zoranac 2024-04-15 12:02
A little wonky with the controls, but it was fun to try and figure out the various combinations!
Foon → Ludum Dare Explorer → LD55 → Unfamiliar
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 79 | 3.83 | 20 | |
| Fun | 112 | 3.63 | 20 | |
| Innovation | 91 | 3.69 | 20 | |
| Theme | 53 | 4.11 | 20 | |
| Graphics | 106 | 3.81 | 21 | |
| Audio | 87 | 3.57 | 21 | |
| Mood | 79 | 3.72 | 20 |
A little wonky with the controls, but it was fun to try and figure out the various combinations!
Great entry!!! With healing effect and damage enhancement I reached round 10, but if I can view the enemy lineup before start, it might be more strategic. I'm also a bit confused about how the combination works, and the collision check of small loots like lichen are a bit too precise that I drag them to the small circle but failed.
Screenshot_33.png
Yay! This was a lot of fun!! Definitely has the engagement factor going on like Slay the Spire. Just one more run...
It was really cool exploring the different creature builds. I had a REALLY good team going in my winning run, starting with Yetis who could boost HP and strength every round. I felt unstoppable... until...
Screenshot_32.png
I went ALL-IN on making a "fabled" creature which ended up being cursed... I used ALL my resources to summon him and couldn't really recover from that - it was all downhill from here.
In my entire playthrough I didn't fully understand how the sigils affected the outcome. I was starting to get an intuitive feeling that plants = health regain, teeth = attack, bone = ???, ??? = strength gain, ??? = strength loss? It got a bit confusing and I would have loved a spellbook to explicitly tell me the properties of each ingredient so I could know for certain what I was going for in my recipe.
I had a REALLY great time playing though and getting to level 16 felt very satisfying. The battling had a really nice rhythm to it. Love the music, the graphics and making the sigils was really nice and responsive. The pace was perfect throughout going between the different game screens. The creature illustrations were also really nice! Maybe could have used a slightly less jagged edges and higher fidelity because it had a more hand drawn look than pixel-art. But it was still really nice. Amazing work!!
I think this game has a lot of potential. The crafting was really interesting. Trying to figure out what items did what was fun, but it was also not fun because it felt like it was also very random what you got. And I couldn't figure out if putting items in different slots mattered.
The game was very well made and the visuals and audio were nice.
Really enjoyable game, guys. Well done! I only managed round 11 but will keep trying. Would have been nice to have some hints on what each combination does. Sometimes I lose two strength before attack, sometimes I gain, not sure what to combine :slight_smile:
@baubau just me, but thanks!
Cool visuals, nice mood, satisfying combat effects and interesting idea! The fact that I didn't know how the crafting really works detracted a bit from my experience. Still, congrats on the submission!
Really fun to play and I'd love to know more specificaly how summoning works. The crispy graphics were great and made all creatures visually. Great job and keep on!
Help.PNG This game is really sick, I really enjoy experimenting with various items to create unique monsters. I will say I did get soft-locked as shown in the photo. They both don't do enough damage to kill each other so they just infinitely heal. I honestly think it's pretty cool that this can happen but adding some ability to prevent this or give up would be nice. It is very funny though
@mistercarson Ahhh I was hoping that wouldn't happen to anyone. Only realized it could happen while testing after the jam ended. Thank you for playing!!!
A very interesting game, I really like the art style of the monsters!
Great entry. Such a shame you weren't able to submit a web build as I could see many people loving this (people are more skeptical to play jam games without web builds due to all the malware people post on itch etc as scams). Love autobattlers and this is one of the truest games to the theme I played in the whole jam! 💛
I love the art style. Its really unique! :D
I managed a few rounds then tried again too! :D
Nice job!
Please can you vote on my game too? :)
I like how you summon your creatures and how the components affect them. Simple yet cohesive aesthetics. The little nudge on the menu is a nice touch. At first the attack power was hard to read but I guess I got used to it.
Well done!
Sadly, I gave up early trying to figure out what the 4 aspects did and went to check the source code. I regretted it immediately, though, since the mechanics are actually quite well-considered, and I would have had a great time trying to figure them out. After spoiling them, I still wanted to play for quite a while afterwards and managed to get a high score of 33. Maybe a hint or an explanation of the basics with a big `SPOILER WARNING` above it might be helpful for the less patient, since I think the game is still fun, stregy-wise, even when you know the mechanics.
All in all, a great entry!
The summoning mechanics of this are very cool! We had similar ideas for summoning based auto-battlers. It was fun to discover what the different components do. I liked that it lets you customize things to the extent of making creatures that are detrimental to your team. I would have like to be able to separately control the target from the trigger, since that would add a lot of fun options for abilities. Damage buffs persisting between rounds was a bit strange and seemed too strong. It eventually reached the point where both sides just one shot each other, and as far as I could tell there's nothing I could do to prevent that.
I found that the infinite loop soft-lock happens fairly often unless you use damage buffing effects, since there are a lot of damage reduction effects. I also had the game crash with this error message, which happens when trying to perform an invalid swap between a small and large item: ```xml ___________________________________________ ############################################################################################ ERROR in action number 1 of Step Event2 for object cSummoningIngredient_Draggable:
Unable to find instance for object index 104393 at gml_Object_cSummoningIngredient_Draggable_Step_2 ############################################################################################ gml_Object_cSummoningIngredient_Draggable_Step_2 (line -1) ```
Overall great game. It has a nice magic-tinker and chill vibe that I really liked. Nice work!
Wow! That was actually very cool! I couldn't actually figure out what caused some triggers so I mostly just dragged things around and after a few rounds I ended up with some strong monsters that got me to round 8. Really enjoyed this, good job, it's like a dark super auto pets! :D
I love this take on Auto-Battlers, and could really see this concept transforming into a full release game! In all honesty, the complexity went a bit over my head, but this is the type of game I could see myself wanting to master if it was a full game. I think a little more handholding on what the ingredients do (atleast some solid hints) would have made this much easier to pick up quickly.
I like the gritty art style, and the audio was quite well done.
Overall great work, keep it up! :D