FoonLudum Dare ExplorerLD51 → Exorcist Patrol

Exorcist Patrol

By peachtreeoath and evedoll

View on ldjam.com

CategoryRankScoreCount
Overall264.2880
Fun344.2181
Innovation54.5380
Theme564.3180
Graphics1774.2281
Humor3473.2770
Mood2133.8677

Comments

dining-philosopher 2022-10-03 23:21

Beautiful game, played it to the end! I especially like the artwork, gameplay-wise I mostly miss a restart-button but then again 10 seconds is not too long to wait. Favorite spell: squirrel patrol!

la-bread 2022-10-04 04:27

really neato game with a unique premise!

gerd 2022-10-04 04:31

Really cool game and concept! I'd love to see a whole rpg around these two!

sodium 2022-10-04 04:38

This game was so good! Left me wanting more levels! Really great job.

nbrowning5 2022-10-04 04:41

This was a super cool game, I especially loved how you had to account for the physical movement of the enemies, it gave the game another layer of complexity.

joykangpae 2022-10-04 04:42

I love the art style of this game! I became very drawn into the gameplay once I got the hang of the strategy behind it. Overall super fun to play and I would have loved to play more levels (:

odtray 2022-10-04 04:45

I played to the end and had a lot of fun. I thought it was pretty clever. Really sad it ended so early.

ronn-fever 2022-10-04 04:51

Really loved this idea. The interaction of different spells that play with space AND timing, and being able to place them on two different paths to make that interaction even more diverse and tricksy is great! Very cute art as well. I can easily see this being a full on Terry Cavanaugh style Dicey Dungeons game. Incredible design space to explore, would love to see more.

flaterectomy 2022-10-04 12:01

Terrific job, this was such a fun entry. The ten second timeline on which to place the different attacks and then having it play out more or less as a physics game is such a strong concept! If you would've had some kind of roguelike scaling at the end where ghosts gradually get more HP and the player can balance new cards and their effects then I would've kept playing this for sure.

The art is great, and lots of nice little visual candy/animation elements to boot. I want to add some critical feedback but other than *'it ends too soon'* I am coming up empty. Great job!

peachtreeoath 2022-10-04 14:30

Thanks a lot @flaterectomy @ronn-fever! That kind of stuff was indeed in the works and I unfortunately had to throw it all out as the deadline crept up on us. I'm happy to know the core design is solid on its own though.

local-minimum 2022-10-04 18:13

I got to the panda/bear enemy before giving up. The game-loop felt innovative and I liked that the theme interpretation didn't imply stress though it kind of looked like it would, but instead was a matter of space. The spells felt quite tricky to line up well to maximize the output but at the same time it felt fair. It took me a little while to notice the two track meant the two different spell casters, so perhaps some sort of more feedback beyond localization of the spell to show indicate their meaning could have been great.

Very good entry!

yoko-san 2022-10-04 19:06

Great concept and nice artstyle! :D

stalemeat 2022-10-04 22:47

That darn Lucky Red Panda. That was a head scratcher but I got em! Great work! I love the concept and the music. Combining attacks and bouncing the ghosts around worked every time. Felt good when that HP reached 0. Great design! I like the art too, very chalky. A unique entry indeed.

russ-moonbase 2022-10-05 00:59

I wanted to do a review after I beat that Lucky Red Panda. Took a lot of tries for me to get the timing right. Stalagmites and stalactites were a deadly combination for my exorcist crew. Shout out to the squirrel squad for coming through for me.

The thought and design that went into this is pretty astounding. At first, I thought it was just about placing attacks on a timeline and seeing how much combo damage I could do. However, I also had to worry about where the ghost was going to be at a certain point in time based off of my attacks. Now you have me thinking about time and space. Damn! I feel like I was playing 4D chess and winning.

If I were to describe this game it's a mix of old school Final Fantasy, a fighting game, and being a video editor.

