Foon →
Ludum Dare Explorer →
LD55 →
Technorogue
Technorogue
By r4ndomthunder, andreadbx, Lorenzo Petraroli, Marpal, Miurta, ninosecret and GlitchedCode
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 738 | 3.43 | 33 | |
| Fun | 742 | 3.29 | 33 | |
| Innovation | 959 | 2.93 | 33 | |
| Theme | 560 | 3.71 | 33 | |
| Graphics | 268 | 4.17 | 34 | |
| Audio | 183 | 3.86 | 32 | |
| Mood | 496 | 3.64 | 33 | |
Comments
I appreciate how the music changes to more closely reflect the different dungeons/rooms and the variety there is among the enemies.
Like the summon-what-you-kill mechanic - I just wish there was a better visual indicator of how many summons you have left. Sometimes I was able to summon the same monster multiple times, and other times only once, but visually I couldn't really tell if it was my last summon or not.
The combat is a little tricky in places - many times I would take damage from an enemy that appeared to be well outside of range to hit me.
With a bit more tuning of the combat mechanics (and maybe a visual indicator of the dash cooldown), could easily be extended into dungeon-diver roguelike, with added loot drops that give you different movement abilities and so on.
Keep it up!
Congratulations with the submission. I clearly see that you were inspired by Hades, you are a team of culture. However it feels like you drastically overscoped. The combat feels too long and not punchy, it's hard to say when an enemy will die and feels like they're mostly damage sponges. The idea that you can summon defeated enemies sounds cool and I used it a lot to progress through the game. Great job!
While playing, the enemies got stuck inside a minotaur and wouldn't take damage and thus I was soft-locked until I died. It felt sometimes that my attacks didn't hit when they should've and enemies attacks hit when they weren't even close to me. It was also just a bit unclear on what to do, feedback would've helped. I like the concept of summoning the enemies you have defeated to fight for you. Overall, good job on the submission.
gabrimer
2024-04-17 01:12
The combat felt a bit rough to play through, as most of the time the enemy could hit me before I even had a chance to attack, while at other times, I could attack freely without any worries. I also encountered a bug twice where I couldn't hit an enemy after my summon died, but the enemy could hit me, which resulted in me having to face a game over. Screenshot 2024-04-16 220817.png Game loop is okay, the shop sometimes displayed that I had negative points when purchasing something. My best compliment is to the soundtrack, I really like how the same motif was used but for different rooms, it adds a sense of connection and it's nice! Overall not bad, with some polishing and a few bug fixes, I could totally see this being expanded upon. Cool stuff!
saryah
2024-04-17 11:54
Amazing entry, super polished, awesome graphics, music/sound and gameplay, everything comes together nicely.
danga
2024-04-18 15:04
Nice entry! All in all I cleared about 15-20~ rooms on my last run, but eventually had to stop because a minotaur enemy bugged out and couldn't be hit and wouldn't hit me or my summons.
I do have some notes:
- The game is nearly impossible before you get your first summon (Also, after you die you keep your last summon?) - The summon UI makes it hard to tell how many summons you have banked - It's one of the few games where summoning feels cool, so nice job - It would be nice to have an ending goal - I loved how the music had the same theme but different instruments/vibes in each room type - I think combat needs a bit of work to make it feel more "solid", right now it feels like you phase through enemies and it's nearly impossible to dodge enemy attacks because they are instant
Really cool game overall, jealous that you had such a big group to work with!
nuanda79
2024-04-18 23:14
Complimenti ragazzi, si vede che siete un team collaudato! Ho fatto fatica a superare le stanze, il livello di difficoltà è bello tosto ma la qualità si vede! Vi invidio per la foto da covo nerd :D Un saluto a tutti!
So cool! Both the graphics and audio are very well done! The changing music is such a nice touch. The concept is fun, but there are some rough edges: - The melee attack you have feels a bit slow, and enemies seem to have a longer reach than it would seem by looking at them. So you get hit when it seems you should not. - Would be nice to see how many crystals of each summon you have. Maybe a small UI counters in the corner or something. - Some dodge ability would be nice. You can dash away (subjected to cooldown), but it does not seem enough and most of the time it seems impossible to avoid getting hit. But maybe that's intentional - you're a summoner not a fighter after all :wink:
I also met a bug, I think. When I came upon those guys from the screenshot, I was not able to damage them at all. Either with my attack, or with any of my summons.
Screenshot_6.png
The game is quite fun to play anyway :smile_cat: Well done! And impressive achievement to effectively coordinate such a big team!
Nice game, the graphics is really good. Just need some more polish.
yoyoj
2024-04-19 11:29
Great concept ! Loved the graphics. Would have liked to see feedbacks when hitting enemies, it was difficult to understand if I really hurt them or not. Great art <3
Well, now that I cleared 30 rooms I can write some feedback. Most of it was mentioned before , bit I will add something that I noticed: 1. There is no way to summon a succubus, I get a minotaur crystal from them. 2. Robot enemies self annihilate. It that intentional? 3. Range of enemy attacks is unclear and doesn't correspond to visuals
To end on a pleasant note: 1. Music is great 2. The visuals and VFX mmmm so_good.jpg
3. The fact that without summons you just die is hardcore, but also adds a bit of a progress curve. On a new playthrough I had to lure one enemy and hope that they drop a crystal, it was nice.
doc-ill
2024-04-20 21:34
Wow, what a good looking game! The first one I'm giving 5 stars for visuals! I also like that there's a lot to sink your teeth into, gameplay-wise.
The main issue that I have is how the enemy attacks work. It's incredibly difficult to dodge the attacks when there's almost no telegraph for them. I'd suggest slowing down the anticipation on their attack animations and making sure that the hit detection only gets enabled once the attack actually comes out. Locking enemies into place during the attack will also help make their attacks feel less janky.
That said, I'm super impressed by the amount you all got done during the jam. So many 3d models, animations, audio, and game mechanics. Well done!
I thoroughly enjoyed the animation, lighting, effects, and dynamic music.
The game was a bit difficult to understand. I was unsure of what I was supposed to do and why via the design. I knew what to do with the familiar controls/perspective, but there's no indication of how long your summon lasts, if that summon joins you to the next room, etc. During my first playthrough, I died upon entering a different room (fighting enemies) from the starting/tutorial room, so I naturally restarted and pushed through a different door to see what it was all about.
When upgrading at the second "shop" room, I didn't really know what each summon was useful for or what direction I should take. At one point I had 8 gems to upgrade, but when I spent 4 and had 4 available, the "costs 4" upgrade button was greyed out for some reason.
Everything sounds and looks great, but I think a small bit of UI polish and hitbox refining would make this even better.
It's a very impressive entry. Great work to your whole team for churning this out in such a short time. :)