bonemane 2024-04-15 03:30
Dude the drawing mechanic is sooo cool!! I love it. Not the same but reminds me of old harry potter games that had you draw shapes. Graphics are rad as well, gg!
Foon → Ludum Dare Explorer → LD55 → Dark Dominion
By zomk
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 107 | 3.71 | 21 | |
| Fun | 178 | 3.39 | 21 | |
| Innovation | 58 | 3.89 | 21 | |
| Theme | 20 | 4.36 | 21 | |
| Graphics | 53 | 4.13 | 21 | |
| Audio | 132 | 3.34 | 21 | |
| Humor | 151 | 3.02 | 19 | |
| Mood | 152 | 3.41 | 20 |
Dude the drawing mechanic is sooo cool!! I love it. Not the same but reminds me of old harry potter games that had you draw shapes. Graphics are rad as well, gg!
The bulls ARE SO CUTE!!!
Really good graphics and a really cool and well used idea.
Such a cool mechanic even though it was a bit clunky, very cool pixelart, wish there was some more vfx, very nice submission, good job!
Great game! I really enjoyed a lot of the concept here - using the difficulty of drawing the summoning circle as a cost was very clever, and I loved the usage of jumping in the combat itself: getting over the enemy shield monsters using frogs felt great. However, I wasn't a huge fan of the random selection of monsters - it made the game feel a bit too luck-dependent to me, especially since no monster felt broken or anything (the better ones were harder to summon and had clear weaknesses). It also caused the earlier levels to be pretty boring, since all the cool monsters were only available in the last two levels. Nevertheless, it wasn't a huge deal, and this game had a surprising amount of content for a compo game anyway. Overall, awesome entry!
I personally prefer such deterministic drawing mechanics rather than pure painting so liked it a lot. Congrats on your submission!
@bonemane @feynallein @newo42 @ne-mene @helviett Thank you very much for playing the game and I'm happy that you mostly enjoyed it ^^
@frogman Thank you too, for playing the game and thank you a lot for the detailed feedback. I agree with you here a lot. I think the game could be base for a good game, but is still lacking in some parts. I believe giving the player more autonomy in building their own decks and providing more summons that interact with the game in different ways (f.e.g. ranged summons) could make it a lot more interesting. Of course I could blame this on the time constraint, but maybe I should have put even more thought into the game design document I made in the beginning to focus on providing more diverse play styles.
This game was a tad bit too 2D for me in terms of gameplay. There were not really any decisions to be made from a players perspective. I felt like i was just drawing as fast as possible and i would win automatically. If you made more decisions available to the player you could definitely go somewhere with this game. Currently it just looks like a drawing simulator though.
Ideas for more interactability: A price per summon, multiple lanes, more patterns, using memory to remember the patterns instead of something you can see when drawing.
Other than that it was a really nice game though.
@frederikja163 Thx a lot for the feedback ^^ I think that f.e.g. a rock-paper-sizzor relationship between units could help here, but as you said, there are multiple ways to achieve that
Cool little game. Love the gesture system. Graphics and sound are pretty cute, and the gameplay is satisfying. Excellent work!
Really cool game, love the concept and the graphics, at times the gameplay did feel a little slow and repetitive, but all in all, very good and I enjoyed playing it
Very enjoyable game, I really dig the graphics and idea, though I wish there would be a bit more visual feedback to the monsters fighting, like health bars or something. Over the 5 levels I tried different strategies like spamming low cost minions on level 5, and while that worked, it's hard to know how well it worked. Had a lot of fun though, nice submission !
Pretty intresting spin on the army summoning games, I liked to draw the summoning runes, don't think enough games utalizes these shape tracking features. My only complaint is that the tutorial takes forever, maybe needed faster walking cows for that level. Nice entry otherwise! :slight_smile:
Good work on the pixel art and monster designs. It has a nice cohesive style.
The main issue, I think, is that the shape-drawing mechanic pulls you away from the actual battle. I got through the whole game not paying any attention to the battle going on in the background at all. I just kept selecting the largest minion and drawing shapes until I beat the level. Not only does this mechanic not ask you to be aware of what is going on in the battle, it actively distracts you from it by giving you an ever-present and unrelated task that covers it up on your screen.
There is a similar game I've played called Quest For Power. It has the same basic gameplay where you summon creatures that walk forward toward an enemy you want to kill. But in that game, you can hurl rocks at enemy monsters through a catapult you have to aim yourself. That's a mechanic that asks you to pay attention to what is going on in the battle, while still giving the player something to do other than watch the fight. My point is, the solution to this problem is to make the player-interaction mechanic require the player to react to things that are happening in the battle and create moments of tension where the player might fail the level if they are not able to complete that task quickly enough.