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bjornstenlund

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Apr 17 05:44:21 de-monday ♥ 2 Well done! The art assets felt cohesive and the game loop where there. It's not easy to have a game jam game without something obviously unfinished or not fitting together. I would have preferred the attack on another button, maybe mouse click or enter. It felt a bit weird only using my left hand. Also I think it would have been nice to save the buffs between days (and maybe scale the ducks as well if you want to keep the balance). But then again, maybe you were going for groundhog day, hamster wheel of working life - and then the reset every morning make sense. Anyways, cool game, and good on you for joining the jam!
Apr 17 06:16:05 31m 44s Everything has a meaning ♥ 2 Cool game, I liked it! First time I used the bear trap and the time ran out while trying to figure out how to change the pictures. Second time I used the hidden spell. So it's intriguing enough to making me want to play it again :) I think this is something you meant to have, but I really think the pictures on the sides of the summoning square would have benefited from have the arrows (like in the drawers). I searched for a pen and some way to erase them. I also would have liked a collision on the corners of the summoning circle, allow the player to stand next to them and turn towards them. I thought it was a bit confusion that some stuff didn't have any interaction (the sofa, and the flower pots) since you convinced me that everything has a meaning :P But then again, maybe I missed it? Or maybe the time limit didn't allowed you to? Anyways, well done! You manage to finish a playable game, and good on you for joining the jam!
Apr 17 06:29:25 13m 20s Mortein ♥ 2 Really cool music! I like the menus and blood animation in the game over screen :P I think the what was going on in the level was pretty hard to read. I think a simple square collision around the "pillars" that blocks movement would have made it easier to understand what they were doing. The arrows where a bit fast and hard to read. I think fletching on the arrows, or maybe even just round bullets, might have made it easier to understand what they where. My brain just sort of ignored them as noise initially (subconsciously maybe thinking they were maybe wind? or forces?). I think that slower moving projectiles also would trigger the player to try to avoid them instead of just seeing noise, and then maybe add more if you're happy with current difficulty. Good job and cool that you joined the jam!
Apr 17 06:46:18 16m 53s Poltergeist for Hire ♥ 3 Really cool game! Well done getting the main gameplay to work, for a short game jam it's quite a ambitions game! I really think the joke landed well! First couple of second I started picking items of the kitchen counter and looking around for a trashcan. Then I saw the "quest" picking cookies out of the oven, accidentally flung them everywhere and then realised poltergeist is in the title and this is what I'm meant to be doing :D As noted above it makes a quite short experience. It would have been nice to wreak havoc over to whole kitchen and then get some sort of before and after view before being sent to the credits. That said, well done getting it to they state it is in. Not the easiest game to make in three days, you did well just getting it to work! The game is polished enough that the player understands the idea of the game!
Apr 17 15:07:05 8h 20m Kalòmancer ♥ 2 Wow this entry is great! 5/5! Very polished, it felt complete! Just needs pvp now ;) I assume the ai plays random cards out of their deck, but the deck creation is versatile enough to give them "playstyles"? If not I can't imagine how you manage to make that work in so little time!? and obviously no shame if that is what it does - the ai feels great. Great variation of cards and the game is easy enough to just pick up with out reading a block of text. I played until I won all battles and needed need to update the deck when it didn't work against one of the decks, and that just felt perfect. You also manage to have a cohesive look of every thing. The feedback I have is that maybe there could have been some sort of indicator that the target is picked at random (maybe a sound effect of a dice roll, or that it turns to a couple of targets before it locks in on the correct one). I played the game once without checking the tutorial, and that was really the only thing I went to the tutorial after to clarify. I think also allowing the player to decide what position a card is played in would be quite a small feature that would allow for a lot more strategy. But then again I'm amazed how polished it is so it wouldn't surprise me if you used all time you had. Great job!
