FoonLudum Dare ExplorerUsers → rcxa

rcxa

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202455SummoningThe Summoningcompo1543.553.613.423.073.573.162.623.00
202354Limited SpacePerilous Platformscompo1683.593.563.504.113.232.542.712.90

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 rcxa

LD54 — Limited Space

Space Promenade by Jesús González 2023-10-02T21:30:16Z

I really liked how the camera adjusted based on the fleet size. I feel like the zoom when the fleet was empty was a little too close, it made it a bit difficult to navigate the map. When the fleet was large the gameplay felt awesome. I really liked the aesthetic, the music and sound effects complimented it really well. The enemy base in the small corridor on level 2 was fun, I did that one last and was moving my fleet left and right to the beat of the music. It was a pretty cool ending to the game!

Verliies by Ace17 2023-10-02T19:52:22Z

That was a pretty unique game. It was also pretty challenging! I'm a little torn on suggesting that the blocks that break when you step on them should be more visible. On one hand, I found myself getting through them by memorizing where they were after accidentally breaking through them. On the other hand, I eventually did notice they were 1x1 and always positioned where there would otherwise be 1x2 blocks. The only issue was I found it a little difficult to recognize that pattern at the speed that the game progressed.

The graphics were simple but effective which is great and the music and sound effects were well done and fit the mood of the game. Great job!

Snake Snake Boom by cleitoneldorn 2023-10-01T23:20:28Z

I loved the sound design in this game and how the snake opened its mouth on the tile before hitting food. I liked the use of the 1-bit-ish graphics. The one mechanical critique I have is that the input doesn't seem to queue the next move. So often times if I tap a key at the wrong time it skips my input.

Limited Headspace by OadT 2023-10-02T14:11:17Z

That was a very unique game. I think it was a great utilization of the theme. One thing that I missed the first time through is that I was supposed to use the space bar. Because of this I accidentally skipped through the tutorial. After I restarted and followed the tutorial it made a lot more sense. Aesthetically, everything here works really well. The graphics, presentation, music, and sound effects all fit together. Great job!

Turn it ! by Kaimon 2023-10-04T00:40:34Z

I think the main mechanic of the game was very unique and innovative. I had a lot of fun playing it and I really liked the art style and the audio. The game had a really nice mood to it. I do think the main mechanic needs some way to prevent the player from just using two blocks to solve the puzzles. There was at least one level where I was given a number of blocks (I'm guessing I was supposed to build a staircase) but I was used to only using the two so I grabbed two and ignored the other ones. That said, the mechanic is solid and there's a lot of room to build on that like blocks that can only be landed on once or blocks that can only be moved X times before becoming static or something. It's a really creative mechanic and it was a fun game to play, really great job!

Limited Build by filgreen3 2023-10-02T20:51:48Z

Very cool, after a while, when the tower got unstable, I started building out horizontally just to balance it. That was a pretty interesting dynamic. I liked the addition of enemies that could destroy parts of the tower, it made the placement of the guns on the tower strategic. The only issues I ran into were the random spawns of objects and placing a part when the tower was unstable. The issue with the spawns was just that sometimes I wouldn't get a gun fast enough so there wasn't much I could do against an enemy spawn. The issue with placing parts when the tower is unstable is sometimes the block wouldn't be aligned properly when placed while the tower was moving. This caused some clipping issues that made the tower more unstable. Not sure if that's due to the movement of the tower or the joints bending when the tower moves. That said, overall, very well done! I had a lot of fun playing this one.

Floodwater by John Gabriel 2023-10-03T01:22:38Z

Very fun! I especially loved the puzzles where you had to move a block to unleash the water and move faster than it to the exit. The gameplay was compelling and the aesthetics were great. Really great job!

If I Fits, I Sits! by cheesepencil 2023-10-01T23:04:40Z

This game is very charming. Sometimes it's a little difficult to determine the boundaries of the box accurately, but I love the aesthetic and core concept of the game.

Give Me Money by kairuma 2023-10-03T23:47:18Z

The graphics were simple, clean, and effective. It was a good distillation of the idle game genre and a well-scoped project for the game jam. Everything worked well, and it was fun to play. I struggled a little with the hitboxes for the money machines, I had trouble determining where the could be placed, especially along the top of the play area. Overall, I had fun playing this game, good job!

