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Sigillis
Sigillis
By justcamh
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 33 | 3.95 | 111 | |
| Fun | 43 | 3.82 | 111 | |
| Innovation | 5 | 4.31 | 111 | |
| Theme | 255 | 3.30 | 111 | |
| Graphics | 229 | 3.43 | 110 | |
| Audio | 104 | 3.48 | 105 | |
| Humor | 261 | 2.60 | 92 | |
| Mood | 107 | 3.54 | 106 | |
Comments
glibjibb
2019-04-29 03:56
Nice! Very relaxing at first, ramps up but kind of takes a while to get difficult. Pretty simple game but impressive tech. I don't understand the purchases though, why would I want to pay for a more difficult rune to swap an easy one with? Do those payout more?
justcamh
2019-04-29 08:38
@glibjibb Wow, you were quick! The cover art isn't even up yet...
The point of swapping patterns was to swap one of your complex ones for something more manageable. Sometimes the items in store aren't worthwhile, but you can pick up some pretty horrible patterns, so they can be good. The special spells are definitely worthwhile though...
Thanks for your feedback, and I'm glad that the tech worked out. A few hours from submission and it was still a bit of a mess, so it was a relief to get it up to scratch.
gao-ming
2019-04-30 10:25
Interesting idea. I like it very much.Good job!
Very unique idea. The drawing is working very smoothly also. Good Job!
Really cool idea, enjoyed the mechanic a lot. Shapes were a little difficult from the get go, but enjoyed it once I got the hang of it. Very cool!
Impressive work! Loved the idea and it was executed fairly well!
donitz
2019-04-30 10:55
A stylistic and very fun game! The pattern recognition worked really well and the main mechanic is solid as heck.
The user interface is also really nicely designed, with the sloping lines in the middle. Though the viewport seem to have been cut off horizontally on my laptop screen.
Nice concept, wouldn't expect a game such this one with this theme but ok! The trade phase is maybe the less convincing in my opinion, but the core gameplay is pretty efficient
Had a lot of fun playing the game with my little sister! (she was pressing the number buttons) Great job on coming up with something truly unique! Everything works exactly as it should, the game looks pretty and the sound design is on point!
shard
2019-04-30 13:46
Very interesting mechanics. Nice job!
becher
2019-04-30 14:00
Your mechanics are really interesting in game design and i really curious about how you made it! Nice job, original and fluid, permissive enough not to be frustrating.
Wooo super idea, super game! It's very enjoying to play!
This was really good - and not something I've seen before in an LD entry! I perhaps would have liked the music to be a bit more up-beat (doing the shapes was kind of exciting to do - but the music felt more meditative and relaxing)... also, if you keep working on this after the comp, I kind of agree with Synadiome above: the trading feels a *little* like it was jammed in to match the theme - it would be good to explore possibilities for this game without that (for example, the extra spells is a really cool idea and would be good to see that taken further!)
Great job anyway!
lola
2019-04-30 17:07
Un concept vraiment innovant le jeu était super agréable a jouer et le mood était très cool !
Really interesting idea! I played on my tablet computer and after the first wave pulled out my drawing pen to play, which felt really intuitive. I have to admit the upgrade mechanic felt pretty tacked on to meet the theme, and you'd probably be better off with something else. I was actually confused by how the upgrades worked; I couldn't seem to replace the shapes I actually wanted to get rid of. I agree with the reviewer that said the music should get swapped out for something more upbeat, as the pace got pretty frantic after a few waves. A very fun experience overall!
justcamh
2019-04-30 21:33
@becher Source code is available, but I can understand that being a pain to understand / look at. For game design, I love GMTK (Game Makers Tool Kit), super useful. As for how it works, I might make a devlog when I get more time in the week.
Thank you for the tips @mrspeaker! The shop system was totally appended on, because I hated the theme. I would really like to work on the game after the comp, and like above will work on it when I can!
@lola Merci beaucoup!
This is incredibly impressive and unique. I would be very interested to know how you're doing this. The tolerance seems really forgiving but also intelligent. Very neat.
