HELP: The Illuminati captured my family and are forcing me to make this game by CaptainDreamcast 2018-08-17T12:36:40Z ♥ 1
So much personality in this! Having region-specific scenarios play out was a great touch. One improvement I would suggest would be to have highlights over the map, just so I can make sure I'm visiting them all.
LD55 — Summoning (10)
Zoomancy by ugly_robot 2024-04-17T02:18:34Z ♥ 1
I think the art style compliments the silly vibes - sponge and roach jar are a fun touch, so well worth the polish put in :) I totally didn't realise until halfway through exactly where each "ring" zone was, so a lot of the early successes were pure accident/bad drawing, as I wasn't not really sure how big to draw circles etc... But I sailed through once I worked it out. Good job!
Loitsumaali by vinzBad 2024-04-17T00:47:57Z ♥ 1
Def best plays on a phone - switched from desktop to Android and never looked back.
Magic Mayhem by Kennyomg 2024-04-16T11:58:44Z ♥ 1
Woooahhh, you get serious style points for rendering a game directly in the DOM, running off one javascript file with no dependancies. A ~4KB zip!
It would have been nice to tell the players the different values for attack/health/speed/cost per summon, because when I dived into the code to find them that's when it really started to click and I tried to see if I could "break" the combat.
Initially I thought Medium summons were overpowered, but then I discovered that the Light summons are actually little assassin back stabbers! If you "chase" an enemy summon moving away from you, because it Lights move twice as fast they can attack the slower heavier summons and not get attacked back, essentially one-shotting the enemy! That was a cool emergent behaviour that was fun to "discover" :)
I'm also not sure if it was intended but I like how summons can "block" each other - it's a good deterrent to prevent spamming everything you've got up front. I feel like timing is an important part of the metagame, so this helps reinforce that.
So great job - I think this has really interesting hidden depth as a quick rock-paper-scissors style battler, and I'm gonna see if I can find someone to play it with IRL.
Mana Tactics by argensis 2024-04-16T11:26:28Z ♥ 3
You're hitting all the right notes for a tactics games design IMO; terrain types affecting movement speed, units with unique strengths/weaknesses, it's easy to see how a meta might develop as the pieces move slowly around the map. It IS a bit slow moving given the map size, but I respect the ambition - I cam imagine a map full of units where density of units matters.
I'd have loved to see some simply AI, even if it's something silly like "take random actions", but I can understand why this might be a rabbit hole of scope creep! I could have also really used a mana sink, because I quickly maxed out 2 units per turn after capturing only a couple resources.
Game is easy to learn and easy play, which is rarer than you'd think! The "info mode" is particularly important to this - so all in all, great job!
6 Kadabra Resurgam Ocus by nathmate 2024-04-16T10:33:22Z ♥ 1
Once I remapped the keys to where my fingers naturally rested on this keyboard, things started to click a lot better. I also had to use the standard mode to toggle fingers instead of holding, but not the end of the world - I enjoyed the concept regardless :)
Once I realised that "3 fingers out" means triangle, I didn't have any trouble remembering the gestures anymore. 2 fingers out as the rotate gesture worked out well for me.
Overwhelming power in: 356s.
Endless Engagement by OobOob 2024-04-15T12:18:10Z ♥ 2
I like the framing of two "gods" looking over the battlefield, but I did have a little trouble remembering which spawner was which type of unit, and I think in some cases directly clicking things on the map didn't register as a "move" command because the click was blocking from hitting the floor. The spinning around was helpful though, and if you could zoom in too that would have been awesome, but I understand why that's hard to implement when it's a fixed camera angle and you don't necessarily know where the action is... but maybe like a telescope zoom where you move your mouse and it pans around? Interesting problem anyway. Regardless, good job!
Necromatcher by wilsk 2024-04-15T11:51:19Z ♥ 1
Itch.io embed worked for me. Maybe I'm dumb but I think level 2 was the hardest of them all - maybe I missed something? But I found myself having to snake precisely around so I collected the right three, then the guy in the middle, then the dogs at the bottom. Very satisfying when I worked it out though :) The rest of the levels felt like a victory lap. I get the impression these levels were very carefully designed, so excellent work there.
Call for Aid by AndyP 2024-04-15T11:28:45Z ♥ 1
Nice to see a different interpretation of the theme! It was a good idea putting a completion time at the end, that suckered me into replaying to try and get a quicker time - 38 seconds is my personal best ;)
Flickering Hope by Domenixius 2024-04-15T09:57:39Z ♥ 1
Fun one! I loved the claustrophobic atmosphere, and I think you balanced the puzzles well; I managed to work enough of it out such that I only had a couple unexplored areas, so I knew where to focus on next to finish it off. Final animation for the "banishing" was a nice to see as well, and I'm a sucker for a nice fire particle system ;) I also really like this sort of "knowledge is what you unlock" design, so seeing the big tablet before the other parts was a great hook. Overall, great job!
Lonely Hearts Demonology Club by The Lame Brain 2024-04-15T09:34:20Z ♥ 0
Cool to see card mechanics! I didn't mind clicking around a bit and discovering how it worked - fun moment was when you realise that "666" is the max. Then it's like a game of attrition, trying to max out each card type. Kept having the decision: "Do I try and add to THIS type because it's behind, or that type because it's a 6?".
Potential next steps: maybe something that stops the end game dragging on, eg: recycling or mulliganing cards, because I found myself "skipping" a lot at the end simply because none of the cards helped.