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Trevor Lentz

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TimestampSince previousGameTrevor Lentz's comment
Apr 16 20:11:44 A Short Summoning ♥ 3 Really enjoyed the camera view, low poly models, and movement. A few flickering textures here and there, but I never got stuck on a wall. It's weird how the enemies group into one. That last level had me wondering how many shots it would take to clear the entire grouped up mass that appeared as one model. Pretty cool.
Apr 16 20:21:50 10m 06s Horizon Assault ♥ 3 I really like the gameplay, the layout, the art style. Everything is very straight forward and intuitive. Pretty fun little jam. Wish there was some sci-fi battle music to go with all the action, but hey, it's a functional and enjoyable experience. Cheers. :)
Apr 16 20:30:03 8m 13s Hades' Haunted Corn Maze ♥ 2 I wish the enemies didn't run so fast, even on easy mode. I really enjoy the artwork and music. The sound effects are a bit uneven, but it's definitely better than no sound effects at all. Cheers. :)
Apr 16 20:57:00 26m 57s Summon In The Dungeon ♥ 2 I had some issues with my chrome tab becoming unresponsive, but I really enjoy the game. The music, art, and gameplay match quite well and it creates very enjoyable experience. Would love to be able to have a downloadable EXE because no matter what I did, the bottom of the UI was always cut off a bit. Very well done. :)
Apr 17 19:51:06 22h 54m Mana Mayhem ♥ 2 This kind of feels like a slower bullet hell, which is nice. I wish there was a separate pool for mana and health points. While I didn't get super far in my few attempts, I was wishing for a special power up or larger mana potion to appear (maybe that happens later?). Welcome to Ludum Dare with your first entry. Can't wait to see the second. :)
Apr 17 20:21:48 30m 42s Night 333 ♥ 2 I enjoyed the controls, camera, graphics. I agree with @doc-ill about the time it takes to drain health. It would also be cool to see an effect pulling their energy towards you. I honestly had more fun exploring the map off road than defeating the enemies. Bouncing/hovering over a huge tree is just awesome. The crickets sound effect kind of evokes a feeling of boredom (at least for me), even though it does add some atmosphere. I would love to see a second version with some synthwave music added, actual kinetic attacks on enemy vehicles in addition to draining their health, and visual circle around the vehicle to see its radius. Great entry with super impressive visuals, controls, and map design. :)
Apr 17 20:37:42 15m 54s Summit of the Gods ♥ 2 I got to 96 kills. Hazaah. I enjoyed figuring out the strategy after a couple playthroughs. The introduction of new enemies is a nice touch, as those ranged skeletons really caught me off guard. I did have some of them shooting from off screen though, not a great time. XD I agree with @missingpixel about explaining each tower and its function. It would be cool if when the player character is close to a totem, it showed a short explanation in the UI or something. Cool entry worth checking out. Cheers. :)
Apr 17 21:05:20 27m 38s Soul Pact ♥ 2 Upon startup, having to enable the cursor to just click start kind of threw me off. In my opinion, the menu doesn't really serve a purpose other than to show the player a cool song, since the settings button was unresponsive (after enabling the cursor). Cryptic riddles and lack of UI are definitely not my type of game, so I had to look through comments to get beyond picking up a bottle of spirits. Music looping and sound effect looping appear to be an issue, as I could hear an obvious stop and startup to the song and the fire crackling sound effect seemed to randomly stop for me. The visual models, map design, sound effects, and controls are very impressive. I think one thing that could increase the immersion for the controls would be to give the non-soul player movement feel less "glidey", if that makes sense. Cheers. :)
Apr 17 21:12:21 7m 01s Summon the Intern ♥ 1 I really appreciate the chiptunes and the comments from staff. Feels like real life tech support to me XD. The artwork, sound, gameplay and music all match up very well with this on. Well done. :)
Apr 17 21:33:32 21m 11s Burdemon ♥ 4 I had a lot of fun upgrading my ranged skill through this. The music, sound, layout/design kept me wanting to move forward. Standard WSAD and LMB RMB controls made it super easy to pick up and play. Battle music was on point for the pace of the fights and tone of the game. Every upgrade made each encounter feel a bit different. The boss/wizard was the only thing that was really bugged. I just stood there and right clicked with zero movement happening for me or him, and he didn't ever attack with any ranged or melee from what I could tell. Since you can moonwalk as a demon creature while shooting magic... that makes this one worth playing (especially if you enjoy the dungeon crawl genre). Cheers. :)
