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Lone_Wolf

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TimestampSince previousGameLone_Wolf's comment
Apr 16 05:38:39 Endless Engagement ♥ 1 I got absolutely owned by the opponent on my first try. I enjoy a challenge though, so I ran it back a few more times. It took me a couple rounds to figure out how the units functioned and what they did, I couldn't tell from the tooltips because half of them got cut off the screen. It made running things back a little frustrating, since it felt like I was losing just because I couldn't figure out how to play, not because of a bad strategy. I'm personally fine with simple graphics like this (I love the two grinning faces on the main menu), but shapes/colors still need to contrast sharply and be used consistently to avoid confusion. I might have had an even harder time distinguishing units than most because I'm playing at night with a heavily red-shifted screen. Constructive thoughts aside though I still had fun. Reminds me a little of my Darwinia/Multiwinia days. I haven't played many strategy games other than those though, which might be why it's hard for me to figure out how to win. Nice work!
Apr 16 05:58:25 19m 46s Devilish Delivery ♥ 1 This is a really well rounded entry. I can't think of any suggestions to make other than maybe increasing the selection boxes on the demons so that it's easier to grab them while looking at something else. Other than a bug with grabbing that deletes demons this works on mobile too, and is the kind of game I'd be willing to pull up on my phone instead of playing with a mouse Great job!
Apr 16 18:32:38 12h 34m The Summoning at River's Edge ♥ 1 This was a fun experience. I managed to get the happiest ending first try, but I'd probably attribute that to you making the story consistent/clearly communicate it's tropes/rules. --- **SPOILERS AHEAD** Disclaimer: I don't do much writing (yet, hopefully), I just like reading books and listening to story critics. My suggestions are also only my immediate thoughts. When the story first starts, after "I certainly am now!", there's some dialogue that feels contrived only to explain the story (specifically the excuse explaining your duty, for what is apparently not the first time), which is something you might see in lazy movies that don't have the option of having the character explain directly to the reader. To keep things mixed up though you could maybe have started things the night before, and made staying up late reading a minor choice with explanation around it that lets the player project onto the character, explains the same things the dialogue did, and only affects the state Miiri finds you in. Which in turn, depending on the state, they might bring up as a jab when they want to get you to take them with you. "Elder Aestel has called for you. That sounds like a more important duty to me!" ..this feels illogical, since you had no way of knowing they would call for you in the morning(?) when you decided to stay up late reading. It might be "unwise/foolish of you to stay up late" though, if it's possible for the elder to call you in the morning during day to day life I got the feeling that you play as a bit of an outsider/newcomer to the village, partly from explaining your duty to Miiri earlier, and partly from not knowing which of the Elder's steeds were fastest. Maybe I misunderstood the stable boy's explanation though, and he was impressed by you being given the finest steed, which doesn't happen often(?). While reading I (maybe personal preference) reinterpreted things as being something along the lines of a rather tight-knit village, with everyone being friends and knowing each other, but following the formalities and keeping the order of their ways. Kharzo 'betraying you' feels weird because you accept your penance, which shows commitment to the greater good of your people, which I would assume includes doing whatever you can even while serving your penance, expecting nothing other than the continued thriving of your people in return. I could have missed something though, as I only skim-read for alternate endings. --- That aside, great work!
Apr 18 05:32:44 35h 00m Help of the Cthulhu ♥ 1 The music/sound effects fit perfectly, and the movement/combat felt great, reminding me a bit of Swordigo's (a 2d platformer mobile game I like). The intertwining of the puzzles with the combat was neat too, I'd be interested to see what comes of that being explored more. The summoning system felt clunky (it appears to force you to swap from keyboard to mouse to select things each time?) and caused me to have to constantly redo the level you added flying in, since I wasn't sure how exactly the flying worked, and would get blasted moments after the game unpaused from summoning while I hurriedly switched back from using the mouse. 'Infinite jumps' might have been a clearer name, although 'Flying' is nicer. On the starting level when I first summoned Cthulhu I tunnel-visioned (maybe fight or flight triggered when they rose up to face me?) on the first option and immediately went "No way, I must worship you, not attack you", looked for a no option, and walked back to the start of the level looking for something else I could do before I realized I had skipped over the middle option, which cleared up the confusion upon reading it. My bad, but you might be interested to know. :P With that said: Nice work. This is a really solid entry, and I'll be sharing it with a Cthulhu-loving friend
Apr 20 00:06:43 42h 33m Feed the Eggheads ♥ 0 Neat take on the theme, 'tis a shame the compo only gives you 48 hours. As mentioned by previous comments a better way of seeing all of the floors would have been nice. There was a point where I was basically forced to stop playing because scrolling was too hard. That's a good issue to have though I guess, nice work!