Apr 18 14:05:34 22h 58m Depths of Hell ♥ 1 Cool game! I understand from other comments that it is made in godot? If so, that's great! Gotta love open source! It's really good that you didn't sleep on the sound effects, it really feels better when you get feedback when interacting in the game. A pretty small change that I think would be nice is if you could keep tracking the mouse with the gun even when the player is not shooting. You sort of miss doing something when all the enemies are dead and you're picking up the bones. People tend to jump in games when going from A to B even if its not faster. It's just engaging to see stuff happen. I think the gameplay could be more fast-paced, all the components are there just tweak some values. So maybe play around with faster player movement, more enemies, less life on the enemies, faster enemies, smaller level etc. It would also be nice if it could be a slight delay after dropping the fifth bone and the boss spawns. Anyways, you made a game, that's great!
Apr 18 15:10:33 1h 04m The Wickedness ♥ 1 Really impressive entry! The viewport into the game on the table was super neat! I also really liked the transition into and out of battles! Firstly, this game is a very ambitions game jam game so I do realise the answer to most/all my feedback will probably be that there just wasn't enough time. That said, I think it was a bit confusing that the friendly skeleton unit worked the same as the tree unit, I was expecting some other ability or even no ability but different stats. I understand wanting to use the asset, but maybe it could just have been a third tree (or maybe I missed something?). I also think it was a bit unclear the number of actions a unit had. I figured out that you could either use ability, walk and attack or just walk. Maybe that could be indicated in the bottom of the screen somehow if an action would end their turn. I tried to count if the units could walk diagonal or not, and I don't think either fit - if it can walk diagonal you should have a square movement reach, but if it can't it shouldn't be able to reach one of the squares it does reach. Also since all units at the moment has two life, two attack you probably could have hidden those values to tell the player that this is a game about movement more than killing blows. Lastly I would have loved to be able to pick what order I moved the units in. I think that would have made it more into a strategy game than a puzzle game if that make sense? So rather than trying to find the solution I would have been making plans :P I just want to emphasize, this game is super impressive! It's obvious you know what you're doing and it makes me really wanna give feedback! Well done!
Apr 18 16:01:45 51m 12s Forest of Madness ♥ 2 Wow I thought this was really good, probably the best idea I've seen so far! I've never played a story based deck builder before, I feel I now need to check out if there are any released game in the genre :) I didn't like the overload of rules when starting the game. Maybe it could have been eased in a little bit more? I felt, fuck it, I'll just learn as I go after the first or second prompt. I think that the help button is great though! It's really nice to be able to skim through the rules when you feel you understand 90% of it but are wondering over some detail. I think it was unfortunate to put the player max health at 80 - I kept thinking the healing card was broken or that it was supposed to go in my deck, maybe a health bar like in the old pokemon games (where you have both the number and a bar) could be a good idea. Or just 69hp -> 69hp/80hp. If I understood it correctly the wound card was added upon defeating an enemy, and that felt a wrong to me - maybe the attack could do both dmg and add the card? Or maybe it could be called it "cursed" (or whatever) instead and some enemies could add "curse" cards as their attack while some could do damage (if both would be to hard/annoying for the player). Also if you spam play the card that has "draw one card" on it, I'm pretty sure you can bug it and draw multiple card. I think that's minor though, I noticed it an chose not to abuse it, but I really don't feel that matter in a game jam game. All that said, well done! I really enjoyed the game! And Arkham is safe once more, I disrupted the summoning!
Apr 18 17:02:21 1h 00m Not the Right Way ♥ 2 Cool game! Very moody! For my personal taste it's a bit hard to really engage in a story in a jam game, it's just not my thing. So I'll just skip giving feedback on that. I felt like the controls were a bit strange. The hammer UI should probably have been furthest to the right (since 5 equipped it). In my first play through I never realised I could unequip all "summons" with right click (not just the hammer) so maybe that could be updated on the itch page. I think it would be really nice if you could swap equipped by pressing a new one, that is if you had the wall equipped and pressed 3 in would just equip the barb wire. And, obviously this is a bit nit-picky but I think enter/space/left click to continue would be better. The collision where a bit hard to understand, maybe it would be a good idea to actually draw them out (that is an actual square around the animations). I placed the '4' in front of the fugitive, but I guess it caught to foot of someone above and that failed me. I liked that you had the sounds that you had, but I feel it could me nice to add a "plop" when placing a obstacle and "tick" "clack" when equipping/ unequipping. I think it was good that you allowed me to just quickly try again. It didn't feel too punishing failing, so that's good! I really liked the music, it matched the gray, doomy atmosphere. Well done, nice that you joined the jam!