It made my computer, very, very sad. The lag meant that trying to draw shapes would suddenly jerk around? So I only managed to defeat two enemies total.
I think its a really fun concept though!
justcamh
2019-05-01 03:05
@jadedresearcher Interesting that you experienced lag... Often webgl builds aren't as performant, so perhaps you could try the downloaded version? The downloaded version also has a quality control on the launch screen, that you could use to further improve performance.
carraka
2019-05-01 05:12
I really liked the concept, though the theme seemed a bit tacked on. xP Still, that my shapes were recognized at all is a testament more to the engine than the drawing skills. I came across a bug where when I tried to replace the symbols, I couldn't reach any of them to replace except the rightmost bug. Not sure if this is because I resized in the middle of the game ...
justcamh
2019-05-01 06:27
@carraka Yes I did spend quite some time working on the pattern recognition. And yes, you have encountered a known bug.
tqv5964
2019-05-01 06:57
This game is very unique. I did spend time tried to memorize the pattern. The UI on web version when you try to buy spell patterns has a bug that it overlaps the spell descriptions. And most of the time I can't remember the spell pattern, maybe if u put a place for the spells pattern that would be great. Nice game anyway, the music is good but quite annoying after sometimes
Wow! Super impressive drawing mechanics/algorithm and concept, haven't see to many games like this. Great work!
hechi
2019-05-01 12:01
Great job! the concept is pretty intresting. Sometimes enemies have diferent sign color & light color, I don't know if you made this is on purpose, but it's a bit anoying. The sign system works like a charm! good job and congrats!
teo989
2019-05-01 12:02
Really cool game! I enjoyed playing it! Good job on making the recognition algorithm work! :v:
daitse
2019-05-01 12:04
nice game ! some patterns are complex to reproduce but that's simply part of the game ! quite relaxing in the first waves then much more challenging ! good job with the recognition system !
The u shape that is on its side never worked for me and the others worked really well (browser version). But really cool that you tried working out the algorithm yourself. I think the game could work really well on a touch device :)
I'd love to see this game pushed even further (although i'm aware there wasn't time) because it's so cooL! I love the idea of drawing sigils, it's really fun. It broke once i got to a certain wave (the number was cut off) and some of the menus were a little funky. But I love the idea and it's pretty impressive.
Cool idea! I'm not good at drawing,but I managed anyway! :-)
jjjjason
2019-05-02 05:55
This is pretty cool! Followed your LD account, definitely looking forward to that devlog on how the sigils work!
I think there's a way you could make the shop work. Maybe if waves didn't really end, so you had to open the shop while playing. Heck, get rid of the buttons and make sigils just for shopping!
The music's also pretty dope, has got that fantasy flair to its composition.
I couldn't really play the game, it was really hard to draw the sigils in a way that the game would recognize them. Nontheless the game is really cool, good job :smile:
phyro
2019-05-02 06:17
Very unique idea, with a mix in the theme + pattern recognition. Very relaxing, indeed. Impressive how the recognition works well even with a great variety of patterns.
douglima
2019-05-02 06:26
Very interesting mechanics. High level tech here. impressive job indeed!
justcamh
2019-05-02 06:58
@jjjjason I wanted to do that for starting the next wave button, but I think using that for the whole shop is the logical extension! Would probably be fairly tough to use though. This wasn't implemented due to time constraints, and with the shop opening, most of the screen is filled.
@fenderbate I'm sad to hear that the game wouldn't work for you. Were the symbols too hard to for you to reproduce, or was the game not accepting your input? This may be a bug if its not accepting anything, so I would very much appreciate further information.
@phyro Best part is, the variety of the patterns don't even matter. With the algorithm I made, all that is required is a few parameters to create a new pattern. I've got a video dev log in the works, and I'd love to share it with you when it's done and if you're interested!
@supernapie Thank you for the report. I tried it for a bit, and agree, it's not as responsive as I'd like. I fixed it in this morning's bug patch, so thank you heaps for the help.
