koboldskeep 2023-01-09 16:19
Neat idea, wish I had more types of enemies to use all these cool spells on. Would be nice if spells were faster to cast. The ranged mages make me angry everytime one hits me.
Foon → Ludum Dare Explorer → LD52 → Reap 'n' Roll
By aurailus
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 121 | 3.58 | 25 | |
| Fun | 121 | 3.56 | 25 | |
| Innovation | 119 | 3.52 | 25 | |
| Theme | 303 | 2.71 | 25 | |
| Graphics | 182 | 3.45 | 25 | |
| Audio | 246 | 2.65 | 24 | |
| Humor | 232 | 2.23 | 21 | |
| Mood | 193 | 3.17 | 25 |
Neat idea, wish I had more types of enemies to use all these cool spells on. Would be nice if spells were faster to cast. The ranged mages make me angry everytime one hits me.
Plays nice, really like the combo of cards than the dice roll for power. The pause in the game during it builds some nice tension before the big release of your move. Little more audio polish in this I think would also really make it come alive even more. Great job!
Love it - there's a lot of potential here if you want to push it further
I agree with the commenter above, feels like the concept could be taken further. I played this for a while and really enjoyed it despite some things being rough around the edges, but at the same time, considering the scope of the game, it's already an achievement for it to be playable. I feel like the spellcasting could be improved to be made more 'real time', it feels a bit clunky at the moment, and it'd be nice if you could also collect permanent power ups on top of spells. Would play a post-jam version for sure.
This was awesome! I haven't played many roguelikes, but I might have to try one after this.
@koboldskeep thank you! I would have liked to implement more enemy types (I was thinking of a charger type enemy that would dash at you), but I ran out of time. I've been thinking of how to improve the interface post jam, and I think that I'd like to make the dice selector a persistent hotbar, and have spells automatically cast using the selected dice to reduce the jarring pacing changes.
@bloodfin Thank you! I was most excited about the cards and dice mechanic, I'm really happy that you liked it. I hope to continue iterating on this concept after the jam.
@salmonmoose thank you! I want to keep pushing the game further post-jam.
@feor it was a mad dash to complete the game in time, that's for sure. I'm really glad you enjoyed playing it! I plan to improve the spellcasting by adding a persistent dice hotbar, and having spells trigger instantly with the selected dice when you fire them. I would've loved to add roguelite mechanics (persistent buffs, unlocking new cards / modifiers, and more), but I didn't quite have time during the jam. If I make a post-jam version, I'll let you know!
@archfan7411 Thank you! Roguelikes are a lot of fun, I'd recommend trying some :)
This was a lot of fun!
With something to give a stronger sense of progression, and some music, I'd personally put this on level with Shattered Pixel Dungeon. Very impressive for a compo game.
Great game! I liked the art style, and how the levels were colored. The game has an impressive amount of content/fun/replay-ability for a compo! Also, the death text was pretty funny :P Keep going!
Definitely wish there was a big enemy to use the more powerful spells on. Could definitely see this scaling to something bigger with more characters to play as, maps, and enemies. Very cool concept!
I like the aesthetic! but cards were a bit hard to use/choose in the heat of the combat.
Very innovative idea. Just a little janky but could be pretty cool if its polished up!
@lone-wolf Thanks!!! Shattered Pixel Dungeon is a high bar, but I'd like to keep pushing this game further and meet it eventually :)
@iminsoftware Thank you! I'm glad you liked the art, I was pretty happy with how it turned out given how much I had to rush. That goddamn timer screwed me at the end haha. I'd like to add even more content, and proc gen in the future to give it even more replayability.
@sikowny I initially planned to have bosses and more enemy types, but I totally ran out of time! I would like to flesh this game out further post-jam, and add a lot more content to it. Thanks for your feedback!
@kiberptah Thanks! I'm thinking I might add scroll-wheel selection to get to the different cards, as well as showing the current card (either with a name or an icon) beside your cursor, so you always know what you're about to cast.
@offdutyextractors I'm glad you liked it! The idea had been bouncing around in my head for a few years now. I definitely want to polish it up and take it further.
I like this game a lot! It felt rewarding to try and use my cards to maximize their utility while also trying to not save them to long and take too much damage. I got into the strategy of saving my cards to use on the ranged mages because I hate them.
Well done great game!
Found it hard to understand what spells were useful; text maybe a bit dense for reading whilst under attack :-). Good concept though and I think it indeed has a lot of promise if you wanted to take it further. As a note, I had to change keyboard layout to play. The game should be looking at physical keycodes rather than the actual letter on the key — other HTML5 games are largely doing this fine; might be worth looking into for the next one :).
Great game and was very fun watching you work on it. This could easily be turned into a full game.
Congrats on compo! That alone is always an impressive feat to me. It's a great base and I'm happy to see your comments that you want to continue taking it even further.
For a compo game this is super well done. Shame there is no music, but the core gameplay is fun and has some great tension when using the spells. I love the simple pixel graphics.
This game loop is really fun. Dash feels satisfying to use. I like the suspense of pausing the action to roll dice. I think the cards could have unique colors/icons, and casting should require just one key press. That would make them easier to use in the heat of combat.
@medow Thanks! I'm glad you liked the card management aspect. I'm happy with how the maximum hand size encourages you to use spells liberally. Hating the mages seems to be a common theme :)
@reivilibre Thank you for your review! You're intended to read the cards either when you're not being attacked (enemies have an aggro range, you won't be hit right out the bat), or in the safe rooms between every level. I'm not sure how Javascript behaves when checking for keys that have had their software layouts changed, I was just using regular event bindings. I have a different keyboard layout, but it's set on the keyboard side with QMK, so I wasn't able to test software layouting.
@crashbashash Thank you! I'm hoping to turn it into something more :)
@mhorth Thank you for your comments! I'm really relieved I managed to get everything done for the compo deadline, I worked a *lot* of hours over those two days. If you're interested in seeing how development continues, I have a Discord server that's linked in the description :)
@phlip45 Thanks for your review! :) I added the sound effects in the last 15 minutes of the submission period, so I didn't quite have time for music haha. I spent most of my time on the programming and art.
@djtequila Thank you! I wanted to add unique colors and graphics to the cards, but I totally ran out of time. Cards are literally the first draft placeholder art that I initially made unfortunately :)
Great job! The art is really good! Overall this is a great game with so many different mechanics! The card system alone adds so much variety. Excellent work!
Wow, I really wanted to keep on playing this one for a long time. The card and dice system was really neat. Too bad that there were no variations to the enemies that appear, but I guess that's the nature of the short amount of time of the game jam. I think it would be neat to see this more fleshed out as a bigger game.
@dev-314 Thank you!!! I'm really glad people are liking the card system, as to be honest, that was the mechanic I was the most interested in :)
@burnedkirby I'm glad it kept you hooked! I wanted to have at least 3 enemy variations, but I got really short on time. I'm pretty sure I only implemented the ranged guys like 4 hours before the deadline, and then I spent the rest of the time cleaning up all the bugs and trying to get the game barely functional. I'd really like to continue working on this project in the future and make it a more full-fledged game. I have a Discord linked above if you'd like to see that when it happens.