Apr 17 23:08:31 1h 34m Tug Of Slime ♥ 1 I really enjoyed the ability progression and strategy aspect of this. While the slimes are kind of basic in their visual appearance, they are easy to recognize and the game gives you enough time to learn from mistakes. Very fun. :)
Apr 17 23:27:12 18m 41s Summon World ♥ 1 I love that cheats are a part of the UI. It's great to watch them build a huge city and just storm it all down. That really adds to the fun. The music fits the graphics well, but is a bit short to repeat. I enjoy all the graphics and how they match up. Each ability feels very different. Well done. :)
Apr 17 23:43:49 16m 37s Board to Death ♥ 3 The polish on this is jam is wild. From the intro page turns, transitioning the screen into the game, the characters jumping, killing, or being summoned. Impressive. The music and sounds fit quite well, with solid song loop length that never got annoying. Gameplay of the turn based system is fleshed out with care. The tone and visuals of this game really reminded me of Unepic. Great work. :)
Apr 18 22:52:20 23h 08m Larrys ducked-up adventures ♥ 2 The overall premise is pretty unique and cool. Occasionally the ducks would get stuck, but at least using a ladder brings them right back to you. The summoning mechanic is sweet. I like the idea of having to do some ritual just to cast something. I was hoping for some retro music and duck quacking sounds, but hey jams are brutal time crunches! Well done. :)
Apr 19 00:47:29 1h 55m Fries&Bones ♥ 1 I wish the controls and UI were further explained in the description of the game. I found it impossible to gain coins to progress. The movement was really choppy, but that may be due to the large resolution I was playing at, I really don't know. Loved the models, and cute animation of the player character. Icons and pixel art are very pleasant to the eyes.
Apr 19 02:05:10 1h 17m Summon's Wrong ♥ 1 I enjoyed the huge arm more than I should have. XD I would love to have a deeper explanation of the mechanics and how the resource management works. The music and sound is excellent and really adds to the experience. :) Nice work.
Apr 19 02:42:12 37m 02s The Alumnus Of Darkness ♥ 1 I was having a really hard time with the archers and the hits seemed to splash through my summoned troops. The art style and controls were very intuitive and easy to pick up. Well done. :)
Apr 20 18:01:53 39h 19m Demon's Call ♥ 3 I agree with @luamct about zooming out the camera and leaning for the viewing angle. It would have been cool to summon something like a fireball for more diverse item pickups (like burnt arm, charcoal, etc) and combat play. I really liked the visual cartoonish style and sound effects. Awesome work. :)
Apr 20 18:10:54 9m 01s Heaven Divers ♥ 0 At first I thought the HP was my own. I think it would help the UI if the you replaced the existing arrows with WSAD key icons with transparent arrow overlays. Pausing the timer while viewing the tutorial could help, as I was reading it and seeing the timer go up thinking I was going to start losing. Cool concept.
Apr 20 18:37:21 26m 27s Warlock's Apprentice ♥ 1 It was fun playing with combinations, but it definitely made me wanting more (a good thing for a jam game!). Seeing the different outcomes of the ingredients is the best part. I loved the animation and sound for changing out the summoning board. The artwork is absolutely stellar, it's the right amount of silly and serious at the same time. If you expand on this concept with more monsters, enemies for your summons to fight, and specific quests for your monsters to complete, this would be an awesome warlock/wizard/summoner sim that I could see see selling well to casual and hardcore gamers alike. Well done.
Apr 20 19:02:54 25m 33s Rise of the CatMancer ♥ 5 cat.png Animated leaves on the background are a nice touch on the menu, the menu music evokes a sense of epic wonder for the adventure to come. When returning to the menu later, The music takes another turn entirely. Even though I'm not a huge fan of that specific genre, it brought a smile to my face. Options menu seems to be a bit bugged. Accidentally turning down sound levels sometimes mutes it to zero and there's no way (in game) to pull it back to the right. Restarting the game brings those levels back to default though. I was confused about the background art like @pres2300 but after figuring this out, I really enjoyed the free range of motion given. Though, you can walk into the black of the map too? I had a lot of fun with this one. "God forgive me for the smackdown I'm about to deliver to this f*%&ing cat" I'm dead. XD. Sorry if I misquoted this one, I was too busy fighting off priests - some altar boy probably
Apr 20 19:28:31 25m 37s Necropets ♥ 1 I really enjoyed the art style and animation. Menu music is soothing and somber at times, so it's definitely fitting. Though I wish it changed during battle and post battle to give more immersion to what is happening on screen. It would be cool to see a UI with explanations of each buff buried with the necropets, or even adding it to the description to help new players. It's definitely a very interesting entry with fun to be had. :) Well Done.
