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Dovodx

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TimestampSince previousGameDovodx's comment
Apr 16 14:06:34 Conjurer's Game ♥ 1 I was a bit confused at first until I figured out how to play Go Fish on the spot lol. I really like the banter and artstyle. The characters definitely carry this one and the concept works. It reminds me a bit of Poker Night at the Inventory. Good stuff!
Apr 16 19:53:45 5h 47m A Following Wind ♥ 2 This looks like a concept that could easily becoming addicting with a little more tuning. The presentation is nice, very clean; The visuals and sound are spot-on. The gameplay feels a bit off to me, though. The ships averaging their direction based on the wind means I have a higher chance of needing to summon more than one gust of wind, as opposed to just fixing the direction of that ship and then moving on to help the others. This creates a compounding problem where I have too many gusts of wind messing up the other ships to the point where it makes it harder to fix where they're going, but I have to use more gusts of wind to fix them. The problem gets worse when I try to use a gust of wind on a ship that should fix it in one go, but it either misses somehow or connects with the ship much later than I expect, which contributes to the snowball effect of messing everything up since each gust continues until it's offscreen. I think the cognitive load of having to keep track of all these ships at once is enough without the wind making it harder with its infinite range and less-than-responsive way of averaging the direction of the ships. I think better, more obvious/immediate visual feedback to tell me when a ship has been influenced by the wind would go a long way as well. The graphics and sound are great, just needs a little more fine-tuning with the mechanics.
Apr 16 20:12:15 18m 30s Necroform ♥ 1 I really like the artstyle and the music. The concept of having the skeletons nullify the spikes was cool, too. I could see this becoming a cool puzzle platformer. My only real complaint is that the finale seemed impossible. I think the intention was that I needed to jump forward, dark star, and spam skeletons for my life before the lasers started, but I wasn't able to get that to work. Once the lasers were on, I was cooked and I simply couldn't get close enough to the mines to clear them without the lasers getting in the way. There was also one time where I got hit by a mine or a laser and then my character started moving really slowly for some reason. Other than that, I thought the 3 levels before were great. Good stuff!
Apr 16 20:21:49 9m 34s The Salmoning ♥ 1 I like being a fast fish. I found it very difficult to eat the other fish, though, and some audio+visual feedback when eating them definitely would've helped. I echo what the last person said also about it being hard to intentionally steer into the fish to eat them. The high speed and their small size also makes them hard to see.
Apr 16 21:10:53 49m 04s Bard Summoner ♥ 2 Needs a lot of work to be honest. The concept is interesting, but it kind of seems like you had too much complexity to work with doing both summons and the tile-based level building. I immediately made an unbeatable dungeon without knowing what tiles I was placing or that I could only have 1 instance of 1 summon. I think the idea could work if you had more time to make it, but for a game jam (esp. your first one) I think you would've been better served going with a simpler concept that you could polish rather than trying to make several complex mechanics all work together. Some other general issues I noticed that are relatively easy to fix: - The game's UI does not scale with the display resolution. Playing on a 4K monitor exposed this right away. You can force whatever display resolution you want in the Unity editor to check for stuff like this. - The 45-degree slope I encountered initially was an instant death trap. I couldn't jump or run back up the slope in any capacity. You should be able to adjust your character's physics so that they don't slide down into the abyss. - Some might say this one's subjective, but I think the gravity is waaaaay too high. Jumping looked and felt kind of janky, even though it technically works. - The game seems to visually update only with the physics steps, meaning I could tell it was 50-60 updates per second or that the framerate was capped. Not a huge deal, but it is nice to have the game look smoother on higher refresh rate monitors. You also get less input lag with higher framerates.
Apr 24 21:11:53 192h 01m Summon Get It! ♥ 1 Cool concept with great visuals and sound design. I think the main thing I would want to improve would be how you interact with summons. I quickly understood that my summons had their own healthbars separate from mine, but I wasn't a fan of how the summons would be gone until the end of the level after they died and I could only see the health of whichever form I was currently in. With the player's human form being so slow and weak, I think it would make sense to allow summons to regenerate after a cooldown when they die so that there's still a penalty for losing them, but you're not left high and dry in your weakest form, esp. on level 2 where you only have 1 summon to work with and the muscular dudes come in droves.
Apr 24 21:45:48 33m 55s ⸸ INVERSIO NEGOTIUM ⸸ ♥ 3 Super well-tuned, amazing visuals and sound, love the rock soundtrack. Just a fantastic entry. I beat it and couldn't believe it was only 9 minutes with all the intense gameplay I experienced. Also great move putting a quick tutorial into the game itself. Some minor issues I found: - No pause button? - I believe I was playing the latest version, but I didn't seem to get the end screen. It went back to the main menu after I beat it. - I would like it if the player could keep moving even when the cursor is outside the playable area so that you don't get "stuck". - I don't see a particular reason why the summon book can't just pause the game outright. I guess it adds tension, but it discourages the player from learning about more than 1-3 summons because it's just more mental load when you have bullets coming towards you. - The different summon types are cool, but since none of them last long (as far as I saw), I don't see much reason to summon the more complicated ones. I liked summoning the guy that required all candles lit in a zigzag pattern, but I found it way more effective to just do triangle spam and try not to get hit so I wouldn't have to summon healers. I think DPS really matters here since moving across the screen and lighting candles takes time, and more time lighting candles means more time spent dodging and potentially dying. Maybe the more complicated/high damage summons could do more damage or require fewer candles to better tip the risk-reward so that they're worth using over the quick and easy 3-candle summons.
Apr 24 22:43:45 57m 57s Demonic Summoning Simulator ♥ 2 I never thought I'd play a game that was just crafting and have fun with it. Such a cool concept that embodies the theme so well! It does feel like it needs something else, like a purpose for the summoning, but even on its own I was surprisingly entertained. I wish more games would do their crafting systems like this, as a sort of minigame.
Apr 26 01:46:50 27h 03m The Summoners ♥ 1 The rules allow you to fix bugs post-launch. It's a bit late at this point, but definitely worth keeping in mind for next time (or even for this jam, if it's not too cumbersome). You just can't add any new features. The concept seems like it can work with more development, like some little animations for the enemy and player summon interactions (not something I probably would've attempted for a solo jam myself, I don't fault you there). Also a small QoL thing: it would've been nice to be able to exit battles with the mouse instead of having to press the escape key.
Apr 27 20:17:48 42h 30m Sick of Summoning ♥ 1 Simple and it works. Good stuff! Score: 304
May 1 00:20:48 76h 03m Real Time Demoning ♥ 2 I loved the little voices for the units. How the resources and workers functioned was confusing at first, but I was able to figure it out. The game was definitely too easy, but the charm carried it so hard. Loved the webcam bits.
May 3 19:15:48 66h 55m Bowl n' Bawls ♥ 1 Love the artstyle and the simple-but-effective concept. Silly goose status: confirmed. Music definitely could've been more varied and/or quieter. A better framerate would've been nice as things looked choppy as I moved around (interpolation!). And don't take this the wrong way... but my "bawls" got stuck in the maze area and I couldn't get them out! I was able to wiggle them free eventually, though XD