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| Timestamp | Since previous | Game | argensis's comment | |
|---|---|---|---|---|
| Apr 15 19:44:48 | Little Armies | ♥ 2 | The balancing felt a little off. On my first few attempts, I got the small unit pack near the spawn that seemed there (most but not all times), but apart from that, it felt the enemy grown outpaced my own and I wasn't sure what I was doing wrong. After trying to 4v4 a group of the basic sprite enemies in an early run, I thought the play was to start off by going around and picking off the small packs, but it seemed enemy density and variety kept increasing. So it felt like there was something I was missing. Also I can see portraits for each of my unlocked unit types in the top left, but also one with the red health bar that doesn't seem to correspond, maybe this is a boss of some sort, but I didn't run into it in the map if so. The art style fit really well together though and the enemy sprites and group movement gave a nice feel to the game. | |
| Apr 15 20:11:34 | 26m 46s | Spooky | ♥ 1 | Also had issues with the embed. I found it on our itch.io page, but maybe that's not the current version (it also hung at 90% loaded): https://dee-ay-studio.itch.io/spooky |
| Apr 15 20:16:18 | 4m 44s | Summon The Waiter | ♥ 3 | It was neat seeing that you added a intro cutscene to lead into the game, set the scene a bit. It did seem very short and more of an experience than a game, there's no way to lose and it's just a matter of picking up all the furniture? Also unclear why some breaks on the first throw and some needs picking up a second time. |
| Apr 15 20:24:39 | 8m 21s | Trial by Combat | ♥ 3 | Devin kicked my butt, the music is really nice though and it's cool how the combat evolves boss by boss. I enjoed it :) |
| Apr 15 20:33:15 | 8m 36s | LuciFare | ♥ 1 | The concept of picking up devils that summon you crazy taxi style is definitely neat. The implementation as a memory game is alright, though it does seem like there's a limit to how far you can go since delivering fares doesn't recharge your timer. |
| Apr 15 20:41:01 | 7m 46s | The Witch's Dungeon | ♥ 1 | So I like the framing of a witch summoning creatures to clear out her dungeon. It seems a bit rogue-like in that you keep the resources after you die and I guess the dungeon is persistent. The music is also a nice touch. Some feedback though: 1. The game seems to freeze up if I'm in the dungeon for more than a minute or two, which makes it hard to see if anything happens once I clear up the dungeon. 2. There should probably be some grace when you spawn into the dungeon so you don't land in and immediately die - this even happened to me on the witch stage on my second attempt which confused me as to why it appeared to skip a stage until I noticed the same happen when playing as a skeleton on a later attempt. 3. It would make things feel more impactful with a few sound effects, e.g. when your projectile goes out, when it hits, when you defeat an enemy. It actually feels kind of laggy because the animation feels disconnected from firing a projectile because there's no feedback. |
| Apr 15 20:57:42 | 16m 41s | Where the Hell is my Lawyer!?! | ♥ 1 | SO I've played a few rounds at this, getting to 2, 1 and 2 cases won respectively. I'm not sure I quite understand the mechanics. Each choice has two icons, and I guess the icons are supposed to indicate the effects of each choice. What I've noticed: The judge seems to have different affinities? Like sometimes he'll emit a +++ or a - for the green head with halo, the red devil or the yellow face. I think this is selected per case? The second icon has different effects, e.g. the red sword lowers the opponent score, and the green face without multiples ... something... by 1.5. Maybe it's the score from the other symbol? But then win or loss feels randomly determined by whether the faces the judge prefers comes up, and it's not clear when you should use the sword to attack vs build your own points. The art and setting are really nice, but I just couldn't wrap my head around the gameplay. |
| Apr 15 21:35:25 | 37m 43s | Chessummon | ♥ 1 | The real time chess-ish theme with capturing your opponents pieces to get them as your own was nice and made a clear game loop. The atmosphere with the graphics and music were pretty neat too. I'm not sure the puzzle is working - the instructions say click and drag but it doesn't. I think some of the cards like the lightning/death card might be a little too powerful. Overall I had fun |
