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BloodyStupidViktor

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202455Summoning👥The Josheningjam10643.063.132.603.692.623.103.592.96
202148Deeper and deeper👥Abysmaljam9293.502.973.773.454.451.933.52
202047Stuck in a loop👥Led Astrayjam7773.513.303.152.794.494.002.563.93

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by BloodyStupidViktor

LD55 — Summoning

Underground by DavidTrac 2024-04-16T21:16:20Z

Fun concept, reminds me a bit of the wizard in Trine :D

As other have noted, the jump was disabled in some areas (I believe in areas with instructions). I was able to get around it by summoning the block at my feet which bumped me up :D

The menu music was not bad. Some ambient music in game would have been good too.

Moving In and Moving On by Artmuse62 2024-04-16T21:55:12Z

Really nice voice acting for the ritual! Good overall atmosphere and mood. The art style was fitting. Nice background music too.

Having a journal is a nice touch. There's a lot of dialogue and it can help figure out the objective if someone misses or skips something.

As others noted the character moves a bit too fast. Apart from that there are only some minor glitches, nothing blocking.

Matthew, Emissary of Balance by unchain 2024-04-18T00:31:49Z

Nice game, like the concept! I like there's a variety of units, and two pools of resources (nice yin-yang orb by the way :D) I also like the resource management aspect of it. Found the art and sound fitting. Extended options menus - you can even rebind controls!

I was focusing on fast units at first. But that easily left me vulnerable when a monster appeared on one side and everyone rushed there, and another one came from the other side and reached the castle. Then I tried focusing on slow units and spreading them around the castle. Eventually they also converged on one side, leaving me vulnerable on the other. Maybe some of the units should remember where they were spawned and try to stay in that area? Or perhaps don't make everyone rush over for a single enemy. Or maybe have the defenders have an aggro range so they don't rush from one end to the other, and make them return to the castle when idle.

It might be a bit harder to defend the top and bottom as there's less screen space there :D

Finally, at times it was hard to distinguish my dude among all the other units. I'd make it a bit more visible (or add some outline / highlight). At times the enemies were a bit hard to spot too.

DURO by Fenix131113 2024-04-17T23:41:20Z

Lovely puzzle game! Well polished and complete. The visuals and audio fit well, but I liked the gameplay most.

Interesting concept. I like that some of the obstacles can be removed by more than one wizard, and that for the most part placement matters. I only found the earth and nature wizards a bit odd in that regard and just placed them somewhere where they won't get in the way.