FoonLudum Dare ExplorerLD55 → Summon Get It!

Summon Get It!

By dandala88 and chrispy977

View on ldjam.com

CategoryRankScoreCount
Overall10223.1528
Fun9593.0528
Innovation9852.9028
Theme11202.7628
Graphics8293.3228
Audio5943.1728
Humor6112.9726
Mood10263.0227

Comments

roughskin 2024-04-16 07:50

Fun game! The hitboxes sometimes are really hard (or maybe i'm just bad). I feel like the theme is not quite followed, but I love the idea of a cleric figthing so nice one!!

2024-04-18 03:12

Not a bad game. Weird graphics, but in this particular example, I think it looks funny. I would balance the game a little, towards making it easier, but overall a great game)

jkyd 2024-04-18 03:38

The different background visuals for each stage are fantastic -- I feel like that sorta visual variety tends to end up getting cut out due to time constraints during these jams, so it's nice to see :) I found the enemy spawning rates on the second stage a little slow at the beginning compared to the first stage, and like the commenter above pointed out, the hitboxes weren't super clear so I found myself hitting the air instead of the enemies quite a bit. Great job on the submission!

taximan981 2024-04-18 03:47

Love the character design, angel especially! Very cool job!

courtneylapin 2024-04-18 04:01

Playing as a priest who transforms to beat up enemies is pretty hilarious. The gameplay is a little rough as it's sometimes hard to land hits while also trying to not get hit, especially with bigger swarms of enemies. I also wish that when you died, you could restart the stage instead of having to start from the beginning. But overall, nice work.

cheesepencil 2024-04-18 04:34

This is great on so many levels, there's a lot going on and some cool assets. I wish I could move a little faster, I wish I could play with a xbox controller, but you got a whole game here and it's cool!

heretic 2024-04-18 11:38

interesting idea, I did not see the information about how many targets to kill before the next level, and a little dynamism in the movement, everything moves quite slowly

kewdev 2024-04-19 00:01

Unique take on the theme! Adding differing visuals and tracks for stages was a nice touch, and being a priest who can turn into those who he beats up is a hilarious idea!

monogatari 2024-04-19 00:11

That's a really fun game haha, i loved the animation so far, the physics are really good too, it's just hard to know exactly when you front of the ennemies, maybe you could put a shadow behind you when you play a summoning that levitate ?

alzhu1 2024-04-19 05:46

Pretty interesting beat-em-up style game, I like the different biomes and it was cool seeing a priest punch enemies. The depth perception is kind of weird, I wasn't able to easily figure out how I'm hitting the enemy. I also feel like the attack could've been a button, instead of a mouse click, so my hands are just on the keyboard (same for switching/summoning different forms). Characters move pretty slow, too.

I think with some polish, this could be a really solid game, would love to see this expanded. Great job!

yule4ka 2024-04-19 12:14

Good game! The second level was a little bit hard, but once I got used to controls everything went smoothly. Also, the switch between characters is a little bit tricky - they are scrolling too fast. But the idea, the music, the graphics, they are perfect!

joshanthony1990 2024-04-19 16:51

Copying the forms of fallen enemies is an intriguing concept. For me, I had trouble avoiding taking damage, so I couldn't get past the second level. Good job!

shawn-beck 2024-04-20 00:35

Pretty cool take on the genre. Would have been great if the attack was a button instead of a mouse click :)

pakoo 2024-04-20 06:47

I had way too much fun with this game, I got incredibly close to beating it I think. The fighting felt a bit clunky but I loved playing it!

krummsakura 2024-04-20 15:56

The low poly aesthetic and the clunkiness of the game made me remember the games that I played like crazy aeons ago. Congrats that you have captured this feeling successfully!

scriveneroflight 2024-04-20 16:09

This is a simple but fun action entry. I like the visuals overall, especially how diverse the levels feel. Aiming for fighting could be tough. But I like the differences between abilities, like the speed with the wraith and the area attack of the djinn. And the music choices and sound effects were good, too. Overall, great work!

custodi 2024-04-22 23:36

Nice level design with simple gameplay. But when you trying hit enemy, you cannot rotate character to aim your hand to deal damage.

rubixnoob13 2024-04-23 23:19

Fun little game, cute graphics. I liked the music as well. However, I did notice at one point the game just stopped letting me swap between forms no matter how much I scrolled the mouse wheel. Is there a limit on the number of times you can swap that I didn't notice, perhaps?

chrispy977 2024-04-24 01:43

@rubixnoob13 There isn't a limit per day, but each summon has its own health bar, so if they are all dead except for one then you wouldn't be able to swap anymore.

chrispy977 2024-04-24 02:50

@custodi I'm curious on your thoughts of how you might solve the issue, given of course you don't necessarily know exactly how it is currently set up. Might be interesting to compare and contrast solutions on our end for future projects.

custodi 2024-04-24 08:09

@chrispy977 If your gameplay needs to aim to the enemy target - add rotation input (Q & E for example) to rotate game character. If not - add large hit box trigger to the character, that rotates only when you change direction of movement (not looking direction or forward vector)

dovodx 2024-04-24 21:11

Cool concept with great visuals and sound design. I think the main thing I would want to improve would be how you interact with summons. I quickly understood that my summons had their own healthbars separate from mine, but I wasn't a fan of how the summons would be gone until the end of the level after they died and I could only see the health of whichever form I was currently in. With the player's human form being so slow and weak, I think it would make sense to allow summons to regenerate after a cooldown when they die so that there's still a penalty for losing them, but you're not left high and dry in your weakest form, esp. on level 2 where you only have 1 summon to work with and the muscular dudes come in droves.

chrispy977 2024-04-27 16:25

@dovodx That is a really interesting idea, definitely would be an interesting variation on the game play we'll have to keep in mind for future projects or if we happen to continue.

@custodi our q and e is tied to swapping summons at the moment, but we didn't end up calling out. Honestly adding gamepad/ controller support would be good to have an alternative scheme too. Your solution makes sense though, definitely needs some play testing on something in that vein.