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| Timestamp | Since previous | Game | vidim888's comment | |
|---|---|---|---|---|
| Apr 15 12:10:34 | POLLY | ♥ 1 | Wow, graphics are very beautiful, great job! The theme of summoning is a bit weak, I like the concept though for sure! Creating a pattern recognition in such a short time is admirable, would be curious to know how you implemented it if you ever do a blogpost or something similar | |
| Apr 15 12:17:24 | 6m 50s | Necromantic Duel | ♥ 0 | Sounds interesting, no link though rn. Feel free to tag me when you upload. Also you can add a second developer to the team so they appear under the title of game |
| Apr 15 12:30:20 | 12m 56s | Kalea The Evil | ♥ 1 | Nice concept well in the theme! Sounds are nice, but become really overwhelming once you have 10+ bats, it's always a good idea to add a volume slider so people can tone it down easily. Also game becomes incredibly easy once you have many bats, so bigger waves of enemies would be nice closer to the end for the challenge. |
| Apr 15 12:50:03 | 19m 43s | Summoner's Apprentice | ♥ 1 | As Caz mentioned beginning of game can definitely get some polishing since gameplay consists of choosing options from a drop-down menu and clicking "try that" until it succeeds like it's an exam test with unlimited tries. Also I missed at first that the things I'm summoning are changing, because random 3 letters at the corner didn't convey that info well enough. I think I missed the message of actual summon as well at first because you just turn on the grinding mode of trying everything in a row without thinking and when something else appears you just continue going without paying attention... Overall, I think concept of figuring out the rules is a good one, but brute force aspect in the beginning would be better to polish a bit imo. |
| Apr 15 12:54:28 | 4m 25s | Summoner's Circle: A Murder Mystery | ♥ 1 | You itch.io link is not working. Maybe you forgot to make the game public? It's not in the list of your games either. |
| Apr 15 13:16:46 | 22m 18s | Pöörased mütsid | ♥ 1 | For those of you who don't speak Estonian (which is over 99% of people, lol, how did I end up here first) - Game's name translates to "Rotating hats". Description says "Rotate hats to create given patterns to conjure up somebody... or something...". The rules in the game say "Possible patterns" to the left and "Press on grey buttons to rotate wizards clock-wise and try to put together patterns.". And "energia" is "energy" (just in case). So those small buttons with rotating arrow is what you're supposed to be clicking on, you're welcome :) So first of all I will point out that having description in language most of people on planet Earth do not speak is not the best idea. I think it can work as a quirky game's title, but instructions should definitely be in English. I assume that you might have created this game as part of university course or similar. To the game itself - it's really confusing :'D Even being able to read the instructions I couldn't really figure out what was going on. I was able to "summon" orcs, but didn't understand how I did it and what the heck were they doing and what can use them for. When you rotate hats which, I assume, combine into a pattern, they disappear even before the rotation is complete making it incredibly hard to understand what caused them to disappear. The patterns are here, but a lot of patterns like that are already on the board so it's either they disappear only the instant you create them or I didn't understand what patterns mean altogether. I even noticed that sometimes I would get my energy back and had 0 idea how that happened! So overall, the game seems to have some potential to be a cool little puzzle with unconventional patterns instead of classical 3-in-a-row or 2x2 squares, but the lack of player feedback makes it basically impossible to understand which makes it unplayable as a puzzle game and you end up just randomly clicking buttons.. |
| Apr 15 14:13:25 | 56m 39s | Resisting Summons | ♥ 1 | I like the narrative spin on a Theme! Those pesky Ludum Dare cultist how dare they! Overall it's a nice idea of a game about multitasking, though I would say that it's a bit too easy because you can just skip all the minigames by smashing space bar (not even that fast). I haven't tried to replay with harder difficulty choices though. Overall nice little game with an interesting spin on the Theme of Summoning |
| Apr 15 21:54:33 | 7h 41m | SUMMOGON | ♥ 2 | Similar to other commenter - with locking mechanic the game becomes a bit weird. Starting from second round I understood that ladder would tell which row it is on and the number of options there is so small that it takes literal seconds to try them out one-by-one. Do symbols in top-left corner even mean something? It's kind of weird that first round it was based on small blood splatters instead of actual symbols. That's partly why I didn't really looked into them much in second and third row because early on your game established that those symbols are just for cool visuals and not something game related. So in future rounds I wasn't trying to pay attention to them anymore. I like the feel and vibe you were able to create with simple voice acting and visual/sound effects. |
| Apr 15 22:17:57 | 23m 24s | Elemental Island | ♥ 3 | This is a weird one to grade. The art is great, loved the cutscene in the beginning! It feels though like it's a promise of a game in the future, but now there is no game yet, just a skeleton which later can get some meat grown on it. You can walk around, when you get close to an element it starts something similar to a pokemon battle, but after pressing attack once - they die. So the fight scene is a placeholder. So after walking around I realized that's all there is. There is no gameplay. So it's either the case of poor communication to the player what they are supposed to do and I just missed all the gameplay. Or it's the case of poor planning and gameplay got pushed back so the game can be grand and big, but it's hard to deliver anything really big in such tight schedule. Anyway I hope y'all learned from this game jam a lot! |