Apr 20 20:17:09 48m 38s The Gateway ♥ 1 The pixel art is really enjoyable and consistent. :) I appreciate the voice acting effort as it's an underrated craft. Normalizing the audio by paying attention to the peak volume using a program like audacity should help you in the future. Although, for a short game jam like this, it might save you time to go for subtitled text and focus more on the UI and experience for first time players (since every reviewer is a first time player). I think the stoner and drinking character are definitely spot on XD. I followed the order of talking to people presented by the guide provided in the description, but couldn't progress any further... at first. I didn't realize that I even picked up anything or that I needed to listen to characters talk more than once to acquire or deliver items! I would love to see items/icons pop up in the UI to show what my character is holding, so I know I've acquired the item needed for the next step. It would help if the next character I spoke to was just surprised that I was already holding what they needed, instead of going through their first dialogue, should the occasion arise (more work I know!). After triggering the most straight forward win state, I was curious.... if I lose or go back down to the lab, would the robots would start killing the scientists. Unfortunately they didn't. That could be an exciting motivation for multiple playthroughs. :) Well done on following the theme with a futuristic approach and developing a game by yourself. :)
Apr 20 20:52:42 35m 33s The Scared Summoner ♥ 2 That one hit death is brutal, but overall pretty cool. It would have been nice to have more variation on the music loop, either cutting out instruments or adding more melodies throughout. I think slowly increasing the speed of enemies over time, and a few hit points, might give players a better chance to enjoy what you have created. Well done. :)
Apr 20 21:08:50 16m 08s Path of Summoner ♥ 3 I liked the menu and the changes in music for battle while watching the characters fight. I assumed I could get more than four characters due to the UI spacing. I never got to the win state, but was really unsure of the overall goal was, other than to continue fighting for a different combo. I thought right clicking on lower health units would unsummon them, but it seems to only sacrifice the unit to the far right (played the web version). Very impressive for a solo developed jam. Well done. :)
Apr 20 21:25:18 16m 28s You Have Been Summoned ♥ 1 I like the jury summoning aspect, as it was brought up in my team's jam discussion. The he writing, graphics, and direction were enjoyable. :) The lack of music and sound detracted from the experience, especially in a VN styled game, but these jams are so short, it's totally understandable. :)
Apr 20 21:58:38 33m 20s Technorogue ♥ 2 I thoroughly enjoyed the animation, lighting, effects, and dynamic music. The game was a bit difficult to understand. I was unsure of what I was supposed to do and why via the design. I knew what to do with the familiar controls/perspective, but there's no indication of how long your summon lasts, if that summon joins you to the next room, etc. During my first playthrough, I died upon entering a different room (fighting enemies) from the starting/tutorial room, so I naturally restarted and pushed through a different door to see what it was all about. When upgrading at the second "shop" room, I didn't really know what each summon was useful for or what direction I should take. At one point I had 8 gems to upgrade, but when I spent 4 and had 4 available, the "costs 4" upgrade button was greyed out for some reason. Everything sounds and looks great, but I think a small bit of UI polish and hitbox refining would make this even better. It's a very impressive entry. Great work to your whole team for churning this out in such a short time. :)
Apr 20 22:18:53 20m 15s Akino's Dungeon ♥ 2 I really enjoy the skulls orbiting around my character but with the precision demanded for this style of game, I am yearning for WSAD. While the mouse movement X/Y position can add speed via its coordinates, the lack of precise turning really hurts the experience IMO. Adding a health bar or block would probably help quite a bit! Even though I was a bit frustrated by the controls, I still played 10+ times to see how far I could get. :) Well played. :P
Apr 20 22:54:44 35m 51s Delightfully Devilish ♥ 3 I get the idea of matching each demon with its written skill/quirk, it's pretty straight forward. I was hoping for the imps to have more of an impact each day as you play. I thought the music loosp fit the game perfectly and I was bobbing my head while playing. Having a separate menu track to regular gameplay was very nice. The lack of completion/win visual (other than text saying you win) could easily be solved with more time... something not given in a jam!. :) Very well done.