Also big ups to the art in the game. All of it looked great! The attack cards and the ghost death were my favorites.

peachtreeoath 2022-10-05 01:05

@russ-moonbase lol I'm always happy when my game ends up being difficult to describe for genre. When I uploaded it to Itch I was met with: unknown.png

I ended up just picking "card game" even though it hardly fits. And thanks, we really tried to focus on more polish this time so @evedoll put in some work learning animations.

khrisna-kamarga 2022-10-05 05:52

Super cool game! I really love the UI of placing the spell cards, it was done beautifully! Though subtle, I actually really like the monster's healing sound effect and also with the green health regen effect, it just feels appropriate. Super awesome concept and fun game!

justabread 2022-10-05 08:41

This was such a cool and individual concept and I loved the level of difficulty! I struggled a lot with the final enemy but that made it so rewarding when I finally defeated it. A bit more explaining of the mechanics maybe would have been nice, for example it took me some time to understand that purple blocks meant the spell was to close to another and wouldnt be executed. I also really enjoyed the artwork :)

nyxkn 2022-10-05 08:41

OH MY GOD what a glorious game!! I absolutely loved it. I thought every was *perfect*. Beautiful art and super fun gameplay. UI works really well too and feels intuitive enough. Music wasn't made but great choice nonetheless. I really wished there was more content and I would have likely kept playing for a looong time :D

At the beginning I wasn't quite sure how it all worked, but once can quickly figure things out. It was a really unique idea and I think it works brilliantly. I lucked out on a very powerful combination of the first three spells eventually that carried me through a few levels. Reordering spells on a timeline was super interesting. It's always great when simple mechanics create meaningful and thoughtful strategy that keeps one's brain engaged (and addicted :D)

I really have nothing bad to say about this game - except that I want more of it!

Cheers @evedoll.

moonblast 2022-10-05 08:59

Hi, this is definitely the funniest game I've played lately! The idea of changing skill combinations by tweaking the timeline was unique and fun and made me try it over and over again. The space- and time-based build mix between skills is also a lot of fun. In addition, the theme concept is also very interesting, it looks like a mixture of magicians from the East and the West, which feels very amazing.

substain 2022-10-05 09:37

Very cool game mechanics! Love the way you need to coordinate both types of spells, being able to rearrange and try it again makes it even better. Only wish there were more levels.

flanne 2022-10-05 10:49

Interesting use of the theme and pretty fun to experiment combining different spells

otterfaelure 2022-10-05 11:04

That was amazing!

The art, the mechanics, the music, the layout, THE CHALLENGE.

Everything about this was spot on, aside from the point that it was too short! Which.......... has to happen during a game jam. ;-; Curse you 72 hour limit!

I honestly don't have any room for growth comment to give, the game was a perfectly enjoyable game, which is just so bizarre to be able to manage in the length of a game jam. Your quality control was so on point.

Very well done!

roroto-sic 2022-10-05 12:00

the atmosphere is excellent! very funny and art and music made me really feel like that i am in a magic fight! The gameplay is really a very good idea! (jus one note: maybe our characters become stronger too fast , because i won all my battle first try , execpt for the red panda)

peachtreeoath 2022-10-05 13:24

@moonblast I'm glad you picked up on the magician concept even though we didn't really explicitly talk about it. The general idea was based on Paw Patrol and we thought it'd be really fun to eventually have had 6 different kinds of exorcist types to choose between if we had jam time.

root-97 2022-10-05 19:55

Beautiful game with very innovative card design. Love the timeline mechanics, although it took me a while to realize how to play. I wish there were more text instructions before starting the game. Good job!

jared-n 2022-10-05 20:03

Super awesome game! Such a unique mechanic that is executed really well in a fun way, loved discovering all the different abilities and combos!

zyger 2022-10-05 20:05

super fun and really cool. I love the mechanics and the game was made very well. the art is awesome too :D

roboolet 2022-10-05 20:16

Amazing entry! I would happily play a full version of this.

toreskovic 2022-10-05 20:28

Super fun concept wrapped in a nicely polished package. I enjoyed everything about it and played through multiple times. My only feedback (aside from wanting more content) was that the difficulty curve could use some tweaking in my opinion (the only real challenge for me was the red panda).

dgspitzer 2022-10-05 21:13

I really love the innovative game design to merge bullet barrage game with strategy puzzles & Roguelite! As a big fan of Touhou Project myself (also a music composer for Touhou Doujin), the art style brings me a lot of memory as well~ Dragging and twisting around spells on timeline is quite fun to play with - feels like I'm actually working on a music clip in FLStudio. Maybe It can add some dynamic music generating feature e.g. each spell actually represent a virtual instrument and the player's decision will compose a interactive music in the end, it will be even cooler! Love this game overall!

