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Ryrumeli

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TimestampSince previousGameRyrumeli's comment
Apr 18 02:30:35 Manku the Magician ♥ 5 It is a very cute game, I love the very well made assets and the overall mood of it! Thinking about a magician summoning bunnies from a hat in a live stream is probably one of the most unique ideas I have seen during the whole LD! And across the board, the art direction, UI, music, everything feels so good that it barely feels like something done in 3 days. Can't wait to play more things from your team, be at a Ludum or any future titles!
Apr 18 02:41:48 11m 13s Burn with me ♥ 2 The gameplay is rather addictive, I am surprised at how balanced it felt. Almost like the prototype for a battle mode of something comercial. The devil imagery is fun and clear and very readable, the gameplay flows in a very responsive way, honestly it is a very smart idea and feels just so well executed, getting to the end was rather challenging and took a couple of retries, and it made me want to go through them! One of the coolest I have seen so far, very much the kind of exciting innovative gameplay that always makes me giddy to play entries in every LD!
Apr 18 02:50:58 9m 10s Summon a Succubus ♥ 0 It took a while to understand the game, but the idea is spot on. I also have to say, I went to your page at the end and I rather love your art style, how you have strong influences of classic animes and cartoons, and draw beautiful pin-ups with rythm, elegance and strong appeal, you just got yourself a new follower!
Apr 18 03:15:43 24m 45s The Evil Eye ♥ 1 Ahhh the age old boss battle. Plain and simple a big final boss in an FPS game. Intuitive gameplay for using a strong well known foundation like that, instant familiarity. The progressive difficulty is pretty interesting, it spikes by the end and I love how you have to juggle just so many things at once. Also Godot for the win, love games showcasing Godot is a mature little cookie. For suggestions, maybe building on cues from FPS games, a vignete or some sort of damage indication. It was frustrating not to know wheter I was crushing or being crushed! Also I found the laser to be a bit of an overwhelming weapon, the shotgun was just useful for the crystals. Maybe adding more situations that empower these two options. And a pet peevee, I like HP bars that are just in one side, it is easier to see than guessing based on the center part for me. But it wasn't a deal breaker in any way.
Apr 18 04:12:27 56m 44s Everything has a meaning ♥ 2 Hah! I managed to get all endings finally! Very cleaver point to hide the solution to 2, really matches the whole concept of the game! And I liked it a lot, the audio was spot on, the escape room theme was very well executed, and the endings are interesting. Shame for me the ending I got was the best, and then it went downhill from then on! Also, the narration was a fine touch! Only complain is it took me the whole first 10 minutes to even understand how to proceed, maybe some arrows as an indication for the Cross section of the summon area. Also all the time I spent trying to click that plant or the table under it expecting something to change! Great entry!
Apr 18 04:30:01 17m 34s My Little Demons ♥ 2 That was absolutely adorable! I honestly love just how tight and put together the whole game experience feels. The music is great, the art is cute, the game just makes sense, and the ending is adorable in it's own right! Even the sfx for summoning hits just right! Honestly thrilled by your entry, very enjoyable and fun. Isso foi simplesmente adorável! Eu honestamente adoro quão precisa e completa que se sente a experiência do jogo. A música é ótima, a arte é lindinha, o jogo simplesmente faz sentido, e o fim é adorável como só! Até mesmo o som para invocação simplesmente dá certo! Honestamente animado pela entrada de vocês, muito gostosa e divertida.
Apr 18 04:35:41 5m 40s The Floppy Disk of Forbidden Creatures ♥ 1 Definitely would never think of using GenAI like this. Innovation at it's finest! Kind of makes me feel like I am playing a really smart version of one of those classic adventures from yore! I spent like 15 minutes just giving random answers, I particularly loved how it reacted when I replied with the first verse of "Never gonna give you up"!
