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ryusui

Feedback comments for LD55

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TimestampSince previousGameryusui's comment
Apr 20 04:00:24 Vassal ♥ 1 Brutally difficult but I have to applaud the clever hybrid of Asteroids and Lunar Lander. Also props to another developer who largely ignored the theme in order to make the game they wanted~
Apr 20 04:10:16 9m 52s Elemental Assembly ♥ 2 I love the concept, but there's not enough information provided; what should be trial-and-error with a little logic involved turns into frustrating guesswork. Like I can guess that fire beats ice and loses to water, but what kind of element is "monster" (the green one with the fangs and horns)? And do all three pieces have to beat the opponent's counterparts, or is there a "best two of three" system going on?
Apr 20 04:17:44 7m 28s Arcane Outlaw ♥ 1 Very stylish! My only gripe is there's no death animation for the player character; I was a little surprised to see them simply vanish at the end. ^_^; Also "S" for summon makes a kind of sense, but it feels too easy to accidentally hit it when I'm moving, resulting in me standing stock still while I'm trying to dodge. One question: is it a glitch that rounds will sometimes end before I've destroyed all targets?
Apr 20 04:33:31 15m 47s Demonic Whim ♥ 2 I'll start by saying "endless sodomy" does not quite paint the picture in my head that you intended. ^_^; Perhaps it should have been "endless depraved debauchery" instead? I'm a little confused as to how the choices work. Are there different outcomes to each set? The old peasant convinced Raphael to help him, and lost his hands in exchange; the priest and king each failed to convince Raphael to help. I'd have liked it if it was clearer what kinds of outcomes different choices might lead to, especially given how replaying the game multiple times to see different sets of outcomes is non-trivial. I might also suggest, as an extension of the above: as a game so reliant on its text, it really needed an editing pass by a native speaker. The last part of the game gets very confusing, switching erratically between a third-person ("Raphael") and second-person ("you") narration.
Apr 20 04:46:04 12m 33s They Ran Out Of Flying Spells So Now I Summon Platforms ♥ 1 I love the concept but the implementation feels really, really janky. Being booted back to the start of the location when you die feels really abrupt, and the fact that your blocks stay around afterwards means I'm often stuck waiting for old platforms to vanish before I can proceed. I also didn't appreciate that the poles for the swinging axes counted as deadly obstacles, not just the blades, but I did like how the game had no problem with me just going "nope" and going around the periphery of the level instead.
Apr 20 05:05:51 19m 47s Gerald the Blind Butler ♥ 1 Props to @graal for their much-appreciated hint for level 5. ^_^; A brilliant little puzzle game. I'd love to see it expanded with more levels, more mechanics, and maybe even some fancier graphics.
Apr 20 05:27:41 21m 50s Slimeleon ♥ 1 Really love the concept, though the game gets unforgiving quickly - I got wiped out pretty easily in the final level. ^_^; A little more feedback on what it means when a summoning fails would also help: often I'd draw a glyph but get a red glow and a flashing icon, suggesting that the glyph was recognized but I'd done something wrong. Is there a limit to how often you can summon certain kinds of monster, or is it more that the game is telling me "you're trying to draw this glyph but you need to draw it better for it to count"?
Apr 22 03:31:52 46h 04m Necrogirl ♥ 3 Not sure if I understand how the gameplay loop is supposed to work here - I summon a handful of minions, the minions get torn to shreds, I run out of MP, and I'm left running for cover. It feels like enemies are *dramatically* stronger than my summons, and my maximum MP isn't high enough to summon enough allies to compensate. I'd definitely have preferred some kind of auto-regen for MP as opposed to having to manage a limited supply of Mana Potions.
Apr 22 03:45:59 14m 07s Puddle of Death ♥ 1 Oh this one is *delightful.* I love that exaggerated curved horizon you've got going here. My only gripe is how much backtracking you have to do for resources. Also, I'd have liked it if the summon gauge actually listed the required resources for each monster type, instead of the game giving you a pop-up saying how many more resources you need.
Apr 22 03:56:22 10m 23s FoodieBuddie ♥ 3 I feel like this is a really clever idea that desperately needed more time in the oven (har har). The interface is really abstract; it's hard to tell what it is I'm expected to do or how to do it. I got as far as animating an egg and getting it to charge the batteries and do some fishing, but I don't know how to sell items, and I'm not sure how summoning extra Foodie Buddies is supposed to work; I got a fish to come to life on my first run, but it didn't work on my second.