peachtreeoath 2022-10-05 21:57

@dgspitzer Evoking Touhou is high praise :) Similarly and coincidentally, Double Spoiler is my favorite one BECAUSE it's a very innovative bullet hell design. We're on the same page with the music generating idea. That was something I thought about and quickly tossed it out because I had no clue how to implement it in time lol. But you describe it even better than I had it in my head so perhaps if I get to make a full version of this...

annie-owl 2022-10-05 22:26

Great game! The gameplay feels fun and the amount of different combos and spells you can do is amazing! I also love how cute all of the ghosts are, feel kinda bad for exorcising them :sweat_smile:

oolimry 2022-10-06 04:48

Awesome concept and really well executed! The game is just so chaotic and yet so strategic at the same time. I had to plan which spells go well together and was it was really funny when a spell accidentally hit the ghost a little too hard and I need to go back and adjust the timing. Even with letting you choose a spell after each level, the game is surprisingly well balanced, great job on that!

The art is so cute and the music really complements the spooky yet funny and chaotic vibe so well! The game is really cohesive and well polished :)

wheffle 2022-10-06 06:13

Pretty cool idea! It's almost like a Rube Goldburg ghost busting game. It's such a unique idea I'm not even sure what feedback to give, as I have never really played anything like it. The graphics were great and I had a lot of fun. Nice work!

quoc 2022-10-06 06:14

Really cool concept guys! I reall enjoyed playing it :)

fireslash 2022-10-06 06:30

This is a super neat idea.

Some of the effects were a bit tricky to use in a good way; needing to think about cast order and location made selection a lot more interesting. I missed a way to preview or understand cards before selecting them, but managed to make it work anyway. Boulder was a bit tricky though since I tried to use it after squirrel and it wouldn't hit; but I like that I had to reshuffle my combo to fit it in instead of just constantly adding stuff to the end.

Realizing this would be a nightmare to implement inside LD: it would have been nice to have a timeline I could scrub through to better understand where I need to tweak my setup; sometimes it wasn't clear if something hit or not in the chaos.

The art was comfy and the music was a bop. Everything worked as expected and cleared my house of ghosts.

Nice work!

peachtreeoath 2022-10-06 06:34

@wheffle you know, I've been having trouble describing the game concisely. I might adopt that tagline instead lol.

peachtreeoath 2022-10-06 06:37

@fireslash Thanks for the feedback! One of the concepts behind the boulder was something you could fire off early and potentially connect to combo much later on, so it's no surprise it behaved in tricky ways for a setup. Somebody actually sent me a video of them starting with a boulder and ending with it, intentionally dodging the ghost up until the end. I wasn't even sure that was possible until I saw that.

Agreed with the timeline actually. Even something like snapping features would've been nice, but since they were just sprites, I didn't have the time to figure out all the nice math on scaling and transforms in time. A preview scrub would be VERY interesting to try to code :thinking: :thinking:

a333 2022-10-06 06:47

That was so much fun to play. Never seen a concept like this before. The last ghost took me solid 15 minutes to figure out, but once I understood how utility spells like vortex worked, it became much easier to build combos. Probably might be a good mobile hit, you are definitely onto something here.

Nits: switching spells during play sometimes broke the sequence for 1-2 runs, but after that everything went smoothly.

aegisfate 2022-10-06 06:51

I really like the cute characters and the idea of using the timeline to cast magic is super cool

ursagames 2022-10-06 07:13

Oh this is awesome! One of my favorite games I've played yet. Love the way the spells combo into each other and you have to figure out the timing. Managed to clear it all on my first playthrough with the cards I picked. Would love to have been able to build decks and swap out cards to experiment more, but that's a lot of work and hard to design in the span of a jam ;) Another thing I would have like to see is a way to quickly reset like pressing "R" for example instead of having to wait the whole 10 seconds. Absolutely love the mechanics and art!

incd021 2022-10-06 10:11

Quit a unique game mechanic, nice. I really liked the characters design, well I liked the audio, graphics gameplay, controls, everything.. Very polished and fun game. Great job :thumbsup:

yellowkamel 2022-10-06 11:39

What a cute little game! Was a lot of fun. Was a bit sad when it was over so fast. Great job!

haotian-chen 2022-10-06 15:05

while you adding physics i think there should be a preview how that spell it gonna look like. but even with that it is a very impressive game i'll say, creative and very smart use of the topic, and the music is really good. btw are they saying chinese in the music? cuz i cant understand any of it lol

peachtreeoath 2022-10-06 17:06

@ursagames thanks for the playthrough breakdown and I'm glad to hear the core's good enough for expanding upon. I've also noticed that jam vets like you tend to recognize which parts of the game were limited by the jam time without even being told it!

