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goodwincek

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TimestampSince previousGamegoodwincek's comment
Apr 15 11:08:13 6 Kadabra Resurgam Ocus ♥ 2 Really interesting and unique idea! But kinda hard for me to remember all the inputs for different elements and combinations. I needed a lot more hand-holding like in the tutorial. Maybe some color codes and re-using the symbol shapes in the spell book would help me memorize which element is which. I had a lot of trouble getting rotation to work as well. Couldn't get the Fire-Triangle to scale up properly in the larger inverted symbol. Neat idea but a little unwieldy to use on keyboard! Could be an interesting concept in the VR hand-tracking world 😲
Apr 15 11:37:19 29m 06s HEXX ♥ 1 Really great! Very easy to grasp, nice simple tutorial, great visuals and love the satisfying effect when you get a big move that captures 4-5 enemy hexes. The AI was pretty strong in the early game and I was outnumbered 10:1 at one point! Had to stage an epic comeback, which had plenty of those multi-captures! Wonder how you might be able to innovate this concept further to differentiate from the DOS game. Visually and aesthetically you've made a massive improvement over the original, but I could envision interesting directions you could take it even further! What if there were some special pieces with different properties like a chess board? I had a lot of fun in my playthrough! Excellent work!
Apr 15 11:59:32 22m 13s Arise, QWERT! ♥ 1 I love this concept! There's so much potential in this and really adds a level of creativity to the "name your new friend" idea like in Pokemon, except here it's demonic and a high intensity survival game! Love the art and designs of all the demons. Based on what you have so far, it's in the early stages and I felt like the demon summoning happened too often, interrupting the flow of battle and also not really getting a chance to get a good feel for the new spell I just got (felt like only about 20 seconds or so to experience it before I had to summon a new demon). Could you keep adding the spells on top of each other like in Vampire Survivors where you add new weapons and upgrade them? I think it would have been really cool if you actually summoned them by your side, and have them follow you around in battle, like familiars in Brain lord. ref | youtube.com/watch?v=kfI6VxdRE5A | I could see in an extended playthrough you might get attached to ZZZZZ and ASDFF so you really wanna keep playing and not let them get hurt. Very cool game! Very excited to see where this could expand!
Apr 15 12:27:57 28m 25s Perfect Counter ♥ 0 Screenshot_23.png Got to level 9! Pretty cool concept and fun! Very simple and easy to pick up. Basic rock paper scissors balance. Did feel a little bit impossible on some rounds if the enemy composition suddenly shifted. I could refund one unit, but wouldn't have enough money to buy a replacement sometimes, so I was a bit stuck in my team comp. Nice audio and visuals! Really fun to watch the auto-battling sequences. Really nice work!
Apr 15 13:05:22 37m 25s Delvecologist ♥ 2 Hey fellow LD48-er! I remember your Jupiter II game, and LD 48 was my previous LD as well. This game is really challenging, but awesome! Took me a lot of tries to just beat level 1 haha. But I started to get the hang of it after a while. Love the music - definitely kept me engaged to keep trying despite many early failures. That lasted till about level 4 then it kind of got overwhelming having to keep so many different movement/attack patterns in my head, so I had a hard time making predictive strategic moves. I kind of just made random decisions trial and error to search for the solutions. Definitely an ambitious concept! There are some tricky design challenges to convey so much information and I really think it needs an "Into the Breach" level of detail to what is shown. Being able to see predictive highlighted tiles or visual previews of where units would be moving would have helped a ton. But that would be wayyy out of scope. What you accomplished for 48 hrs is crazy good!! Love all of the different animal designs and visuals! They have a lot of charm. I also really appreciated the free choice to try any level in the game. I had a lot of fun! Great work
Apr 15 13:29:19 23m 57s A Following Wind ♥ 2 Really love the way you visualize the wind! Really nice aesthetic vibe overall. The waves around the temple looks super cool too. I love the snappy pixel art overall. Audio seemed a bit low for me so I really had to crank it up. But love those foley sounds, and the chill background lute. Gameplay was fun and satisfying as well, but occasionally the ships would stop responding to the wind and get stuck in crash-courses that I couldn't seem to affect. Not sure if it was user error or a bug. Although I loved the wind visuals, it was a little confusing to know exactly where the "game interaction" was taking place, since they were kind of appearing and disappearing all the time and I would lose track of the vectors I had drawn. Sometimes a ship would rush past before the gust of wind intersected with its path since it would kind of slowly crawl along the click-and-dragged vector path. I think my instinct was to want the wind to be a bit more immediate and semi-permanent so I was more aware of what vectors active on the screen. Overall, really fun concept and excellent work!! I had a great time playing. :)
Apr 15 16:22:30 2h 53m Devotion - A fairytale ♥ 1 Incredible art and aesthetics! The audio creates a perfect atmosphere. Despite being so simple, there was a lot of me just clicking around randomly, not exactly knowing what was interactable or not sometimes. The maze puzzle 1, 2, 3, 4 was the only one I felt like I could use context clues to discover! That was cool I wish there was more like that! The art really kept me engaged to keep playing this point-and-click puzzle game. I wanted to see all the beautiful item graphics!! Amazing work!