Apr 22 04:04:32 8m 10s Kitty Conjurer ♥ 1 It took me a bit to figure out how this *works.* Makes me think a little of Doodle God with a twist that the combinations are geometric rather than "logical." Not sure if there's an end point, but I managed to get three requested cats.
Apr 22 04:16:53 12m 21s Lord of Animals ♥ 0 I love the concept here! I'm a little curious if the spoils from each round are purely random, though - sometimes I would get three crafting materials (fruits?); sometimes I would get four. I'll admit I never made it past five rounds; maybe I don't understand the strategy (apart from "focus on your enemy's heavy hitters"), but I can't help but feel like victory is a *bit* reliant on RNG.
Apr 22 05:08:01 51m 08s Clumsy Witch ♥ 0 The logic puzzle you've got here is interesting, but the time limit really spoils the experience for me. I gave it two tries before calling it quits - there was no way I was gonna solve it before running out of time. As an aside, if there's only one correct solution, there really isn't any point in having a time limit in the first place. I really recommend removing it so that players can focus on the logic rather than the time pressure.
Apr 22 05:36:33 28m 32s The Cherished Boulder ♥ 1 I love the concept and the presentation. Not as big a fan of how easy it is to get overwhelmed. I got as far as being able to make Enchanters and then died because my Protectors weren't able to keep up with all the enemies coming in, even though I devoted all my Nai Log income to making more. Targeting enemies doesn't seem to help much, either. Also - are there summon types past Enchanters? I'm reading other people's comments and apparently there is something *wrong* with the way the game fullscreens where it doesn't actually show the full game screen by default, so some of the buttons get cut off?
Apr 22 06:42:25 1h 05m DegeNerative Dungeon ♥ 0 I love the concept. I do not love the fact that the gameplay consists largely of sliding uncontrollably into spikes and/or ghosts and dying instantly. Definitely going to look into that worldgen algorithm of yours, though - possibly to use it in something where there will be more exploration and less dying quickly and horribly.
Apr 22 07:29:13 46m 48s Metal Harvest ♥ 2 The summoning mechanics seem disconnected from the actual shooter gameplay. There's also something weird where the gauges for each weapon don't actually seem to indicate how close they are to downgrading - I swear I saw them suddenly jump down a full unit after decreasing gradually. I think the game should make it more obvious how summoning works, and push you actively into summoning more monsters - as it stands, the only real impetus to summon monsters at all is to build up the soundtrack, which it's not even clear you're supposed to be doing.
Apr 22 07:52:49 23m 36s Voir Dire ♥ 1 Frickin' majestic. I wonder if this will end up expanded on into a full game sometime. :3c The third trial was *hilarious.*
Apr 22 08:12:31 19m 42s Well...Done ♥ 1 Very nicely polished given the amount of time spent. (72 hours and I still wasn't able to get sound and music into mine before the deadline!) My only gripe is I could've used more warning that the well was going to start asking for *stone* in order to summon the rain - I was prepared for the rising costs, but given how hard stone is to come by, it was a bit of a sticker shock (and I died because I didn't have any on me, whoops!)
Apr 22 08:22:25 9m 54s Parmigiano Rolliano ♥ 4 Delightfully deranged. I loved the cheese clouds in the sky. My only gripe is that the screen aspect means that items on the leftmost side of the "track" are only visible briefly before you roll past them - in practice, about half of the jam jars scroll by too quickly for you to grab them. Also, the big floppy-faced guys lying on the ground trying to snap up the cheese as it rolls by make me think of Joy Mutants from LISA: The Painful RPG.
Apr 22 14:03:29 5h 41m Crimes Against Carrots ♥ 0 Really polished! Feels like there aren't many Ludum Dare games which have proper controller support - let alone rebindable controls across the board! (There are *plenty* of games I can think of which definitely could've benefited from the ability to rebind controls...) If I could suggest one thing: maybe add a GTA-style star-based "heat gauge" alongside the textual one that's already there?
Apr 22 14:13:47 10m 18s Devils Advocate ♥ 1 The interface is really clunky and unintuitive. Why do I have to *double-*click on items instead of single-click? Why do I have to use the keyboard when there's an on-screen Ouija Board I should be able to click on? (And why doesn't it show the word I typed, only each letter?) Why do arrow keys scroll text and not clicking or any of the other keyboard keys? I literally couldn't get past the first stage; I'm not sure what kinds of game in this vein you've played before but I've certainly never played one as awkward to control as this. (I recommend giving Papers, Please a whirl - *much* better interface in that one!)
