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Lisek Gagatek

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TimestampSince previousGameLisek Gagatek's comment
Apr 16 23:53:54 Fausto ♥ 8 Great atmosphere and music, but you probably heard it already :) I think I have encountered a bug though - after completing the game I have chosen "Drink" and the screen turned all black and nothing else happened.
Apr 17 00:09:49 15m 55s Succubi Slayer ♥ 2 Nice sound effects and music. The gameplay was not really finished, but with more time this could get quite enjoyable. The easiest thing that you could modify to make the game more dynamic is to spawn enemies closer to the player, blocking his path so that he can't just run away.
Apr 17 00:20:08 10m 19s Dialtide ♥ 0 Very nice idea to create a numpad-based typing game. Although everything was happening very fast and I was just spawning whatever I could without thinking or strategising - I just didn't feel there was time for that. If the enemies were coming in waves instead of spawning continuously, it would feel much better imho. The music was a banger, and especially the part coming in around 2-3 min.
Apr 17 00:23:19 3m 11s Summoner Swarm ♥ 0 Doesn't also work for me - I can't move
Apr 17 10:00:21 9h 37m Streets of Mage! ♥ 1 Pretty cool game with fun gameplay. I just wish it was more dynamic with faster rocks or something - in later stages the rocks would stack and be almost everywhere with no place to dodge. Maybe the player's character could be smaller to allow for sneaking between rocks? I don't really know. The symbols in menu's bottom left and bottom right corners didn't render for me - I guess they would be an arrows?
Apr 17 10:13:20 12m 59s No more summoning! ♥ 1 Nice idea and good sound effects in there. Feels a little bit like playing osu! xD One thing that would make this soooo much smoother though is input buffering. If you allowed for choosing dash destination during jump animation and perform dash after landing, it would feel great.
Apr 17 10:54:37 41m 17s Alien Summoner ♥ 4 Niceee, great submission. Awesome graphics and audio and the most enjoyable gameplay I've seen so far in the jam. I have a few nitpicks though: - My hpbar wasn't working (was empty from the start or after a few shots, but definitely when I still had lots of hp). I thought I was invincible and ended up dying near the end because of that xd - Pickup/interact radius is weird. It seems I'm collecting energy and shooting with my shadow, but dodging with the ship. At least the collect radius could be larger, so that I could grab energy with ship. - You gain so much energy so fast that spamming J K L nonstop is a go-to strategy.
Apr 17 13:43:20 2h 48m A Tale of Six Rites ♥ 1 Awesome work with atmosphere and colors, it really makes the whole experience great. I mostly wish it was longer, the first 4 levels are of trivial difficulty and more stuff like later levels would be nice. Also the one subtle thing - I feel that the kick in soundtrack is too prominent (makes for a weird, slightly "choppy" feeling for me on headphones), but overall it still sounds really, really good.
Apr 17 23:22:50 9h 39m Summon World ♥ 1 Very fun and enjoyable to play. I only wish there was a setting to slow down/pause time. Everything was happening so fast - I place a new crystal and it's removed in what feels like 5s by the villagers.
Apr 17 23:32:44 9m 54s Kitty Conjurer ♥ 1 Very nice, reminds me of Potion Craft. I think I've summoned all of the cats, but I still don't know what some resources like rocks and sticks were for (?) If something was at stake, e.g. you had a limited number of total resources to get to all of the cats, this could actually be pretty addictive with forced restarts when you run out of materials (the game is short anyway, so no big deal imho).
Apr 18 14:43:03 15h 10m Rythm Ritual ♥ 1 Cool game, good rhythm game mechanic and nice job with QoL feature of highlighting optimal press time on the notes. Some of the note patterns were way overcharted though and didn't correspond well to the music.
Apr 19 00:59:15 10h 16m ManaFest ♥ 2 The game is pretty cool. The graphics and animations look really nice and cute. I had a problem with spawning platforms, very often it was confusing when I can spawn them or can't. It seems as if it works in pre-defined spots only (?). If that's so, it would be nice if those spots could be seen by the player somehow.
Apr 19 23:06:44 22h 07m Demonic Dominion ♥ 0 Cool idea, really fitting to the theme. I think it's a pretty good game foundation that could be really fun when developed further. The balancing needs a bit more work I think, the skeleton and especially big goblin are really underpowered compared to just spamming rats. Also it would be nice if every generated room had something in there - at least one enemy or a chest.
Apr 19 23:17:22 10m 38s Summoned Survivor ♥ 0 Cool entry, very fun to play. I think the skeletons are a bit to fast. Also, I figured it's really not worth shooting, because you lose your orb attack and there's a high chances you will miss anyway.