| Apr 15 21:53:04 | 17m 39s | Dark Roast Cafรจ | ♥ 1 | Enjoyed the business sim type game, the debt target reminds me a bit of games like Recettear. I played to the end and completed it. The aesthetic is really nice and the music fit well with theme. I think there's definitely some balancing could be done, it seems upgrading to a few tables as soon as you can is the clear best option. I guess the time it takes for guests to reappear after closing and opening is meant to be the counter to that. Would also be nice to be able to upgrade or move tables after the fact too. |
| Apr 15 22:02:12 | 9m 08s | A Following Wind | ♥ 2 | The concept is nice, it seems pretty easy so far - I wonder if it would make sense to ramp up the challenge, like increasing the number of ships or pirate to friendly ratio etc. Got a score in the 30s and felt I could go on forever. |
| Apr 15 22:07:41 | 5m 29s | Crummonir | ♥ 1 | It gets frantic pretty quickly! I took a little while to figure out how to attack back while dodging and it felt like 10 or so units and their projectiles ended up on the other side! The concept is pretty neat, might be worth having different types of summons if you were going to enhance it for a bit more strategy. |
| Apr 15 23:45:36 | 1h 37m | Summonundrum | ♥ 3 | Got to level 8 and a score of 47,000. It got frantic near the end as the hordes were closing in, which definitely helped with the mood. Like the active mechanic, definitely had me sucked in. |
| Apr 16 00:36:18 | 50m 42s | Grand Court Summons | ♥ 1 | Completed in 14:36. Serious classic GTA vibes, reminds me of playing GTA2 at an age where I probably shouldn't have been. I may be the world's worst hitman though. "Sorry, Larisa, it's time to die.. Wait a moment.. Back a bit.. Forward... Oh I'm stuck between the car and the door... Back in. Ok, now Larisa, it's time to die" |
| Apr 16 00:41:17 | 4m 59s | Raccoon Tycoon | ♥ 0 | Also ran into the reset bug, but I cleared all three levels and it's certainly a good starting point of a concept to build from with some interesting possibilities for level design hinted at by level 3. |
| Apr 16 00:44:02 | 2m 45s | Sorcerer | ♥ 1 | It's definitely a neat idea for a concept that could be built on, probably some level design work needed to make "go round the outside" either not the most optimal route or to make it more challenging. |
| Apr 16 11:20:44 | 10h 36m | Summoner's Chess | ♥ 1 | I played through the first few levels not quite realising the summon mechanic, until the level with the knights where I (foolishly) blew my entire budget on a queen, not realising it wouldn't carry over to the next level. Turns out taking on bishops with checker pieces is not the easiest lol. I think a seperate summon button from the score would make the UI a bit clearer. Other than that, everything worked fine and the idea is nice. |
| Apr 16 15:28:21 | 4h 07m | TANKZ | ♥ 2 | One of the most graphically polished entries in the jam and the mechanics work pretty nicely too. I finished the game but had only a small sliver of health left on both my tank and my base. Agree it's not really to theme, but it's a neat game all the same. I had a good time with it all the same. |
| Apr 16 15:39:53 | 11m 32s | Mana Delve | ♥ 1 | It took a little bit to figure out at first but eventually I got the concept of it being a game of balancing the resource consumption. It wasn't clear to me that e.g. the portal didn't seem to start without purple mana, so placing enough purple to start it immediately drained all my red leaving me at 44% win progress but a game over. It would be nice to maybe have a delete option, or a number associated with the rate of depletion. |
| Apr 16 15:44:26 | 4m 33s | Summon Kid | ♥ 0 | Basically the aim of the game is to use the summon's pathing to activate entities on the map. The variety of monsters was neat with the button press and lighting mechanics, could have have more levels though! Also for anyone who was confused like me originally playing it the embed size, the map is partially cut off in the embed in Firefox, expand to full screen to see the full map. |
| Apr 16 15:56:00 | 11m 34s | Summit of the Gods | ♥ 2 | Played through a bit of this - I think the idea of summoning the tower defense towers is good, but a little more explanation on what they do before placing would help - e.g. the heal tower as your first tower seems an inevitable game over. Also the ranged (orange) tower just seems better than the aura (blue) tower? |
| Apr 16 16:04:05 | 8m 05s | Party's Over | ♥ 3 | A simple hack and slash type game, it feels the summon unit is a bit weak though - it takes 3 enemies to defeat and at best 1v1s one enemy. It would also be nice to get a bit more feedback on hit, sound effects for strikes and a personal heath bar would be nice additions. |
| Apr 16 16:20:16 | 16m 11s | NECRO RUSH | ♥ 6 | The animations and graphics were definitely the high part for me as well. I did go through the first two difficulties before I realised the rival necromancers were also going for the same graves as I was, so the strategy was to find graves before they did. Some additional actions or inputs for your summoned creatures would probably help the gameplay. Also in one game I had the last two summoners chasing me just out of screen and didn't realise so was wondering why the map was so empty. |