Apr 20 23:07:51 13m 07s Hell of a job ♥ 0 I enjoyed the music and sound. It all came together perfectly for the art/tone/atmosphere of the game. The speed of the tune increasing was great to make the sense of urgency work. Phones ringing as the music sped up was such a nice touch. The gameplay and interface is pretty straight forward, but sometimes it felt weird trying to switch characters to different seats. Wished the win state showed more cool artwork to express a good job well done (you're in line for a promotion) or how things will get worse (like demanding they get their favorite coffee) depending on what kind of ending tone you were aiming going for. Very glad to check this one out. :)
Apr 20 23:17:00 9m 09s Gunmancer ♥ 0 Enjoyed the fact that I had to create a summoning circle instead of just picking up orbs in a top down shooter. This gave the game a bit more to do instead of just clicking randomly or holding down left mb. My biggest problems were with the shots not being perfectly aligned with the cursor and enemies spawning under/ontop of me. A very enjoyable entry regardless of my critique. :)
Apr 20 23:29:33 12m 33s Penguinology ♥ 1 I really didn't understand the direction. Even though I found the splashscreen reference and tonal whiplash funny, I am not sure what to make of it. I scoured around the couple rooms to see if something was hidden but failed to see/experience anything other than two rooms ready to surprise me. If there is something hidden... please give hint.... please. The graphics, controls, UI, and sounds are great. :)
Apr 21 00:25:19 55m 46s Ethereal Tower ♥ 2 The toughest criticism I could give would be the game description itself. It's a summoning dower defense game with an extra player interaction element! At least, that's how I would describe it. :) IMO this would draw more tower defense enjoyers to review the game. The win state would be better with an extra button so players don't accidentally close it (like I did, a few times... lol). This has been my favorite tower/strategy jam game for ludumdare 55 without question! This game is definitely worth playing all levels and replaying to victory while seeing how your summoned towers/slimes fare in the battles that happen. I loved the music and sound while figuring out how it plays out. Seriously great work on the visuals, balance, and gameplay.
Apr 21 01:46:58 1h 21m DESTROY THE WIZARD ♥ 1 I love the overall old school style. The menu music fits well (with a some silence between loops unfortunately), but is a bit too loud compared to the rest of the game sound fx (I had to turn down my volume and then the sfx were a bit quiet). The combat feels fluid and the difficulty is fitting for the style of game. I wish more arrows/bolts were dropped as that weapon was my favorite to use, albeit shortly. Well done. :)
Apr 21 01:59:01 12m 03s CallOfTitan ♥ 1 The music and graphics are really enjoyable. I feel that the music matched the pace of the character and play style quite well. The transparent changes to the map were easy to pick up from the first playthrough. I wished there was a player interactive block or dodge (with cooldown) to get out of difficult situations. Great work. :)
Apr 22 19:57:39 41h 58m Shards ♥ 2 Loved the polished animations, though I could see the lines for future cuts on a couple of fingers. I think adding handcuffs to the player's arm could add some tension, kind of implying that you're being forced to play the game. The seamless looped music helps the relaxed but dark mood. Quite impressive depth for a jam :)
Apr 22 20:04:45 7m 06s Undead Survivor ♥ 1 I think it would have been more fun if you could scroll through possible summons with mouse wheel (with resources needed for each summon in the UI) instead of having to manually select the resources. It's a fun game with fitting music and sound. The resource pickup sound really reminded me of Stardew Valley. :)
Apr 23 21:17:02 25h 12m Footlong Flight ♥ 1 I love how the graphics rotate as you fly. While playing full screen the amount of static effect is a bit much, but definitely still playable. The controls are very responsive. Music is on point for the main loop during gameplay, just the right mix of ominous and moving forward tonally. Awesome work, especially for a jam.
Apr 23 21:24:23 7m 21s The Old Summoner ♥ 0 At first I didn't realize that I could summon from a distance XD. I like the sound effects and controls. I think an in depth tutorial would help new players. Well done. :)
Apr 23 21:45:45 21m 22s Scummoner ♥ 2 I was totally grooving to the music while destroying lives. The tonal difference of the music to the subject matter was just the best. :) I wish I didn't have to fullscreen to use the scroll wheel effectively, but that's the limitations of web builds.
