Motion Potion by Aphid98 2020-05-12T04:58:45Z ♥ 0
This was. A journey. Nice job overall! It's... a little frustrating, but I get the feeling it's supposed to be that way, haha. First game in the jam I've played that I have no complaints about, have a gold star. (Part of me feels bad that I don't have more to say since it was so good but hey! Maybe thats all I need to tell ya)
LD55 — Summoning (13)
the eye by José Bonilla 2024-05-02T21:28:29Z ♥ 1
Great mood on this one! It's definitely a little cryptic, but I think that people tend to have low patience for jam games, since they don't know if it'll end up being 'worth it' in the end. That being said, it does explain a lot, and you can definitely figure the rest out with a little thought. I think the crypticness adds the the atmosphere and experience, personally. The only thing is I didn't see "vocare" as a valid word on the chant list... Is it somewhere else?
ColorMon by FloweryAndy 2024-05-02T10:04:49Z ♥ 1
Quite fun! I like the style to it. Definitely could use a bit of a faster walking speed, and I'd love to see this game remade with the mixing mechanic!
Summon Shuffleboard by thyoi 2024-05-02T09:23:41Z ♥ 1
This is really great! It's very well polished, and despite being short, holds up really well on its own!
There's really no need for you to beat yourself up over not finishing in time. You did a lot, and it's very high quality work! The art is cute, the visual/audio feedback is great, and it's pretty fun to play and experiment with. I'd love to see a more complete post-jam version!
Cat Summoner by Tod Semple 2024-05-02T09:14:11Z ♥ 2
My best is 1221! It's surprisingly addicting.
I wish that your character moved a little faster by default. If you spend too many upgrades on movement, the game quickly gets too hard, but if you don't, it's a little sluggish.
Tiny Summons by Jeremy Ryan 2024-05-02T08:51:02Z ♥ 1
Extremely cool, ambitious, and unique! I can imagine it being lots of fun if I had my friends online, I'll be pestering them to try this soon.
From the little I played around with it, I feel like it could maybe benefit from just a little more content-- something like more unit types, or ways to make them more 'situational?' Even little things like having multiple 'stages' with obstacles, so maybe different circumstances benefit certain units more.
Honestly, I'd like to see where you take it, if you decided to make a post-jam release with more content.
Death Beckons by Empyreans 2024-05-02T08:41:46Z ♥ 2
I enjoyed it a lot, and I REALLY like the art style. It did feel a little slow, from time to time, just travelling everywhere.
Alien Crab in the Extamaze by jebouin 2024-05-02T03:56:02Z ♥ 1
This one is great! It's got some good depth to it, without funnelling the player into doing the 'one right thing.' There's a lot of depth, and a lot of content given the time constraints, and that content manages to be of exceptionally high quality. The player has a lot of personality too, I like his little smiling resting sprite.
Really, the only complaint (and it is a reach) that I have would be that the enemies don't feel as varied as they could be. Admittedly, I didn't get insanely far, so maybe I just haven't seen it yet, but much in the same way the slime has the passive slippery trail, it could be fun to see more enemies who have passive abilities or other interesting behaviour.
I'll definitely be coming back to finish this one!
Circle Tracer Cookie Defense by pkenney 2024-05-02T03:36:38Z ♥ 1
I was pleasantly surprised at how fun and well made this one is! The visuals and audio provide great feedback, and make it feel great to play. The gameplay is unique, and doesn't fall into the common jam pitfall of making everything too easy out of fear of scaring people away. I feel like anyone could pick up and play this, but it would take a while to get good at it! I'd definitely appreciate more types of enemies, or maybe even stage hazards of some sort, but the game doesn't suffer for lack of them. It stands well on its own, but something else to spice it up could definitely help prolong its playtime. Overall, nice work! I'd love to see an expansion.
Butler! Summon the Imps! by jummbus 2024-05-02T03:32:25Z ♥ 1
Loved this one! It's hard to make complaints about it, but if I tried really hard:
Some of the imps you're popping look a little crunchy since they're so small. Maybe redraw them with thicker borders?
