ryaneklipse 2024-04-16 16:22
Music/mood are fantastic. Very nice!
Foon → Ludum Dare Explorer → LD55 → Occultris
By stesim, MAR Zockmeister and kitira
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 393 | 3.73 | 25 | |
| Fun | 319 | 3.73 | 25 | |
| Innovation | 192 | 3.84 | 25 | |
| Theme | 117 | 4.28 | 25 | |
| Humor | 583 | 3.02 | 25 | |
| Mood | 422 | 3.73 | 25 |
Music/mood are fantastic. Very nice!
Cool concept. Kinda confusing but i've had fun.
Great game, well done. The sound was really creepy!
Fun, cool, and mechanically well done, sounds maybe too few of them but fitting, very cool idea you had there. seems balanced to. the fact that you can play whit another player adds a lot to the flavor of the game. truly a nice realization of a good idea
Really nice game, it took me a while to figure out, but it was a good time nonetheless. Also it's pretty hard to win when the other side only has a single portal left, but you do win if you let him take yours so, it's a bit weird but it works out
The game looks really good, big thumbs up for the graphics! i was quite overwhelmed managing my own summons tho. the controls are very easy and intuitiv, but i felt like i couldnt take the time tp think about the summon i wanted to set up, i just had to spam any random combination into the slots. Maybe if the player has a little more time to decide on the summons i could enjoy it a little more. still a great game in my opinion
I like the idea of choosing monsters and power ups to counter your opponent, but I think the balance is a bit off It feels like the optimal strategy is to just spam as fast as possible to get as many units up and ignore the balance. I think it would be better if either there was some cooldown on placing tiles or if there was a penalty for losing units to discourage that behaviour. That also means choosing powerups feel like they don't have as much of an effect as they could.
I think the core concept/idea is solid though, so with some more time to balance it so player choices matter more, I think it could be good
Thanks to everyone who played and commented on our game. :)
@chibiata @argensis Thank you for the constructive feedback. You're right regarding the balance. We were not able to figure it out on time. It will definitely be a lesson for next time.
Love the art, fun game
Fun idea! I feel like there is too much upgrade runes and I just had to rush through them to get anything spawned, but other than that cooooool!
Nice and brief! I'll admit, i just spammed enter until the circle was full then pressed backspace. If it didnt work, i replaced one thing until it worked. That got me the win! It seems like a lot of effort was put into the complexity of the game so my bad for cheesing it :D
Wow! Really cool entry! I like the concept of filling and summoning, it is pretty engaging :thumbsup: It was quite hard to understand combinations, but still very fun to play. Good job!
Thanks for your comments @thelastslowpoke @blue-pin-studio @retrome Yes, you all found one of our biggest problem during development. We had big plans for different runes and upgrades and thus more complex tactics. But when we playtested it, we had the same issues - just spawning as fast as you can is usually the key to victory and unfortunately we had not enough time to tweak the balancing or try out other things.
could not rate it, it keeps crashing both chrome and firefox on my mac after about 10s of gameplay :(
i think this mechanic has good potential! good job!
Too bad, but thanks for the info, @jerre! Unfortunately we couldn't test it on Mac, but I would have assumed that it should at least run on Chrome. Too bad it doesn't :( But good to know, so thanks for letting us know!
This is a really nice idea! As other people have said, the winning strategy ends up being to just spam everything without thinking, because everything you can put in your summon is good, so there's no reason not to! x3 I think this could have worked better as a deck-builder kind of game, where you can build a strategy around specific kinds of runes. I also think it'd be very important for the runes to have drawbacks, like, maybe one rune is *really* good against one type of enemy, and really bad against all the others, so you have to be more strategic as to where they go. Cus right now, since all the runes are boosts, you can just stack them up forever and make your monster really OP with no thought. Maybe another way to combat this would be to have a price associated with each rune, maybe with something like mana, that regenerates over time, or when you beat another monster, idk just throwing out ideas! As it stands, the game is still really polished and feels nice to play
@fupi Thanks a lot for your detailed comment - I totally agree with your analysis. :-) We tried to solve the problem with the domination aspect - each monster is much stronger than two others. But even this did not help in our tests and then we ran out of time. So for a postjam version, we might try something else. I like your idea with the price/mana. :-)
Great entry! I like that everything works so good without bugs and inconvenience! We actually, tried to do something pretty similar, but were out of time to create such good UX!
I like the gameplay idea, however I think there are a few issues. I feel like the way you summon beasts leads to you just spamming E and then summoning when the circle is full. This could be fixed by creating a cost of adding upgrades but that would only make the fact that the beast runes and upgrade runes are together more annoying because you can't choose to upgrade, you can have to use the upgrades that are given until you get a beast. I also feel like the combat being on one lane doesn't make much sense as it means that if an altar is destroyed, that entire row is unusable for both sides meaning that both the winner and loser are using the same amount of rows. It also means that a strategy you could do is to just give up on one or two rows because if you get two rows, your opponent can't beat you.