Apr 18 18:04:34 1h 02m Crystal Defense ♥ 2 Cool game! Now seeing this I think this might be the perfect jam game. Easy concept if you ever played a flash games/ wc3 custom scenarios - straight into action. I loved how the game started right away, no sort of tutorial for the store and stuff, when it's relevant it is introduced. I really think all jam games should aim to start like this. Let the player start by playing the game, and then point them in the right direction. How the player firing the first spell triggers the first wave is classy AF. The visual circle on the ground for the spells are great! You could have left it at left click to magic and gotten away with it. I really like the WC3 aesthetic as well! I think that the player should earn a lot more crystals per wave. After the second wave I could upgrade a spell - and that feels appropriate to me. One wave - one upgrade ish. Maybe something was bugged but I only got about a crystal per wave. I feel since it's a game jam, let the the player be a spell slinger and then overload them with enemies instead. I wanted to try all the spells but I didn't want to replay more than a couple of times. I couldn't get past the 4th wave. I read in the comments some people manage to get to the 10th wave. Maybe they picked a better skill initially or I just can't figure out how to get crystals? I think this is something you might be able to just fix on the itch page, but right now, the fullscreen button is cropped and also the web fullscreen thingy is on top of it. I first ran the game in that fullscreen, meaning I got big black borders around the game. And also it seems like pressing escape locks the game. Keep in mind most my criticism is just some technical issue, and maybe the balancing of crystals. The core concept is really solid! Well done, you made a nice little game in 2 or 3 days!
Apr 18 20:54:43 2h 50m The Summonee ♥ 3 Cool game! Perfect second to second gameloop! Running around and cutting feels great! More swedes I suppose from the names? Glad to see it! The animations, models and over all audio are really great! The whole game feels polished. I love the hemisphere around the summoner and the gibbs flying when killing enemies! If it was possible to expand the scope slightly I think that some kind of stats system (speed, dmg etc.) would be great. Or maybe some tower defence fluff? I feel the minute to minute gameplay is some what lacking (a lot to ask for a jam game though). I think the summoning voice volume could be slightly lower (but I mean I could change that in the settings menu so maybe I cannot really complain about that). Just running around and slicing feels perfect. The video setting drop down look strange (but so do ours). If you tab out from the game the audio starts to repeat(I played the html5 version). Other than that I mainly feel like it would be nice if it was a bit clerarer if you're in the correct position so that the attack will land - maybe a highlight effect of the enemy if your in reach and turned toward them. That said, great game! It has sound when hitting, gibbs flying, feedback when stuff is destroyed etc. Well done!
Apr 19 17:36:57 20h 42m Trial by Combat ♥ 4 Really cool game! The pixel art and animation are great! And the genre is quite unexpected, nice change of pace! I really don't have to much feedback, maybe there could have been a little more ease in to Devin. But at the same time you really tried to teach the player to block with the CEO so I guess the my final words are F Devin.
Apr 20 12:42:39 19h 05m Defense Trap ♥ 1 Cool little game! I liked the animation and quick game loop! I think the score is broken, or a least it was empty for me. I think its cool that the top bar fills up forcing the player to keep placing obstacle and changing the grid, not just building one initially and rebuilding it when it breaks. I think it would be nice if you could place the obstacles on frogs and squishing them, after a while it became quite hard to place them. I also think it would be nice with a slighty bigger grid, waybe be 20x10 instead of 10x6 (or what it is at the moment). I think that would make it feel more of a traditional tower defence game instead of a chaotic flash game kind of game. But maybe that's what it supposed to be though Anyways, I liked it! Well done!