peachtreeoath 2022-10-06 17:08

@haotian-chen yep there's Chinese there but it's so distorted it's very hard to make out what he's saying. We were leaning towards an Asian exorcism theme at first but then thought it'd be funny if you had an international squad of ghost busters :)

whalejam 2022-10-06 17:31

Super cute, an interesting concept I dont think Ive seen before. I was a little confused at first as there was no way to see what shape the abilities where or how they would fire (as far as I could tell) before using them, but once I tried them out it was really fun finding the combinations that would push enemies around into each other. Really enjoyed this one :)

mhorth 2022-10-07 00:00

I know I can always count on you to bring some innovation to the table! This is probably my favorite one of yours yet. While this one still has some periods of waiting, they were filled with action to watch and strategic thinking to do compared to Study Lady's "just wait for this screen to come back around". And the 10 second loop was so short anyway so it was never boring.

It took me a short amount of time to fully understand what my goal was, that the spells were going to move the ghosts in a specific pattern and the spells would always cast in the same location and my timing adjustments were to control the space. Did you have any trouble making the bouncing deterministic so that it always took the same path with the same inputs? It seems like the idea would have failed if you didn't make that happen, so nice job there.

Once the mechanics clicked in my head though, there was an audible "oohhhh okaaayyy!" It became so much fun that after beating it, I went back through another time to try to make even better combos. I started playing my own meta game to see how I could arrange the spells to maximize all of their hits and it just got so satisfying. How many games do we play where you beat a level, get offered to continue onto the next level, and instead say "nah I wanna stay here and keep watching that replay."

Controls were super smooth too, it was a joy to place spells on the timeline and then be able to slide them by fractions of a second.

exorcist patrol.gif

peachtreeoath 2022-10-07 00:07

@mhorth haha great guess :) Yes it was a pain making it deterministic and I still don't know how to get it to 100% without maybe writing my own physics engine (would love to hear suggestions if anyone knows). Really happy to hear that replaying was worth it. Now that you mention it that IS hard to achieve and might be a metric I'd wanna keep in mind more in the future.

Love the gif. IMO lots of speed/bounces + everything landing makes for the most aesthetic ones! Thanks for the writeup.

aristurtle 2022-10-07 00:09

This was a lot of fun to play. Trying out different combinations lead to some interesting moments The hardest card I found to use for me was the stalactites. Getting both hits in with all the combos was felt appropriately challenging Seeing my choices create a nice flow back and forth was rewarding. As the health of the ghosts went up, It gave me the urgency to built a nice flow so that the next extra card I received could fit in without disrupting it to much to maximize damage.

I liked the art style used for the graphics, and the way the game is presented. Low key really liked how the game itself embedded on the itch page blended very well since the game's background and the itch page background are the same. Elevated the experience.

Solid entry.

peachtreeoath 2022-10-07 00:13

@aristurtle I appreciate you noticing the itch page! We put in extra effort after the jam's done to make all that even though we're running on low sleep so I'm glad it has some impact. Thanks for the breakdown, it's always good and useful to hear the details of a player's experience.

arnochux 2022-10-07 09:26

Nice concept! One of my favorite entry ;)

aripize 2022-10-07 11:58

Nice graphics! I really like it

skyward4d 2022-10-07 15:46

This one was awesome! I love the graphics/aesthetic, and the audio really suited the mood as well. Really innovative application of the theme, the combat system was so fun and creative. Nice job!

sleepymenace 2022-10-07 16:19

Great game, enjoyed it a lot! The music really adds a lot. Love the art style, got some Touhou vibes from the Eastern-style/Western-style exorcist combo. Timeline was easy to understand and experimenting with different spell combinations was fun.

All around a really enjoyable experience, GREAT job!

simun182 2022-10-07 19:37

Really fun, only got annoyed when i couldnt do enough damage to continue

pier-v 2022-10-07 19:39

Very very original, and I mean it! I'm always happy when someone tries to improve turn based games, and making it an hybrid with a puzzle game turned out to be fully successful here. The card choice adds a further layer, sort of a game within a game, and now I'm wondering if the reason I got stuck around the 5th boss is simply because I made the wrong choices. Don't get me wrong, though, this is not a complaint! I actually quite like it. Good for longevity, too.