Robot Demolition Program by Robert Li 2023-10-03T20:50:03Z

The graphics and sound are cohesive, I found the graphics easy to read. The gameplay was challenging and fun. I feel like certain setups for the map and the placement/movement of the yellow robots sometimes made it a little too difficult to avoid the robot which was sometimes a little frustrating since they drain all of your battery immediately. I found myself really feeling for the blue robot and it was sad when I didn't manage to get it a charge before we got crushed. I really enjoyed playing, great job!

CASHBLAZER by Jim jagers 2023-10-02T00:36:11Z

I dig the commentary on DLC. That was a great way to use the theme to make a statement about negative aspects of the game industry. Audio and graphics are also fitting for the game. The main thing I'm having trouble with is the UI hiding the gameplay. It might be a bug but when I hit a "paywall" the UI element in the middle of the screen doesn't go away which makes it difficult to play the game since the player is also centered in the screen. Additionally the player can move below the UI element in the bottom middle which also hides gameplay and makes it more difficult.

Limited Space in Space by Fifut 2023-10-01T21:06:33Z

That was very fun. The controls are a little touchy, but honestly, when I overcorrected on something that accidentally sent the rocket flying way off course it was pretty funny. It took a long time to get my first satellite orbiting, but after that run I got like 6 orbiting. I think that's a pretty nice difficulty curve, like it's definitely a difficult game, but not unfair. My only issue with the web version is that the vertical height was too large so I couldn't frame the entire game in the browser.

Super Cube by Senso 2023-10-03T22:46:43Z

Very nice! The gameplay was super easy to pick up and it was great fun. The UI was very polished and the game had great feedback. It felt really good to play. I did make the mistake of assuming you had to click and drag on the square to launch it, as soon as I realized you can click anywhere I did another playthrough and the moment-to-moment gameplay was really incredible. I agree with the other comments that this would be a great mobile game and it's also a really good browser game. Really well done, I had a ton of playing!

disembARK by Crygos 2023-10-02T20:12:07Z

This was very unique and humorous. The audio and graphics fit the game well. The game gets pretty hectic and I really liked both the lightning when you throw an animal off that there's not two or more of as well as the water-line of the ark indicating how close you are to sinking. Overall, I think this was really well done, great job!

disembARK by Crygos 2023-10-02T20:12:07Z

This was very unique and humorous. The audio and graphics fit the game well. The game gets pretty hectic and I really liked both the lightning when you throw an animal off that there's not more than two of (yeah, I tried just hucking every animal off the boat at one point) as well as the water-line of the ark indicating how close you are to sinking. Overall, I think this was really well done, great job!

The Carver by Cymusi 2023-10-02T13:48:00Z

Very clever use of the theme! Definitely took a little while to figure out how to last more than a few enemies but once I figured it out it was pretty strategic. I also liked the enemy movement during attacks.

Packed to the Gills by npckc 2023-10-03T20:39:12Z

Everything works really well in this game. The scope of the project is perfect, the graphics look really good and are very cohesive, the use of the theme was excellent, and the music and sound effects fit the mood of the game perfectly. Very well done, I had a lot of fun playing!

The Bullet Box by MonsieurDuck 2023-10-02T22:17:49Z

I dig the music! I pretty quickly learned the worst thing you can do is shoot a few bullets without charging because they end up super fast and impossible to avoid. I like that every time you shoot you're adding more danger for yourself as well as the enemies. I think that also hits on the theme nicely since you're effectively reducing the play space if you're shooting a lot. I also it's neat that you can charge the weapon without shooting to almost use it as a melee weapon. I got pretty far doing that, but since it requires you to get up close I got killed by something behind me that I couldn't see. Seems like a good trade-off though. I definitely think this gives you a cool space to experiment with different game mechanics given more time!

Perilous Platforms by rcxa 2023-10-01T22:44:48Z

@leo115 I totally agree, after I published I loaded it up on my phone and thought it would actually work great on that platform if the UI was scaled properly and the camera worked differently. Thanks for playing!

Perilous Platforms by rcxa 2023-10-01T22:57:23Z

@nales Yeah, the SFX definitely needs another pass. Thanks for the comment on choosing the falling tiles! In the first pass at the gameplay it was just random, but I found that most times I played I got stuck on a single tile and just clicked next turn until I lost or won by chance. After that, I wrote a function to check if removing a given tile would create an "island". It really improved the gameplay a lot.

Perilous Platforms by rcxa 2023-10-01T23:26:47Z

@monsieurduck I went through a few iterations on players moving into occupied spaces. I ran out of time to explore something like players bumping into each other when they cross paths. But, when players were prevented from moving into occupied spaces I found the gameplay just had no depth to it so I compromised on players can pass through each other to move to occupied spaces. I'd definitely love to try something different in those scenarios though.