Apr 18 04:44:43 9m 02s Eye of the Summoner ♥ 3 Ohh the feeling is rather tense. I love how the feeling of just moving your beacon around and suddenly spotting something feels, that is a great mood. It was extremely challenging, at one point it felt weird how I was unable to summon more units without any indication, not sure if it was a bug or some feature. Maybe in a game design stand point, I love the 3 units aspect, but selecting a unit is clunky with the right button. Maybe using the wheel or the keyboard for it, maybe also leave in the screen some indication of the currently selected unit to help the shift. The music and SFX makes the mood here great by the way!
Apr 18 17:43:55 12h 59m Summoner Tycoon ♥ 0 This is by itself a technical marvel, managing multiplayer in a jam! Unfortunately I couldn't play online (No friends to play with, woe is me T_T) but the basic mechanics are interesting, it feels like a fun cozy game, which in itself is pretty cool. While I find combat options could be implemented like you mentioned, the strengths here are interaction and hijinks that can arise from it, building options, mechanics that incentivize collaboration, costumization and self-expression, that should be the focus on the plan to take this forward! Also minor thing, I felt stuttering with the camera at times in the Itch.io version which I hadn't with other games, even Godot ones. Could be something just on my end but saying this just in case!
Apr 29 03:05:35 249h 21m 🐑 S.H.E.E.P - Sheep Hell Emissaries, Eradicate Purity 🐑 ♥ 2 It felt like all those youtube ads with this gameplay were but you guys showing off your prototype! Instant advertisement right? And it works. The gameplay is fun and engaging. The web version was awfully choppy from the get go on my machine, but the exe worked just fine. The 3 summons were simple enough to understand, though I personally feel the balance of the summons wasn't up to speed, I felt like the Kraken was more bells and whistles than actual effectivity, and the timing gap for the Sheep Norris was kind of an issue to tackle, so in the end the Kamikaze Bomber Sheep ended up being a solid option throughout. The art is pretty effective, I love how cute it feels, it just feels like a nice nod to cult of the lamb. Cult of the wolf! The music vibes perfectly, the art works perfectly, and if there was one thing to talk about maybe it is how you start with the amount of sheep you had when you died last, not sure if it was intentional but definitely made it so I could game the rules until I managed to have tens of thousand of sheep within my dominion. But a very solid entry, all around great game!
Apr 29 03:28:27 22m 52s Summon Shapes ♥ 1 You guys say you need a designer, but I actually see solid design elements there. It feels a bit rough with dificulty with spikes? Yes, but I feel you guys did a good design effort there. It definitely fits the theme, and the music and audio fits the whole idea for the event. The effects are nice and have that bit of game feel, like summoning extra shields and the current ones moving to keep things equidistant. I like how it feels like you guys put a good deal of effort into the feel. And maybe if I could offer a bit of my own design view, I feel the issue wasn't that you can cheese things by summoning all you can before the circle. If it were me, I would make it so the circle moves and chasing it is part of the gameplay, making my own moving more important and useful as a skill. Maybe even the pressing isn't needed, moving yourself to stay within the circle that moves erratically and teleports around while defending yourself becomes the new chaotic element instead of the pressing of space. What is the point of a nice movement funcion that feels flowy if the game cues me to stay in one place? Also the more you get the circle to move the more you can summon, so you wouldn't have access to the full shields and triangle drones fighting for you until you got "stronger" by syphoning the power of the summon or something in world. For me game design ultimately boils down to identifying your strengths and the likes of the audience, and leveraging things that work in your gameplay and making sure it works for your audience. The feel part of it, you guys pretty much have that covered, it almost feels like a polished product already in the hypercasual genre, and I feel you guys working together like this will realize you guys are growing together in the game design aspect faster than you might think. Great job!
