FoonLudum Dare ExplorerUsers → DavidD

DavidD

Games

YearLDThemeGameDivisionRankOvFuInThGrHuMo
202455Summoning👥No Tea Time for Slimesjam3803.753.803.062.703.753.883.68
201841Combine 2 Incompatible Genres👥Solum: single-player, offline-only MMORPG.jam

Performance over time

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Comments by DavidD

LD55 — Summoning

Beckoned to Battle by firellon 2024-04-27T00:27:47Z

Kinda reminds me of an old mobile game called "Hills and Rivers Remain" by Square Enix. I found myself wishing that I could direct multiple groups instead of being stuck outnumbered by each other faction. I also never really figured out how to keep cash flow positive. Also the AI could be really frustrating with one of their units having 5 or 6 soldiers but then bumping in and out of a village I was capturing fully resetting the capture progress, which I couldn't do very well myself since I only had one group of soldiers myself.

9 Hours Till Chaos Comes by Cubanfrog 2024-04-26T23:54:10Z

Nice job with the art and the music/sound, you had a lot of really good presentation. I had a tough time with this one mechanically though. I like that you can see what the different units are doing, though it was never completely apparent how exactly battle progressed.

It took me several tries to even figure out how to interact with the different rooms and probably a dozen tries before I figured out how to use the summon rooms at all. One problem I think is that when you assign a unit to summon, the "slots" for the items can end up behind units in the battle row and are easy to miss. On top of that there's no indication that summoning won't do anything without items, I think having some sort of "error" popup if you try to summon without items would be crucial. Also items get consumed even if you try to switch to a different item when summoning (select one element item, then try to replace it).

It just took too much experimenting to figure out how the game worked before I could even think about strategy. As abstract as this game is I think a tutorial would go a long way, or even exact instructions on the itch page would be a big help.

Really unique idea, just needs to communicate better to the player.

Arcane Dungeon by Astoeth 2024-04-26T23:05:22Z

MAN! I think you're on to something here. I love the take on Potion Craft-style mechanics with having to balance your mana and items to get the best possible summons without exhausting your supplies. And it didn't ever feel like I had infinite resources to just burn.

I've only got a couple minor criticisms:

1. it could've used better feedback to show you what's happening during the battles, I found it hard to tell which units were attacking and whether they were effective. And also some tooltips to clarify some of the icons would've been fantastic.

2. And were the different "character" summons meant to only work if you landed directly on their space? Summoning the different creatures was cool but I always felt like I was able to create a stronger slime instead of really depending on a knight or something.

I may have also ran into a bug with the final boss, he never seemed to wake up and just let me whale on him once all his minions were dead.

All in all this was a really cool idea and you absolutely NAILED the theme. Nice Job!

Ritual Realm by mhorth 2024-04-27T00:08:36Z

Pretty neat concept not having any actual damage/health going on. Starting out with zero abilities was actually kinda frustrating because I just walked to the first visible portal(medium) and it was impossible. The way enemies could group up was sometimes really frustrating as well. Really neat idea though and impressive that you did this in 3d even without complex animations.

Court Summons by dishwand 2024-04-19T03:27:19Z

Great job with the graphics. UI was fun and the little guys are well done. Mechanically wasn't for me and I did find the "Speedy guys" really frustrating, a couple times they would either get stuck pushing against a group of guys or in a corner not really moving. Solid work overall!