elica 2024-04-16 06:02
感谢你们制作的游戏!有趣的设计!非常喜欢游戏的音乐,太好听了。就是水属性的魔法,我连了几次都没成功。是因为我画太慢了吗?
Foon → Ludum Dare Explorer → LD55 → Veiled Ocean: Echoes of Nautical Grief
By alchemic, gizmolo, chume33, wiredoverload, xxAtrain223, BigTex, karkadan, Arnenia and Montjuleant
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 944 | 3.24 | 27 | |
| Fun | 883 | 3.13 | 28 | |
| Innovation | 1034 | 2.84 | 28 | |
| Theme | 968 | 3.12 | 27 | |
| Graphics | 728 | 3.51 | 28 | |
| Audio | 556 | 3.26 | 27 | |
| Humor | 663 | 2.89 | 26 | |
| Mood | 879 | 3.25 | 26 |
感谢你们制作的游戏!有趣的设计!非常喜欢游戏的音乐,太好听了。就是水属性的魔法,我连了几次都没成功。是因为我画太慢了吗?
A very cosy picture of the game
I love the art and the mechanics implemented, the only thing I don't like is that when changing elements, it is complicated, since they don't stop shooting at the enemies.
I find it difficult to make the drawing to change spells while avoiding enemy shots. For everything else it is a good game.
Very nice game. Looks pretty good. Looks like it sometimes fails to detect several keys at same time (shoot + make a diagonal seems impossible)
But it is fun and the idea is great and original.
I really liked the art of the characters. Those were really beautiful. Also the water was very pretty.
The principal mechanic of drawing your spell in order to cast was nice, but in practise it didn't land so well, since you could not really do it mid level because everything is flying at you.
Thanks for the submission!
A nice game.
Was especially tough trying to draw specific sigils while under enemy fire
Short and sweet, easy to beat, which is a good thing for Ludum Dare game. Dialogues (humor of them), characters, and graphics are very good. Gameplay so and so, drawing a sigil is a good idea but needs a lot of tweaking of character controls/speed to make it work the best.
I did not expect a touhou game here. The magic casting is a nice idea but it is a "magic changing" effect rather than "summoning", so I guess maybe you can make it really summon something to fill the theme. good work after all!
Interesting concept. Would say the changing element part is a bit difficult since you have to dodge the bullets at the same time. Maybe a little bit of delay before the first wave of enemies (for second level) would help with the difficulty
such a great atmosphere.. i like it!
Touhou style Danmaku game with summoning,great job!But the title on the cover make me a little confused,台所封筒has no meaning in Chinese or Japanese.
在弹幕横飞的战斗中绘制法阵来切换属性是个好主意, 富有挑战. 但是如果换成绘制法阵召唤对应属性的僚机我认为可能更贴合主题.
做得不错, 加油!
The combination of bullet hell and summoning maps is interesting. A little hard for me, but that's what bullet hell is about, which we also made one last jam. Nice work.
The idea is good but the enemies don't give me enough time to change my spell safely. By the time I summoned the correct spell, the enemies have changed. This could be better if number of bullets were reduced and player could change spell faster.
as an avid danmakufu player, I got a lot to critique about the game
Gameplay is eh, using the various shots is negligable at best, OP at worst. once you got a type going, you barely need to do much since enemies have such little hp. Drawing as a mechanic is hard to do once you have to actually dodge things, so I think that needs to be addressed.. In fact, the gameplay wouldn't be impacted too much *without* the summoning mechanic and be your average shmump.
shotgunning using fire decimates both of the bosses in a few seconds. Really needs balancing.
art for the characters is neat, though the enemies looking same-ey is not exactly the best when the game needs you to focus on dodging bullets and analyzing the best element to use.
and bullet design... for the player it would be appreciated to reduce the opacity of player shots, I can barely see the enemy shots with that speaking of the enemy shots, THEY ARE JUST THE SAME AS THE PLAYER'S, which is worse to see wether or not the bullets you have are yours or the enemy's.
I feel like this game needs a bit more baked in the oven
Fun game. The core bullet hell mechanics are in place and done well, although I think they could be a little easier in the beginning to get the player used to switching weapons. The weapon switch mechanism is a little complex and its hard to switch up when dealing with multiple enemy types-- with a more natural way to switch weapons I think this would feel less frustrating and more fun/challenging.
Overall this was a really cool game. My biggest critique is that there was a lot of bullet spam so it was hard to properly switch spell types since a lot of the time I had to go to the edge of the screen to dodge bullets. I would have been cool if the points to switch weapons would move with you and then if you want to switch spells/summon you would hold the button which would then prevent the guys from moving. That way you'd be able to switch spells wherever you're at. Other than that it was really fun to test out different spells, the fire one is crazy. Great work!
That's impossible to summon anything under the bullets! ha-ha. Anyway, shmup is the rare guest on ldjam. Nice entry!
Nice work, as a vegan I can confirm we are the strongest of all :D
Good work here! The game has a very interesting power/projectile summoning system that is different from other approaches in this game. Furthermore, the graphics are very beautiful, and the sound is good too. The gameplay is very solid and works well.
Good game!
Cute concept! On the first playthrough I won without casting spells, then tried casting them and was amazed at how much stronger the attacks become! It looked like I might have some shielding while spell casting, so that could be neat to try adding to reduce the pressure of casting while fighting. Or maybe the player is just intended to take some damage to change weapons. The pew-pew sounds are satisfying, and I liked the story segments to tie the game's theme together.