@2thegamechanger I did consider having the bots face their next move position since it's calculated before the player makes their move selection, I just didn't find the time to implement and playtest. If I spend some more time on this project I'll definitely give that mechanic a try. I do feel like it would make player choices more tactical/meaningful despite potentially giving the player a bit of an advantage.

Perilous Platforms by rcxa 2023-10-02T00:16:42Z

@uni-isnor Thanks! I was struggling for a while to make player choices feel strategic. I also agree that I could make the unstable blocks more visible. I spent some time dialing in the shake amount to make it apparent without being distracting but I never considered changing the color, I love that idea. Also, the camera controls seem to be a common theme, I should definitely revamp that to make it more playable.

Perilous Platforms by rcxa 2023-10-02T19:11:27Z

Thank you to everyone who played the game and thank you to everyone who left feedback. I've been doing game development as a hobby for a while but this is my first time entering a game jam or even putting my work out there. I couldn't be happier with the experience and will definitely be back for future game jams! This has been very inspirational and I appreciate everyone's participation!

Pactory by Ralian 2023-10-02T13:36:24Z

Very humorous, I loved the skeleton for the insanity difficulty. The physics were touchy but it worked in that panicking caused a disaster which added to the humor. The objects respawning if they go off-screen did a good job of making it feel fair. Great job!

Running out of space by Tal28 2023-10-02T13:21:12Z

I liked the audio of the game and the shrinking borders caught me off guard in a good way. It was a good use of the theme to add a twist to a more familiar game.

No Pockets by QaynDecim 2023-10-01T23:39:28Z

I definitely agree with more communication for what is happening turn-to-turn. Also, it seems like there's some imbalance with the items that the enemies use. That said, I love how the graphics are done. The menus in particular are beautiful with the 1-bit style.

Heavy Machinery by LochiDev 2023-10-02T14:35:40Z

I like the balancing. At first, the slowdown from the parts was actually good for me, the ship with only a single weapon felt too fast so I kept running into enemies. Then there was a sweet spot where I could maneuver well and firepower was good. I decided to just keep adding as much as I could. At that point the non-shooty ships couldn't get close enough to damage me, but the shooty ships got me because I couldn't dodge the projectiles anymore. I had a lot of fun with this one!

CaveBots by quasilyte 2023-10-04T00:11:14Z

There's definitely a learning curve to it, playthrough #2 was a lot more successful than the first one. I really like the music, sound effects, and graphics. It sets a great mood for the game. The game has a good amount of complexity to it considering the limited timeframe to make it, great job! Also, really neat to see a game made in Golang, it's been a while since I followed the Golang community since I don't use it for work anymore. I loved Golang for API development but wasn't aware of any engines or frameworks for games.

Bottle Royale by Nales 2023-10-02T01:05:38Z

That's a neat concept. I had a minute or two where I didn't fully grasp the gameplay. I think I was tapping X instead of holding it. After that, I made it a while into the game. I think one thing that might improve the gameplay is if there was some way of knowing that one of the NPC bugs was about to charge. I tended to find myself pre-emptively charging to squash other bugs before they could charge, I think if there was some telegraphing of other bugs' moves it would add another option of avoiding the jar after the charge.

Space Limiter Warp Drive by 2TheGameChanger 2023-10-02T21:49:01Z

I liked the presentation of the game. Both in how you introduced the gameplay in a way that was easy to grasp and how the player gets a meaningful choice in how they want to play, either faster but more dangerous or slower but safer. Also, some of the patterns were great, like the zig-zag and the one that's straight lines followed by a spread of obstacles. I do agree that the gameplay feels better with WASD than with the mouse controls, but it's pretty solid with WASD.

Clearing space by Sevansevan 2023-10-01T20:48:34Z

Playing this was a great wind-down from the jam. It was a good mix of challenging and relaxing. The text displayed between levels reinforced that vibe in a really nice way. I thought the difficulty was good, some levels took me a while but as soon as I cleared the right blocks and got the solution it was very rewarding. One thing I got stuck on for a while was that I didn't know you could move the pollen (?) after you made the flower bloom. I don't even think I'd try that make that clearer, though. The less-is-more presentation works great here and once I figured that out it felt great.