Apr 20 01:28:02 1h 21m Numeric Summon Circle ♥ 1 I avoided looking at explanations out-of-game, and as a result, with maybe a bit of bad luck, the main mechanic of the game completely failed to click with me. I think I just needed clearer visuals on the pentagram as to what was happening. Right now I'm reminded of when I was little, wondering how clocks without a seconds hand could tell time when they needed to measure out 60 seconds before moving the minutes hand :P Considering this is a compo game the lack of clearer/fine-tuned visuals is completely understandable though. And despite not figuring out the main mechanic I still had fun randomly trying things while summoning an army of 1s (I got lucky with an army size increase on my first game), and I was able to last for a decent amount of time with only that. Nice job!
Apr 23 01:43:32 72h 15m Soul Purpose ♥ 1 This is an impressive compo entry. The customer support job could probably be made to feel a little less manic. One thing that might be nice is a clear countdown time (I've only hurriedly glanced at it a few times though, so maybe I missed something) or maybe having your current ticket auto-submit when the day ends or whenever you get everything right. The game makes up for the aforementioned roughness with the well-told story and world you built around it though, great work!
Apr 23 04:05:10 2h 21m ShapeSummoner ♥ 2 Crash on windows 10: (Happy to help debug for you, not sure what the .net equivalent of gdb is) ``` 2024/04/22 21:02:47.352 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.ShapeInstance.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent 2024/04/22 21:02:47.364 | Info | JAngine.Rendering.Window.RenderThread | JAngine.Rendering.OpenGL.FragmentShader, JAngine.Rendering.OpenGL.CreateEvent 2024/04/22 21:02:47.365 | Info | JAngine.Rendering.Window.RenderThread | Gui.Shader.2D, JAngine.Rendering.OpenGL.CreateEvent Unhandled exception. 2024/04/22 21:02:47.371 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent 2024/04/22 21:02:47.371 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent 2024/04/22 21:02:47.371 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent 2024/04/22 21:02:47.371 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent 2024/04/22 21:02:47.372 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent 2024/04/22 21:02:47.372 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent 2024/04/22 21:02:47.372 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent 2024/04/22 21:02:47.372 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent System.Exception: Failed to link shader Gui.Shader.2D: at JAngine.Rendering.OpenGL.Shader.JAngine.Rendering.OpenGL.IGlObject.DispatchEvent(IGlEvent glEvent) in /home/frederikja/Projects/JAngine/JAngine/Rendering/OpenGL/Shader.cs:line 186 at JAngine.Rendering.Window.RenderThread() in /home/frederikja/Projects/JAngine/JAngine/Rendering/Window.cs:line 299 2024/04/22 21:02:47.401 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent 2024/04/22 21:02:47.402 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent 2024/04/22 21:02:47.402 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent ```
Apr 24 01:24:12 21h 19m SoundSummoner ♥ 1 I think you could keep the key-at-a-time limitation, but it would be nice if there were more keys, I can only play the first few notes of the pink panther theme currently :( 'tis a nice piano though, and has promise if you plan to make a bigger one
Apr 24 16:12:01 14h 47m Ritual Road ♥ 1 With the right balance of gameplay (turns in the road, creepy forests, etc) this would make for a nice podcast-listening game. I like the vibe you've set up
Apr 25 03:35:31 11h 23m Uncanny Inscriptions ♥ 4 Either my inability to draw straight enough lines or something to do with my widescreen monitor caused the game to not accept my drawings half the time, and once I got to the 4 dots variation the assumption in my mind had been established that all lines must end where they start, so I got stumped in the same place `Anton Florey` did, and 10 minutes of trying with the input issue I mentioned earlier just caused me to stray further from the answer. I think I needed more feedback, like the game rewriting my input with one perfectly drawn showing what the computer thought I was trying to do. With that aside though this is a neat game, and I probably could have saved myself time if I had come back and read the comments. Nice work! :P
Apr 25 18:02:39 14h 27m You have to summon a [slime] to pass the final! ♥ 1 Nice job. The visual effects are really well done. The gameplay is simple but that's not really a bad thing, especially for compo games. Some music/sound effects wouldn't go amiss though :P You might like [jfxr](https://jfxr.frozenfractal.com/)
Apr 25 18:45:42 43m 03s ...Or You Are Fired ♥ 1 This was a lot of fun, and the music is 👌👌👌 Other than the movement not feeling polished enough (The mazes felt tight, and turning corners occasionally gave trouble) this is a really well-rounded entry, and is probably one of my favorites this LD. Great work!