Apr 22 14:30:13 16m 26s C.R.T. - Companion Recall Technology ♥ 3 I couldn't get past the upward climb in the first level. The timing is too tight to use the slide jump all the way up. And now I'm reading that there's a sprint button you didn't mention anywhere in the instructions? Now that's just foul play.
Apr 22 20:26:02 5h 55m Two in one ♥ 4 I "solve" the first puzzle, but it keeps shouting "GAME OVER" at me when I use my last move to reach the goal tile, so clearly there's something I'm misunderstanding, or there's a bug that's only in my download and no one else's. It doesn't help at all that the instructions are not written by a native English speaker, so it's hard to understand that the ghost is summoned based on Joe's previous path. I'm glad someone else was able to figure that out. The tutorial would be a lot more useful if it actually played out the first puzzle to its solution.
Apr 22 20:31:43 5m 41s Bullet Storm Extrema ♥ 1 Solid little old-timey shooter. Very reminiscent of Galaga or Galaxian, with perhaps a little Missile Command. I'd have liked to see the turret summons do more; things get a bit overwhelming and they don't really seem to help much.
Apr 22 20:49:52 18m 09s The Dank Sorceress ♥ 1 Fun concept. Not a huge fan of the thing where my monsters will randomly turn on me. I'm assuming that the "summoning tie" gets severed if they take damage, or randomly in combat? *-reads other people's comments-* Ah. Seeing how it's mentioned nowhere in the in-game help that it happens if I *run out of MP,* let me kindly tell your "summoning tie" mechanic to take a hike. That said, I'll give you mad props for making a game like this in *Ren'Py,* of all things, and I'll gladly take your sketchy art over AI-generated garbage like I saw in someone else's entry.
Apr 22 21:10:31 20m 39s S.L.I.M.E - Summoning Lunatic, Infectious Mold Entity ♥ 1 I love the whole "cellular automata" concept, but I'm not such a huge fan of how little actual *game* there is. None of the levels require more than a couple of clicks in an obvious place to solve, and the final level is purely a timesink, unless you consciously ignore the instructions and let the red slime mold through on purpose.
Apr 22 21:29:54 19m 23s Uncanny Inscriptions ♥ 1 I love the general idea but this is another one of many entries I've played this LD that's got a clever concept married to relentlessly obtuse execution. I don't enjoy being asked - repeatedly, thus far - to read the developer's mind under the auspices of "it's *demon summoning,* it's *supposed* to be esoteric and mysterious and hard to figure out!" You've got some good graphics here, but for heaven's sake, give the player something, anything, in the way of actual *instructions* instead of just vague hints to the tune of "draw a sigil, then rub these objects around inside it; you'll get it eventually!"
Apr 22 21:34:44 4m 50s Spoonmaster ♥ 2 Short and simple but tremendously adorable. I love the little animation for firing, with the portals opening up in front of you rapid-fire. One little glitch I noticed: you can absolutely damage the boss while he's on screen, but before you've moved far enough to the right to trigger the fight. (Relatedly: also love the effect for the raining forks!) Also: I don't say this often enough, but props to a fellow Godot dev!
Apr 22 21:45:44 11m 00s The Wave Summoner ♥ 1 The double-jump is neat but attacking is really janky. Given how long the cooldown is, and how few hits I can take before dying, a long-range attack (or a much shorter cooldown, or both) would've made this a lot more playable. As it is, I tried the first wave a couple times, but didn't survive long; the difficulty is like a cliff right out the gate.
Apr 22 22:09:12 23m 28s Ultimate Summoning Guide ♥ 1 I played the fixed.zip version and I hit an "ArgumentOutOfBoundsException" error at the final(?) challenge. I like how the game lets you continue even if you fail a request, but I'm frustrated at how vague some of them are. I don't know which monster would be good at scaring off predators; none of them seem like a good pick for that. Overall, having played my share of "demon summoning" games this LD which are unreasonably coy about their mechanics ("it's *demon summoning,* it's *supposed* to be obtuse and hard to figure out!"), I'm really happy that this one turned out to be a straight-up math/logic puzzle. Bugs and issues aside, this is a really solid entry.
