mcdima 2024-10-07 22:16
This is awesome
Foon → Ludum Dare Explorer → LD56 → Chumini: Tiny Army
By jrevel, Clement_Feanor, guilloteam, delphin-casado and Michael Assing
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 165 | 3.97 | 43 | |
| Fun | 106 | 3.98 | 43 | |
| Innovation | 610 | 3.22 | 43 | |
| Theme | 172 | 4.13 | 43 | |
| Graphics | 127 | 4.36 | 43 | |
| Audio | 221 | 3.73 | 42 |
This is awesome
I thought 3000 would be a good score to stop.
It's a fun game, similar to Crimsonland and its variant (Brotato, Vampire Survivor etc...) but with a Pikmin style of weapon. I think there is potential to make a full game out of it with more opponents, bosses, more upgrades.
The art looks nice and cute, the sound and and the music work well although they become repetitive after a while. I would suggest using more sounds for the same actions (picking XP, using power) and play them randomly.
There is a bug where some of the XP on the ground cannot be looted. It disappears after a while.
Also great team name.
Very fun game! I liked the idea of using the little guys for the powers.
My only complaint was that hitboxes for both enemies and character were hard to understand.
Awesome art and music too!
This game is so fun and polished especially for the time frame we had! Just a heads up the menu stopped working for me after I re-entered it, not sure if that's on my end.
OK so this is a fun game. I like the idea of building a horde of bugs that destroy demons. The spritework is great.There's a some gameplay issues I noticed. First is that the camera can be really disorienting with how it follows the player. The EXP pickup can be inconsistent and its a little hard to see. The varieties of chumini don't feel different enough to be noticeable in gameplay.
This is a pretty well polished and great take on the genre, especially for a little game jam. I am impressed. It's nice to see that you've innovated on the recipe a bit to add some gameplay features that are new and haven't been seen (at least to me). Nicely done and again, real impressed with the amount of polish and features like a leaderboard that have been included for such a relatively short span.
I really enjoyed the game. The regular speed could have been a bit higher in my opinion, but it's still a very cool jam game. :)
Fun game, seemed like it had a lot of interesting decisions. I did have a couple issues on web build: Couldn't type in the name box and couldn't use the checkbox to opt out of leaderboard so I just left it blank. It also seemed like I had the same issue Diego had, I was damaging enemies even though my dancers were still running to catch up to me and not orbiting yet.
Thanks for the game
Very good game, you made it different to other games, theme usage if good as well, the art and music is amazing, but there is one thing i didn't like, there are just no creatures in front of the character ever and it was a little bit annoying. Also with the lovers, i thought small amount isn't almost inexistent), you could write 5% of the health or how much do they heal, so player knows. In general its a superb game. i love it.
@dan-nik-sg That's a very good point ! We had 10 enemy types we wanted to implement but only had time to add 6, and the ones that attack enemies in front of the player didn't make it... But we'll definitely make a post jam patch with what's missing ! The healing truly needs more feedback, and is maybe a bit underpowered currently. We'll work on that !
First of all I was stunned by the art and UI. This gave me high hopes, 'cause it was looking like a high tier project. However, regarding the gameplay, I just felt like I couldn't do anything. I feel like the Jealous/Striker ones were the only useful ones. If you take Shy or Runners in the beginning, you're screwed, just running around and hoping that your minions run into your enemies. The majority of the time you're just running away, while getting damaged by those unexpected hitboxes. Meanwhile your minions run after you, killing demons on the way behind you, and the xp remains in the mosh pit of death, leaving you no way of getting it, and therefore progressing further.
Lots of fun, very polished given the time limit. The name entry screen has a minor bug, if you have an s in your username, the text box loses focus.
Amazing game! Really polished and professional look, and the game idea is a nice spin on a popular genre!
Awesome game! Loved the character/enemy design.
Very cool game, very polished and good idea with the online leaderboard, battling other players definitely makes it more interesting
The art is nice and it plays well but I can't help but think why I'm playing this instead of vampire survivors. The idea of switching the weapons by tiny creatures works visually but mechanically it doesn't really shine. In my opinion, the strength of VS is the progression system it has and the choices that come with it and in your game the progression felt clamped. When I had filled my chuminis hand I could no longer make any interesting choice. Yes, I could time when I wanted to use the skill but I was spamming the space button because it was the best way to optimize my healing so that skill really was more annoying than strategic to me.