I found the game well polished, and I appreciated the care in the aesthetics as well - great graphics and character design, well written and original music. Honestly, at first music buffled me a bit (not the quality, but rather the genre choice), but the more I was progressing into the game the more it was clear to me what you were after. So, bonus points for the experimentation.

This game went straight up into the list of games I want to master before the jam ends, great job!

peachtreeoath 2022-10-07 20:28

@pier-v you nailed a design challenge I had with the game. Without a timer or a HP limit (like a normal Roguelike) you actually don't know when you've reached a fail state (I believe there are some impossible combos in the game but I'm not 100% positive). So your breakdown is legit and it's good to know players are thinking about these things too.

For game mastery, I've been pretty impressed at the challenges players are setting up for themselves so there is good opportunities there. Here, someone unleashes a boulder as the 1st attack, but it LANDS as the last attack. He does it by bouncing the panda around in crazy ways dodging the boulder:

https://www.youtube.com/watch?v=NRCx_JKFm2c

alexander-epton 2022-10-08 00:41

this was so awesome! 5's all around from me. the graphics and music were great and the gameplay was super fun and unusual. my only feedback would be add a little more juice/vfx when the enemies get hit? also the ability to multi-select spells on the timeline would be helpful if you decide to finish the game after the jam is over

steinuil 2022-10-08 02:36

This game is so cool! The interactions between all the different attacks and the physics system make for some great "emergent" moments. I enjoy these kinds of fiddly games where changing one small thing can lead to huge differences in the result so I was sad that it stopped after a few levels, I want a sandbox mode!

asue 2022-10-08 08:20

The concept is very interesting, I haven't seen that in other games yet. The music is amazing! :man_dancing: The art is also very good. It's a very polished for a game made with so little time *_* Good job =D

simba 2022-10-08 15:27

Super unique entry, I've never played a game like this! I loved the strategy element of it as I got to the later levels. This could definitely be extended to a full game!

arzi 2022-10-08 18:11

I think the timeline is a great idea, though it took a bit of getting used to!

deprecat 2022-10-09 00:02

I am such a sucker for RPGs with unique fighting mechanics and this is no exception. A really cool idea and the art is just adorable!

I hope you decide to take this into a full build because I would love to play it. Some thoughts on how to potentially elevate some concepts you have here:

- At the moment there's no punishment for getting things wrong and just gives you a simple reset. I like the low-stress of this but it does take away from the danger of the situation. Feels like I'm just beating the poor things up. Having the enemies fight back seems like a natural next step.

- I like the idea of time being able to pause and rewind rather than just play on a loop. The constant playing of the game doesn't really give me any additional information and if anything just kind of distracts from the task of putting items on the timeline. Being able to place my cards and press play to see what happens can also have a nice surprise element to it - I've just played a new card and I don't get to see it in action until I've put everything down and just get to find out.

Overall I really dig this concept and the art is adorable. I love the UI design and it feels super natural to someone like me that works in timeline-based video and animation software all the time, though I would suggest testing the game with people who have no experience in those kinds of tools to see how well that translates for them.

Great work to you both!

technonugget 2022-10-09 00:40

Yo this is sweet. At first I had no idea what I was supposed to do but then as I realized how it worked, I started to see how it really all fit together. It was really interesting using a psuedo-turn based system and having to time things correctly so that the enemy would be in the right position at the right time so that your attack would land. Really felt like you were choreographing an epic fight scene.

Although it would have been cool if the enemies could attack back so that there was some sort of threat or motivation to move quickly. Also I think the aesthetic could have gained some major benefits from some frame by frame animations for the main characters and the enemies.

Great job, guys!!

robert-li 2022-10-09 01:14

Great art style! and I really enjoyed the mechanics! good use of the theme

alaah 2022-10-09 01:50

I love this combat system. It outclasses the cliche jrpg combat and belongs in a full game. I agree with deprecat that it shouldn't run in a constant loop, although it would no longer be "every 10 seconds". Items need descriptions, and aside from making the engine 100% deterministic it would be a challenge to make sure every item combination would be winnable while keeping the game challenging; maybe introduce a method to swap/sell items. This is one of my fav entries this event

epicgamefan 2022-10-09 04:38

This was 5 out of 5 for me. I really got into this game. Really cool concept.

dimlight 2022-10-09 05:56

Wow, this is a really great game, creative, fun, and relevant to the subject matter is great! I can envision how much potential this timeline system could have.

