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DarkWolf

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TimestampSince previousGameDarkWolf's comment
Apr 16 05:50:02 Sky Dudes ♥ 1 A fun little game, but there were a few annoyances that stood out to me. The camera seems weirdly zoomed in for a game about exploring to find stuff, and this is amplified when nothing is in sight and you are waiting for your wind to recharge. This means that you can also accidentally add stuff to your island with larger islands. Another thing, though minor, is it feels a little weird to not be able to fill in little nooks and gaps. Other than that it seems like a solid foundation for a game. The only bug I found was that dudes can walk over holes in your island. Overall a simple and fun game, I just wish the camera could see more. Nice work!
Apr 16 06:10:01 19m 59s OverSummoned ♥ 0 Looks like your HTML5 version is broken or missing. The lack of pause menu and mid game quit option is a little annoying, but should be a pretty easy fix if you continue working the game in future. The biggest issue with the game is that starting every round with some guess and check just isn't very fun on a timer. My suggestions would be to do something like what @def-mane said and show the parts by each orb at the start, or instead have something that remains consistent between rounds so players can learn, such as the orb color or something. A great concept, but needs a bit of tweaking to hit properly fun. Certainly fits the theme though, and that catalog of monster parts is entertaining to look at.
Apr 16 06:36:54 26m 53s Demonic Summoning Simulator ♥ 4 Couple of technical issues: The Ludum Dare embed is broken (site is missing the features Cross Origin Isolation and SharedArrayBuffer aparently). The Itch.io page doesn't have an embed despite being tagged as such, but I think you just need to check the box saying to embed it next to the zip upload spot. And lastly you Godot build is labeled as a debug build, so I think something went wrong with the project export. As for the game itself, it is definitely an interesting crafting simulator. Without a goal, it seems interesting more than fun. I like the ideas behind most of the recipes and steps (nuke excluded) but some the ingredients need a little refining. It seems weird to keep a pile of anvils in your drawer and use one per spell, perhaps you could use an iron nail or a horseshoe. Maybe for some of the more magical ingredients, especially the soul essence, you could craft them with a ritual, then use the ones you crafted in more advanced rituals. Some sort of progression, or at least unlocking, would give the player more motivation to play. I appreciate the keyboard shortcuts, with my only controls suggestion being to make the book lower with any input instead of just space. Overall its interesting, immersive, and very atmospheric!
Apr 16 07:21:31 44m 37s Catomancy ♥ 0 I like the idea, but the controls didn't seem to work right and the developer console was spitting out errors every time I clicked. (NullRefferenceException: Object reference not set to an instance of an object). For some reason it also wanted permission through the Windows firewall, which I assume is some metrics code or something, but it looks suspicious. I wish I could give feedback about the game design, but the main mechanic of directing units around didn't seem to work right for me.
Apr 16 07:51:36 30m 05s Desktop Daemon ♥ 1 It's a cool concept for an entry, and it fits the theme really well too. One or two more ways to interact would be fun, but it is an interesting start on a project already. I did just encounter a bug where it wandered off my screen, so that might be something to fix in future versions, but given it shows an icon in the taskbar that you can close it with its not a huge deal right now. Overall a really unique idea!
Apr 16 08:15:03 23m 27s Necrohold ♥ 4 A fun little game, though there were a few quirks I noticed. It feels a little annoying that you can't just click outside a menu to close it, and instead need to press the actual close button. Something that might be a bug, I got a huge hoard when starting a round, but it became just a slow trickle of enemies for a while, leaving me waiting to have something to test my newly upgraded combos on. As for the game design, it took me a little while to realize I wasn't spending a currency to summon units, but instead working within a cap for them. After realizing that it became an interesting little puzzle game to figure out what each unit did and how to combo them effectively. Also, I love the transition effect between scenes, and great job with the screenshots and Itch.io page theming, they look great. Overall a fun idea with a lot of visual flair and polish. The UI/UX could use a little work, and a simple tutorial would go a long way, but overall a really solid entry.