Apr 15 16:31:08 8m 38s The Wizard Games ♥ 1 Nice 1v1 hadouken simulator! I really liked the way you showed the button combos. Being able to see ahead helped me keep up my speed. Really fun spellcasting! Did I have fun? VERY MUCH SO. Really satisfying to go fast with this. But would I wanna play another round? I think I'm good. Didn't get hit once in the whole round. Really fun for a once-playthrough, though! Nice work! The intro title sound was funny ^_^
Apr 15 17:07:10 36m 02s Imp Master ♥ 1 I absolutely love the pixel art and character designs. Super charming. Really interesting mechanic interactions as well with lots of variety and layers to the puzzle design! I think the imps were sometimes misbehaving with my clicks though. I found it hard to get them to go directly to the lever when I spawned them, so I often felt like i had to "trick" their pathfinding by recalling them while standing awkwardly on the other side. Since I wasn't trying to do anything clever and just get them to hold the lever, it felt a bit cumbersome. But when you have to intentionally recall them into the forcefields, that was really cool! Nice work! :)
Apr 15 17:52:50 45m 40s Symthesis ♥ 1 WHAT A GAME! Took me forever to figure out level 7 but was immensely satisfying to crack the code. Then I was in it to win it, and had a fantastic time solving the puzzles!! You did an amazing job on the balance and difficulty level of figuring out the combos, and there was a surprising amount of nuance to how you sequence the cards. I played this a good 20-30 minutes and the music never got old, so great job on the sound design as well. Very simple graphics but didn't leave anything to be desired. Maybe some color codes or slightly more distinct card graphics would have helped memorization quicker, but I really liked the aesthetic overall. Super fun! Screenshot_26.png
Apr 15 18:56:42 1h 03m Phasebound ♥ 1 Love the writing, the art was incredible, and the design was quite unique and innovative! I had a great time playing. It really makes you think outside the box!
Apr 15 22:51:47 3h 55m Summongrel ♥ 2 Absolutely love the sound design! The character responses are so funny and I couldn't help but mimic the wizard every time. 😆 The levels were also really fun! Easy to figure out the solution, but tricky to execute after the first few levels! I had a lot of fun playing! Amazing work Only critique i have from my experience was the music loop getting a little repetitive when I started getting frustrated with level 7! I generally prefer arrow keys for non-FPS game movement so I had a bit of trouble with the controls when it needed a lot of dexterity to do everything left handed. Shadows on the clouds would have also been helpful for judging my position with the chained Bounce blocks too. But amazing work for 48 hr! The graphics were spot on - I'm a big fan of pixelated 3D and you really nailed that style!
Apr 15 22:59:38 7m 51s Demon bowel trouble ♥ 1 Lmao that was hilarious! 😆 Love the different references you had here. Would be soooo good with some funny voice acting and sounds added in. Seto kaiba's run cycle was my favorite part.
