to the next line. I found myself double-tapping the space bar to make the text show up all at once to avoid that, which caused me to miss the judge's question a handful of times. (Being able to see the question he asked at the bottom of the screen when you were picking your answer may have helped). Your entry is one of a very few I've seen so far to use a really minimal color palette to a great effect. The artwork was minimalist, but still detailed in the faces, which is where my attention was mostly drawn to. Oh, and I can't end my review without mentioning the amazing double-entendre of demon summon/jury summons. Remarkable work! |
| Apr 16 02:47:15 | 29m 25s | My Demonic Little Demons | ♥ 1 | I am sliding-puzzle-challenged, but I gave this a shot because the screenshots intrigued me! Technical feedback - not sure if I just didn't make it far enough into the game, but there were some weird green squares on the embedded itch.io web version: Untitled.png I wasn't able to make it past the 2rd level, but rather than thinking of it as a "skill issue", I'm choosing to believe that I've been "carried away by the corruption" ;) Good job! |
| Apr 17 01:06:24 | 22h 19m | Summoner's Emporium | ♥ 3 | Cute game, good art, and I really liked the idea. I agree with others about the text-heavy introduction being a bit of information overload. Still, I think it explained how to play pretty well. I'm not sure if I encountered a bug, but after getting my first 100 coins, I made a big red slime, and then never sold a potion after that. I tried all sorts of combinations until I had over 300 fire elements collected, at which point I gave up. |
| Apr 17 01:24:36 | 18m 12s | Infernal Refreshments | ♥ 1 | This was great! A really good amount of polish for a compo entry. The art style and UI are very consistent, and the game is easy to understand and start playing right away. My only gripe is that I had to keep hovering over the cans again and again in order to try to memorize their values, which made the levels get more frustrating the more difficult they got. I'm not sure how you'd be able to display all that information at once without being overwhelming, maybe making the can's color palettes have some correlation to the RGB values? Good job! |
| Apr 17 01:43:07 | 18m 31s | archmage | ♥ 1 | This was so much fun - during the first level I didn't expect to play it to the end because it felt kinda slow. By the 3rd level however, I was hooked. I honestly think you could drop the attacking mechanic for the player character and just lean into the summoning entirely. A few levels in, I realized I could start running around the ranged enemies to distract them, so that my summons could kill the melee enemies faster without dying. That was a satisfying feeling to realize that I could indirectly make my summons stronger by splitting the enemy focus. Really loved what you did here, great work! |
| Apr 17 02:05:14 | 22m 07s | Summoning the Demonning | ♥ 1 | The art was top-notch, and the gameplay was fun and quirky! Unfortunately, the inconsistency in the input was _so_ frustrating that after I died a second time due to missed inputs, I ended up giving up. I frequently picked up the wrong ingredient after thinking I had deposited the previous one, which led to a lot of errors. It's a real shame because this would have been close to a perfect game for me if not for that issue. Still, really great what you guys were able to accomplish! |
| Apr 17 02:24:25 | 19m 11s | Date Summons | ♥ 3 | What's this - Mega Man Battle Network in my Ludum Dare?! Loved this game, there's so much done well. The gameplay is solid, the music is _great_, and the art is delightful. The only bit of feedback I have is that the attacks were kind of hard to read. I think slightly longer delays and larger projectile sprites (like 2-3x larger in some cases) would have been a big improvement in your ability to react. Monat kicked my butt the first time around, but I just managed to scrape by on my second attempt! Screenshot 2024-04-16 191844.png Great job! |
| Apr 17 02:38:05 | 13m 40s | CyberSummoner | ♥ 0 | This game has a great look - what's not to love about neon lights and hexagons in cyberspace? Naturally, I completely flopped on my first game, but I played it twice more and had a lot of fun. 4 players was a lot more fun, because you're really fighting to establish control over the board. I really liked that you get to control how much power to split, but you're forced to go all the way in a straight line. In my first game, it got me into trouble because I boxed most of my points deep into enemy territory. One point of improvement I would give is to have some way of shaking up the status quo after the first few turns. If you can establish a nice barrier in your starting area, the outcome of the game is pretty much established in the first couple turns, but you're forced to play the rest of it out. Really nice work, and it was cool to see a game done in Bevy! (Now I want to go play Battle Sheep!) |