Fruit Fitting Frenzy! by Gwen Dekker 2023-10-01T20:01:19Z

I'm also able to see the fruit icons in both Chrome and Edge on Windows 11. Also, I thought the gameplay was fun, the theme was well-utilized, and I loved that the game didn't need a tutorial or instructions because of how each step was introduced.

Limited Space Game by Uni Isnor 2023-10-02T00:54:54Z

I like the core concept, I also think the choice to make the defeated enemies dynamic objects that can be moved through slowly vs static objects was a great choice. For expanding the game, I feel like I'd like to see the hexagons be faster and trying to run into the player rather than approach and shoot to differentiate them from the triangles. That could give them a double purpose of being a direct threat and jamming up the player with grey objects once they hit the player.

LD55 — Summoning

LD55 - Hell Binder by pebkac 2024-04-19T22:35:36Z

Nice! The game is kind of short but there's a good amount of technique on display here. The gameplay, graphics, and audio were great considering the time constraints. I also liked the tutorialization here, it was easy to understand how the game mechanics worked because of the presentation. Great job!

Nexus by denvil 2024-04-17T22:09:40Z

That was a cool concept and the graphics were cute and ambitious for a Compo. I really liked the hero capsules and the things you put them in to send them to the planet. The giant toy vending machine aesthetic is great. And the color scheme was really nice.

You definitely had to plan to fail some quests which added a surprising amount of complexity. At first I was trying to send heroes on the quests that were closest to failing but that strategy loses pretty quick lol. Once you've got multiple heroes and harder quests it gets pretty hectic! I think the tension is good for a time management game.

My two biggest critiques are that the UI can be difficult to read and sometimes the physics of the capsules can make it a little frustrating. I had two heroes return at the same time and it looks like they collided with each other and shot into the drop machines. That said what you accomplished within the time constraints is impressive!

A QoL suggestion I have would be adding an outline around an object that you can interact with. Overall great job!

Gander and the Elemental Dungeon by burnedkirby 2024-04-20T18:39:49Z

There's a lot of potential here, the introduction was solid and I liked what you were going for with the combat. I do agree with other comments that the parry window was hard to read, but that seems like something a little visual feedback would solve pretty easily. Ultimately, I was left wanting to play more. The introduction and first fight hooked me, it was a little disappointing when there wasn't more play time but that's understandable with the time constraints and I think a good reflection of the quality of what did make it into the entry. Great job!

Triage and Motion by Literally Void 2024-04-17T00:22:50Z

The graphics and sound effects were great. I liked how the turrets damaged each other which added a lot of complexity to the gameplay. Overall, the game just felt very clean. I do kind of the wish the towers fired on a beat though lol. I had one run where I guess I managed to place them on the beat and it actually sounded pretty awesome. Overall, great job!

Spring Must Come by muriel 2024-04-16T22:50:33Z

Excellent job on the natural tutorial. There was never a point where I felt like I didn't understand the mechanics. That said, it was still very challenging. Very clever game, great job!

Diablillos by ladybenko 2024-04-14T23:08:58Z

The visuals and audio are very cohesive. The retro vibe is done well. The difficulty ramps up pretty quickly but I really enjoyed it! Great job!

Mana Tactics by argensis 2024-04-16T21:52:37Z

That's a challenging genre for a compo, great job! I liked that after my first playthrough I had a sense for some tactics that would work well. Moving towards the enemy while summoning fast creatures to capture mana so I could summon slower/stronger creates once I was close enough to use them. There's a nice amount of complexity from just a few simple creature types. That's really good scoping.

Depths of Hell by pres2300 2024-04-19T21:49:59Z

Good job! That was scoped nicely for the Compo and it fit the theme well. I think the speed of the level-end bosses, or their projectiles was too fast. It was difficult to find a way to dodge their projectiles with keyboard controls. I imagine it'd be easier with a gamepad, though.

Flockin' Demons by Bewelge 2024-04-20T19:11:06Z

Very nice, I like the central idea behind the game. It good had flow to it. I also really liked the echo in the audio, that combined with the graphics and limited view set a really good mood. Great job!

Arise, QWERT! by niterich 2024-04-16T22:17:09Z

That was really cool, it looks like it keeps track of the last couple of demons you summoned, and if you summoned one recently it gets weaker. So you need to try combinations until you build out a good list of strong demons that you can cycle through to keep them all at max strength. That had a fun side effect of trying to find combination that were easy to remember like QWERT, ASDFF (Asdufuf), and UIOPY (Eeyopi). I had a lot of fun with this one, great job!