It's really fun to find the optimal solution over and over again, but the loop has to wait 10s after each start before starting a new test. Or a new round would start before I finished adjusting the timeline. I know this is crucial to the theme, maybe it could be optimized in a post-game jam version? Add a pause or fast forward or something.

Anyway, this is really one of the best games I've played this game jam, congratulations!

caladrius 2022-10-09 10:46

This is an unbelievably inventive combat system. Would be incredible to see this taken forward into a full JRPG style game. Really enjoyed experimenting with all the positional values, and combined with a character progression system this could really go places

zliebowitz 2022-10-09 13:54

I'm a bit surprised how much there was to this concept. Very fun entry. The latter levels definitly required a bit more work to win.

peachtreeoath 2022-10-09 21:33

@deprecat @technonugget I had been considering adding other enemy behaviors but never actually thought about if enemies attacked back! That's a great idea and would open up a whole new class of cards like defend and reflect. I think I hadn't considered it because I didn't originally interpret this as a JRPG game like others have stated. So everyone's interpretation of the game has opened my eyes up a lot as to how players see its mechanics. Really great comments from everyone :)

tyrannas 2022-10-10 12:33

image_2022-10-10_143103251.png My god finally I found a working solution for the redpanda, took me ages!! Anyway, this was suuuper fun to play, trying to balance time, damages and positionning was challenging (especially on the panda) but very satisfying ! Like the art (and music even if you didnt do it yourself) ! Well played, as others said, I would probably play a longer game on this concept !

peachtreeoath 2022-10-10 15:32

@tyrannas nice setup! I can already tell by looking at it that there's a ton of movement due to vortex and squirrels blasting people around.

pkenney 2022-10-12 01:40

This is great! Tightly focused design and some great art.

I found it really easy and fun to learn what the game even was. (I skipped reading the page until after playing, which I generally like to do). The game is pretty intuitive, but more importantly it's REALLY easy to discover through experimentation. The tweakable-loop core model was very effective at letting me learn the UI, mechanics, timing, etc. Great job of uncovering that and NOT getting in the way of the goodness. Even having a "restart" button press in between iterations would have gotten in the way big time, I think.

The UI letting me pull items out of the timeline and into a card was also nice. Especially with vortex, I sometimes needed to experiment with an effect alone to test its behavior.

The boss also did a good job of forcing me to engage with the game at a deeper level. I had mostly gotten through the earlier enemies by leaving my existing loop in place and just slightly tweaking it. But he forced me to clear decks, set up some early hits, carefully note his position at certain moments on the timeline (thank you, sweep-line UI) to line up the subsequent chain of hits.

I had to go back and play again and try out a different set of cards, and I was a lot more able to maximize my attacks the second time around, from what I had learned in that boss battle. In fact, I had set things up so well on my second run that the boss insta-died on the first loop!

Here is my final setup:

ex-patrol-win.png

Really nice entry, well done!

peachtreeoath 2022-10-12 02:53

@pkenney that's honestly some fast learning, even I rarely just 1-shot the boss like that haha. Your breakdown of engaging with the timeline experience + experimentation is invaluable to me as that is the most unique portion of the game and I wasn't entirely sure how people would pick up on it, so I enjoyed reading the thought process as usual.

papaver 2022-10-12 12:15

Very nice interpretation of the theme! I like the mechanics of playing around with the different spells and changing the order, timing and who does what. The moving match to indicate the time is a nice touch.

Cute art style as always! I would have liked some more feedback in the sprite of the ghosts when they are being hit, like a short change in color.

I liked that I could watch a "replay" of the level, to see what actually had happened, or continue playing around with the level, trying new combinations.

It was very fun to play. I played twice, and both times the Lucky Red Panda was quite hard to beat! The second time I had this solution, but it didn't work all the time:

LD51exorcistpartrol.png

Awesome game! :heart:

bqq 2022-10-12 14:10

What a great game!

First off the UI design is just beautiful! Having two character timelines with the symbols instantly recognizable as the two characters was super easy to understand (also due to the great character designs + the color coding!). The background/notch colors being inverted on them looks really nice and coherent. Dragging cards into the timeline is snappy and I like how you can drag them back out to read more about them. And finally having the match as a timer and lighting up at the end, just gorgeous!

