kyle-o 2020-10-05 03:11
I like the direction!
Foon → Ludum Dare Explorer → LD47 → Welcome to TAROT
By Bordin, Adamo, bruno-assolari, Pi Pellegrini and lllleow
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1125 | 3.27 | 20 | |
| Fun | 1127 | 3.05 | 20 | |
| Innovation | 575 | 3.52 | 20 | |
| Theme | 1450 | 2.80 | 20 | |
| Graphics | 627 | 3.76 | 21 | |
| Audio | 2.00 | 3 | ||
| Humor | 646 | 2.88 | 19 | |
| Mood | 532 | 3.63 | 20 |
I like the direction!
Awesome job! I would really appreciate it if u check my game out too!
There is no link to the game?
Links are missing ?
No links? also I found the spammer @flashcash0402
Links?
Sorry for the delay guys! Thank you for your attention, we have now released a link with the most recent build, but with some bugs. We will soon be releasing a version with as little bugs as possible. Again, thank you for your interest! <3
The artstyle in the game looks really sweet and the froglike "draw cards" looks pretty neat. A fun game that has a lot of potential to become a bigger game, good job!
I like the art style, the gameplay is a bit boring for my taste. It's an interesting idea, but I'd like a bit more at stake in the world.
Interesting choice of theme!
Sorry but for me it doesn't work. The game combines the reflection of a deck game, and the action of an Isaac type dungeon crawler. So I'm stuck between "do I think" and "do I act". For me, with the mechanics present, it's either one or the other.
Only a few games in my opinion manage (in some cases) to correctly combine action and reflection, like games with "Active Time Battle" action systems such as Chrono Trigger for example, which implies that we know our characters' abilities to think quickly. (That's why they ask at the beginning of the game if the player prefers "Active" or "Wait" battles, because they understand that both at the same time are complicated).
But here I don't know the abilities by heart, and even if I did, as they change every time when I "Draw" new cards, I never know what I have, so I can't both look at the cards and act at the same time. It's too hard. Also, the cards are "in a row" and you have to click on them to take them out. Why did you make this choice? Why not pull them out all the time? If it's so that they take up less space on the screen, then why not reduce the playing window to have the cards underneath? Because having to open each card to see what effect the card has, wastes a colossal amount of time, while I'm under pressure because of the action mechanics.
This is my personal opinion of course, maybe other players will find it great as it is. Personally, I think it should be : - either orient the game even more Action, for example: assign a keyboard key for each type of card, and the precise indication of what each card does on the screen (thus reducing the thinking time). - or steer the game even more Reflection, for example: pause the game as soon as the player is making his card choice at the bottom of the screen.
I'm trying to give you a constructive feedback, I don't want to say that it's not good at all! Indeed, it's because I feel that there is something interesting that I want to write you such a long message to share my thoughts with you! :wink:
I really enjoyed the music and the general atmosphere. (However, I didn't understand why the theme of the menu was SynthWave, while the rest of the game is not...).
Thanks a lot for this game! :smile:
@matlab I apreciate a lot your critique, I agree with most points and there was some things you mentioned we could not implement because of the time and stuff. Thank you for the time spent to help us, we will make use of it for sure!
I liked the art, but had trouble understanding what it was i needed to do. If i used a long movement, isuddenly was in a different room. Then i was atacked i think and was back in the first room. A tutorial would have been nice to understand what i needed to do
Interesting game! There was quite a lot of variety in the enemies and rooms, although some of them were very buggy, or not functional. The pacing was really slow because you have to wait until you get the movement cards you need which is pretty annoying. As I mentioned before some of the enemies were pretty broken, like the tentacle monster and some other ranged enemies. I ended up getting stuck in this room, walking into the middle killed me without warning, and my open door spells stopped working completely which ended up hard locking the game: what.PNG I think that with more polish, fixes and the changes MatLab proposed this could be a really good game! I also enjoyed the art direction a lot, even if it's a little inconsistent with the main menu.
Once I grasped the game I was rather interested. It was difficult to play at times with not knowing how enemies worked or what even was an enemy. I think I would have liked it even more it the movement was hexagon tile based, but still real time.
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