@nayaki-anandan I really want to work more on this game too. I was super excited to release a bug patch today, and I had to restrain myself so damn hard to not add extra spells and animations. I really want to make the spells feel more juicy, give it some shake, spell-specific particles and the full bundle, but I don't want to cheat the Ludum Dare rules. You're not supposed to add new features whilst the rating is going on. I'm pretty sure this is one I'll be working on in the future, if you're interested in getting updates when they role around, you could [follow me on Itch.io](https://justcamh.itch.io/), but please don't feel pressured if you're not interested.
@hechi Thanks for the info. I investigated it this morning, and right you are! That's all patched now, so thanks for your report!
@daitse By 'tough to reproduce', do you mean that the game doesn't accept drawings that you believe are valid, or that the patterns I have made are too hard to do with a mouse? If there was any specific patterns that weren't working, I'd love to be able to fix it.
@tqv5964 There is a spot that the spells are displayed, but it has a scroll pane. Oddly enough, on some screen resolutions, the scroll bar started at a point where the list couldn't be seen, so I fixed that in this morning's bug patch. Thank you so much for the feedback, it helps so much!
Thankyou everyone for the useful feedback that you've left on my game! It's so great to know that the community is enjoying and criticising my work! Cheers :smile:
Props on having fun and learning something new despite not liking the theme! This was a cool little game, difficulty curve can always be tuned of course and it was trivial to just convert all of my life to cash in most of the waves (especially with the heal spell on hand). Some quality of life improvements would be nice -- also started to get a little buggy once I tried replacing many sigils with copies of the same one (including my spells) which I think the game was not so happy with. Anyways, pretty fun!
@justcamh it was just me not drawing well. The game works as it should, but it's hard to match up the symbols sometimes. Maybe your recognition algorythm is a bit too strict.
Pretty fun to play the, nice emissions and trails...and little thing that took my attention, physics attached to that cursor
problem is that multi-colored sigils have only one color for the glow and cost of the power-ups are a bit too high to purchase
daitse
2019-05-02 09:03
@justcamh No the recognition system seemed to work fine, they were simply hard to reproduce with a mouse I suppose. It's a bit tough to make sharp angles and draw the line the length it needs to be sometimes. ( It's entirely possible that I simply suck at using a mouse though ;) )
phyro
2019-05-02 12:15
@justcamh oh yeas, that would be awesome! Do you plan on writing a blog post about it?
Hi! I enjoyed playing your game. Just adding a Harry Potter or some other fantasy looks to it would make it 100% legit. Wish you will port it to mobiles, I think playing with touch controls will be a blessing!
justcamh
2019-05-02 13:38
@phyro I'm workin on a video about it, I've got some interesting information to share!
@matthewpoletin a mobile port would be cool, my only fear is that I won't be able to test it. If you've ever developed for iphone you'll understand the pain associated with ios export, and I don't have android :upside_down: Would still be cool tho.
dimlight
2019-05-02 15:52
nice game. Maybe the money in the game can be more useful? Anyway, I feel great when I play.good job!!
garys
2019-05-02 22:38
Wow... This is fantastic. I've never seen this kind of mechanic before, not sure if there's anything out there like it. Works really well. Would love to see it on mobile.
shubart
2019-05-02 22:55
An amazing idea rich of gameplay elements. Well balanced, far away from all other games. This is a great entry. Thank you very much for your game
I really enjoyed your game! It's really fun and unique. The art and UI is really well crafted, and the music is good as well. This is actually one of my favourites so far! thank you :)
ianlux
2019-05-03 02:50
Absolutely great gameplay, I kinda cheated thou, as I used my wacom to make the sigils xD. Still got rekt by the enemies, I have a very bad precision LOL. Great job!
appix
2019-05-03 06:19
so cool! I like this interesting game~playing with my drawing boards is better than mouse. Good job!
krapht
2019-05-03 11:37
fun game, I some symbols were a little strict on how they needed to be drawn. As i said on stream, my color blindness did not prevent me from playing this game. Good job over all. I am impressed.