| Apr 16 16:30:28 | 10m 12s | Occultris | ♥ 4 | I like the idea of choosing monsters and power ups to counter your opponent, but I think the balance is a bit off It feels like the optimal strategy is to just spam as fast as possible to get as many units up and ignore the balance. I think it would be better if either there was some cooldown on placing tiles or if there was a penalty for losing units to discourage that behaviour. That also means choosing powerups feel like they don't have as much of an effect as they could. I think the core concept/idea is solid though, so with some more time to balance it so player choices matter more, I think it could be good |
| Apr 16 16:41:27 | 10m 59s | Magecraft Timber Troupe | ♥ 3 | Not levelling up too fast is definitely key with the increasing costs for each unit at each tier, and sunk one of my early runs. I like the sort of combo of idle game and wave defense. |
| Apr 16 17:01:56 | 20m 29s | Arithmancy | ♥ 1 | The memory mechanics are obviously going to make the difficulty very different depending on your memory (I had to keep notes!), but after that there are definitely interesting decisions between spending turns revealing more tiles to give future options or summoning something now. I think it would be nice if the catapult was more predictable where it would target, and it doesn't feel great to have the number you need randomly squatted by a spider. |
| Apr 16 17:15:05 | 13m 09s | Sinful Scoops | ♥ 4 | I was surprised that fewer peopled tried something with drawing out summoning circles. However, in this case I got to the third stage and the first time I had to draw the pride symbol, it worked, but on the second time I needed pride, I just couldn't get it to recognise the gesture, which was a little more sensitive than I realise. I do like the concept and the art is pretty neat too though. |
| Apr 16 18:48:28 | 1h 33m | Decades And Dragons | ♥ 5 | The theme is very relatable and the aesthetic is very nice. It's not entirely clear how the star ratings are awarded though - I didn't see any clear paths to doing less than 5 moves, but that was 3 stars for the 1st and 3rd ones, but 1 star for the second one. EDIT: Ah, did a second playthrough, the scoring seems based on minimising the total increments across all moves. |
| Apr 16 19:51:45 | 1h 03m | Super Pal Summoner! | ♥ 2 | Definitely a Threes/2048 style feel for me, the mechanics are intuitive and work well and the game is pretty polished too |
| Apr 16 20:06:25 | 14m 40s | Summoner's Quest | ♥ 2 | A pretty well executed hack and slash, was impressed by the amount of content for the time. I did just charge and spam the final boss with the powered up sword after my second attempt and it worked, maybe a damage cooldown on the boss would work. Liked the enemy variety. |
| Apr 16 20:42:05 | 35m 40s | The First of the End | ♥ 0 | Is the web build on itch up to date? I could see two abilities but appeared trapped in the spawn area - I see people in the comments mentioning a dash ability that has a big "not implemented" label covering it |
| Apr 16 20:55:21 | 13m 16s | First Time Summoning | ♥ 0 | Not sure if I'm missing something, but the spider webs didn't seem to drop any string for me which seemed to what was needed to progress. Also the drop rate on logs feels really low, feels like I have to click for ages. It feels like an idle game where there should be something to start automating the process, but if there is, I didn't find it. |
| Apr 16 21:14:43 | 19m 22s | ๐ S.H.E.E.P - Sheep Hell Emissaries, Eradicate Purity ๐ | ♥ 5 | I enjoyed building up a larg3e number of units and some of the abilities. A bit like a vertical scrolling shooter in disguise really :) The music did well with the atmosphere, though Wrath of the Lamb was clearly an influence on the art style ;) There is something about the rendering that causes some eye strain for me too. |
| Apr 16 22:13:59 | 59m 16s | The Summoning | ♥ 2 | The concept reminds me of those typing tutor games from the 90s. I think when enemies are coming up from the bottom edge the equation is quite slow to actually be on screen and readable compared to the other three directions, maybe it makes sense for it to appear on the side determined by the enemy's path to the player? |
| Apr 16 22:53:19 | 39m 20s | Tower Of Madness | ♥ 3 | The art is nice, the music is enjoyable and I do like that the limited unit cap forces you to think about how to allocate stuff a bit more than your traditional endless idle game (and the time limit helps with that too) |