Foon → Ludum Dare Explorer → LD55 → Feedback comment stats → the neon shark

the neon shark

Feedback comments for LD55

← LD53

the neon shark's games and stats for all events →

TimestampSince previousGamethe neon shark's comment
Apr 15 09:48:33 Super Pal Summoner! ♥ 2 nice and simple game and well made. I felt that I could go quite far in the game by just clicking randomly and rapidly... I need some sort of incentive from the game that rewards me for playing strategically :)
Apr 15 09:54:39 6m 06s Outlast ♥ 1 Super neat idea you've got here! Instead of recruiting new characters like a conventional RPG or RTS, in this game you're swapping out your unit composition at game-time. Nice concept! I think that having the unit shapes be more obvious in how they function would be nice. For example, if your units were "Rock Paper Scissors" shapes, then it'd be obvious how to spec your units for battle. Right now, I can't quite discern when I should be a cube, or a sphere, or a donut :)
Apr 16 06:44:19 20h 49m Slimeleon ♥ 2 I LIKE IT! Love the spellcasting mechanic (and would love to know what you did for it if you don't mind sharing. I made a similar mechanic last year by training a small ML model 😄). I like the variety of units and the core concept. Some nice additions may be: 1. Reason to move -- as is, there doesn't seem to be an advantage to moving aside to entertain my left hand. Having projectiles to dodge or items for the player to collect could help with this. 2. Tradeoff on which unit to summon -- I pretty much always bring the biggest unit I can and the game just becomes "can you draw this shape well many times rapidly". Having a cooldown for spawning certain units OR an increasing cost for summoning the same thing consecutively could help. Combining the ideas from 1 & 2, image the following as part of the core game loop: -> Summon critters by drawing shapes, each one with a unique cooldown. -> Move around the map collecting bonus cash for upgrades and cooldown crystals (e.g. -3 seconds from all summons). -> Be cautious where you position yourself since you can get attacked by enemies / may lose your base. Ok, whew lots of feedback! Thanks for sharing your project, it's the start of something fantastic.
Apr 16 07:01:03 16m 44s Circle of Life ♥ 6 First of all, congrats for pulling this cute little game together. The visuals are epic! The first time I played the game (without watching the playthough demo) I was only generating basic rats and didn't understand why -- I thought the game was bugged. Turns out I missing a mechanic about turning the sigils in the summoning circle that wasn't particularly visible. Even after knowing the mechanic, I found it a bit difficult to see the lines and predict if a gem would accomplish what I need. Continuing on that thread, it was tricky to gain an intuition for why my rats were so weak (when I played the game wrong). When I pick up a gem labeled "+10 health", I think that just means I'm about to make a strong rat for free. To signal more clearly whats going on, maybe each gem has two indicators: one for unpowered and one for powered. If your gemstones is unpowered via a line tether, it will get a small (but clear) benefit such as +1 attack. If the same stone is powered/tethered, it will get +8 attack (also clarly indicated on the card). This also could help build a more versatile set of summoned creatures that don't always show up as "1 damage & 1 attack speed" by default :) Here's some other random ideas: 1. Show a lineup of the next 3 enemy types and a timer of when they'll be arriving. 2. Your gemstones could have modifiers such as "armor piercing" or "flame" or "ice". These modifiers will change how effective your summoned creature is against an upcoming enemy. 3. Certain summoning circles should have good/bad modifiers (e.g. x2 or x0.5). This will make you decide carefully about how you will spend and position your gems. Do you want a creature with double health but low attack? or high attack but low health? 4. Force the player to use all the summoning circle slots. Don't let them horde their favorite gemstones for the perfect moment. 5. Unlock new gemstone types over time (deck-builder style). Thanks for sharing your project. Excellent work.
Apr 16 07:43:42 42m 39s Pulse of the Ethereal ♥ 1 Dripping with style and creativity. I was struggling with the aim mechanic and felt blessed anytime my bullets actually hit a target lol.
Apr 16 07:51:46 8m 04s Summoning Bumper ♥ 2 Nice concept! Has a Jump King vibe but is also incredibly difficult. I was struggling to clear the first gap that required the summon mechanic. Jump King works because it's so precise and predictable. The bird coming at me as a propellant never felt totally reliable and that made it tricky to control!