miu
2019-05-03 20:39
it's a fun game even though I'd say I would like to play it more on tablet, also recognition is sometime a bit unrecognizing but not much and it doesn't affect the quality of the game for me
Just played on my Wacom tablet, and I'm really impressed with the result! I did have a few problems with when I added a duplicate symbol to replace ones I already had, and it seemed like that symbol would randomly work and not work. Other than that, amazing work!
soujd
2019-05-04 01:40
truly amazing! The drawing mechanic is really cool, Works nicely with the wacom tablet
talyn
2019-05-04 14:01
Really cool and fun ! Amazing idea and mechanics, this is a pro entry ! well done
justcamh
2019-05-04 14:15
@dimlight Thanks for the feedback. I agree, money doesn't do a whole heap atm. I just released a patch, and now the special spells are a bit cheaper, so thanks for the input. Your feedback has helped improve the game! I would like to add extra spells and patterns and maybe even some for of skill tree? But that would all be part of a post-jam version, LD isn't too happy about new content after jam.
@ianlux @josh-mcmillan @soujd @appix Nice to know that it works with a drawing tablet! Then again, I suppose tablets just emulate mouse... That's a great strategy, and I'm glad you all enjoyed! Thanks a heap for playing.
@krapht Thanks for the stream, awesome to see it played first hand! Today, I did my best to improve the flexibility of some of the patterns you were having trouble with. The algorithm's still the same, just the definition for those patterns have been slightly tweaked. You still can't rotate the symbols, but they should at least be easier to draw. So all of that has been *improved* (still not perfect sorry) in the latest patch, thank you for your valuable feedback.
**Thank you everyone for your feedback. I'm trying my hardest to keep up with all of your suggestions, whilst also not breaking the Ludum Dare rule of 'no modifying game during rating'. Cheers all, JUSTCAMH. :smiley: **
biebras
2019-05-04 14:40
Nice game, it's truly innovative and impressive, I liked the graphics, drawing mechanics, but the recognition should be more not perfect.
If there was 5start for programming I would give you 100.
mrbrooms
2019-05-04 15:03
Chilling game i love it :D good job
@justcamh very creative! I imagine you've probably played _Magic Touch: Wizard for Hire_ by Nitrome? It has a very similar "draw to cast spells" mechanic. If you haven't played it, I recommend seeking it for some inspiration.
One design note: Once you've taught me the main mechanic of matching symbols, I don't think these need to be on the side menu anymore - I am not referencing them for any reason as the symbols I need to match appear in the play area:
Capture4.PNG
The music is lovely, the animations are satisfying. Fun game!
Hehe, this made me flashback to [Sigilia](https://github.com/killscreen/sigilia), a game I wrote in grad school; it also used the "draw to cast spells" mechanic. Unfortunately all I really have is a pile of Android sources now, but you might be interested in comparing the sigil-matching algorithms: I used a [delta-based similarity metric](https://github.com/killscreen/sigilia/blob/master/Sigilia/src/net/rowf/sigilia/input/gesture/DeltaSequence.java#L58).
What I loved about this entry (aside from familiarity) was the mood. The music is lovely, and the simple pulsing artwork for the enemies matched it well. The experience established by the two kept me playing.
My one critique would be that the sigil-matching is sometimes finicky. It's hard as a player to know "why" a symbol isn't recognized. Sigilia had similar problems and I never really solved them, but in hindsight I think using a classifier-based approach and thinking in terms of "most similar" instead of "similar enough" might have helped. (Haven't checked your sources yet so not sure how applicable that would be here.)
Nice work!
justcamh
2019-05-05 00:58
Oh wow guys, thanks for the awesome bits of feedback!
@walkalope No, I've never heard of Magic Touch: Wizard for Hire. It's funny, because I thought this idea was completely new, and now I've learnt of at least five other games that use this mechanic XD. I'll be sure to check it out. That list there was for the special spells, as these can be cast at any time, and are only shown there. I also had additional plans for it, but these flopped on their face. With the patterns in the shop, you were meant to then click on something in the list, but apparently Unity doesn't recognise clicks to buttons that are on a scroll region... Now the pattern shop just shows the options above the button. Anyways, thanks for playing, and double thanks for the feedback, I'll be sure to check that game.
