[in frame] by PizzArt64 2023-10-20T07:07:07Z ♥ 1
I love this one! It was really fun trying to figure out some of the puzzles. I got stuck on one and wandered around a bit but eventually it clicked. Nice touch with saving the photos after the game ends, that was cool. I also appreciate that the game does not jump scare or do anything creepy, just great atmosphere of exploring an abandoned place and getting some nice photos. Thank you for this, it was a great time!
LD55 — Summoning (6)
Glyphwalker by Papaver 2024-04-19T21:49:01Z ♥ 2
That was very cool. I like that you teach us how it works through the puzzle progression. I had a great time. I'm glad that the move counts are optional, my brain works better playing around in the level, and you made this very nice for that kind of player. I appreciate that nothing in the game is "one chance", we can always walk away and try again from a different approach. Very nice puzzle game concept, I encourage you to expand on this!
Hentoad by Nazorus 2024-04-19T06:59:31Z ♥ 1
It took me some frustration at the beginning to learn when to swap and all the rules for when the other form could still jump, but in the end this was a surprisingly good platforming experience! I like the variety of puzzles you made with the ability to swap everywhere. It felt really good when a solution clicked. Controls felt great on my PS5 Duelshock, very intuitive feel and great responsiveness!
I'm not sure I solved a couple of them "correctly". There was one I cheesed using a clipping bug with the frog when climbing in a corner between two objects(the frog will glitch infinite climb, probably not intended).
I tried for about 10 minutes trying to solve that one normally, but I couldn't see a solution. Since the frog leaving the wall consumes the bird's first jump, and it would take two frog climbs at least to reach the top.
There was an earlier one where two flaps got up the glass. I'm sure given the other path solutions, I was just missing another way to use/abuse them.
I still loved playing this despite that problem. I can see this being expanded, with more levels to teach the tricks, and more visuals to que the player into which technique to use. The flow between the "slow frog wall climbing" and "fast bird glide/air jump" is incredibly addicting. Amazing game! 😺
Necrunmancer by Adam Martin 2024-04-19T05:59:54Z ♥ 2
This was surprisingly pretty deep for a jam game! I really liked the twists, first that some enemies would deal direct damage. The second big twist was that magic score carries from battle to battle, so it became more about long term management. These were really refreshing for this kind of game, and made for some fun strategies chaining the combats together.
My biggest complaint is the card text size is way too small, often unfortunately unreadable. (I played the web build and there does not seem to be a way to make the game full screen?) I have played enough other games of this style to pick up what everything did, but I strongly recommend going bigger on the font sizes!
I have a minor gripe with how it is balanced. There is this sweet spot where the player is just barely getting by or has to not go full overpowered to conserve between combats. I thought that part of the power curve was very fun, as I had to really think about taking blows vs having mana next turn/combat, and what might come next in my deck build. In the jam version this lasts only about 2 or 3 combats max before the enemy creeps over the power level and stomps the player flat (or a bad shuffle kills the run). If this expands, I would love to see the game get rebalanced so those "tight but fair" situations happen more often.
Overall, great job to your team! I had fun with my couple of runs, the sound, music, and graphics all come together to make me feel like a summoner, so this is right on target. You got a great start to something here. 😸
They Ran Out Of Flying Spells So Now I Summon Platforms by Gaverion 2024-04-17T18:49:08Z ♥ 1
Overall, this game is pretty cool! The concept is executed well and felt very original!
I wish the movement was just at run speed all the time, there was very little reason for the walk speed at all.
I appreciated the notches on the timing UI. Once I figured out what they meant the game became a lot easier to get around. From a UI standpoint, I suggest moving the meter closer to the player model. Maybe float it to one of the sides? I found my eyes constantly darting from the meter to the player a lot because it can be hard to watch both for timing.
The timer length felt just a tad bit too long for me. I wish the movement was about 1/3 faster, there is a lot of "waiting" and patience/pacing needed when moving. This, combined with the respawn being at the start of a level, removed a lot of the excitement.
Too much of the playtime is just waiting for the timer so the next jump works. If there was something else cognitive to do during these pauses, such as planning the next move, or blocking an attack, it wouldn't be so bad. I get that you need the gap in time to allow the threat of falling but having it this slow between platforms takes away some of the fun.
Walking off a platform to safely move down also felt too tricky. I think if you add an input to "destroy" the platform below, vertical drops would become much easier to navigate. With the current speed of the movement and the transparency of the platforms it can be tricky to time walking off the edge to get a required height.
One of my favorite features is that some previous platforms stick around behind instead of only having one active at a time. This allowed some cool stacking or positioning tricks. I actually wish there was more left behind, but I understand this is a huge ask because of performance and possibly trapping oneself in their own platforms.
I loved the little touches like the intro ghosts apologizing about their inventory. I like how open the game is about solving the levels too. Cheesing some of the levels was really fun!
The game has a lot of charm and invites the player to experiment with something new. That's a big win!
Salmoning by kuviman 2024-04-17T01:45:05Z ♥ 7
Screenshot 2024-04-16 213042.png
We had lots of fun chasing the dots together! It's a really cool little city layout, the art, the music radio, the driving, all of it is amazing!
I love how the cars just bump the players around. It's just annoying enough to incentivize trying to avoid them while keeping the multiplayer space friendly and happy without stress. I also love the inclusion of little features like the high score table, the selection of social hats/bikes, and the ability to ring a bell to greet other players. You even have a team mode that is kind of cool, because we had to learn to wait for the other players to make sure everyone gets paid without any communication besides ringing bells or emoting (bouncing, really).
If I had to be super picky: The meta of a high score and clothing selections only go so far before they get dull. It would be cool to get actual performance upgrades, or perhaps harder but better paying mission offers. But honestly, what is there is great and rather relaxing.
This is insanely impressive for a jam project. I can only imagine how much coordination it took to both develop and troubleshoot/try out the multiplayer stuff on a jam deadline. We didn't want to leave, even with the limited gameplay. It was such a welcoming, peaceful world in which we could just hang out and ride all over the city. Big two thumbs up for this one! 👍 👍 😺
Orbitals by pvg 2024-04-16T18:25:27Z ♥ 2
This concept is brilliant!
I kind of wish I started with more charged orbs, as about half my plays are just that first struggle to get the game loop going, and those runs feel terrible.
The controls, oh boy. Most of my deaths were from either trying to move between enemies to a pickup, which gets me crushed unexpectedly because their route changed. Or from steering around a pickup till they caught up to me, because I have no sense of how fast my orb is moving. The lack of reference for momentum really kills the controls, because as I play I do not know if a light tap or a full hold is needed to twitch out of the way or line up an orb collision. I see what you were going for, and I think with some points of reference for the momentum it could work better. A simple way to fix it might be to add a small particle trail to the orb and make the background just a bit more contrast.
I think if you just tweak the movement to something a bit more "bullet hell dodge" friendly, you could even keep the homing enemies and get really crazy with the spawns/pickups.
You've got a really fun concept, and it did feel really awesome when I get a run going! I can easily see this becoming super addicting with some minor tweaks to the control feel and some homing pickup behaviors.
I love the cycle of gameplay between having a full "armada" of orbs and then feeling super vulnerable by smashing them to invest in more pickups. For a compo 2 day entry this is fantastic, you even have sounds and music! 😄 👍