Revenge is Inevitable by minibobbo 2022-04-05T03:42:32Z
Text is a bit blurry, but nice job.
Foon → Ludum Dare Explorer → Users → Cody Holt
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | 👥 | Boulder Blocker | jam | 341 | 3.78 | 3.98 | 3.83 | 3.32 | 3.06 | 3.62 | 2.91 | 3.09 |
| 2023 | 53 | Delivery | 👥 | Feathered Dispatch | jam | 484 | 3.66 | 3.12 | 4.12 | 4.53 | 4.16 | 3.82 | 2.73 | 3.65 |
| 2022 | 50 | Delay the inevitable | 👥 | THE EXIT WILL CLOSE | jam | 725 | 3.50 | 3.70 | 3.40 | 4.11 | 3.11 | 2.78 | 3.18 | 3.29 |
Text is a bit blurry, but nice job.
Restart button didn't work for me after getting the first ending on the itch.io link. Seemed like a fun little game though. Good job.
I loved the music getting intense when the person came close
Nice game. Very aesthetically pleasing.
I really liked how you pulled the fuses. Nice game.
I didn't understand when things were combining
Fun idea. Like others said I think more words would have been awesome, but it worked well and was a joy to play.
It's weird that I can go on top of the top wall. Fun little game.
It was a nice little game. I think the mouse and keyboard combat would have been better if the attack aimed in the direction of the mouse independent of the player movement. Good job.
Fun little game, I liked the voice lines.
I really like the aesthetic of the game. The gameplay wasn't anything crazy, but I thought it fit the theme well. The getting tired noise being the same as the air freshener one kind of confused me at first though.
I liked the idea of the spike towers and rotating to use them. I was confused why they weren't doing anything at first, but then I rotated and it was a good moment.
My hp bar was there. Interesting game. The amount of choices in combat was a bit overwhelming at first.
Very interesting game. Swapping between the three sections was fun.
I really enjoyed playing this one. I think the mining was a bit tedious having to click on all of them then the asteroids. I would have liked if I could have made destroyable little ships to go mine or bring back the asteroids for me. Selecting all of the spawners and set a rally point for them to go after spawn would have been awesome too. Something so I could play longer without it feeling too tedious, but still inevitably be overrun.
I loved the guy telling you about the new things. His little art, animation, and sound was nice.
@Cheese-team Can change the mouse sensitivity in the options by pressing tab
@danker-dev We may need to look more into mouse sensitivity as it depends a lot on the user's settings and hard to get right by default. If we had more time I think we would have explored some different kinds of movement options.
@mopifish There were definitely things to improve on those levels, and we would have added more levels like the black and white platform level if we had more time.
The controls were the biggest obstacle to enjoying the game, but once you get the hang of it everything feels pretty smooth.
Awesome graphics. I loved the colorful nature of everything and the personality in the art. The double jump could feel a bit unresponsive at times and I felt like I needed to mash the jump and the delivery key to make sure I wouldn't miss the timing. The delivery key being 's' made it feel like I was supposed to be ducking, so I was a bit confused when he didn't. It clicked once I was able to deliver a few packages. Good job!
Enjoyed playing. Was pretty challenging to keep everything inside on the later levels. Felt like there could be a little bit of jank with the physics every now and then, but overall worked great. Great job!
I really enjoyed this game. The art and music were great. I loved watching the little pigeons fly around and peck. The game itself was pretty easy. I never failed a contract and I only ever had a little difficulty with food draining once, but when enough pigeons died and my contracts came back I was in a good position. We also made a Carrier pigeon inspired game though it's done in a different way.
Would have liked an audio slider. I liked the sprites and 3d combination. Gameplay felt clean and intuitive. Was able to unite the babies with their real parents.
Great submission! I enjoyed the gameplay, it's simple but felt tight. The art and music really made the game shine and gave it a lot of personality.
I liked the art and the physics driven nature of the game. Pretty difficult to actually get all of the items safely. Tv basically was impossible it felt like to keep on the truck. I got the car stuck on a rock a few times and sometimes it was trying to push rocks instead of go over them.
I liked the text adventure. The combat was a bit hard. It felt like I was getting good rolls, but it wasn't enough.
I really enjoyed this game. The level design felt really good. I loved the mechanics and how you introduced the machine gun on level 5. I think I would prefer if powerups had their own specific key rather than being bound to whatever slot they were picked up in. The land mines felt like their hitbox was just a little too big compared to the visual. Overall art and theme were great. Good job!