@killscreen Wow, another game that I've unknowingly ripped off... I honestly wouldn't recommend digging too far into the source code, viewing that is equivalent to being stabbed. The code is probably some of the messiest I've ever concocted, I should definitely clean up. A delta based metric would be smart, but I'm not that smart, AND it was made in 48 hours, sorry. Yours is all nice and shiny tho. My algorithm doesn't know how good of a match it is, and instead, knows right or wrong. This has too many pitfalls, but was the best that I was willing to pull in the limited time period. I'm glad you enjoyed the atmosphere, that was at least one focus, amongst so many others. From what I've seen from videos, the most common reason for failure tends to be that diagonal lines aren't drawn as such. That probably just means that new symbols should have less diagonal lines.
@mrbrooms I think you commented twice.
@mrbrooms I think you commented twice.
@biebras more not perfect? I'll assume you meant could be better, and it most certainly could be. The worst recognitions seem to be late game, when you've got a bunch of sigils. It likes to get confused, and whilst I've got a few ideas to fix it, I don't seem to be finding the time (and I'm probably also procrastinating at least a little bit). Thanks so much for the feedback though.
**Great stuff everyone! Thanks to all who have left a comment, it's been so helpful. Strangely enough, this has been one of my most 'experimental' games ever, and it was made in 48 hours, which was about as stressful as you can imagine, so thanks for all your tips to improve it. As a completely experimental game, I greatly appreciate all the feedback I can get, to improve this one and my future games. Thank you all, JUSTCAMH. :smiley: **
duke
2019-05-05 13:18
Nicely done! Great entry to this LD. The mechanics worked really great and the visuals helped the game a lot to feel very satisfying when playing and drawing the shapes. The Music was fitting and soothing as well.
That said, I have some feedback: * The game speed is a little slow. It takes forever at times until the enemies are visible. Especially in the beginning is was just waiting 80% of the time. It's not a good idea to waste the players time like that. * The left HUD element covered up gameplay space. Enemies were spawning behind the HUD and I could barely see the sigils on them -> Which lead to just more waiting around.
So, the gameplay could be a little tighter with less waiting around. That's basically my only complaint. The rest is top notch! Keep it up
webox
2019-05-05 13:54
Wow, such an original idea. The drawing matcher is very acurate!! I should try to play it with a wacom tablet. Mood is perfect, very relaxing. Everybody said all that I noticed, so there's no sense in repeating. Maybe adding a theme on top what you are protecting and what is attacking you so they're not just simple circles. Great submision!
I really like everything about this game. I would go into detail but I doubt I will say anything that hasn't already been said by others =)
ithildin
2019-05-05 17:25
I loved it!
Are waves past the introduction of the 5th colour procedural? By that point I had already got all the spells and shapes and level intro popups stopped appearing.
Pattern recognition worked well (there was the occasional undetected sigil, but very seldom) and the risk/reward mechanic was a brilliant addition that fit the theme wonderfully. I didn't use them very much, but I also appreciated that there were spells.
The music track was nice, but I played for long enough that it ended up becoming repetitive (for a compo entry it's completely forgivable, especially given how solid everything else is)
In general, although while in-game I had all my senses focused on beating the level, I felt it was easy: I was basically trading most of my life for $$ till the point where I had run out of things to purchase and my only worry was to avoid getting hit.
The three-sigil enemies coming out from the left were annoying to wait for, as you could only see the first required sigil once they'd left the HUD covering them and there was little reaction time after that. Not sure if this was intentional, but as a way to balance difficulty it felt a bit asymmetric compared to triple-sigils coming from the right that could be dispatched instantly.
