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blank_3D

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Apr 16 11:42:45 TANKZ ♥ 2 Hey guys. Thronefall vibes indeed, but with this art style and the juicy bullethell elements it is just so satisfying to play. The tank is amazing, it has so much personality that it feels like a character. Some notes on mechanics: The timer to the next wave doesn't seem to be doing anything for the gameplay, I felt time pressure only once in the beginning when I was reading what the upgrades did, and the rest of the time I was simply spawn camping the enemy wave and waiting for the timer to run out. Holding down a button to go faster did not really make sense to me since I never let go of the button, there is no reason, at least that I can see, to go slow. the oil feels a bit one dimensional, as in it can only do two things, upgrade turrets, or invest in more oil. Other things it could be used for from the top of my head would be, to repair the tank, or to spend on drawing more upgrades for it. Just to allow the player to decide on how they will play the next wave, will you spend more on turrets an then hide behind them, or do you heal and go tank, like the chubby little tank that you are :) Being able to jump of the cliffs, is a really great mechanical addition with a ton of potential. I allow you to tackle verticality in a way the enemies cannot, and has the potential for some very interesting level design to be built around it. Due to the floaty gravity and lack of response when landing I feel this was not planned for, but is definitely an awesome addition. Very nice entry, again that tank is so Good! EDIT: I just noticed that by holding A you can speed up the timer. So I no longer have any notes on the timer mechanic. :) I also found out tankz can fly when you stand on a building, which is awesome!
Apr 16 14:18:20 2h 35m Kalòmancer ♥ 4 You have done an amazing job balancing this under the jam constraints. I really like the idea of modifying your cards. notes on mechanics: With the card creator mechanic I just feel that it is begging me to create a completely broken deck, full of creatively overpowered cards that have some insane synergies. But I doesn't seem to let me. I tried a bunch of different combinations, and while they worked very well, they just didn't feel broken. Since you have drawn inspiration from Inscryption, I think you will understand what I mean. I have a bit of a problem with the attack random enemy mentality of auto battlers in general. It just feels to me that it is taking out a very welcome strategical element from the gameplay i.e. being able to predict the outcome of ending your turn. But this is a general discussion with valid points on both sides and not really aimed at your submission. though I would like to hear your thoughts on this :) the deck builder is very engaging, I spend quite a bit of time there. it would be nice if you could layout your deck in the middle to get a better overview of what you are working with. the base cards being in the side drawer if you need to create a new modification. Cool entry, innovative approach, love the deck building.
Apr 16 14:39:07 20m 47s TAKE ME HOME ♥ 5 Instead of the load/decline menu popping up, you should just pick up the animal directly, and then have a rejects bin to put it, by letting go of mouse click. I also think this will remove the possibility of certain bugs occurring. I also managed to break the game when I let a bear go into the ship on its own just to see what would happen, and as it went up I realized exactly where it was heading, clicked on it, the load/decline popup appeared and then the bear disappeared, gave me -25, but the pop up stayed, with its button not doing anything. then all other animals that came after I had the ability to pause. but not interact with, since the popup from the bear was still up. While in general I was a little confused as to why I was suddenly sorting animals, your art is nice, the atmosphere is chill, and the "potato bear" was very funny.
Apr 16 15:12:07 33m 00s Monster Monastery ♥ 3 I am not sure what so many thing are and/or do. do the units have stats different than health? Are some better for crafting/fighting/gathering? What does crafting do exactly? What does the count on buildings control/do? Is there a way to know what a building will do before I build it? I like that you can set priorities for each unit. Even though it quickly becomes really unmanageable. It would be nice to have a setting that applies priorities to all future summons. Also it would be really nice if you could tell what a unit is currently doing. Like a little icon above their head that show you what their action is. I was being attacked and I see a bunch of my guys coming to fight, and then walk past the enemies to collect recourses :)
Apr 16 15:19:34 7m 27s Chuck It Up The Mountain ♥ 1 I love how derpily happy Doug is when you pick him up. Nice!