Apr 23 21:59:09 13m 24s GOBLIN VS FROG ♥ 1 This really felt like WarioWare in all the best ways. I loved the variation of mini games and music changes that didn't feel forced or out of place. The summoning was kind of background for score, but still cool that it touched on that theme. :)
Apr 23 22:12:00 12m 51s LuciFare ♥ 1 I was playing at 4k and even changing to 1080p didn't fix the carPOV/ui kind of hovering in the middle. I enjoyed the concept and feel of the game. Very nice work on your first entry! :)
Apr 24 00:37:55 2h 25m Demon Delivery Center ♥ 2 I think it would be awesome to have location descriptions appear upon hovering over the red letter text of the request. That could help give clues to what is needed. I enjoyed the music and sound as it added to the atmosphere.
Apr 24 21:35:36 20h 57m 🐑 S.H.E.E.P - Sheep Hell Emissaries, Eradicate Purity 🐑 ♥ 3 I ran into a collision issue where I somehow activated both the positive and negative effect. The sound effects are triggered for abilities/summons even when you don't have the mana/points. Pretty cool to see the meme of mobile advertisement game put into the jam. :)
Apr 24 21:46:14 10m 38s The Unsummoning ♥ 0 My biggest problem was not being able to fullscreen the game. Playing with mouse and keyboard, I ended up selecting or clicking on the top of the game window and failing movements. Pretty fun and intuitive in regards to the controls and overall tone. Graphics scaled pretty well even at 4k. Well done. :)
Apr 24 21:51:25 5m 11s Succubi Slayer ♥ 1 I enjoy the ability to navigate enemies into boxed in areas, the controls being smooth, and the music loop. I'd love to see pickups, score, and objective being implemented in the future. :) Very solid for a first entry. Your team made the deadline! That's half the battle! :)
Apr 24 22:06:43 15m 18s SUMMON'LIDAYS ♥ 2 This game is like where's waldo but actually fun, silly, and engaging. I loved the music as it sounded like a sega genesis game without being too aggressive. Each cutscene was well made and the whole project is very well made! I was confused at first as there is no real mention of objects to find on the map and the description of "intense clicking" made me think that I just had to click the hell out of the summoner after a few levels. XD
Apr 24 22:11:37 4m 54s Rythm Ritual ♥ 1 I really wish the tempo of the music matched what was going on for the button requests in game. A simple 1.2.3.4 drum loop that matches speed would greatly enhance the experience. I like how there are only 3 buttons to press and they are left, right, down, but even then without synced music, it's very difficult to get the hang of without muting the game. The graphics were enjoyable and the game itself matched the theme quite well. :)
Apr 24 22:22:48 11m 11s Witches Brew ♥ 1 I liked the level design, but I think scaling some of the pine trees up and down as filler and making smaller ones not collide with the player could fill out the map a bit. The controls were decent, but the mouse sensitivity default was a bit high. At the end I was hoping for something else to happen, like the frog attacking, exploding, or letting you know that this whole experience was just a dream or anything more than just a win state. Then again, these game jam time limits are crazy! :)
Apr 24 22:29:10 6m 22s Zombies vs UFOS ♥ 1 I would recommend adding that you need to hover your mouse over dropped coins/gold to get gold to the description. I enjoyed the music loop and it added to the tone. I ended up summoning a ton of zombies and kind of just sat there waiting for something to happen.
Apr 24 22:33:10 4m 00s Kalea The Evil ♥ 0 An in depth control scheme in the description should be added to help new players. Sound effects were a bit unbalanced but not bad at all. :)
Apr 25 03:18:35 4h 45m Necromancer DIY ♥ 1 I think the music is a bit too loud compared to other games on the jam. I wasn't sure of what the clickable space was during the game since the signs were spaced in a way that made me think it was more limited. The attacking creature animations were cool and the visuals set a nice dark tone.
Apr 25 03:44:11 25m 36s Summoner's Rifft ♥ 3 INTRO CUTSCENE WENT HARDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD.
Apr 27 01:19:20 45h 35m Summons of the Sovereign ♥ 1 It's a cool concept, but summoned units not belonging to either player makes the game kind of chaotic on first playthrough. The voicelines were great, but sometimes overlapped each other. Music was really enjoyable and shaped the tone/mood while matching the graphical style. Very well done. :)