Foon → Ludum Dare Explorer → Users → CaptainSpaceCat
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | Magic Falls | jam | 1040 | 3.13 | 3.05 | 3.20 | 3.61 | 2.90 | 3.07 | 3.05 |
This game looks cool! I hope we can play it soon!
The difficulty felt very fine-tuned! The levels near the end took several tries to beat, but never felt out of reach. Great job!
I couldn't find the noose either. The vague shadowy human forms blending in and out of the fog were genuinely scary, well done!
I liked being able to ask the characters to gossip on each other! That fully-connected graph must have been quite a doozy to write in 3 days!
That hard mode is brutal! But challenging enough to keep me invested. Very atmospheric, and the summons feel powerful and fun to use. Well done!
That was really clever! I enjoyed associating items with vectors. The pickles were tasty!
I found that there wasn't much reason to leave any of the levers off. The player moves too slowly to reliably dodge attacks, so you might as well just dive in swinging and get as much out of it as possible. I think this is a really interesting idea and I'd love to see you take it beyond this jam!
Interesting idea! You form shapes on the ground with magical fire, and those shapes can be used to summon effects. I summoned a square of traps that blocked everything from reaching me, and I thought I was safe until those viking enemies showed up and destroyed them. I think it would be nice to have a sound effect play when you successfully place a magical fire, because sometimes I couldn't tell if I'd placed one or not.
The game kept misreading gluttony as greed, but thankfully pressing "clear" only gets rid of the top scoop of ice cream. I enjoyed the visuals and the cute ice cream scoops for each sin!
At first I was very confused and almost quit playing, but after I figured out the first demon the rest of them made sense. It's pretty fun! I would have liked to have the demons not repeat, or maybe have a win condition when you summon every type so you don't repeat any. Thank you for making this!
Incredibly fun! Great variety of summons and enemy times.
I was confused about how the concentration mechanic worked. It would sometimes whisper a direction in my ear, I'd go that way, and then I'd just end up in a dark corner. Not really sure how to progress, but that's ok, the vibes are so serene that I didn't really mind!
I had a bug where a chalice got stuck floating above the puzzle. I loved the talking demons and the mood!
The little demons are cute! The game is a bit repetitive, but well polished through and through!
That was a bit confusing to figure out but super cool mechanic. The game says tab opens the spell wheel, but for me it was spacebar. I enjoyed the combat! It's pretty difficult to juggle spell selection and worrying about the enemies, not to mention the time you're losing that you could've been blasting away! Overall, very fun game, solid style throughout, I'm impressed!
Very cool idea! I like the way you imposed restrictions on the patterns of plants, which ususally don't matter that much in farming games.
I got a cute frog! Not totally sure how though... the ingredients feel largely indistinct. Still, nice game! Dashing is fun
You can spawn your minions directly beside the enemy god and kill it in seconds! I like the "poof" effect whenever something spawns
I enjoy the feeling of "drawing" the spells onto the ground. It would be cool to maybe have different spells happen based on what shapes you draw. Unique idea, I hope you take it beyond this jam!
@olsonexi Hey! Thank you for the feedback. If you look at the three spells you have available, there's one that gets you out of the starting area, and once you figure out how to use it, that's when the game really starts. You also raise a good point about the key locations; I'll have to update this and use a more generalized input system for future games.
@gold-daniel I appreciate the feedback! You raise a good point about the player movement. The enemies need to move faster than the player for them to be dangerous, but they need to move slowly enough that you can catch them with your spells, so the player ended up being a bit slow. I think maybe something to help would be more variety of enemies that don't rely solely on movement to be dangerous. Both you and @doc-ill make a good point about the sound effects. I didn't think to focus on those in my time crunch panic, but in the future I will try to make mixing the audio a priority!
Thank you to any and all of you who offered feedback! I've learned a lot from this jam about game balance and difficulty, and I'm looking forward to taking things to the next level.
@fractal Yeah, I'll have to change the inputs to be location-based rather than key-based for the next jam. It's also pretty hilarious that I wrote arrow keys, in my sleep-deprived haze I could have sworn I wrote number keys, but alas! And yeah, I didn't even know fullscreen was an option for this, and in the future I won't use esc to end the game, and I'll try and make the game request fullscreen automatically so nobody has to worry about it!
As always, thank you for the feedback!