Apr 20 13:57:25 1h 14m Demon Break ♥ 1 Great pixel art! I really liked the look of the game. It felt great moving the demons and killing peasants. I think the camera was a bit slow, and I was missing an option to play in fullscreen. I think it would be really nice to be able to jump between the demons, maybe on the mouse scroll. So scrolling the wheel would move the camera on top of one demon. It was also a bit hard to understand the objective of the game. I think that maybe it would be nice to have a health bar below to city to really hammer in that your suppose to destroy the houses. image_2024-04-20_155721123.png Anyways, cool game! Well done.
Apr 28 10:44:41 188h 47m Chicken Slayground ♥ 4 I loved it, great entry! The silly setting works prefect for a jam. The intro was great, the introduction screen was concise, and you taught the summoning mechanic but allowed the player to skip! The graphics looks really neat, and killing enemies breaks the board apart was a nice touch! Killing hordes of sheep (and squirrels for that matter) were really satisfying! I also think that the summoning game mechanic works great in the overall game since it made me have to multitask with that and play a bit more greedy/dangerous. I'm really impressed that you manage to also enter a minute to minute gameplay loop with upgrading the character :) I think some things could be a bit clearer with some extra info on the UI. I didn't understand what the runes did initially. I think a rocket ammo in the HUD would be great! Then I think I would have figured the shotgun summons out a bit quicker. I also think that the max number of pentagram chickens scaled with pentagram level (right?), I think that that number (current out of max chickens) would be great in the HUD as well! It was a bit hard to see where the summoning red line where sometimes, so if I walked to far from it it was little hard walking back to the correct position. Maybe a small indicator when in the correct position could be the solution - so maybe a brighter colour on the summon when it was being worked on, or a glow on the player when in correct position, or maybe a small circle around the part where the edge of the drawing is - I think you get the point. It was a bit annoying that my chicken summons and some trees where in the way when I tried to summon - honestly I think the simplest solution would be to just allow the player walking through trees and chickens. The Enemies and chicken and rockets could keep colliding as before. Otherwise maybe the trees could be breakable as well? But since I think the map stays the same, maybe it would feel a bit barren towards the end. In the last level I had some lag, I think it was because of the rocket particles. Maybe if there is a certain rockets active you could switch to a simpler particle emitter, or just turn it off? I played in browser though and I guess that could affect things. All that said, great game! Probably my favourite, or at least really close, in the whole jam! Well done!
Apr 28 11:28:01 43m 20s Summoner Defense ♥ 1 Cool little game! I really liked the summoning animations and the pixel art! Nice music also! And nice variety of spawns and enemies! I think it was a bit unfortunate the projectiles sprites only spawn so far from the archer and mage, I understood they were dealing damage, but it was a bit hard to see. I think it would be great with health bars on the enemies as well, since it was hard to evaluate what the different summons where worth, if I could see how much 3 archers dealt vs one mage that would have been nice! I don't think you need the actual stats (and all the ui to go with it) but a health bar on the enemy would be nice. There are some spelling mistakes (it's a jam game so I mean, that's fine), but it said "iddle" in the start screen instead of "idle" and "vague" instead of wave. As I said, that's a minor thing, but I was a bit confused until I decided it was a spelling error. I think the pixel art looks really good, but I felt the warriors didn't really fit in. Don't get me wrong, they also looked really nice, but they were missing the outline of the other animation. I guess you were multiple artist or the style was iterated upon, which is understandable. But if you ever want to update the game, maybe it could be updated to fit in a little better :) I played all 7 waves and I wished there more because the last waves felt great when I started to get a lot of summons! All in all, well done!