I think your idea to add a spin to the VS formula is interesting but I was missing more progression choices and some dynamics among the chumini behaviours so they'd feel less like bullets with faces and more like creatures that were helping me. I also understand is hard to do all this in a jam, and in general I liked the visuals and how polished it felt so congratulations in getting something that feels so round overall.
The game looks stunning, prettier than some already released commercial games in the genre :heart:
I loved the concept of gathering your chuminis army (btw, as a Spaniard, that choice of name was...interesting :sweat_smile:) and it fit the theme perfectly. Also, while at the beginning you need to get used to just leave your critters to do the job, as opposed to yourself doing part of the killing like in other similar games, eventually it all clicks and feels different.
The music was cheerful and catchy. I was playing for quite a while, so it became repetitive by necessity, but I never felt like I should mute it. Even as I'm writing I can still hear it in my head.
And with so many things done so well, my main issue lied with the progression. Once you survive long enough it just tanks. I remember I was quite low on HP and after 2-3 lover upgrades I pretty much became immortal. At the same time, level ups began to take longer, enemy waves loop and the feelings of challenge wane.
Despite this (and it can surely be fixed with balancing) this has been one of the best entries I've played so far. Really polished, fun and complete. Congratulations!
I left myself to die at around 2600p in my first playthrough. chuminis.png
i get a fun, good game keep it up Untitled.jpg
This entry is really fun, still in a run as of writing, I'm going to crash the leaderboard :) the graphic is charming, the audio is nice, the updates are borderline busted later on, but I don't mind, for I have become death, destroyer of worlds with my oppenheimer jealous minions
Update:
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good enough...
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Hi! I just finished your game and I’m currently in first place (I beat the person above me! XD).
As a fan of survivor-like games, I was really excited to see your game. I’ve also been wanting to make a survivor game with companions, so your title and thumbnail immediately caught my attention.
The theme and gameplay are really appealing to me, and the art and music are fantastic .
After playing for an hour, I reached a score of 5000, and it seems like I’ve experienced most of the content (hopefully!). The enemies couldn’t kill me at all, so I chose to end the game myself :(
At some point in the game, it seemed like my red angry character could wipe out all enemies on the screen with just one press of the spacebar, making me unstoppable. After that, the game became a bit repetitive. I only needed to keep using the spacebar every time the cooldown finished. Maybe the game could benefit from a final boss or a steeper enemy difficulty curve?
I really like that each character has their own unique skill. However, I have some thoughts on the spacebar cooldown system: as it stands, it seems like there’s no reason not to use it as soon as the cooldown finishes. Early in the game, when the explosion range was smaller, I would sometimes gather enemies before pressing the skill. But as the explosion range grew, the game turned into a repetitive cycle of using the spacebar whenever it was ready. If a skill can be used immediately upon cooldown, it loses some of its 'active' decision-making aspect. I personally think it could be more fun if the system were based on an energy meter that recharges over time or by collecting experience, allowing for 2–3 charges. This might make the skill use more interesting.
Of course, I fully understand the time constraints of a Game Jam. I believe this is a great prototype with potential and could be expanded into a full-fledged game.
We also made a survivor-like game for this Game Jam. You’re very welcome to check it out! In our game, I also wanted to implement a system where the main character doesn’t have a weapon but is supported by companions. However, due to time limitations, our companions ended up working more like weapons, with inspiration drawn from a roguelike game called 'Just King.'
I’m really looking forward to more conversations with you about this kind of game!
@stmate03 buddy. I am the new top 1 now XD
@serenewind well played, I got cocky and lost right before 5K
Graphically this game looks great, but the game feel is just a bit 'off'. I don't there is enough feedback for when you are attacking/being attacked, hits don't seem to have enough impact and it takes far too many hits to do enough damage to kill enemies for far too small a reward, xp very quickly becomes very hard to level up which slows down the rate of growth and kills the pacing. This isn't a bad game by any means, you've clearly got a talented team of artists, the game is certainly very polished (no bugs or crashes) for a weekend jam, and you even have an online leaderboard which is very cool to see. With a few more iterations to really balance things and 'juice' it up a bit more, you'll have a commercially viable game that I can definitely see gaining an audience. You've done some interesting things with the survivors-like genre and your character designs are very cute. Thank you for sharing, I hope you continue to make games!
