davidtrac 2024-04-15 19:41
Cool idea on a time based game, and nice theme, you have to stay in the middle of the summoning circle to save the world
Foon → Ludum Dare Explorer → LD55 → Summoner
By wildcodeplay and Tomas Strmen
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1042 | 3.12 | 26 | |
| Fun | 997 | 3.00 | 26 | |
| Innovation | 1032 | 2.85 | 26 | |
| Theme | 885 | 3.25 | 26 | |
| Audio | 621 | 3.10 | 25 | |
| Humor | 879 | 2.50 | 24 | |
| Mood | 999 | 3.06 | 25 |
Cool idea on a time based game, and nice theme, you have to stay in the middle of the summoning circle to save the world
Cool game, some enemies are really hard to hit (especially the ones coming from top/bottom). Really fun tho!
very fun, kinda tough... but thats good ;)
I really enjoyed the game. Well done!
Really cool game. I liked the concept that you have to stay in the middle but hit monster with an angle to not hit your totems. was really difficult to defeat some monsters in time because some totems where really close to the edge of the screen. Enjoyed it a lot! Good job!
Nice realization ! Short but nice :)
Nice and fun! Staying in the middle but having to move to attack enemies is a nice way of introducing risk.
Very fun to angle shots around your totems, and the way it gets more intense near the end is great! I also think accidentally destroying my own totem with a fireball and dooming the world in the first second of gameplay was very unintentionally funny.
I like the idea, it felt a little unfair when they came right on screen from the top or the bottom and I didnt get a chance to even notice them when if they came from the sides it was just really easy. It also didnt really feel like anything happened. Maybe adding a score counter would have made staying alive longer feel it had a purpose.
@willby the purpose of it is to stay in the middle as much as possible. I agree some spawning sound could help notice the ghost sooner and maybe spawning them only from the left and right sides where you have more time to react. But, that would be easier and number or speed of the ghosts will need to be changed.
I agree with others how the game is unbalanced between vertical and horizontal attacks, having a camera that is centered between the player position and the mouse position could help to balance those out. Also, it felt a bit unncessary to prevent the player exiting the circle, I like the idea of having to be in the inner pentagon for filling the bar, maybe you could exit the full circle but the bar goes down? To just do it whenever is strictly necessary, with some enemies that are very well hidden behind the artifacts. Beyond that, great work on finishing a game for the jam!
Nice game ! Monster that appears on top/bottom are so hard to kill, with a little bit more of powers type it can be really cool
Congrats on a nice game! It's interesting you have to stay in the circle but avoid shooting the totems. I think it can be made more fun with some tweaks. Firstly, make sure the enemies don't come straight from the top or bottom, because you have too little time to react. Also, spawn more enemies, so the action becomes more interesting. The graphics are nice, but you could do with some kind animation when you kill enemies, and a crosshairs for a mouse cursor.
Hello there ! Nice litle game, good job ! It's kind of frustrating that if a ghost pop exactly in the opposite of the totem, you can't kill them ! But overall i had a good experience (i tryed hard to have the end).
Getting to grips with the game is simple and effective. The mechanics are quickly assimilated, but that doesn't mean it's easy.
You need to work on your dexterity to save the world.
Enjoy the game!
neat base defender, it could use a feature that prefents enemies from spawning right behind the top corner, as it is very close to the edge. Or if the enemies didn't move in a perfectly straight line that could also help. Solid concept!
I like the risk of hitting your own totems and the limited space you have to move around, but as others have mentioned, the uneven spawning of enemies vertically is unfair compared to horizontal.
I like the voice acting at the beginning as well as the music and sound effects giving the game a certain mood. I managed to beat the game; I like how the enemies spawn more rapidly as you get closer to the goal.
Good work!
Beautiful music, and beautiful gameplay. My only problem is that the game is more difficult vertically than horizontally.
Nice work for your first LDJam, Audio was great.
Damn it :D
damnit.jpg
I tried a few times, but it's a bit hard with the upper totem especially, hard to get an angle when an enemy goes straight at it. Lower totems were also harder than side ones, but doable. The most upper one was the main problem ;_;
I think the concept is interesting, with how you can damage totems yourself and so you have to find good angles on the enemies. The gameplay felt a bit more intense as I got closer to losing a totem, but overall it could be a pretty chill time. I think you could tweak spawn points of enemies a bit, maybe, and make it so more of them appear, but it's not such a struggle on a vertical line. So the player still has to find good angles, but doesn't get annoyed with upper totem and feels more engaged due to larger number of enemies ^^
Nice to see a bit of voice over, as well, got to mention that. Great job, imo!
Edit: Also have no idea if the red bar filling up is a good thing? It seemed to be just growing overtime. Didn't get it to fill up completely so I am curious...
I beat it after dying once! I didn't know I had to stand is the center of the summoning circle (since I was already on the circle) the first play through and was thinking the timer was going really slow, but then realized it when one of the totems was low health. I like that you do have to move around a bit to avoid hitting your totems, but that does mean that the enemies coming from the top and bottom are harder to hit since you have much less time to react since they are much closer to the totems already. nice job!
@kanity, thank you for the nice and long review. Next time I need to be more explicit, or make a better tutorial. Your primary objective was to stay in the middle of your own circle. Only when you are exactly in the middle the top bar is moving (channeling). When it completes you win the game :). Also, when you are in the middle the particle effect changes color that you are actually "summoning" or doing some kind of invocation (player animation would be perfect for this, but I'm no designer at all :D).
I agree with the spawn points. I'm thinking I'll do a complete rewrite, use some Unity assets I have bought and try to release this on steam just to learn the whole process of releasing a game.