| Apr 15 22:50:04 | 32m 07s | Whip it up! | ♥ 4 | Nice game with some simple minigames. It's admirable the amount of unique recipes you created for the game and all the visuals are great! I don't want to be negative, but making so many different recipes isn't usually necessary for a game jam since most people won't gonna see it. Different recipes are just different combination of 5 minigames (counting picking up ingredients and portal). In terms of planning and spending your time it's usually the best idea to develop just enough for the game concept to work and then work on other parts like making more mini-games or just improving overall feel and QoL. Though I must admit that the game feels really polished for the sheer amount of recipes in it. Great Job! I'm also curious who did what in your team. When I see teams of more than 3 people I always wonder how the workload is spread out. It's usually nice in general to add roles to people who worked on the game. |
| Apr 15 23:02:55 | 12m 51s | Elements of Kha | ♥ 3 | Nice game and nice concept! I liked the variance in spells and how they work. Some felt a lot more useful though than the others - damage being a lot higher in efficiency than all the other effects because of how limited spells are. |
| Apr 15 23:17:45 | 14m 50s | Race to Kaiju | ♥ 1 | Nice concept for a strategy game! There are a couple of things which I felt could be added for better QoL: - A circle for cannon radius would be nice. It also happened to me that I placed a ship with a cannon next to another one and mine got killed earlier which felt unfair. Not sure what is intended behaviour. - When you're trying to connect to an empty blue socket I think it always tries to connect to the last placed ship. It would be nice to be able to choose the green connector as well. I had a situation where I had a close ship, but couldn't connect to it because the game was trying to connect to another one. - It would be nice if same ships will be excluded from the choices of three. I got a situation with 3 shitty ships which didn't feel nice :'D I loved the game overall though. When opponent connected to my ship which he disconnected a turn before was a nice plot twist! It added depth to game once I understood that I can steal parts of network. Also the finishing animation is cursed and I love it! :D |
| Apr 16 01:06:31 | 1h 48m | Dungeon Summoner | ♥ 1 | Nice well-rounded submission! The graphics looks great all together, the sounds are complementary and mini map helps you to not get lost really fast. I got confused at first by what WASDQE controls meant 😅 I liked it though, reminds me of Might & Magic games The battle part with cards is good as a concept, but with the current balancing you can just spam middle card and win any fight because it doesn't really matter with amount of healing you get. |
| Apr 16 12:17:26 | 11h 10m | Critter Duel | ♥ 1 | Great submission! It's kind of hard to balance a game like that. Currently the strategy is just to spawn one-two cheap critters and then always go for snakes. I think a relatively easy addition for the depth of the game would be extra lines for fighting - something similar to what Marvel Snap has (and many-many other games lol). So if you would add a top and bottom lane I think it would make the game a lot more engaging with some good choices in place. But of course time restrains are brutal and we all want to do so much and are able to do so little 😅 |
| Apr 16 12:51:35 | 34m 09s | Tiny Terror: Cradle of Souls | ♥ 2 | Great submission! The leader board does wonders for play time. I wanted to beat that god damn Rob xD But I beat developer and I was contempt. The game itself is very good, gods are funny. Balance is definitely all over the place - some gods are really good and some are just negative. It does make this game very addictive because you're just hoping for those good gods to appear, works really well for a game jam, but it does reduce the depth of gameplay a bit. I would say that some descriptions of abilities would be helpful. It took me some time to understand what is Astral Projection - I thought that this purple ball is just visual because it never helps you 😅 There is a bug which I couldn't figure how to reproduce, but I think it has to do with gods which change your soul requirements. When the bug happens you get double the souls spawned without requirements growing - so you have, for example, 8 souls while only 4 are required. So once you pick up those 4 next ones appear so you again have more than you need. I think that's how Rob was able to make this high score, I couldn't use it for a good game myself. If you want to do some more with this game I think you should definitely explore the possibility of having more souls on the board than requirements, it was definitely more forgiving and included more strategy into how to collect the amount you needed. |
| Apr 16 13:01:12 | 9m 37s | Summoner's Burger | ♥ 1 | Great simple submission! After first couple of tries once you figured out what words are paired it just becomes a question of how fast you can type and how fast your brain works in terms of connecting food with those words on the fly. I got to 44 😅 Probably having more different words and different foods will make it more interesting with having to guess the names later on in the game as well. |
| Apr 16 14:18:56 | 1h 17m | Sum of Summoners | ♥ 3 | The game is very satisfying, but hard to understand what exactly is going on. You just see numbers go brrr. I understood quickly enough that you have a TFT kind of stars system for same dice to level them up. It took me a long while to understand though that there are limited turns and the score threshold goes up which let's you have more turns. Definitely can improve on player feedback part. Great submission! |