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The King's Summoning
The King's Summoning
By strong99
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 349 | 2.47 | 23 | |
| Fun | 354 | 2.04 | 23 | |
| Innovation | 345 | 2.31 | 23 | |
| Theme | 340 | 2.19 | 23 | |
| Graphics | 252 | 3.07 | 23 | |
| Audio | 241 | 2.73 | 23 | |
| Humor | 255 | 2.30 | 20 | |
| Mood | 322 | 2.50 | 22 | |
Comments
jk5000
2024-04-15 07:13
The visuals is pretty good, and I overall liked the music. I don't totally understand the gameplay, and it mostly felt like I was just watching the game playing the game. With a bit more player interaction I think this game could become pretty fun.
vi6six
2024-04-15 09:45
The gameplay needed some explanation, but I dig the idea of a linear strategical team based quest though.
asieke
2024-04-23 06:46
Had a lot packed into this for a compo game. Also loved the art, reminded me of the flash games era.
rene
2024-04-27 15:25
I liked the use of the idle mechanic. Combining that with the destination timer was something new as that was then a mix of idle and real time. I had a bug with equipping items for a follower and dealing 0 total team dps in battle. But not recruiting a follower let me do damage in battles and try out the game. Overall a cool proof of concept with rpg elements and a refreshing take on the summoning theme.
I can tell a lot has gone into this game! It's an impressive feat for a short time. That being said, possibly because of the 48 hour limit, this game is not very functional and quite difficult to play. I wasn't able to beat it, and I also had a bug where I tried to equip a weapon for my recruit and then stopped dealing any damage to anyone ever again. Unfortunately I think without the recruit, I wasn't able to deal enough DPS to make it through in time :(
With a bit more time and development, I can see there is enough complexity worth expanding upon. Thanks for submitting! :D
I could barely play the game, it just wasn't working for me. But I loved the concept and idea!
shredmer
2024-04-30 01:14
I'm not sure what I am doing wrong but I can't seem to get passed the first fight. Even though I recruited and trained, I am dealing 0 damage to the enemy. It seems stuck on repeat. I do like the audio loop and the character art. I also like the prompt idea, but having difficulty to actually play.
strong99
2024-04-30 11:36
Thank you for playing. I've tried to get the same issue and found a couple scenarios where this is possible (bugs): 1. The second recruit is doing no damage, but the player is. Give the recruit some equipment/re-equip. 2. If the battle never ends, try refreshing the page. The game auto-persists as long as you don't close the browsertab.
This is quite an ambitious idea, I like it. However, as a player I felt like I didn't had much to do. Once I trainde my character and recruited some backup, I was just watching the fight happens. So cool mechanics, but I would have liked more thing to do. Good job overall!
There's an interesting idea here, but I'm not sure how much of the full game I experienced as some stuff was fairly unclear.
This game feels like a push-your-luck idle game, but the risk isn't clear and the timer suggests I need to be actively keeping an eye on when the 'Next' button is clickable.
Re. risks: It feels like the choice or how and whether to train is a risk I need to decide on, but I've no idea how much of a risk I'm taking because it's not clear what impact training has. It's also not clear why I would take longer and less likely training option - as it only adds 0.02 more onto the multiplier but fails fairly frequently?
Re. idle game or not. The combat itself feels like an idle game, but there's a timer so I can't idle. There's also no indication, so far as I can tell, of enemy health. That means combat mostly just involves waiting for the 'Next' button to no longer be greyed out.
On the combat specifically, the feedback during fights wasn't totally clear to me, am I receiving damage or not? I don't seem to be receiving damage, but am able to recruit a healer mid-journey. The damage pop-ups also overlap, making them super hard to read.
Adding recruits is a nice idea, it would be great to be able to rename them. It also wasn't immediately obvious that I needed to equip them.
The failure state is also unclear, as when the "Reach the capital" timer hit zero, nothing happened. Had I not lost at that point?
All in all, a really nice idea with an ambitious goal. Nice work!
voidsay
2024-05-01 15:32
I feel like I've run into a bit of a display bug (or more than that), since the damage numbers are displayed totally different than the ones in your image. I tried in Firefox and Chrome, both relatively fresh versions, but no difference. For some reason when I get this set of 6 goblins the bottom right one in the battle bikini armor seems to be the most resilient one :sweat_smile:. bug.png Is it intended to get tripple spawned on a single square or is that one also going into the bug jar?
I feel like there is a bit of cursed design here. As I was sitting there looking at these forever battles with no indication how long they are going to be, I had some time to think. So you know how lights in videogames burn real electricity? Whenever I go into town to recruit a new generic or train my heros, I microtransact my lifetime 8 to 16 seconds at a time. All that for a 50% chance to increase their attack by 4% :expressionless:. Feels bad. Big numbers please. Doesn't actually matter if the "time to kill" balancing doesn't actually get reduced, but a 2x, 4x, 10x multiplier just feels much better than x1.04. I also feel like the math makes the x1.06 worthless, since it is double the time investment for a much reduced probability and not that much gain.
I guess the design idea was to make it frantic and get you really invested into quick action, but the game is currently lacking some high intensity button mashing to make my heros hit harder or something like that.
Dunno if it is possible to beat the game in 10 minutes. I was just severely lacking dps to get anywhere fast enough and investing such a large amount of time to grind a jam game didn't feel worth it. Maybe if it was a rougelike that gave you modifier when you restart, but as the game is now I wonder if it is even a good idea to have 10 minutes of intense action? I am a bit of a filthy casual, the thought of microing for such a long duration makes me a bit anxious. I know that similar time pressure games do this thing where the heros act on their own clock. Something like: "you have 10 days to reach the king" and everything you do costs like 1 hour to do. That would make the game less frantic and more strategic. A question for the designer.
Anyway making such a good looking engineless game deserves a bit of kudos!