Apr 15 23:26:20 26m 42s Demon Keys ♥ 1 This was great! Good job on getting back on track and finishing a game after a few false starts — I definitely relate to that from other jams. Recovering and backtracking from wrong directions is a skill in and of itself tbh, so you leveled up in that department for sure. Love the funny demon illustrations and a solid, simple well executed concept. For what it is, it's very nicely polished and complete! I love the wiggle effect you added. Only thing I wish is that it kept my score on screen after the game ended so I could share a screenshot. The sounds were nice, funny, and the music had a nice beat that almost made me wish this was a rhythm game. Great work I had fun playing for a minute. :)
Apr 16 00:55:49 1h 29m The Klent ♥ 2 Gave me really old school MS-DOS game vibes from back in the day. It was fun exploring the little world you built here. I liked the detail of how the music changes whenever you die, which was refreshing to respawn and try again when I was on a difficult platforming section. There was a really interesting pattern of exchanging your staff and mounting/dismounting to get past each obstacles which added a nice light puzzle element to it. The only factor I didn't enjoy was the dino summon disappearing after a short time. Dismounting = "Okay, I've gotta go on foot for bit... this will be slower and more calculated with my jumps." Ran out of time and disappeared = "Dangit... now I gotta walk back to re-summon just to get back to this screen again... this is gonna take foreverrrr!" But it did create a sense of urgency to keep going forward and beat the game! I had a great time playing. I really enjoyed the character designs, especially the tall green guy. Loved this game! Good job Screenshot_28.png
Apr 16 01:22:38 26m 49s PIED PIPER ♥ 2 Really unique mechanics!! Playing this really gave me a sense of being a summoner, and mixed really well with the platforming. You really captured the theme of the jam perfectly. I really enjoyed the puzzles as well. The levels were exceptionally designed, and I loved the detail of seeing a peek of trees outside when you were nearing the end. That last level.... SO COOL. You really required ALL of the flute skills to make it to the end of this game. What a journey! I had a blast! Absolutely incredible work for 48h!!! Screenshot_29.png
Apr 16 01:53:02 30m 24s Unfamiliar ♥ 1 Screenshot_33.png Yay! This was a lot of fun!! Definitely has the engagement factor going on like Slay the Spire. Just one more run... It was really cool exploring the different creature builds. I had a REALLY good team going in my winning run, starting with Yetis who could boost HP and strength every round. I felt unstoppable... until... Screenshot_32.png I went ALL-IN on making a "fabled" creature which ended up being cursed... I used ALL my resources to summon him and couldn't really recover from that - it was all downhill from here. In my entire playthrough I didn't fully understand how the sigils affected the outcome. I was starting to get an intuitive feeling that plants = health regain, teeth = attack, bone = ???, ??? = strength gain, ??? = strength loss? It got a bit confusing and I would have loved a spellbook to explicitly tell me the properties of each ingredient so I could know for certain what I was going for in my recipe. I had a REALLY great time playing though and getting to level 16 felt very satisfying. The battling had a really nice rhythm to it. Love the music, the graphics and making the sigils was really nice and responsive. The pace was perfect throughout going between the different game screens. The creature illustrations were also really nice! Maybe could have used a slightly less jagged edges and higher fidelity because it had a more hand drawn look than pixel-art. But it was still really nice. Amazing work!!
Apr 16 02:10:37 17m 35s Blood of the Altar ♥ 2 The variety of summoning spells was really cool and unique. I had a blast playing. Survived till 0:52 in my best run, so definitely a short and sweet game. There was definitely some loudness factor with all the sounds overlapping, but I dig the retro sound FX. Sometimes adding some low or high passes to sounds can separate them better when they'll be overlapping a bunch, or just soften them overall. Love the pixel art and all the crazy particle effects!! The kicking felt really good how it slows down a bit during the kick. Nice gameplay loop. Great job!
Apr 16 02:26:36 15m 59s Genomancer ♥ 1 Really fun auto-battler! I really liked the concept and having so much customization in your team comp. I played several runs and the furthest I could get was level 8. In all of my attempts, it felt like I hit a brick wall at a certain point, which made it feel like I just had to get lucky RNG in order to progress. Had a ton of fun in my playthrough, love the aesthetic and sound design. I really like the color choices and high contrast design. Everything felt really satisfying and polished. Excellent work!