There's a good difficulty curve, and the mechanics build off of an established idea in a unique way. I like the exploding imps taking out everything around them, but maybe there could be a more impactful explosion to get that idea across better.
I'd love to see a post-jam version with more content! Good luck!
CephaloClash by tetrapteryx 2024-05-02T03:23:26Z ♥ 1
I really liked this! It felt like a fair challenge, though I personally would have appreciated some harder levels as well. The idea of using abilities from the previous areas was cool.
My biggest complaint would be that it's short and that there isn't that much content, but given that it is a jam game, that's not really a big complaint. I'd be interested to see you build on this idea!
There's also a few places where you could give the player better feedback-- namely, with the charge meter being all the way in the bottom left corner, it's hard to keep an eye on it. It is good that there's an audio indicator, but I honestly feel like there could be a pop-up or something in a more central area of the screen. This would be especially important if you did expand on the game, and there were more abilities that hit full charge at numbers other than 10 (or the one 15).
MEOWTERSPACE by Tetracold 2024-05-02T03:10:19Z ♥ 2
It's got a lot of personality, and I love the presentation. It's very silly how you can drag a cat out and it will just fly out into space if it doesn't have a UFO.
That being said, it feels like it's really hard to keep track of everything that's going on onscreen, and in order to compensate that, the game is pretty easy, so it's okay if you can't keep track of everything. I'd rather have it so that there's a bit more challenge, and that the screen is more readable overall. Maybe if there were flashier indicators for when a cat is low on battery (i.e. a sound and it shakes) so that it's easier to manage, and also having more clearly distinct enemies/pickups/etc (i.e. all the bells are yellow, and all the enemies have some other unified color scheme.
It's definitely fun, and very unique. It does the theme well! Really, my only complaint is that it is just kinda cluttered, and I think that could be fixed.
Summito by RoughSkin 2024-05-02T01:53:40Z ♥ 1
Overall, great game! Presentation is good, concept is fun and well executed. There's some good depth to it, but I feel like it could maybe benefit from just having like... 1-2 more basic actions you could perform, beyond just selling/keeping/recycling? Maybe, for example, you could fuse two cards in your hand, so they take up fewer slots, but it costs something, and isn't as strong as having the two originals. Stuff like that, so you're making more choices over time.
Also, the quota wasn't IMMEDIATELY obvious to me, though it did become obvious quickly. I don't think it needs like... serious tutorialization, but maybe a popup or counter counting down to show when your money is being taken away in a more 'flashy' way since it's so important to the gameplay loop.
Legend of Lady by Spice Cabinet 2024-05-02T01:44:05Z ♥ 3
The art style on this is very cute! Though, the camera is very zoomed out, and it makes it hard to read the details on the player character. It makes it look out of place-- for a sprite that size, the outlines should have probably been thicker, or there should have been some other way to make it easier to read from a distance.
As for the gameplay, it's a fun idea! It's cool to look for the gems and bones underground. It seems like the digging is supposed to be the main mechanic, but a lot of the other features don't mesh with that. Like, I'd prefer if the combat had something to do with the digging, instead of a completely seperate mechanic, or if the enemies were effected by gravity, and you could sort of corral them where you wanted to go by digging out pathways. I get that you needed to fit the summoning in somewhere, but you could have made that work with the digging as well-- imagine you have to dig pathways to get as many enemies to one area as possible, so that you can summon and kill them all at once, getting a big combo.
I conceptually like how picking up gems slows you down, and the idea of it being easy to go down and get them, but slower and harder to bring them back up. In execution, though, it ends up slowing down the gameplay too much. You might want to change it up to do something else, like... rebalancing it so that you just don't get digging on the way back up, since the slow movement can be frustrating. I also worry you can softlock yourself by just digging everything out.
The presentation is very nice, and I like the ideas! The biggest thing I'd focus on for improvement would just be making all the mechanics mesh together and feel like cohesive parts of a whole.