Despite these relatively minor things I really enjoyed your entry, and I'm specially curious about the pattern recognition tech you've used :)
Amazing job!! :smile:
PS: One last thing... the HTML5 version on itch is cut at the sides. Was it possible to switch it to full screen? I ended up playing the download version.
justcamh
2019-05-05 21:49
@duke Yeah, it does start a bit slow, and could probably have difficulty ramped a bit better. Once it does start ramping though, stuff gets tough! Thanks so much for the feedback, I'll consider that for next patch!
@ithildin Wow so much feedback! Thank you! All of the waves were procedural, and there are messages beyond that point, but you hit a fun bug. In fact, you had exhausted all of the patterns available, so it had nothing new to give you, so the notification couldn't open because an error was thrown in the background. Good job getting to purple though! I understand what you mean about the music, having played a few hours of the game myself :stuck_out_tongue_winking_eye: One thing I'd like to know is why the spells didn't feel useful? Were they underpowered or were they easy to forget? Should they be stronger, cheaper or somehow more usable? I agree with the three sigiled enemies to the left, but the ui needs to go somewhere. Not really sure how I would fix the left side being harder, that would happen no matter how the screen was split up, to some degree. I'll look into fixing the HTML version too, thanks for the heads up.
Thank you all for the great feedback! I'll keep working on updates, and hopefully a devlog will be available soon. Cheers, JUSTCAMH. :smile:
ithildin
2019-05-05 23:43
@justcamh It was neither of those reasons, I just didn't need to use spells more than once or twice to beat the levels. For example, I remember using the freezing one and the one that removed the two closest enemies, not too sure about the healing one(probably to test it? :thinking:). It's probably more of a balancing issue, I guess.
almost
2019-05-06 08:15
The main mechanic is very cool.
- There is a lot of time where I have nothing to do because the enemies are offscreen. It would be great if the symbol to draw was always onscreen (either because the enemy spawns onscreen or the symbol to draw could be on the edge of the screen when the enemy is offscreen). You could also have all enemies come from the top. This issue of offscreen symbols was even worse when triplets appeared because I have to do them in order and the first of three is still offscreen. - I always set my life to a super-low nonzero value, and think it is always correct to do so. - Some shop text went off the edge of the screen - It would frequently adjust my drawing to some other shape (like a triangle) even though I correctly drew a shape. Why not adjust it to the shape that I drew? - I can't see the cooldown of all of my spells that do thing because of the random attack spells in the scrollable list. I don't care at all about that list of attack spells. - Some spells seemed to start on cooldown when I buy them. I died trying to cast these spells to try them.
justcamh
2019-05-06 10:19
@almost Thanks for all the info, very useful! I'll look into these things, and look into releasing a patch. The thing with incorrect redraw is a pain, associated with drawing a symbol 'backwards'. Not sure why it likes to do that, but it's the sort of thing that I really don't wanna fix. I'll look into it anyways.... I like your suggestion of drawing the sigils on the edge of the screen though, kinda like something from super smash bros, where offscreen characters are shown on the edge. Smart stuff! Not sure what's up with the spells starting on cooldown tho. Difficulty curve is also something that needs fixing, so thank you again for the feedback!
drskort
2019-05-06 10:49
Really cool game ^^ It was really fun to play and challenging at the end ^^ The graphics looked pretty good and the music was really fitting. It would be cool if you could rotate the spells slightly because I often draw them a bit diagonally. Also sometimes I had no idea, why I didn't work :o But it's a really great and polished game ^^
Very creative mechanics ! Very well made about the recognition Well done !
Sometimes it doesn't recognize, but that's OK, especially for a game jam.
kypello
2019-05-07 06:55
This is incredible!! The mechanic of drawing shapes to destroy enemies is very creative and fun and impressive. I think this would be really cool on a touchscreen, like if you developed it into a mobile game. Excellent work I love it
This really cool! I was really impressed with how accurate the detection was on what I was drawing - it would be interesting seeing how the game felt with more/less accurate matching, and seeing whether having a bit more forgiving detection would alter the gameplay that much. I thought the gameplay was pretty well balanced though, even though it didn't get very difficult until later on. The background track didn't add too much to the game, but I thought that the rest of the art and assets worked really well together. I'm impressed this was made for LD, a really awesome concept that you executed on really well - good work!
oivin-f
2019-05-11 11:53
The only entry so far this LD where I'm actually inclined to look at the source code. Amazing job getting this to work at that level in a LD!
shunaky
2019-05-13 14:27
Loved the game, I play a similar game on my phone called "Magic Touch"
I just faced one problem, there is a sigil that crosses itself, when I try using it it just becomes a triangle...