Apr 29 03:59:00 30m 33s LD55 - Ritual of Cards ♥ 1 I love card games. My own entry was a card game as well this time around! It took me a while to understand how to play, honestly. A couple of passes until I could go into looking for combos and finishing up with more interesting summonings. The idea of it ending like a card combo is indeed capturing one of the nicest parts of any good trading card game, which makes it interesting from the get go! I feel that some UI elements being more reactive, and illustrating better costs and mutations of a card during highlight it(Even if just the instantaneous ones) would have made it easier to be eased into the game. Sound effects also would have gone a long way. Also the UI layout itself was clear, I love the readability on the cards, I didn't feel the need to bend down to read them better or the like, which made it flow nicely. Visuals are important sure, but having a strong game with clean UI at this stage beats the need for flashy art or any of the sort, and that was a clear worry here. It has strong ideas and I would like to see it further developed in the future, with the multidecks aspect being a worked on as a differential and the summoning combos this could be the start of a new, interesting full fledged card game system if you ask me!
Apr 29 04:48:27 49m 27s Dark Summoner's Forge ♥ 1 The idea is simple, yet why can't I stop playing? I had to reach the final stretch and get everything until I felt I could give a review. The worker slimes are cute. The fact you give information about every item in the game is a nice touch for usability; Frankly my only suggestion in that sense in this level would be that I would like something like middle mouse button press panning of the camera. A strong entry, it is very effective, in theme, the sprites are cute, and the ways things start to move in more advanced stages are, on a lack of a better term, particle-system-level-of-pretty. That is a single word by the way!
Apr 29 05:12:59 24m 32s Démon Puzzle Attack ♥ 1 Loved this game. I felt absolutely nostalgic during the gameplay, it had been the longest since I have played a match 3. It feels snappy, responsive, I really enjoyed the way the sprites were designed with cuteness in mind, feeling like a gameboy game. It was extremely well done. Things to discuss, I had a weird glitch in the middle of a run in which the tiles of the center of the grid became immovable, without any other indication otherwise. When I managed to move tiles around those and create matches, it eventually fixed itself. But no idea why it happened. Also, one thing that didn't match the usual experience for me for match 3s was both the fact that of the falling blocks, if they formed a match on themselves they would suddenly vanish, seeming a bit like a bug since there was no effect implemented for the breaking of tiles. Maybe just work the numbers before a spawn to make sure no matches happen in the falling row. Also an interesting quirk, tile matches resolved in the midst of a fall, not when a tile hits is effectively grounded. Not that it is an issue, just a quirk for me. Again, overall, I love match 3 games and this is a solid engine that managed to hit me in the nostalgic feels of the GBC era. Great job seriously, I am happy to have found this gem!
Apr 29 05:20:40 7m 41s Card Dungeon ♥ 0 The art is great. I love the ideas for the creatures, the artists managed some great combinations and some awesome ideas for the creatures. Feel a bit in the middlepoint of something cute like pokemon and something serious like ars goethia. A bit SMT like in some absurdist, brutalist art decisions. The core gameplay is great, I just felt like it needed some more meta-game indications; I feel like my actions didn't have much feedback save from the cute sound effects and some enemies falling. I didn't know if the attacks were effective or not, if the damage of enemies was high(I didn't lose any creatures in my fist try, so my guesses regarding the creatures might have been decent enough), and when I tried to play again I apparently won instantly(Well some chaos is expected when you open Pandora's box anyway!) Great job, very in theme!
Apr 29 05:24:23 3m 43s Book of the Ghosts ♥ 1 I love how the shaders were made, I like the artistic choices that feel extremely intentional, which is hard to do in 3D and in this short time frame. Ghosts was surprisingly not that common in a summoning jam, it baffles me. The atmosphere is interesting, the movement is smooth and interesting and the camera is trustworthy. I also found that same bug discussed in the comments, but managed to beat it regardless. Also the sounds and music just make the mood work, it is hard to see an entry where I see myself saying that a mood was achived, but this is exactly what you guys nailed here. It should have a warning to be played with headphones, it is worth it!