Apr 16 11:11:56 8h 45m Idea Catcher——Summoning Tools ♥ 4 Excellent puzzle game! Really satisfying to figure out the solutions on some of the levels! The levels were so well designed and challenging, but fair. I had a great time! Level 2-4 was my favorite :)
Apr 16 11:29:27 17m 31s Numeric Summon Circle ♥ 3 Really cool concept! One bug that ended my run was that LEFT CLICK also seemed to kill my units :( And my guys were so HUGE that when I tried to click on anything in the screen (including the nodes in the sigil), it accidentally registered as clicking my unit... and yep he died so I was left undefended. Screenshot_35.png Really cool and unique design! Really great interpretation of 'summoning'. I like the math aspect and how overpowered you could make your units with a bit of multiplication power. It was really satisfying seeing them spawn at giant scale with huge numbers. It was a little confusing when I first started the game — I didn't realize I had to start with the top-most node in order to produce any defenders. I think if that was glowing brighter than the others, I would have known that was a requirement to start. Took me a few Game Overs before I even realized that! Really had fun once I got my army going, though! Until the bug I mentioned where I killed my own army by accident. The first was an accident, then the 2nd was me confirming that it was indeed a left click that killed my guy. Whoops. Things were starting to get a little crazy with the fractions going on too. Screenshot_36.png Really creative premise and fun game loop. I really liked watching the automatons fight each other. Excellent work!
Apr 16 11:39:40 10m 13s Mathemagician ♥ 1 Had a great playthrough and it definitely left me wanting more! All the planned ideas you had sound really cool. Impressive that you built this in your own engine! Love the art and design. The thumbnail illustration is also really nice. Great work! The music was also nice, That autotracker tool is really cool! Thanks for sharing that
Apr 16 12:04:28 24m 48s Molag Brawl ♥ 2 That was awesome! I really like the concept behind the glyph summoning/upgrades for this kind of survival rougelite genre. It was really intense to stay inside the small area and defend from the monsters! Super cool idea. I didn't really get a great sense of my upgrades taking effect tho, and it was quite an investment to complete a ritual so I wanted to feel a bit more of a power surge, especially in the context of a short game jam play session. It felt like a struggle to get the first ritual completed in the game, and seemed like the monsters just kept multiplying so fast that I could barely keep up! I wanted to be able to turn the tides after 1-2 rituals and feel overpowered! But it was still really fun and engaging, the sound/music design was really immersive, the graphics very clean and readable. I love the starfield in the background, it really makes you feel like you're in some otherworldly dimension. Very cool game, I had a great time! Excellent work!
Apr 16 12:33:06 28m 38s Summon Death ♥ 1 Amazing game!! Mad impressive for a compo. The level of polish and juice is just so awesome. Really love the animation and all the little details like flash frames, debris, camera shake, and slow mo death... So many interesting balance tradeoffs as well like having slower movement while shooting. A lot of game jam games feel short and sweet, but this one really hooks you in and makes you wanna keep trying over and over. GREAT WORK!!!
Apr 16 20:12:01 7h 38m The Ritual ♥ 1 I really love the concept! I think having to close the book and start back at page 1 was kind of a hinderance to me, though. I actually ended up opening a 2nd instance of the game just so I could keep looking at the recipe book! I would have loved to just have the book open at all times for this game where it encourages experimentation. Super polished visually and the music is SO GOOD. I was really jamming out to it. Love how the screen shakes and the grab sound effect is really satisfying. The dark portal effect too. I had a good time but the memorization of the incantations was the hurdle for me each time I wanted to try something. This is as far as I got: Screenshot_37.png Really nice polish all around! I had fun even though I got stuck :) Inspiring work!
Apr 16 20:29:23 17m 22s Mana Delve ♥ 1 Agreed with the other comments on the difficulty to catch your gauges before running out of mana. In my case, I ran out of red mana and was disappointed I could not recover. The UI and interactions in the game are nice and polished. I like the bright colorful graphics. Everything was snappy and responsive, so no issues there. I had fun digging and uncovering the map too!
Apr 16 20:51:25 22m 02s Capture the King ♥ 2 Pretty cool concept! A few times I'm pretty sure I had checkmate but my pieces didn't do what I expected haha. The AI made some funny moves sometimes. It was fun watching the game play out though! Love the fire effects around the pieces! nice work :)
Apr 16 20:56:49 5m 24s Flickering Hope ♥ 1 Really like the flame effect! Nice visuals and atmosphere!