The sounds caught me off guard at first, but they added some fun character to the game. I'm not the best at these kinds of games, but I did have fun.
Great submission! I enjoyed the papers please inspired gameplay. I really felt like I was able to learn the products and speed through really quick. Two things I got confused on were the image for the plushie's nametag looks like "LTC" and not "PTC" like the actual requirement is, and it looks like the picture has eyebrows. I was using the image as a reference and it made me get it wrong a few times until I realized. The tutorial was very nice. It provided nice information and was well paced. The game we made (and most submissions here) would have benefitted by a tutorial as well made as yours. Art was nice and everything felt good.
It's pretty tough. Takes a long time to turn around and by the time you see a planet it could be too late. I think the UI could be made smaller or more compact. I would like to see maybe a distance number towards the target planet, or make the arrow pointing to the planet get smaller/bigger as the player gets closer. A couple of times I made it into the red zone of a planet only to be stuck in it and unable to fly out.
Game was sick. I loved the perspective change. Going on top of the van caught me off guard in a good way. Great job! Would have loved some kind of ending, or maybe I just didn't get far enough if there was one.
Interesting concepts happening here with managing the deliveries and having to aim for the right area. There isn't really a reason I found to go to other areas except for the first two planets unless I were to run out of space for new houses. It's very tedious and a lot of clicks to do everything even having to hit continue after I shoot the rocket (the art and everything inside the rocket is nice though). I would have liked some kind of goal to work towards as money seemed simple enough to earn as long as you just went back and forth between the starting planets. Only had to memorize and alternate the two constellation paths.
The art, music, and atmosphere of the game were all great. It was hard for me to understand how my choices were actually affecting the game though.
Very nice game. Felt a bit too simple when I got used to the controls, but everything felt polished and snappy (except the slow down when going through some terrain). It was a pretty relaxing experience going through, and I felt like I was never really pressured to make a tough decision because I could just make a loop in the rail and go back. The final result was cool to have a big connected rail line that I could maneuver through to get all the resources and deliver everything. I definitely think the concept could be expanded upon if you were to continue development. Excellent work!
Pretty simple to understand game. I thought it played fine, but the enemies attacks were pretty unavoidable if you actually were attacked by them. I would have liked to see maybe a speed boost or dodge at the cost of charge or something like that. I think the text scrolling in the tutorial could be made faster or if clicking skips the text scrolling animation and displays it all.
Very relaxing game. The art and atmosphere are brilliant. I thought there could have been more to the gameplay or varied somehow, but it was a really well executed idea. Good job!
I really enjoyed playing through. I enjoyed the balance of trying to go fast, but also be careful enough to keep everything inside the truck. I almost got a couple of items to bounce back into the truck. Great job!
Wow, this was a very well polished game. I enjoyed the art, the humor, and the gameplay was pretty enjoyable. There were nice moments of humor and things that popped up while playing and the game was easy to understand. Great job.
I had fun playing. I thought the animations could have been smoother. I would have liked some in game indication that there is a map. I never felt the need to attack the zombies, so there was never really any danger. The dialogue boxes at the delivery houses were sometimes just blank for me.
I really liked the art! Delivering bad news is a great way to go with the theme. I thought that the sudden music change when the mini games happened was a bit jarring, but it was also comedic when it jumped back to the main theme. Overall great job!
I enjoyed that the backstory and the art has some personality. The gameplay felt too easy and the game was over in literally like 10 seconds.
@greatcadet Thanks for playing! We know that there is a lot of information just being thrown at you that requires the player to piece it all together. We would have liked to make it more intuitive and give the player a better understanding of what to do. We really wanted the player to feel like they're building the map, so we're glad you enjoyed that.
@alfredo-cossetin-neto We know that some people do prefer kilometers, so we could add in that conversion in the options maybe. @bloodyaugust We agree that it's hard to understand at the start and we could do better there. Going off of the natural formations as landmarks as well is a great idea that we would want to implement!
@moritz-b There is up to an 8 mile +/- variance to the directions given, so it may not be exactly where the two lines meet. It will be very close to it though. The directions say it's "about" this far away, but it's not clear to the player there is a variance or how much. It may be unnecessary to have the variance in the game at its current state (we had some bigger ideas not implemented due to time). It's possible that the locations you were measuring from weren't the correct ones as well. The "Hub" will always be in the center of the map where you send pigeons from, and the "Capital" is always the only other revealed location at the start of the game.