Veggie Attack by epb9000 2024-04-16T23:07:56Z

I liked the graphics and audio. I agree that it would be nice to see more enemy and unit types but it's understandable with the time limitations. That said, what did make it into the game was executed well. I also liked that it really took a combination of unit types to be effective. One QoL suggestion would be to keep your last selected unit after a spawn. Sometimes I needed to spawn a bunch of void mages to reinforce a path and reselecting the unit made it a little hectic lol. Overall, great job!

Sick of Summoning by cheesepencil 2024-04-20T18:33:20Z

That's pretty impressive for a few hours. Everything that's there works well. The sounds and graphics are cohesive and there's good feedback. A solid little arcade game, great job!

Haunted Forest by zimny11 2024-04-20T19:21:21Z

Your 1-bit wendigo will haunt my dreams forever 10/10. The mood of the game was absolutely excellent. The graphics and the audio were cohesive and made for a surprisingly unsettling atmosphere. Really great job!

Summoning Stones by Pe7e 2024-04-17T00:08:46Z

I feel like the car could go a little faster or perhaps accelerate to a higher top speed. The steering was a bit awkward, but it was easy to control and responsive. I really liked how the city looked from a top-down view. I also liked the lighting and the music was rad, I've got it playing from the title screen as I write this lol. One of the main things I think would improve the game is more action. Perhaps more health but also more direct threats. Increasing the speed of the car might also help by making zombies and buildings harder to avoid.

Life of a skeleton by Pimeko 2024-04-16T23:32:09Z

That was awesome! Solid execution, the music was great, and the humor of both the concept and dialogue tree was on point. I'm also impressed by how the idea fit both the theme and time constraints of the jam so well. Like, when you're playing the game there's so much going on that you don't notice the scope is pared down to fit the time constraint really well. The play time for the perfect path is super short, but the fact that it takes several attempts makes for a reasonable amount of really good play time. Very well done!

The only thing that confused me when I first started playing was when you get summoned right after you pick a bad dialogue option. It happened on my first 2 playthroughs. I got a game over screen moments after the summoning started and I didn't understand how the summoning mechanic worked. On my third playthrough the summoning happened after I picked an option that had another section of dialogue after it and realized the summoning interrupts the conversation to burn down the timer. I think maybe preventing the summoning the moment you pick a bad dialogue option would clear up that confusion.

Life of a skeleton by Pimeko 2024-05-04T23:29:54Z

Hey, just wanted to say congrats on top 10 ten for humor. Your game was my favorite entry overall.

Grand Court Summons by Frib 2024-04-16T23:52:57Z

I agree with the other comments, this is a very ambitious submission. Also, a really creative take on the theme. I'm very impressed with what was done within the time constraints. With a smaller scope I think you could have added more polish, the controls were the main thing that detracted from the gameplay for me. But again, it's still impresses for a 48 jam entry. And I got a lot of nostalgia from playing this. Great job!

Summoner's Circle: A Murder Mystery by Matt Green 2024-04-15T16:54:40Z

The itch.io link also isn't working for me, but the embedded copy of the game is working for me. I thought this was really well done. The graphic were cohesive, the music and sound effects were good. I'm impressed by the amount writing integrated into the game in such a short time period. Overall, great job on the jam!

The Summoning by rcxa 2024-04-15T16:03:46Z

@pres2300 Lol I know what you mean, the final end-to-test was brutal because I was so tired from implementing the game. Thank you!

@cleverdumb Thanks for the feedback. I'm not sure if there might be a bug with the bosses or if I don't communicate which enemy is the boss well enough. I ran out of time to really test the game in depth. The boss is just the final enemy that spawns in a wave. So for wave one it's a slightly larger red enemy. There are 3 bosses total. The other two are a big red boss and a really big black boss. They start spawning in waves 4 and 6. They still only deal one damage and take one hit to kill but the math problems that spawn above their heads are much harder than the basic enemies.

@jcmonkey Thanks! Yeah, there's 3 enemy types that can generate problems with more than two numbers. 2 of those can go up to 4 numbers in the sum. I had the same experience with my mind just going blank on the 3 number problems. I still go blank on the 4 number problems even after a few hours of testing.

The Summoning by rcxa 2024-04-16T22:30:57Z

@ilari @cogcomp @argensis Thanks for playing! @argensis That's a great note! I was trying to think of a way to address that problem but I came up short on ideas and time. I think displaying the problem on the edge of the screen between the enemy and the player when they're off screen would have been a perfect solution for that and something I could have implemented in the time frame if I had though of it lol. Thank you!