Apr 20 10:25:38 11h 08m Summoned Army ♥ 1 Very fun game. I only wish there was some other difficulty differentiator than enemy portal count - something more gradual.
Apr 20 10:52:54 27m 16s Polymancer ♥ 1 Very nice game, pretty fun to play. I spent a lot of time playing and managed to get to lvl 14 with ~1500 killed enemies. I think that later on, the exp required to gain level grows waaaay too much. Getting from level 13 to 14 takes more time than from 1 to 12 or so it seems. Also I think that projectiles visibility could be improved here (do archers even shoot arrows?).
Apr 20 11:43:43 50m 49s Forge Lord ♥ 1 Interesting game, I like the progression in difficulty and summoned allies. The addition of your base's auto-healing is a really good addition, so that I'm not that much at a disadvantage if I mess up early on.
Apr 20 23:42:43 11h 59m Druid Island ♥ 1 Very impressive what you achieved in such a short time. Good, oldschool 8-bit style with graphics, music and sfx. The arrows shot by villagers looked super nice, with this semi-turn-based effect, although they seemed not to do damage (?). The only issue I have is that my summoned allies would sometimes refuse to attack nearby villagers and just run aimlessly around.
Apr 20 23:59:31 16m 48s Ouija Boy: What's My Name? ♥ 1 Cool game, very replayable. The rules are simple, but fun. The game was a bit harder for me, as I'm not a native English speaker, but I enjoyed it nonetheless!
Apr 21 00:05:16 5m 45s Birb World Tour: Royale ♥ 1 Awesome game. You can actually feel the speed, nice work with that.
Apr 21 00:20:37 15m 21s mouche(s)? ♥ 0 Great game. I love how it's initially difficult, but also easy enough to get used to the throwing mechanic and be able to finally beat it. Sfx were on point, maybe a bit too much fly noises at the beginning of level 3, but maybe it accents the fact that so many of them are there, so that's okay :) The only thing lacking for me is some kind of cursor that would tell you the position of the book when it's not on the current screen.
Apr 21 00:31:47 11m 10s Parsley ♥ 3 Okay, the voiceover at the end was hilarious :D The game was great. The collisions could use more work though. I tried to be smart and catch all of the food except mice, so that when I catch it last, I'd be close to home (and thus earn nice highscore). But when I collected fish, the timer started anyway. Is that expected?
Apr 21 00:44:20 12m 33s Eldoria's Gold Quest ♥ 1 Noooo, I died like 2s before my cart reached the destination :/// That's sad. Jokes aside, that game is really a good deal of fun. I love that goblins aren't just a simple reskin of the bats and actually have a different behaviour. There is no reason in the game not to shoot with the main attack all the time. It should happen automatically, or at least it would be nice if the player could just hold left mouse button.
Apr 22 00:03:59 23h 19m Make New Friends ♥ 1 Maaan, I love LD entries with online highscores! It's always so nice to try to beat others and leave your nickname out there in the top :D The game is super fun, I love this cute and friendly sound when you successfully match the incoming shape. The music is also pretty good. There are two small things that could be improved in my opinion. I know it's not a rhythm game, but it seems very similar and my muscle memory tricks me here constantly: shapes should be considered not matched when they run out of your screen/leave the space where you spawn your shapes, not when they touch it. In rhythm games you usually want to press the button when the note is right on top of your reference point, not before it. Imho it would be nice if this game here allowed pressing the shape in later moment like this. Also, the sound and visual effects when you complete the round look as if you messed something up, but they are signalling the good outcome (you have finished a level and you're going to the next one). Other than that, there's nothing to complain about. Great entry, gj!
Apr 22 08:54:13 8h 50m Summoning Master ♥ 3 The idea is really nice and the gameplay pretty interesting. Although I'm not sure if reshuffling all the cards in your hand after each turn is that great of an idea. It was at first confusing to me when I wanted to leave a card in my hand (+2 minion and hero hp), stall for one turn and heal, but the card disappeared for next turn. I think it would be better and less random if instead of drawing 5 cards, you drew 2 or 3, but cards from previous turn stayed in your hand. Also I really agree with @themixedmaster - adding more than one card after round seems like a good direction.
Apr 22 09:09:12 14m 59s Ancestor Rain ♥ 4 Nice, I've summoned Tiktaalik! The music adapting to the notes you play is very well implemented and makes this experience a lot of fun. It's funny to hear this messed up notes in the middle of playing. It also helps with realtime feedback for the player, which is always appreciated in rhythm games. The voiceover was a really good addition to introduce the lore. Its mix could use some more work though, it's very quiet and not that clear.