| Apr 17 02:50:56 | 12m 51s | Imp Master | ♥ 2 | After picking up the controls, I started to really like the game. The possibility of different interesting puzzles you were able to make with such a simple mechanic makes it a really solid base for a game. The stone floor texture is giving me huge nostalgia vibes for the DOS games I played as a kid. The thing that hurt the game the most is the resolution - it was really tiny and didn't scale on my screen. I had to put my face really close to the screen, and that made the third level incredibly difficult. Fixing that would go a long way towards making the game a more enjoyable experience. Great work! |
| Apr 17 03:00:50 | 9m 54s | Nose Deep In A Book | ♥ 1 | I liked the "figure it out" nature of this game - it's pretty risky and tough to get right, but you pulled it off well. The big exaggerated animations worked well for the theme, and it's one of the better character animations I've seen in the jam so far. Good job! |
| Apr 17 03:11:23 | 10m 33s | Hell's On Hold | ♥ 6 | If I could have given a 6 for innovation, I would. Such a cool idea, and executed really really well. The ability to take any word and pin it up to the board was so novel. And the patience meter and _really_ felt like working in tech support (It was a little bit _too real_ at times)! The audio was a mixed bag for me - the sound effects were good, but I think the music detracted from the rest of it. I would have liked to been able to mute the music. Also, the split screen felt a bit claustrophobic - although I did like how it felt kind of cozy going back and forth between the items on your desk. Overall, really great job! |
| Apr 17 03:28:21 | 16m 58s | The Dodge Invoker | ♥ 1 | I made it quite far several times, and each time I got knocked back down, it was just more rage-motivation to keep going higher! It wasn't immediately obvious that the orbiting pentagrams were doing something - I think something small like flashing a different color when they shoot a projectile would have helped it read better. Overall I really enjoyed playing this game, good work! |
| Apr 17 03:35:57 | 7m 36s | RAT CHEESERS | ♥ 1 | This game was so freaking weird haha, I love it. I got to the second level a few times, but kept dying to something I couldn't see. |
| Apr 18 00:42:56 | 21h 06m | Cat Summoning Terminal | ♥ 2 | Very clever, I liked it! It was immediately clear what I was supposed to do, but that little bit of trial and error in figuring out what the commands were was quite fun. And after a few times of looking up the commands, you can start whipping out cats really fast. A _tiny_ bit of audio - even just a little keyboard clicking sound when typing - would have really punched up the polish. Also, adding an element of increasing difficulty would have kept me on the hook longer. I think I had one request that was "A white cat named X misses her sister", which I thought was clever - would have loved more indirect clues such as that. Really solid work! |
| Apr 18 00:56:12 | 13m 16s | Super Pal Summoner! | ♥ 1 | This game is infuriating and addicting. Even after telling myself I would be super careful the next time around, I just keep accidentally finishing combos in the WRONG SPOT!!! It's so simple at first, and then the "oh no" moment kicks in once you realize that you're stuck with your placements forever. Brilliantly designed, and really well executed. Great job! Screenshot 2024-04-17 175338.png |
| Apr 20 05:33:24 | 52h 37m | Exorcist Pianist | ♥ 2 | This was such a cool idea! I love that you included midi controller support. The rain and CRT effects worked really well with the simple color palette. I did find the game pretty difficult - I played it through 4 times but couldn't get to the end. Great job! |
| Apr 20 20:39:59 | 15h 06m | Voir Dire | ♥ 1 | Another exceptional Daniel Mullins game. The polish was top-notch, the gameplay was engaging all the way through, and there was a surprising amount of gameplay for a LD entry (I think it took me about 15 minutes). My only comment for improvement is that the randomness of the jury selection made my first run after the tutorial impossible to win - I rerolled until I could get a single guilty voter, but then had no money to buy them. I ended up restarting my game and just throwing the first 2 mock trial cases to build up money, and then steamroll the rest of the cases. That strategy worked so well that I just did it for the rest of the game. Good job! (P.S. - really capitalizing on that Steamboat Willie public domain!) |
| Apr 20 23:13:49 | 2h 33m | Druid Island | ♥ 1 | This was a really solid roguelike - visually striking, nostalgic, and fits well with the theme. I will say, I found it difficult to understand the summons' attack patterns. Ended up spamming snakes because they were much stronger than the wolves and the spirits. But most of my spirits went in a straight line and died, so I think I didn't quite understand how they were supposed to work. Good job! |