Apr 17 00:01:05 8h 41m Entity Summoner ♥ 2 I really like that all the recipes are unlocked from the beginning. I also like the wiggle hinting. Having a limited number of chances is a very good. It is a shame that *the spoilers* are only really effective once. Overall good entry!
Apr 17 00:27:21 26m 16s bergs ♥ 2 You fully deserve your full points for innovation and music. You have made a really cool puzzle platformer. I feel that this mechanic has a lot of potential to be expanded upon. The controls could be a bit more forgiving. Great Entry!
Apr 17 00:52:30 25m 09s SUMMON THE COLOSSUS ♥ 1 The choice of a fixed camera angle is a bold one. I like it. It is a very good way to keep the player on track. I feel the Journey vibes as well. Y to jump is super weird to me, shoulder buttons instead of triggers as well. The effect from the spheres is out of this world amazing. Very cool entry!
Apr 20 18:56:10 90h 03m Demon Doodles ♥ 2 I played with a drawing tablet, it was still very challenging to complete the drawings. Summoned a bunch of squirrels though! I would suggest having a way to get more time. Like the pretty pictures. Nice Entry!
Apr 20 19:47:00 50m 50s DURO ♥ 4 Hey! You guys made a very cool puzzle game. I like to give in-depth feedback wherever applicable so here we go. The earth and natural wizards, seem underused in your puzzle design. Since they act like obstacle toggles, they can be equally efficient in any space on the board and therefore don't quite feel like an integrated part of the puzzle. Also one is on a timer and the other is activated by clicking? There were times when the ice or fire wizard would not be able to fire through a lowered wall. I initially thought it was intended, but then after turning them a bunch times they started to fire appropriately. However I believe bugs are a very welcome and necessary part in a jam game, so good job letting one through :) The 3-second timing mechanic was underutilized, assuming you implemented it to give a time sensitive element to your puzzles. I found no spot where there was any time window that it created. As a result it felt a bit annoying to just wait, after placing everyone where they should be. I love the sudden difficulty spike in the last two levels! Overall it is a great entry, good job!
Apr 20 19:59:36 12m 36s NECRO RUSH ♥ 6 The LOL when you die seems unnecessary! The characters are awesome, and their animations are were well done. the environment could use some love though. Nice perimeter wall, by the way. Cool entry!
Apr 20 20:59:55 1h 00m Goblimancer! ♥ 1 There is a definite lack of feedback to the player. It felt like none of my minions were doing anything, and when the big boss comes he is very much on top of you even if you spam speed boost. That being said the music was banging and it was very fun to play! Great job!
Apr 20 21:27:37 27m 42s Dumb Rock ♥ 3 The thing that bothers me is the lack of feedback when you press correctly. It would have been amazing if you got an audio que.
Apr 20 21:38:38 11m 01s Pizza Lord : Slice to the beat ! ♥ 2 Cool game! I was very bad at it unfortunately.
Apr 20 21:52:44 14m 06s gladiatorium ♥ 3 The art style is charming, and the music is delightful. The animations look great, and add a ton of character to the gladiators. Drawing feels very nice and fluid. only clicking is a bit finicky, since the game assumes your panicked mouse motion to get a someone out, is a drawing input. Overall very polished and cozy experience. Thank you for making it!
Apr 21 11:29:23 13h 36m Summoner's Stand ♥ 1 Going by the unit descriptions it feels like I am missing something. The sylph is supposed to be ranged, but I found no way to get it to attack at range. The hydra was supposed to do area damage, but it only did single target, and got damaged every turn. I like the idea, but I think having units that move and attack differently would be a great improvement. Also having more active abilities would help with the strategy, not getting stale. Overall it was definitely engaging to play, and I like the board game / tower defense vibes I am getting from it. Very ambitious for compo, and very well done!
Apr 21 13:34:25 2h 05m Middleman Summons ♥ 1 I like the concept of being the middle man of the summoning rituals a lot. Like others have mentioned, it could be clearer about linked platforms and what items come from what portal. I think making it real-time could be very interesting, as it would allow to spawn everything from a single portal and then have to redirect orders enroute. Nice entry!
