Storm The Castle by Parker8283 2024-04-19T02:51:33Z
The play was really neat, the only complaint is the need to spam down the units really fast. Either a way to put down all the units or a short planning phase where you can put down units.
Foon → Ludum Dare Explorer → Users → Azure Drake
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | Void Beast | jam | 1107 | 2.97 | 2.90 | 2.61 | 2.52 | 3.45 | 3.11 |
The play was really neat, the only complaint is the need to spam down the units really fast. Either a way to put down all the units or a short planning phase where you can put down units.
The concept seems neat but I got stuck pretty early on, so I feel like the early sections especially need to be a little more forgiving.
Really neat, the difficulty is a little hard and I ended up playing one game until the game crashed. It was really fun though.
Cool idea, but the music gets rather repetitive after awhile. It would also be nice if there was an easy way to track the crystals of the ghosts that you already had figured out.
The game was fun but a little complicated to get up to speed. It would be nice if it was a little slower to get started
The game is interesting but the random teleporting made it a little hard to keep track of the player and as mentioned you sometimes just spawn to die. Some more visual signs where the player is or where they get teleported to would be nice.
Neat idea, but some of the clue eventually got really hard to tell, like the movement speed was hard as some of them were getting stuck in a corner not really moving.
The game was pretty fun, but there were some things that felt inconsistent. Damage seemed to be delayed sometimes and the skeleton combat seemed a little random when they did damage. Other than that, I didn't see the point in doing the multiple elevators in that long shaft. A single elevator would have worked, it didn't seem to add anything other than some mild annoyance trying to jump on an elevator on a screen transition.
The idea was really cool though. I enjoyed myself and played the whole thing so with some more polish I could see this being an amazing game.
The game is interesting but the game feels like you are supposed to be button spamming and that is a little rough.
Neat idea, I didn't have the time to go down more than a path, but I like seeing something different.
@vantalogic Thanks for the compliment
@klemen Summoning was at the very end, and the web version does ocassionally bug out.
@unchain The walk animation was just a slower run animation and I think that was a mistake. I think we should have gone with just the run as the default it would have felt better.
@skitefall Definitely agree, I think the run should have been free and the standard movement speed. The wall jump was something I wanted to find a fix for but didn't have time.
@eonarheim Thanks for the compliment
@oznarox Appreciate the feedback
@iwant-pizza interesting, never ran into that bug during testing.
@dabper Thanks for the compliment
@andrewbyte yeah, the movement needs a little bit of polish, especially the wall jump
@milano23 There was a walk and run speed, and I think we should have just done the run speed it would have made all the back and forth better
@kamizenki Thanks for the compliment
@delauraen I think some of the issue with floaty-ness is that the walk animation was just a slowed down run since we didn't have time and then the movement needed a little more polish (especially the wall jump)
@aucguy Thanks for the feedback, maybe a little more generous on the stamina would have helped. We had planned to add pickups to increase stamina and health, but they got cut.
@biemorth I think the margins for stamina in the lower section were too close. The plan was for stamina pickups but they got cut and we should have added some extra stamina. Movement did need some polish beyond that, but thanks for the feedback. I also wish we had time for music.
@jeremy-ryan Thanks for the comments and the feedback. I agree that the movement needed some extra polish. This was the first time using godot and found that some things ended up not working as I expected, but some more polish work would be good. The camera would shift down if you held the down key, but it may have been good to tutorialize that, but that may not have been quite enough.
@thelastslowpoke Thanks for the compliments and I did want to find a fix for the wall jump with the stairs but didn't have time. Good to know you can get out of the level, and there were some control tutorials at the beginning but maybe some more would have been helpful. For instance, if you hold down the camera did move down to show more screen below you. That may not have always been enough though, it wasn't thoroughly tested.
Interesting idea, the controls were a little weird but otherwise was a pretty good time.
The game was fun, but it would have been nice to see some variation in the gameplay. While powerups/levels definitely would have been cool, even some variations on what the enemies were doing would have made this better. Even just to have some that moved faster than I did so I had to deal with them would have been nice. Ultimately, I found it easy to just keep a train behind me and ignore the enemies most of the time.
It would also have been nice to have some simple hit reaction, SFX and maybe some flashing on the player. It was kind of hard to tell when I got hit.
Overall, it was a solid game, if a little same-y.
I really enjoyed it, the only thing I may have liked was a little tutorial or intro since I spent my first few attempts trying to spawn enemies to far up. Once I realized that there was a specific spawn area though it I got the hang of it pretty quickly.