Apr 23 01:37:14 3h 28m Magecraft Timber Troupe ♥ 2 Really enjoyed that! I got overwhelmed on the eighth night and wiped out. ^_^; It does seem it's a little hard to balance keeping up my numbers and keeping them upgraded enough to fend off the hordes. Also, I'll admit there's something you do here that tweaks my OCD: the gauges on the left for how many of each kind of minion you have are NOT in the same order as the buttons for summoning them!
Apr 23 02:04:44 27m 30s The Basis of All Creations ♥ 1 Love the concept and the aesthetic. Mad props to a fellow Godot developer, especially one working in 3D (though mine doesn't look *nearly* as stylish as yours!) That said, *ugggggh* at the recipe requirements. I figured out a few basics like the Slime, Cubosaurus, Mist, and Spider, but why oh why does the game demand so many Wolf Fangs when they're so hard to come by? I'm lucky to squeeze out two or three with an investment of *hundreds* of ml of Arterial Blood into a Cubosaurus, and the endgame requires *well over a hundred?* Screw that! ^_^; Is there something I'm missing? The return on Void Essence to Wolf Fangs seems better, but the only way I can figure out to get Void Essence is summoning Slimes, and those require Silver Hair which is in limited supply. Side note: gripes aside, I will still take your straightforward "put numbers in, get numbers out" approach to summoning to the kinds of confusing, unexplained logic puzzles I've seen put forward as "summoning mechanics" in other entries this Ludum Dare. The only thing I really take issue with is the fact that hotspots are not highlighted - I had to click around randomly a bit to find the mixing bowl, and I didn't find the scissors at all until I broke down and read the walkthrough.
Apr 23 02:23:31 18m 47s Rex ♥ 1 Clever concept, but the interface is really kind of opaque for the kind of management it expects me to do. Looks pretty, though. Some nice work with the "paper dolls" on the NPCs.
Apr 23 02:31:22 7m 51s Cat In Hat ♥ 1 This is *brilliant.* I wasn't sure what to make of the concept at the first but the puzzle on the final level was *really, really clever.* This could definitely be expanded to a bigger, full-featured game.
Apr 23 02:54:05 22m 43s The Colossopteron ♥ 1 After spending all that time climbing around under, inside, and under the giant ant, I'm actually kind of disappointed that the "final boss" is just a cliffhanger. (For the record: my game has an *actual* final boss. ;) ) My only *real* gripe is that the dialogue pop-up triggers seem really small - it's easy to run past them before realizing there's something to read, and then I have to double-back to read it. That said, I love the blinking "ANT" on the protagonist's hat - I picture it being this big sign in flashing electric lights.
Apr 23 04:22:43 1h 28m To do magic, please dance ♥ 2 I summoned a cake! :D Props for using Godot; I tried making a rhythm game myself back in LD48 but I wasn't nearly as successful. Feels like the music is slightly out-of-sync with the action, though; going by the visual cues seemed to give me slightly more accuracy than going by the music. Nice music, by the way!
Apr 23 04:50:53 28m 10s Zombies vs UFOS ♥ 1 There's a seed of a good game in here; it's a shame there's not more to it than there is. By the time I quit, I was overwhelming the oncoming UFOs so completely that they all died off-screen and I couldn't collect their loot. Whoops!
Apr 23 05:01:05 10m 12s The Summoner's Forest ♥ 1 The platforming controls are really clumsy and unresponsive, and the summoning mechanics are hard to make sense of; I'm not sure what the relationship, if any, is between the "mana" I'm picking up and which summons I'm able to use. I also really recommend playing the Megaman X games for an idea of how a wall hang/jump mechanic ought to work; it shouldn't require an additional button press.
Apr 23 05:21:35 20m 30s Chibble Nibbles ♥ 1 One of my favorite things is the subtle "mercy" feature: towards the end of my run, I started messing up on the six- and seven-button sequences, and I noticed that the game eventually dialed things back down to five-button sequences that were more manageable for me. The music kept me engaged from start to finish; some real RPG battle vibes there!
Apr 23 05:30:15 8m 40s Fury Duty ♥ 2 Pretty bare-bones for a fighter. I didn't have much trouble winning by just barging forward and punching repeatedly. Also, gamepad controls don't seem to work; I was going to download the Windows version to see if gamepad controls worked there, but you didn't provide one. (Big reason I love Godot - exporting to both Windows and HTML5 is easy!)