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MagProG

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202353Delivery👥Package Periljam11992.572.622.774.072.572.522.732.63
202251Every 10 seconds👥Hypersomnia Maniajam9433.143.243.083.922.712.413.413.04

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by MagProG

LD51 — Every 10 seconds

Mr. Kittys mana potions by TinySalad 2022-10-13T00:31:22Z

I am a fan of strategy. It is far more satisfying to have your enemies die from plans made in advance, even if they are just a minute ago. In this case, burning natural habitats and leaving ashes in their wake. The terrain destruction doesn't do too much for the mechanics, but it was nice to see the effects of your spells on the nearby lands.

It is tragic there were not more cat pictures. They are my favorite part of this game.

Ten seconds is a very long time to wait between actions. Since a skeleton can get to your base within twenty seconds, I found it annoying that I had to wait ten seconds, before laying down more smackdown on possibly just a single skeleton. I think having your MP pool refreshed every ten seconds, with certain spells using all of the magic, but others using only half of it at once. Or, like some others have suggested, some sort of action you can take between MP pool refills.

Because each spell is quite limited, each use needed to be maximized. I think a radius of effect, as well as more consistent effects (always having fire from meteor), would improve the gameplay, as you can more properly plan. RNG can also give you a bum hand, leaving you dead with practically no recourse from the get go.

I personally disliked the look of the terrain. I thought they were too saturated. The low poly nature of the ground was quite serviceable and worked well with terrain destruction.

Nice game, and I wish you many more ratings in the near future.

Simple Geometry by HKSpadez 2022-10-12T23:56:56Z

Cute Game. I like quick puzzles like this. It feels good to bounce projectiles around in any game.

There's a very brief story, but it's nice to move throughout a level instead of just jumping from one random scenario to the next.

The green targeting circle is a very good addition for this game.

I played on this site's 1.05.

I found that sometimes despite a green targeting circle, a shot will just pass through an enemy without damaging it. Sometimes it was during an enemy animation, sometimes on the very edge of a hitbox (and thus possibly a true invalid hit), but sometimes it just went right through the middle, with a green circle, without any interaction.

It was annoying on the last level to replay the rest of the level. This is just a quick jam, but I would like a way to speed up the brief walking sections. Also, because the camera orients itself to a proper position within the first couple seconds of a 'shot', you can't properly aim, and it gets annoying over repetition when you can't properly aim for all of the ten allotted seconds. I would like to see where people are briefly (an establishing shot?), then use all ten seconds at my disposal.

Maybe there should be a sort of 'shot confirmation'. Holding down the button, or a quick warning on a bad shot. When some shots require a very specific angle, an involuntary gesture can make you replay the whole dang last level.

I had fun, and I wish you many more ratings.

LD53 — Delivery

Mission: Programmable by Jezzamon 2023-05-19T06:24:45Z

Pretty cool to control the game through the inspector.

I could only wish for more things to do.

Delivery by dk5000p 2023-05-19T04:13:54Z

Cute concept. I would have really enjoyed something like colored packages to go to different houses, and more complex level geometry.

Also, some UI for total packages and time remaining, as well as a way to better identify the pickup and delivery houses.

Mystic Postman by interpixel 2023-05-19T03:54:45Z

I was surprised to have this large of a world in this sort of jam, good for 72 hours.

I like the idea of just 'vibing' and going from town to town, getting better upgrades over time. Out of anything in the game, the combat felt tedious. I think using key buttons, or a quick UI for fighting would really help what's here. Also, a skill gem for movement would be pretty nice.

Chalkboard Deliveries by Locke8 2023-05-19T05:35:24Z

Found this really fun.

Cute art style, and I found the music fine.

The way the information was delivered to you was rather difficult, and I had to mess around for a couple minutes.

I liked plotting paths throughout the map, but the way you put down paths was wonky at times. Sometimes the truck would move unintentionally while I was plotting a loop, making it quite messy as it deletes the waypoints. I think looping would be more effective if you didn't have to trace a path twice over. Instead, just drawing a single line, and a vehicle would just go to one endpoint to the other.

I wish I could have used vehicles in conjunction: like a ship dropping off materials at a port, and a truck driving it the rest of the way.

I think a 'pickup' order could be useful. Vehicles picking up materials accidentally on a route was annoying, as I had to drive it to the proper place to dispose of it.

The UI could use information updates like how many materials were left in an order. Also, it was a bit confusing to find all of the necessary resources and collection points, as not all names told you where the place was.

《Deliver Rush》 by Tan90 2023-05-19T04:03:38Z

There's a lot of need art and models in this, neat.

Cute game. I wish there were some sounds for the car and crashes, to give more of a feel that you're driving a car.

The yellow beacon can be hard to see at times, so I think a direction arrow would be a good addition.

Also, the beacon's collision box is smaller than it looks, annoying at times. A bounding circle on the ground to show the range, as well as a large box, would be better.

I ran into a bug where the beacon appeared in the middle of the... school? building. Located in the front right corner of the map from the initial starting position.