Gameplay itself is great, the spells feel different and it's fun to try to figure out combinations of them. All the spells feel very tactile and physical and seeing them bounce the enemy around just feels good from a gameplay perspective. (also I like how some of the spells are possibly references to other games, Magic Missile from D&D, Landslide / Diamond Dust from FF).

In general the art also looks great, love the varied boss designs and the cover art is cute as heck. I don't think I have any constructive feedback, I could just see this being expanded with more varied bosses from a gameplay standpoint (like shielded from a direction, doing counter-attacks, etc), but the core works extremely well, great work!

peachtreeoath 2022-10-13 00:12

@bqq whoa, shielded from a direction is a really unique idea! One thing that makes it work in this game and not feel asymmetrically ugly is that the sprites can naturally convey that. Something holding a shield on its left would 100% fit in this world and force people to change up their strats. Thanks for all the feedback especially all the UI details you picked up :)

peachtreeoath 2022-10-13 00:15

@papaver glad you noticed that about the replays, that was very much something I wanted to have in there so that people could get a chance to admire their work if they pulled off a cool looking chain. It added some extra engineering work because of a few states that get introduced but I'm glad it had an impact. Thanks for playing!

chao 2022-10-15 09:30

Wow, what a cool concept. Definitely was not expecting this to be heavily physics based, and it took me a while for it to finally sink in that it was. I managed to get pretty far just placing spells randomly in the timeline, and was a little confused where the challenge was, but once I found the physics bouncy combo stuff it was a blast trying to figure out what went well with what.

I played through twice as the first time I wasn't as aware of the combo system and my spell choices weren't that great, and it did feel a little easy on the second time through, definitely could have done with another healthier enemy type after the Red Panda.

Was a really cool take on the theme though, I feel like with a time centric theme such as this there'll be a lot of entries centering around timing and more frenetic gameplay, so it's great to see a more chill, strategic entry.

Great work!

postfrog 2022-10-17 00:07

Interesting battle mechanic! quite enjoyed it, and feel it could be developed even further . Art was really cute as well(^:

wuppos 2022-10-17 10:05

Really awesome! This was a very unique game concept. I really liked the idea of placing things in the timeline and trying to puzzle your way to the solution. Even more cool was that the whole game was kind of a series of emerging puzzles. You choose the spells yourself, which meant that you also create your own problems :P Trying to figure out how I could optimally use two spells that were completely different by combining them in different ways was a lot of fun! As always the art was beautiful and the music on point :)

A little bit of feedback is that the third and fourth level went by super quick for me because I just defeated the ghost using the timeline from the previous ghost. This is not really a problem, but the ghost were defeated so fast that I could not even try the new spells I chose just before. Another thing which confused me in the beginning was what the difference was between the red and white timelines was. Eventually I figured it out though :)

The last ghost was quite a challenge, and I just barely defeated it with the spells I had. I really appreciate the challenge for the last boss, but I wonder if that boss could be impossible if you chose your spells pourly? Or perhaps you did some trickery where the health is adjusted based on the spells you have? I am curious if there is any safety mechanism there.

Anyway, amazingly done as always! I really enjoyed this one ^_^

peachtreeoath 2022-10-17 16:55

@wuppos thanks for the playthrough insight, and thinking more about it, I think your game had a similar pacing where it's smooth sailing until the final boss/puzzle where you really need to think :D

I THINK there are some spell combos that might be impossible to beat the game with. A lot of the easy-to-hit-with spells are weaker so picking too many of those might make it mathematically impossible. With that said, I've had a lot of players show me how to beat the game in crazy ways, including using only ONE caster (all spells on 1 bar), so I'm not sure!

erlioniel 2022-10-17 17:25

Hi there! What a small cool entry! I love it so much actually playing with timeline etc. The only problem is probably a low predictability, but anyway it was very fun to play in it!

coleslaughter 2022-10-21 18:25

This is such a neat and unique entry! I love how essentially the game boils down to being a sort of puzzle, rather than combat focused like it appears on the surface. Resetting the enemy position and health while keeping your cards the same makes it super easy to iterate and experiment to get the optimal DPS, which is a lot of fun to figure out.

I do wish the cards had some sort of description to them in the selection menu, so I could more thoughtfully spec my build to accommodate my current strategy, but that's really the only complaint I have about this one. It was super fun to experiment around with and equally satisfying to pull off a combo that hits everything just right. :ok_hand:

Very creative, as always. :slight_smile: Nice job!

pkenney 2022-10-22 18:42

Wow congrats on the well-deserved strong finish!