Apr 28 11:46:33 18m 32s Siege Wizard ♥ 1 Cool game! Simple controls are nice! It took me a little too long to figure out that you need to hold down to summon, I think maybe a small bar next to mouse or something would be great. It also took me some time to realise how to see the player health and the wall health, but once I notice I thought it was quite elegant (especially the walls). So I'm a bit divided, once I found the feedback I thought it was great, but maybe it could have tried to catch my eye a little bit more. Maybe the bar on the wall could have blinked when it took damage, and maybe the plyer health bar could have started green and gone toward yellow then red when I took more damaged. I think the over all game play could have been a bit faster, so quicker summon casting and faster player movement. I understand that that takes some balancing to get right if your happy with the overall difficulty, but to me it felt a bit slow. Otherwise all in all I thought it was a great scoped, solid game. Nice cohesive graphics, and lot of feedback as circles on the ground for the cannonballs, audio when spawning projectiles and taking damage etc. Well done!
Apr 28 13:13:24 1h 26m Demon's Tower ♥ 1 Okay this is a bit tricky to review short so bear with me. The start is quite confusing and need quite a bit more polishing, it took me about 20 min to even realise how fun it is and how much potential there really is! I think this game is about a third ready to be released on steam for 10$ which is unbelievable good for a jam game! I see that the html build was broken initially, but if this game doesn't get 5/5 it's only because people didn't stay long enough! I might sound hyperbole, but this is by far the closest to a be a "real" game I've played this jam, and I've played some games I thought were great entries. It really scratches the same itch as "Gnorp Apologue" or "Rouge Tower". The simple graphics are great! The particle effect when enemies dies feel solid and the tower shooting feels really satisfying. Levelling up attack speed felt super nice. I like the concept of the summoning, it feels just enough to make it to sort of a "rouge idle game" rather than a pure idle game. I think it would have been a good idea to let the player start with one card in the deck so you have something to interact with from the start - so far after playing it about an hour I think its more of a idle game, and a great one at that, with some interactions once in a while. But when starting it just felt a bit slow, and I was wondering when I get to play my cards. It also took me a couple of rounds to realise that the money you spend during the game isn't spend when going out to the shop. I think that could be a lot clearer. I think the most simple way would be to split it up into two currencies, so for example "mana" to play cards and $ for the shop. Then you could also have a passive mana reg stat. The wave meter is a bit confusing that it takes two laps, one red and one green. I haven't figured out if that means something, but if it doesn't, it probably should just be one slower lap. I still haven't been able to click to the next tier, and I've survived around maybe 30 waves. Don't know what's up with that, but if it is just because I havn't reached it yet, it would be nice to have some indicator for how many waves I need to survive. Or if it just that I cannot figure out how to change tier I guess I find it confusing how to do that :P I've upgraded my base tower quite a lot, but since I still need to start from the beginning it feels a bit slow in the beginning of each round. It would be nice to pick what wave to start or that higher tiers were reached quicker (maybe they could be bought with upgrade money). Also I would like to be able to abandon current round. I accidentally started a game without upgrading the "tower" which is what sent me out here to write this review instead of continue playing. One thing I could be iterated upon is how you get money, since the enemies are scaled but not the money you get it feels a bit pointless to play card if you see your gonna die soon and you will get the same money after restarting against easier enemies. So maybe you could be 23 * X $ for clearing wave 23, or more money per enemy the longer the game goes. I still haven't dwelled into the deck building component of the game (I have only bought two poison clouds), so I can't really give much feedback on that yet. But the visual is nice, but since the game is so minimalistic in general I think it could be nice with a circle outline of the exact area it hits. Also some indicator of how long it lasts, maybe on the card itself to not clutter the game screen. I don't know if it's random what card you get, so maybe I was unlucky, but I got two poison cards and that doesn't seem to give me anything since there is no cooldown. I think maybe it got upgraded(?) but if so I feel the second card is still unnecessary. Sorry for the wall of text, I just really like the game and think it has great potential! I'm gonna get back playing now. Well done!