Apr 22 09:18:20 9m 08s Bring on the Blocks ♥ 1 Small but good game. The level 3 caught me off-guard and I needed to read comments to be able to progress further. I think the mechanic of placing blocks floating should not be introduced that abruptly with a harder puzzle. You should first make a level where the player can't place the block in any other location, so that to force him to see that this mechanic is in fact possible.
Apr 22 09:27:41 9m 21s Vital Warriors ♥ 0 The gameplay mechanics of this game are pretty weird. I have used an ingredient 4 and then number 2, leaving some of it floating. I kept pressing it to spawn shooting allies, but the ingredients weren't disappearing, so that I just spammed them to fill the whole map in like 30s and became effectively invincible. It would be good to have some limit on the number of spawned allies, or some kind of cooldown/timer.
Apr 22 09:36:32 8m 51s Ethereal Tower ♥ 2 Cool tower defence game. I liked the sound and look of it - simple, but effective. Collecting money from killed enemies was a bit inconvenient. I don't really know why you didn't just go with auto-collecting, but at least getting them by hovering the mouse over money bags would feel much better for the player. Some kind of a timer at the beginning of the stage to place your first tower could also be useful. The tower's targeting should be changed for them to always shoot at the first enemy. It's really frustrating when the tower just doesn't attack the first enemy who is about to escape and damage your base :/
Apr 22 09:42:29 5m 57s Paralax, Cats and 22 snacks ♥ 1 The paralax background looks great and the music is pretty nice too. Camera movement when jumping looks a bit weird - it shouldn't move up until the player is in the middle of the screen (or sth like that). It doesn't really matter in this piece, as there's no actual jumping involved, but just saying in case it's going to become a part of the project you'll keep working on in the future :)
Apr 22 09:50:52 8m 23s Chibble Nibbles ♥ 1 Wow, the music is really good in this one. It's weird that you can start your summoning sequence when it's still presented to you for the first time, but it will always fail :/
Apr 22 10:00:06 9m 14s Unleash the Ender ♥ 0 Lacks "Buy all" button on the upgrades. Also the elemental symbols could be put on the buttons.
Apr 22 10:06:12 6m 06s Cultists Feast ♥ 1 I managed to get to ~40000DKS. Not really sure how it's calculated though. There's a lot that could be improved in terms of visual presentation, but I know from personal experience how hard can it be. The thing I'd recommend the most for this aspect is to check out some color palettes online (e.g. here https://colorhunt.co/). Just look for something that you like and apply only the colors from there to your game, it will be way easier to make it look good. It's a really easy to make first step.
Apr 22 10:10:47 4m 35s Deadly Roots ♥ 1 Interesting idea with reverse tower defence game. I think it would be better if you gained money from destroying towers instead of just waiting for them to spawn though.
Apr 22 10:17:50 7m 03s The Ball and the Island ♥ 1 I tried, but didn't manage to complete it, the steep hills are really hard to navigate and the camera seems to be against me (I can't see where I'm going). Also the penguins seem to be kinda weak? They can't beat any enemy 1 on 1, but I can only spawn one penguin.
Apr 22 10:26:51 9m 01s Hell's Helper ♥ 2 Very playable, with good mechanics and even a lobby map for upgrades. That's rad. I personally had the feeling that the fights were ending kinda abruptly. And were very repeatable. You probably wanted to go for the theme, but the gameplay would benefit if you were supposed to kill mages summoning knights instead of surviving. Also, you could spawn enemies in bigger waves, but less often, it would feel a bit less stagnant.
Apr 22 20:54:30 10h 27m Mycelium Runner ♥ 2 That's a very good game. Awesome graphics and really solid and polished gameplay. I love the broad selection of items that you can buy and how you apply them to different parts of your mushroom (the item that increases it's sell value with each round is my favorite, great idea). I wish there was a sound, but of course it's Ludum Dare and not everyone has time for that. However I can see some areas for potential improvements: The first thing is that I'm not really convinced about moisture balls disappearing over time. It seems to me that you did this to synergize with other strategies (buffing you when you collect moisture), but to me it creates a more boring pattern of gameplay. During each round you have to collect as much moisture as possible; otherwise you'll lose in a few rounds due to being under-statted. It means that you have to constantly go in circles, to end up in a spot where you last killed an enemy to collect money. And it makes gameplay more boring than it would be if the money was either just collected automatically, or stayed until the end of the round. Either that, or maybe you could try to spice it up and make it drop much further from the killed enemy, to create more situational opportunities for the player and spice up gameplay. The second aspect is the pricing/power level of items you buy. It would be more interesting in my opinion, if there were more items that are stronger, but cost much more. Right now it starts to feel underwhelming when you have items in all slots and are limited in buying by slots, not by items price. It's just not that satisfying to buy the slot for 60 to then place item worth 20 in there. Anyway, the game is great, very good job and you guys can be proud of yourself!