Apr 16 08:30:58 15m 55s DemoNoloGist ♥ 4 A really clever take on the theme. Starting with the few issues I noticed, a couple of the letters look really similar (G/C, O/Q) and in the last level I saw a T get cut off in the inner ring so it looked like an I. The menu button also was a little finicky with where I clicked. Otherwise it seems really solid. A fun project, nicely done! (and thank you for the easy mode)
Apr 21 03:09:58 114h 39m Call of Aether ♥ 1 I like the concept and all of the art you have fits with the game very well and looks good. Like others have said, turning the pages feels a bit slow when you are trying a lot of combinations. The two bugs I found were that if I didn't have the confluence circle and put something in the offering slot, it would summon the basic fire spirit with an empty center circle. The other bug is that everyone says that the alchemist's stone would be better for another spirit, but there doesn't seem to be one that will accept it. I might be missing something, but otherwise I would suggest making them say that the player should keep the stone, or something like that. Despite the lack of sound, it seems nicely polished and with maybe a quick reference for the runes and some notes on what you've tried it would make for a great puzzle/social game.
Apr 21 03:17:29 7m 31s They Ran Out Of Flying Spells So Now I Summon Platforms ♥ 1 A decent concept and a great tagline, but the implementation needs some work. A lot of the levels were able to be cheesed, having the timer in the top corner feels awkward especially on a larger monitor, and the whole death system needs some polishing. You have a decent foundation, it just mostly needs work on quality of life stuff. Not bad for a first jam entry though!
Apr 21 03:25:37 8m 08s Trial by Combat ♥ 2 While the art itself isn't anything too special, all of the transitions, camera pans, match-up cards, etc. really add a lot of visual polish to the game. As a non-fighting game player, movement feels a little slow and the attacks lack a sense of impact, but otherwise it is pretty fun. The concept is great and I like the humor. Only issue I ran into is that you can't press escape to view the controls when Itch.io interprets that as get out of full screen even if you aren't in full screen. Nice work!
Apr 21 03:52:18 26m 41s Mushroom Conundrum ♥ 3 I like the game, though it feels more like a crafting system than a summoning system. Controlling the mushrooms felt a little bit jank due to them always picking up stuff when I just need them to wait, but otherwise worked pretty well. The only bugs I encountered were that a mushroom managed to put a piece of wheat in the river making it inaccessible, when it was only supposed to be set down near the river, and there were a couple issues with sprite layering hiding selection arrows be hind a few things, any anything hiding under the dragon. Overall a surprisingly polished game with excellent level design!
Apr 21 04:09:00 16m 42s The Cleansing ♥ 1 Nice game! I like the art style and the concept. The only issue I encountered was that the camera would sometimes jump, which I'm not sure if it was intentional, but it made the maze much harder to figure out. I liked the antichamber inspired non-euclidean section (its actually something I've dabbled with myself) but because of how big that room and hallway are, it took an annoyingly long amount of time to execute the part of the solution I'd figured out so far. Given how claustrophobic the maze feels, I'd maybe shrink that room down or add a sprint button. Overall a nice game with *great* atmosphere!
Apr 21 04:22:42 13m 42s Shenanigans at Schmendy's ♥ 1 The concept is funny and the effect sweeping has on the garbage is great. The thing that bugs me is the lack of a sprint button, or any similar mechanic. It feels like you don't have a chance at keeping on top of the mess and instead are stuck clearing one side then the other. If you had another movement option it would feel more like you have a chance instead of doing damage control. That might be what you wanted the game to be, but that's just my thought. Overall feels great getting a chance to hit problem customers with something.
Apr 21 07:06:03 2h 43m Symthesis ♥ 1 A nice little puzzle game. I feel like there is a lot of potential you could explore with more meta cards, such as moving things, doing more complex interactions, more incentive to automate things, etc. As it stands the game works nicely. My only nitpicks are that I would sometime try to drag a card out after a thing I needed appeared, but while the cards were still processing. Greying out the hand a little while it is processing would help communicate that. Other thing is that I kept reading it as "Ime" instead of "Imp" due to the font. Both of these are super minor though. Nice work!