Apr 29 05:29:49 5m 26s Syzygy ♥ 1 It looks pretty, like a visualization software, and trust me I love those it is a compliment. I like the gradients and the way shapes form, and when I got a grasp of the mechanics, and got myself a doom moon(speak it 5 times in a row, fast, no pauses!). I get the burn out completely, going solo is hard, and creating an idea over the concept of sygyzy is hard too, and yet here you are. It was a short but enjoyable idea, shame for the burn out because this could have gone into many interesting potential ways with a bit more time applied to it, felt like a fun minigame I would see in a complex game with different alignments of celestial bodies and the like. Thank you for your entry!
Apr 29 05:33:46 3m 57s Heart of the Cards ♥ 2 That was...not the gameplay I was expecting with that name and the art, honestly! The game feel of the game is interesting, I love the flow of the controls. The art is evocative, I grew up playing YGO so for me it felt like my chance to interact in non-expected ways. 2D in 3D worls is just a fun, Wolfenstein way to tackle 3D in jams, I honestly liked the aesthetics there. It feels a bit slow, but I feel like it was structured as a vertical slice of a bigger game, and I feel it works well in that sense. Honestly fun, more than a meme game, it was a fun game and I enjoyed it. Thanks for a bit of a nostalgia trip!
May 1 03:30:51 45h 57m Aurora's Ascendance: Orbs of Destiny ♥ 0 The idea is pretty great, I love the idea of mixing magic and how 3 colors can be used effectively. It is a very elegant mechanic. The isometric view is one you don't see enough even among indies these days! Glad you could manage to make what felt like a vertical slice of a more developed product. Also the art for the banner is great, honestly something I would see in a finished product. I feel that due to every attack in the game having a set up time, both in selecting colors, and from the moment the spell is, let's say, summoned, that makes the gameplay a bit slower than I would have expected. Also another complain would be regarding the fact WASD and the numbers require the same hand, I get the idea of keeping them close due to the fact one hand will invariably be in the mouse at all times. It is an issue that FPS games also struggle with, but I would argue moving while picking colors is more important here than moving and changing weapons at the same time in an FPS game, or selecting skills in a MOBA. If enemies didn't also give a comfortable time for dodging, it would have been an issue. Even if they didn't, maybe right mouse button as a dodge or shield would have helped the design anyway. Honestly if you have the desire of developing this further, I would personally suggest maybe taking inspiration on MOBAs and Diablo-likes, instead of the set up time for spells I would make them faster, allow right mouse button for dodge, mouse position for aim, either keep aims like right now or fixate the area for spells in front of the character and mouse defining a position, or even a mix of both in different skills. I would also suggest maybe ZXC for spells instead of 123, or at least redundant with 123, because it doesn't require moving one's wrist while taking fingers off the WASD keys, which speeds up and lowers strain on hand for keys, since that is your basic attack through and through. Maybe the colored system isn't used on all attacks, but in key attacks and skills or barrier breaks. Anyway just rambling at this point, whenever an entry inspired me to think things like that it just means it was pretty inspiring! Great job!
May 1 03:49:59 19m 08s Summoner Story ♥ 1 The idea is very interesting. The art of the cards is sublime, and I love how the light on the tabble became a very great "cursor" for the mouse that only added visual interest, and took advantage of the 3D aspect of items. An interesting summoner table top simulator! Great job, very innovative idea!
May 1 03:52:52 2m 53s Monster-Maker Pro: Home Edition ♥ 0 I love the play of words, we need more games giving awareness to how many unholy things happen within the confines of a court room! The art is great, it is fun, the music is a bit overly happy for the concept of scaring someone in a court, but I think overall it works well. The 3D angle really added visual flare. And summoning poop in court should become an official meme!
May 1 03:55:47 2m 55s Demonic Fridge and Vegetables From Hell ♥ 1 I like the concept, it is fun, trippy shooter, using a fridge for summoning is a very unique concept, summoning a midnight snack! I honestly found it interesting, fitting graphics. Some SFX and polish would make things a bit more comfortable when things go awry.