The Summoning by rcxa 2024-04-17T22:45:48Z

@burnedkirby @denvil @pe7e @unx Thanks for playing!

@burnedkirby Thanks for the feedback! You mentioned it feels pretty addicting until the levels get harder. What was your experience when the levels did get harder? I tried getting some code in place to make a better difficulty curve but I ran out of time so I only use it after wave 7 to ramp up the difficulty once all of my defined waves are completed. And yeah, I stuck to sums for the pun with "summoning", but I could see having a much larger set of wave with different math concepts as a sort of learning game.

@denvil Thanks! To be honest, when I got basic game loop finished and got to the first boss, it took me by surprise too lol.

@unx There is some code to increase difficulty after wave 7. It's actually kind of unfair lol. In the attached video I lose pretty promptly on wave 8 because of it. I wanted to integrate it into the first 7 waves as well to create a difficulty curve but I couldn't quite figure it out. I totally agree, though, I think that would have improved the gameplay a lot!

The Summoning by rcxa 2024-04-19T16:55:37Z

@burnedkirby Thanks for the extra details, that's really valuable feedback!

@pimeko Thanks for playing!

The Summoning by rcxa 2024-04-20T15:51:54Z

@mahobear8 @pebkac Thanks for playing!

@mahobear8 I was worried I was biting off more than I could chew with the wave system but I'm happy with how it turned out! @pebkac I feel you on the power surge comment. I think the two moments of gameplay that feel the best are hitting 2 enemies with one attack and when you destroy a boss last second.

The Summoning by rcxa 2024-04-20T17:59:40Z

@scriveneroflight Thanks for playing! There's 7 waves that I've defined. It does go on infinitely, but once you get to wave 8 the problems start getting a lot harder. Basically, each wave after 7 every enemy gets 20 added to their max sum. That keeps going until all enemies have a max sum of 9999. And wave 9 is impressive! I've never gotten past wave 8 myself.

The Summoning by rcxa 2024-04-20T19:48:12Z

@vivid-hallucination Thanks for playing! And thanks for the comment on the enemy designs! That was one of the most challenging parts of the whole game. I ended going with all eye shaped enemies because I could build them off the basic yellow enemy. That was some of the most frantic 3D modeling I've ever done!

The Summoning by rcxa 2024-04-20T23:43:49Z

@cheesepencil Thanks for playing! And yeah, I was definitely channeling those old math games. I just really loved the pun on sums with the theme lol.

The Summoning by rcxa 2024-04-21T19:20:45Z

@aweskybear @zimny11 Thanks for playing! @zimny11 Yeah, enemies spawn in a circle around the player so the ones at the top and bottom do get cut off. I ran out of time to come up with a solution for that. One person in the comments here suggested that I could have had the problems always render within the bounds of the screen even if the enemy model itself is off screen. I agree, that would have been great improvement. Thanks for the feedback!

The Fifth Seal by vivid-hallucination 2024-04-20T19:04:47Z

The writing and the mood was mood excellent. Definitely one of those entries that takes you by surprise. I felt very immersed the whole way through. Great job!

Campo by Braulio_JG 2024-04-19T22:11:07Z

The central idea here is great. I definitely see a lot of potential for a larger game here. The graphics and mechanics were impressive considering the time constraints. The moment-to-moment gameplay is a little too slow but there's a lot of potential here. Great job!

The Fish Summoner by ScrivenerOfLight 2024-04-20T18:22:44Z

That was a pretty creative idea. The mood in the game was great between the ambient sounds and the flute. The graphics also looked great. It was simple but it worked well. Great job!

Numeric Summon Circle by BruceZoom 2024-04-19T22:26:45Z

Very cool idea and great implementation! Definitely a lot of strategy here and it takes a bit to understand how best to use the summoning circle. It is a little difficult to understand exactly how everything works but you figure it out over time. Great job!

Farmer Survivor by Pupirka 2024-04-16T02:28:09Z

That was really fun! I found it difficult at first to tell when damage was being done. I'm still not sure if the issue is the size of the hitboxes or the damage that my animals do. Once you get a bunch of animals this doesn't matter as much and the game really falls into it's groove. It's surprisingly relaxing for the genre which really makes for a good mood. Great job!

Summoner's skirmish by cleverdumb 2024-04-15T01:04:57Z

I really liked the variety among the enemies in the game and the boss phase was good. I also appreciated how the density of projectiles was balanced, it felt like a bullet hell without being cluttered to the point that it feels unfair. Good job!