@terryg The rest of the locations are hidden on the map and the player is expected to use the directions and information on the letters to find the location. A location will be revealed once a letter is sent to it. Right click to bring up a ruler to measure the distances given in the letters to find the approximate locations.
Had a lot of fun throwing people over fences and trying to trick shot the packages to their destination! Very satisfying.
I like the idea of the train having multiple hooks and using them in conjunction to get where you want. Sometimes pure chaos seems to happen and the train falls apart pretty easily, but that adds to the difficulty. Good job.
I think you know that some variety/sounds would have made the game feel better. You mentioned that you didn't have much time to spend on the game, and I think you did a great job even though you didn't have the whole time.
I'll agree with what others have mentioned in that the summon time conflicts with the need to try many combinations. I would like to be able to get back to trying things faster. Also the time for the grimoire to slide in. maybe even make it have keybinds to bring up/move pages would be nice.
Interesting concept. I didn't know what to do the first time I played. Wasn't able to summon anything by clicking and opening the cellars. I thought you had to match the numbers or something, but on my second attempt I realized you are looking to add the numbers to create one of the bottom ones to summon it. I don't think opening the cellars to reveal the numbers is adding much besides wasted turns. It was easy to feel overwhelmed because you have to keep track of the numbers for cellars already clicked and waste turns learning the others. I think it would feel better to me if the numbers were revealed and there was a steady tick rate of the enemies moving, so the player could think on the fly about which numbers to combine to summon. Great work.
Wow great submission. You guys should be proud of your work here. I love the art and sound. I think they're great quality and fit together nicely. The gameplay gets very repetitive once you have many screens that you need to go back through. I like that there was sort of an auto gather of the energy through the statue, but going back and forth did grow rather old. I think some kind of unlock to make the early energy produce faster or add more workers to the books would have helped shorten the long waiting periods in the later half of the game. Something more to do while waiting would have helped. The combat sequences could have more variety/other ways to help/hurt your guys. Moving them individually out of the blasts became tough as you had more to manage. *Actually after playing more I realized that in the how to play it says you can just double click somewhere and everyone will react to it and move towards the clicked area.* The end is pretty anticlimactic. Maybe a boss fight or something would have felt better, but it's a jam so time constraints and all.
Definitely overwhelming in the beginning not exactly understanding what to do and how to get vitality back. I think the biggest thing holding the game back is the controls. Constantly having to swap bars and change to different selected spells to do 1 action did not feel good. Once you understand you can just restore your vitality back anytime you want the game becomes trivial and very quick. The game itself is stretched too thin where it looks like there are all of these things to do, but none of it really affects the game or choices you make. I still think it looks great and there's a lot in the game, but I'd like to see it feel better as a game.
It's pretty simple when the enemies actually drop money, but the first few times that I played I just never received any more money from enemies and lost. I liked the theme and how everything looked. Good job.
Loved the game! Awesome idea to make the twitch integration. Bear is pretty strong!
Art and sound were great. Would have liked more to the gameplay, but it had charm to it with the narrative. Great job.
Really enjoy Factorio, so this was a great game to me. I enjoyed the variety of items and having them all combine at the end for the last one.
I was playing full screened on the itch link and I'm seeing multiple cases of the text going offscreen and being cut off. I didn't realize at first I needed to summon creatures because the big text saying click to start action phase was the first thing noticeable. The AI needs some work as most of the time they'll just move back and forth and not do anything. The game felt very slow, but I did figure out there is a speed up button if you hold 'z'. I would have liked an on screen toggle for the speed because I would have kept it on the whole time. I noticed if I just wait for a bunch of points and do the 1 point summon and filled all of the slots the AI wouldn't be able to move and would never progress the turn creating a soft-lock. I kept softlocking on the 2nd level because the AI wouldn't have anywhere to go. I like the style of the game and see what you're going for. Just needed some fine tuning and polish which can be hard when you're trying to actually finish the game for the jam.
I enjoyed the pixel art and some of the details like the bones and stuff in the walls. The menu and credits screens are a bit bare, but I imagine you spent that time on making the actual game. The summon attack didn't quite feel as impactful as it should to me, and I didn't know when it was off cooldown, so I was basically spamming it for max effect. The enemy AI was pretty easy to get stuck behind a wall and just wail on em with melee or summon attacks, so I didn't feel any danger except for the fire ball guys. I enjoyed reading all the credits text lol. Good job.