This is beautifully polished. Especially for an LD game. Enjoyed playing it but my main gripe is that the choice for upgrade isn't as interesting/agonising as other games in this style. Felt like I just wanted more of everything in this, rather than choosing my build.
Overall it's an ok vampire survivor like game, a genre which (I'm just starting to notice) saturates this website for some reason? I didn't really feel like I had any control whatsoever. I just prayed that the tiny things would go in the right spot to deal damage where I needed, but the only thing I myself could do was run away from enemies and spam abilities, which were in the middle between being the main source of damage and an extra bonus you get every now and then, without feeling like neither. In the end I think this is the main issue I had with the game. The camera prediction movement is a bit vomit inducing and some ui sfxs get a bit annoying. The game looked really good and sounded ok. Good job.
(also I don't know if I'm missing something but the dancers, which are supposed to orbit, just don't orbit? Is it a bug?)
That was a nice game :) Like the take on the genre by adding little followers instead of conventional weapons. I would have loved to have some form of regular attack on my character though to give me a bit mor control when being circled by enemies, but I really like the take and the polish is superb! I can easily see myself playing a full release of this, well done :)
@SereneWind thank you for your feedback ! I agree the explosion radius increase is a bit overtuned at the moment, and we need to rework the healing mechanic, and we have many ideas of chuminis to try ! We are working on a post-jam patch, that might ultimately make it to steam, so any feedback is welcome ! I would love to talk game design with you, we have a small community discord server for our team if you want to come by ;) https://discord.gg/HKZKeMcB
Really fun and super polished! Hits the theme spot on! Well done!
Spent SOME time in your game! It was very fun, although it became very monotonous after some time and I kind of killed myself. The game lacks balance and difficulty increase, otherwise it is great. I really liked the art style, especially all those monsters with skulls (I love skulls hehe). Also, while playing, I remembered the minions from the game Overlord! The music and sound work are on point.
Overall, I was happy to try this game, you guys are great!
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For a JAM game, this one looks amazing! It's exactly the art style that I like the most. I really like it, it looks so polished.
This was fun playing and extremely well polished! I hope you are planning to finish this post jam.
This is such an amazing game, especially for only 3 days of development! It's SO polished, I could easily see this on Steam! The art is great, just great, I love it so much. The gameplay is addictive and all of the different chumini types just add to the experience. I was going to say that your character moves a but too slow, but then I unlocked the runner chumini and their sprint ability! I can honestly see this winning LD56, I hope it does. Good luck! <3
Great loop, however, however, at about 700pts, progression bogs down
The graphics and the audio are just wow! Impressive for such a short time. I also like the idea of different chuminis, but I couldn't get the hang of it. My top score is 197 and I don't get how people get thousands on first try haha.
Really nice! Feels good, nice graphics :)
Screenshot-20241020130831.png
It took me a solid 45 minutes of grinding, but I was able to secure the top spot on the leaderboard :sunglasses: This in itself says lots about how fun the game is to play and how well polished it is (plus the fact that adding a leaderboard to a game like this turns it into something addictive).
For a jam game, everything is great, from the beautiful art to the mechanics to the varied content. If you ever decide to expand on it, the first things I'd work on is to try to stress a bit more the bullet-hell genre by having more enemies (so that the player can kill more faster and have more of the dopamine rush) and a faster gameplay. Also, the late game needs to be balanced a bit more, since around 1500 points I was able to make the red creatures explosion go from tiny/moderate to about full screen, after which I felt really overpowered and without enough enemies to speed up the progression.
All considered, a really good and strong entry, very well done!
Absolutely mindblowing level of quality accomplished in such a short time! Gorgeous graphics! I'm really curious too see what else you'll achieve in the industry :)
Thank you for bringing it to the stream, you didn't stay for an entire playthrough, but I did score 2040 before I decided to call quits :)
https://youtu.be/jByKVJUUde4
~XpMonster
Very polished implementation, and the PC is super cute.