Congrats on the game, pretty solid entry ^^
Very nice game... this would make a great mobile game as well. The pattern matching was accurate, music and sound were excellent. Info before each level was very helpful to ease into game play.
This game gives me a deep satisfaction to play. Awesome concept and well executed as well! Really fun to play if you have a drawing tablet like I do. I wish the upgrades kept going and impoving instead of just stopping at around wave 19. I went on for a lot more waves without any reason to exchange my health for any money, which made the game easier. Also the mechanic of exchanging life for money is interesting but I feel that if you can regain all your HP at the end of a round if you want to kind of defeats the purpose of the healing spell imo.
Great job!
Interesting game! I like it.
Pretty solid game! It's a little too slow-paced at the beginning; I found that the best strategy was to just spam all of the glyphs in every color because I could hit targets before they even came on the screen. And on that note, the WebGL build seems to crop significant portions of the screen off of the visible area, which makes it hard to interact with the shop and makes it even more likely that I won't see stuff coming. But that's fairly minor overall, because the game itself is enjoyable.
This is an excellent, excellent game, with such an original and well-executed mechanic! I am very interested in your pattern-matching algorithm as, for the most part, it worked very well.
I did find that I got a bit bored after about half an hour of play, though, as I'd managed to make it through all the waves without losing any health at all, and reckoned I could go on quite a bit further. Is the game infinite? Not sure what wave I got up to, as the wave number was cut off. Also, your sigil scroll bar is a little funny, and allows you to seemingly scroll off so that none of the list actually appears on the screen.
Ignoring the fact that I'm apparently too good at your game, once again I just wanted to say how great it is, and you should be very proud for having been able to produce something of this class within 48 hours!
justcamh
2019-05-20 21:59
Thank you everyone for your feedback! The pacing of the game is definitely something I wanted to fix, I just didn't feel fair changing the difficulty during the jam period, game changing updates aren't really allowed, but I'll be sure to update it after. The difficulty curve was particularly hard to pull off, since there wasn't enough time to do too many playthroughs, and I didn't have time to pass round 8 or so. Not sure what is going on with the web build, I've never really been good at setting them up, so I'll look into it.
@joshyoshkenoshi Yep, the scroll bar is definitely screwed, and there are infinite waves, but after a while, it gets to a point that the difficulty ramps SO slowly. At that point, the only thing that can go up is the enemy count, since by that point all symbols have been obtained, with none left to obtain, which I'm sure you noticed...
@coda-highland I find your strategy quite interesting. By the late game, there's five colours and over eight symbols, so I'm interested to know how you were actually pulling this off. Might have worked for two or three colours, but I couldn't see that working for too much more. I suppose I'll have to test this out, and somehow limit the effectiveness of that strategy, not sure how though...
Thanks for the wonderful words of wisdom, much appreciated! The techlog thingy still is coming, and I'm madly working to finish it off before the results period, so better get back to work! Thanks again, JUSTCAMH. :v:
@justcamh Oh, I didn't get that far. The screen boundaries clipping off my view made it too hard to make progress. Strategy is still VALID, inasmuch as it's better to spam sigils than to just wait, but I doubt it's an overwhelming advantage. (EDIT: Also if you can see the edge of the color glow then you can start spamming in the right color before you can see what the sigil actually is.)
A touchscreen helps too.
If you need more difficulty ramping options, you can also have things move at different speeds. Having a surprise intruder zip in faster than everything else is a nice spark of "ack!" in a game like this.
EDIT: Accessibility suggestion: If you want to take this up a notch, you could add a colorblind-friendly modification by putting distinct shapes around the incoming sigils so that color isn't the only distinguishing factor.