Apr 16 21:09:20 12m 31s Conjurer's Quest ♥ 3 The summon mechanics were really interesting and had a nice variety. I really loved the art and aesthetic too. Really fun platforming and challenging level designs that were approachable but difficult to get perfectly the first or second try. I think adding some 'coyote time' would have helped a lot, especially when using the cloud summon. Really nice polished game!
Apr 16 21:19:54 10m 34s Summoner Under Attack ♥ 1 Okay.... that was AWESOME!!! At first I was a little worried that I had to wait so long for my summon spell to unlock... BUT OMG that was worth the wait! I was expecting to summon just a little rock dude, but you gave us a gigantic colossal golem!! Super epic, and a joy to watch him smash those little bad guys. Incredibly satisfying and love all of the effects and debris. I had a great time playing!! Love the pixelated graphics and the way it looks when the camera turns. Amazing work!
Apr 16 21:34:18 14m 24s They Ran Out Of Flying Spells So Now I Summon Platforms ♥ 1 Really cool concept and great title! 😆 Was really cool getting the timing and rhythm of this game down. It felt kind of cool to be able to choose your own way to solve it. I personally liked just making a really tall tower of platforms and jumping to the goal. Nice work!
Apr 17 11:40:14 14h 05m Siela ♥ 3 Really great atmosphere and art design! Brought me back to the days of questing in World of Warcraft haha. The win screen illustration was really cool! It would have been cool if the lantern was magically floating with a glowing effect like the summoned bridge — since the lantern wasn't attached to the character it was distracting seeing her hand clip through it.
Apr 17 11:49:23 9m 09s Nexus ♥ 1 Interesting concept! This would be perfect as a side-mission part of a larger game, maybe some sort of 3D platformer with the cat character. It's always fun to have your NPCs working for you while playing a bigger game (V Rising comes to mind for this kind of system!) I like the art and nice chill background music which created a nice vibe. I think if I were to make immediate suggestions, it would be to create some player boundaries so you can't go flying off the edge of the map. At first I thought maybe my player was supposed to go into the pipes, or go through the mission doorway while holding the capsules (oops! I fell down to the planet like 3-4 times before I learned my lesson lol). It was cool seeing the planet below, and I liked the animation of the hammer sending the hero capsule down. The cat has a cute design, and I like all the color choices. Nice work getting a 3D game completed for the compo!
Apr 17 13:48:39 1h 59m SUMMONING ♥ 1 Loved the intro animation! This game really feels complete, which is incredibly impressive for a compo game. Love all of the extra polish: the intro animation, the dialogue, all the upgrades, and even the bonus mini-sigils... the sheer variety of upgrades!! And most importantly, the basic attack spell with the homing missile dagger is badass and really satisfying to get combos with. Absolutely amazing work!! Perfection.
Apr 17 17:10:06 3h 21m Summonion ♥ 1 Found this via the news feed post! Awesome entry that I hope more people see! One of the most enjoyable games I've played here. The characters are so cute and the pacing is just PERFECT. Super approachable and intuitive to play. What a great entry, awesome job!
Apr 17 22:54:49 5h 44m Necrogeddon ♥ 1 That was awesome!! You are certainly the master of massive waves of enemies. Performance was great even with so many things on screen! A few little things that felt a bit unrefined like when the necromancer summoned skeletons, the animation occasionally felt unresponsive and limiting that it stopped your movement. Later in the game there were so many monsters that I pretty much had to sprint nonstop... and if I did stop to summon, I'd get swarmed! Really fun for the first 5 min or so when I had my own massive army. It was really cool how you can choose how to build you army and upgrade them so much! I did a couple different runs to experiment with different upgrade paths. Super cool game really satisfying to watch the zombies and skeletons fight each other.
Apr 18 23:52:49 24h 58m Phone Homies ♥ 1 crackling toast, homie!
Apr 19 12:10:03 12h 17m The Ordnancer ♥ 1 Sick game! The pixel art and explosion effects were amazing. Really cool weapon variety and fighting mechanics. Only thing that felt out of place was that we're fighting on a bright grassy field blooming with colorful flowers. Didn't really match the vibe of the digital violence and dark music. Music track was really great! Everything else was super cohesive with it — from the enemy attacks to the sick death animations. Love it. Great work!