brandsma 2024-04-16 11:05
The itch.io link does not seem to go to any game!
Foon → Ludum Dare Explorer → LD55 → Triumvirosis
By jared-saizdelamora and Memz
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1176 | 2.71 | 21 | |
| Fun | 1211 | 2.13 | 21 | |
| Innovation | 1119 | 2.63 | 20 | |
| Theme | 900 | 3.23 | 19 | |
| Graphics | 854 | 3.26 | 21 | |
| Audio | 549 | 3.26 | 21 | |
| Mood | 707 | 3.44 | 20 |
The itch.io link does not seem to go to any game!
Hey itch link is 404! Would play if revived, based on covert art & desc it's sth close to My Vibes
Ping me when the link to the game is up :)
I absolutely _love_ the coherent aesthetic you guys have gone for. The bitcrushed tune and the dark colour palette and the 2D sprites in the 3D setting. Excellent effort - I really enjoyed this one.
Gameplay wise, the game seemed very easy to win, and some of the controls were unintuitive; could have used a short tutorial telling me exactly when and where to click for what.
Also, the 'You Win' screen is a bit hard to read.
triumvirosis.png
I was playing full screened on the itch link and I'm seeing multiple cases of the text going offscreen and being cut off. I didn't realize at first I needed to summon creatures because the big text saying click to start action phase was the first thing noticeable. The AI needs some work as most of the time they'll just move back and forth and not do anything. The game felt very slow, but I did figure out there is a speed up button if you hold 'z'. I would have liked an on screen toggle for the speed because I would have kept it on the whole time. I noticed if I just wait for a bunch of points and do the 1 point summon and filled all of the slots the AI wouldn't be able to move and would never progress the turn creating a soft-lock. I kept softlocking on the 2nd level because the AI wouldn't have anywhere to go. I like the style of the game and see what you're going for. Just needed some fine tuning and polish which can be hard when you're trying to actually finish the game for the jam.
Cool game! I like the vibe, the graphics and the music!
I had a few issues with the gameplay though. No matter what I do my units won't move to the right and the enemies won't move to the left. It's been a standoff for multiple turns now. :D Maybe I'm doing something wrong.
Cool graphics, especially the perspective projection battle with a freely moving camera. Both graphics and music make fit the mood of the game really well.
Hey everyone, we appreciate y'all trying our game! @brandsma, @themaskedman, and @kpids, we apologize for the mix-up with the link. If you'd like to give it another try, everything should be up and running now. Again, we really appreciate all the attention everyone!
I like the aesthetic but it can be a bit hard to read sometimes. Looks great though, just could use some polish to make things stand out a bit better.
I like a slow paced game but this dragged on a bit too much. Like, movements and stuff were slow and moody, but then on top of it, I'd have turns where everyone on the board just went back and forth between two adjacent tiles, making it even slower. I'm not sure exactly how selecting the blue tile works. At first I thought it was picking where the summon would go, but it might have been instructions? I am still not sure.
Sideways maps could have been zoomed out so more was visible, and head-on maps could have been sideways, just to make it all a little easier to parse out, again. I like what you were going for but it would have made it easier to play, and the friction didn't seem necessary.
It's a good start and aesthetically quite nice. Good work!
I loved the art in between battles and also the monster designs, though I think the arena could have been more detailed, it felt to me a little out of place. Audio is good, but some more variance in battle songs would benefit the game as well. I liked the overall concept for the gameplay, but as other people noted, I think the biggest problem this game has is its pacing. Even when sped up, it's just not that interesting to see the 20th clown enemy do some idle movement. While I think the idea for the friendly summons to behave in a not entirely controlled unpredictable way is great, I also wished for a little bit more tactical control over friendly units. Where the game really shines though is in its mood, I loved that you created entire lore for this game.
First off, I really like the style you were going for! The grayscale sprites and old adventure style maps was nostalgic, and the music fit the mood nicely. I do think the "cell select" sound was a little out of place. Also, it wasn't clear what effect selecting a cell on the ground had.
My biggest critique: the AI needs improvement. The randomness (e.g., moving backwards, or side to side) makes for a verrry slow action phase. Not very action-y.
Audio and mood and gameplay are really great here, and an amazing game for a first Ludum Dare! I do wish the action phase were a bit faster as most turns are sort of wasted, maybe smaller map could do. Best of luck :)