Awesome game. I liked having the score leaderboard. The game felt fluid and fun to play. The top left UI isn't very eye appealing in my opinion. I would have like a physical button as well for the spinner popping up instead of just clicking. Maybe add in some tooltips or some explanation of what the slime abilities do. I'm still not sure what divine light did. Was it an aoe? Good job!
Well made game. It was a little confusing right at the beginning, but then everything clicked and I was able to go around collecting and combining. I didn't get the connection to summoning early on until I combined my first crystal and then I was like "oooh." I enjoyed the eerie music. I'm not sure why the player is forced out of the crafting/sent back to the crafting when the day is up. Is there time pressure? Maybe I missed it, but I was just re-entering the crafting after it kicked me out because I still had more to try. It was a bit annoying unless I only had a specific amount of days or something. I was able to get into a new body, but there sure was more to discover. It certainly feels like you were able to put a lot into the game for a jam game.
Nice entry. I enjoyed how it felt. Destroying everything and summoning the units felt good. Really fun to try and optimize how to beat it using the least. I think you could get the numbers pretty low utilizing some strats where you dodge the towers distracting them from your units. Took me over an hour of optimizing, but I got it down to just 6 zombies. You might be able to use less with a skeleton or something instead.
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I liked the idea of the game tying into the theme. Summoning doesn't just happen, someone's gotta make it happen behind the scenes. It can get pretty tough dealing with everything. I've not mastered it yet, but I think I'll come back and give it a few more tries.
Much like everyone has said, the art is awesome. I love how it looks and the game feels smooth. I didn't quite understand the first time I played, but second attempt I got it. Great job!
Great entry to the jam. I didn't really understand that I had to sacrifice the things into the middle. Art looks very binding of isaac inspired. upgrading the powerups didn't really feel impactful enough to me. I had over 10 bees, but it barely did anything.
The game ends in some kind of summoning circle, but other than that I don't get the connection to the theme. It's kind of beautiful and creative, but not that fun as a game. I get you're waiting for someone to decode the morse code, but most people won't bother.
Wow I loved this game. The art is adorable and great. Watching the hands draw my lines on the books was a great touch. I wish the record button and blood button had a physical keyboard button that I could hit instead of clicking on it.
@adam-gallina Glad you had fun! We agree that some of the levels that have more rng aren't as good as they could be. We started out using the rng in some of the early levels we developed and moved toward less rng and focusing on patterns/strategy that's repeatable on restart. We should have leaned into that style more from the beginning.
I enjoyed the narrative you weaved together and the multiple endings you were able to put in the game. The highlighting of text and the descriptions of it helped out understanding what was being talked about. I was first thinking that the ritual to have a meeting with true love would be how you get the stuck girl and arthur to meet and then he'd rescue her and they'd fall in love, but that wasn't the case. Music would have helped with the mood of the game even if you had some stock music that fit the vibe. Overall I think you did a great job!
Thought it was pretty slow in the beginning, but it sure did speed up. Some of the options, dialogue, and art was funny. Good job. You mention no support for firefox, but I was able to play it in firefox. Not sure if that would apply to everyone though.
I think navigating the book would have been better if 'a' and 'd' (or some other key besides arrow keys) to turn the pages. Felt a little clunky, but good job.
I had the same sound setting issue as mentioned above when setting master volume to 50. Really hard game. Not sure how to not get overrun and have the summons just die. Sometimes they'll just sit there while something off screen shoots them. Not a huge fan of having to use the mana potions so often and manually pick up items. I enjoyed the art and could see what you were going for with the game.
I enjoyed the laser light show. I think some of the mechanics there were interesting with how you used the skeletons. I don't think the game was long enough to really flesh out the mechanics and were only really used once. I think you have made a good submission for the jam. Good job!
I enjoyed your take on summoning. I think the art is simple and effective. There's lots of color and everyone stood out enough to distinguish the target. I almost wish I could run after them as well even with having the disguise mechanic. Great job.
Great submission. I enjoyed all the sillyness, and the gameplay made me want to keep trying til I beat it.
Pretty chill game. I enjoyed it a lot. One thing I would have liked to see is a button to buy max mushrooms I could afford instead of clicking and holding while it bought them slowly. I wonder how it would play out with different mushroom types added into the mix.
Like others have said, I couldn't progress after the "What's your age" question. It just gets stuck. I like the concept though.
The skeleton's ranged attack can be pretty tough to dodge sometimes. I really liked the idea and the summons different effects. Would be cool to upgrade them with more offerings or have some unique levels with different placement layouts. Definitely has potential to be expanded upon and add in some variety. Awesome job for a first game jam! Great work everyone.