Apr 17 05:04:34 21h 12m A-BONE-mination ♥ 1 The quality and polish of this game is phenomenal! I was having a tough time feeling the "agency" of my actions since the summoning units / battle was in the top part of the screen and very unrelated to the rest of the gameplay. If there were a way to make the tension of the battle manifest on the game board you're playing, that'd really bring this game to the next level. Great work :)
Apr 17 06:02:50 58m 16s archmage ♥ 1 Lots of great stuff happening here. Wish there was sound, but otherwise so many things were very right. I was enjoying leveling up and could feel my character getting stronger. That said, I was lacking a bit of the key challenge of the game. I was sort of just spamming my summons as fast as possible and that was good enough to win every time. Giving me a reason to move around the map such as summoning cooldown refreshing or temporary powerups would make the player more engaged during the summoning downtime. Excellent work!
Apr 17 06:25:41 22m 51s Conjurer's Quest ♥ 3 Nice game. Solid controls and fun puzzles :)
Apr 17 06:33:42 8m 01s Warlockry ♥ 1 Congrats on the game! I was having a hard time selecting the different abilities or aiming at units that were too close to my tower. Otherwise, worked like a charm -- fun little idea.
Apr 17 22:18:53 15h 45m Deep ♥ 1 LOVE this game. Excellent take on a crafting / underwater exploration game. Controls and mechanics are tight. The summoning portal feels like it could just be a "work bench for crafting" and the game would be identical. If there were maybe multiple portals or more opportunities to summon, that'd really lean you more in to the theme. That's my only critique though, I absolutely love what you've made here!
Apr 18 00:25:37 2h 06m Tug Of Slime ♥ 1 Really well made! The graphics were excellent and everything ran nice and smooth. I never felt particularly creative with my summoning though -- I was sort of just spamming the little guys and that seems to do great. Lots of potential here and I love it :)
Apr 18 00:35:01 9m 24s The Demon Cube ♥ 1 Fun simple graphics style. The game mechanics of an autobattler are definitely a bit foreign to me. I wasn't totally clear on how much I should be grinding on small contracts vs doing something intelligent/more skillful? The game definitely works and is enjoyable if you like this sort of game. How do I play it better or worse? :O
Apr 18 06:44:20 6h 09m Furriend: A Paw-some Summoning Odyssey ♥ 2 Phenomenal polish. Game plays smoothly and is dripping with personality. Very well made. I'd appreciate an undo button or a faster reset cycle, but otherwise it's perfect!
Apr 18 06:54:45 10m 25s Imp Unsummoning ♥ 1 Nice job with this game! It was glitching out in the beginning and not shooting any of my bolts. To this moment I'm still not sure what the hammer icon does too lol. One things started working, I realized this game is partially a puzzle game and partially a skill-based aiming game -- super cool! I like the idea of the different abilities and customizing my spellcasts to kill all the enemies. I think this has the bones of something great. Thanks for sharing :)
Apr 18 07:09:48 15m 03s The Children of the Hand ♥ 2 This was soooo close to being incredible (just needed more time). The core gameplay felt too clunky to fall in love with. That said, the IDEA here is excellent. Cards for summoning, combining cards, upgrading my deck -- all awesome things! Some feedback on ways to improve maybe: 1. Why would I ever hide my deck of cards? It was never blocking the view of the playable area. I ended up using this "mechanic" when the card selection got buggy lol. 2. When selecting a single card, the indication of selection was a slight elevation. That's too subtle! Just make it way brighter or outline it or something -- slap me in the face with an obvious selection. 3. If I'm about to summon a unit, I'd like an indicator on the terrain (e.g. summoning circle) or a change in the mouse cursor. It was simply difficult to identify if I was in a "summoning" state. 4. Some of the character animations seemed to be glitchy, but whatever I found that adorable. 5. I had no incentive to plan my card usage with either timing or placement. Some game design adjustments could be made that require the player to be in certain positions to use certain summon cards. Or maybe the player must run around collecting mana to cast cards (which all have some unique cost each). All that said, I still really enjoyed the game. Hope you continue it!
Apr 18 08:00:52 51m 04s Demon Burger ♥ 1 5/5 on all categories. This game was so simply but perfectly executed. The cryptic diagrams for construction were a perfect balance of tricky to read, but also very clear. Genius. I want to summon 30 more burgers though!
Apr 24 20:51:59 156h 51m 🐑 S.H.E.E.P - Sheep Hell Emissaries, Eradicate Purity 🐑 ♥ 3 Straightforward and fun + well made game! It felt a bit too easy? but maybe i didn't play long enough for it to get hard.