Apr 21 16:17:28 2h 43m Chain Reaction ♥ 2 Great experience! It is a very interesting mechanic to basically herd hostiles together so they can fight each other while you scoop in to get the loot. Music was awesome. Art is also great. The upgrade mechanic is well thought out and balanced. Really polished for a jam game!
Apr 21 21:49:36 5h 32m Tristram ♥ 4 Your entries are always very compelling. The party selection gets hard to click and hard to make out who belongs to what party, after a certain point. There doesn't seem to be much you can do with the gold you are getting as well. I think more stuff for the player to do will not hurt. In any case incredible music, very charming art style, and awesome mood. Great work!
Apr 21 22:17:58 28m 22s Throes of the Javelin ♥ 3 I only wish that I was better at platformers to truly enjoy this. The mechanic is incredibly interesting, the music and art are great, and the level of polish you managed to achieve in 72 hours is super impressive. Amazing work!
Apr 21 22:45:56 27m 58s A Following Wind ♥ 1 I really liked that the wind keeps going, it brings an unexpected strategic element. I think that either a bit more control or a bit clearer feedback, would really bring it out better. Cool entry!
Apr 21 23:35:37 49m 41s Summoners Incorporeal ♥ 2 This was really relaxing and engaging to play. Music was whimsical, and fit very well. I like casual writing in games, and yours flowed very well. The puzzles were interesting if a bit too easy. I enjoyed the choice you made to encourage exploration with curiosity. It felt very natural and rewarding to explore the connected rooms. Was there a way to pick up the objects that were on the tables, maybe I missed something. that potato. The movement felt a little clunky at times, but it didn't get in the way. Mostly I kept forgetting what items did and had to go to the book so many times. I think it would be better if you had a pop up when you are next to the item, maybe with a toggle. Otherwise it was an exceptionally pleasant, and enjoyable experience. Luudum Daarey solutes you!
Apr 22 13:13:40 13h 38m A Grave Mistake ♥ 1 I really enjoyed the puzzle game part of this. The mechanic was simple to grasp, yet had enough depth to feel fresh. I only found one place where I had to break a block in order to use it in another combination, which is an aspect of the mechanic that could be further explored. I didn't enjoy the memory game part of this. The graphics and music are on point. The effects are really good, and the game feels responsive, and gives enough feedback. Cool game, good job!
Apr 22 14:53:01 1h 39m Demon's Tower ♥ 1 It is a very nice concept, and I like the simple visuals, especially the explosion effect using the same sprites as the thing it spawned from is very cool. Some notes on the mechanics: The player is encouraged to ignore the cards. There is no explanation of what the card does when in game. It is never explained that the money in game is different from the money you use to upgrade, meaning it is natural to assume that it is the same resource. Leading to not using cards in order to save up to buy upgrades. Upgrading the cards at random does not allow for strategic deck building. The card effects are have a long build up, which makes them bad for pulling you out of tough spots. And the card effects are very short, which means you need to spend a lot of your resource to keep being able to use the card, effectively. The cards that builds a tiny tower is very nice, and so is the death wave. The rest are difficult to use well because of the delay in the summoning. The upgrades are static, and the enemies scale with the wave counter. This means that there is always a point at which the enemies will overpower everything. My suggestion would be to have the cards be free to play, and start the player of with some basic ones. I would also remove the upgrade shop, and have the player choose an upgrade after every wave. Maybe even remove the card shop and have the cash be used to draw new cards. Overall it is nice idea, and I did spend a ridiculous amount of time playing. So great work!
Apr 23 13:40:17 22h 47m Jiang Shifu ♥ 2 Really cool entry! I love the mechanic, it makes you feel like a ninja, which in a game where you cannot walk or run is very impressive. The graphics are great and the music is spot on. I am really struggling to think of any actual feedback to give you guys. Maybe there could be a more clear indication where you will appear. Anyway awesome work!
May 2 21:46:59 224h 06m GODAI: The Ninja Way ♥ 2 Really cool retro vibes! The collision boxes are a bit too punishing for me :) but I am very bad at platformers, so take that with a grain of salt.