Promethean Legacy: Fan the Flames by quill18 2020-04-20T11:30:35Z
96 turns. This was pretty hard, but actually very balanced and thought out. I enjoyed every minute playing and while I was frustrated by the dice rolls I was glued to the screen.
Foon → Ludum Dare Explorer → Users → Scintillae_Creations
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | 👥 | Contract Digger | jam | 4.00 | 4.12 | 2.87 | 4.20 | 3.37 | 2.87 | 2.00 | 3.25 | |
| 2020 | 47 | Stuck in a loop | Hamster LOOP | jam | 526 | 3.68 | 3.63 | 3.50 | 4.34 | 3.36 | 2.81 | 3.31 | 3.21 | |
| 2020 | 46 | Keep it alive | Clueless Sheep | compo | 447 | 3.50 | 3.48 | 3.76 | 4.11 | 3.00 | 1.00 | 3.45 | 2.85 |
96 turns. This was pretty hard, but actually very balanced and thought out. I enjoyed every minute playing and while I was frustrated by the dice rolls I was glued to the screen.
This game is great! It is fun to play, the mechanics are thought out and work together well. Graphics (while simple) are consistent. I had a really western feel, constantly running to the coal to go high speed so my health can regenerate, only to slow down to shoot bandits and and repair the rust- charming train. I would absolutely play this as finished polished game. And I would murder for animation, where you throw out empty shells when reloading.
AMAZING :star::star::star::star::star:
To leave some actually critical feedback: - Train could make audio clue, that health or fuel is about to run out. It is too easy to just concentrate on the bandits. - Revolver seems to shoot a bit off to the side, but it is hard to say with so many moving parts.
Oh that sounds :D My game features sheep, don't give me any ideas, beeeee! :D
It is hard to distinguish building from the environment, but you can just frantically click on everything, right? :sweat_smile:
What you are missing in deep gameplay, you make up for in sounds, artsyle and relaxed mood. I would really like if endgame screen would still let you look at the fish you spwaned.
This was relaxing, great job :fish:
I love the aesthetics! That moment when I accidently threw my axe into the dark was quite memorable. :laughing: Audio would be dope.
Were you inspired by Don't starve?
I had a blast playing through the game! Loved the art for mosters and king. At the end I was like: **If I will hear ONE MORE "Hurry up!", then SOME kingdom will one king short!**
BUG: UI for building/upgrading tower was always empty after like 1st tower upgrade.
I bursted out laughing when it gave that dead stare. "We already are." Good job with the sounds and managing to communicate emotions with so little. :thumbsup:
So it actually has victory condition! :laughing: The graphics and sound really reminded me of the google dinosaur. Great game.
Congratulations to finishing a compo game! It is unfortunate, that you had to cut features, but that will surely get better every year!
NOTE *As well as the main game music, this was made by SirJoan620 during Ludum Dare for Ludum Dare entries.* You can opt out of ratings for music, if you didn't make it yourself. :wink: Or did I understand it wrong? :confused:
Really solid idea. And the message :heart: :hospital: It must have been quite a pain to ensure that player doesn't get stuck anywhere.
I reached the end of the map! :sweat_smile:
I really enjoyed the relaxing experience and every saved cat warmed my heart. But those little bastards eat a lot! Anyway, toon artstyle is great and fitting. :cat:
The game is really challenging (even punishing for my taste). This evens out as you progress, but it may make players quit too early. The shop has a great selection of items though and aside from the brought beginning, I had a smooth experience. :fire:
I loved the tutorial. I wasn't prepared for the madness that ensued once I actually started playing. It is really challenging to manage multiple abilities at once and tree/oil mechanics is a great idea. Graphics is neat and consistent. I would love to have an easy mode, because I'm really bad at this kind of games :sweat_smile:. Great job.
I wonder if movement is actually useful, I just stayed on one place all the time. Did I miss anything or did you have some plans, that got cut? :timer:
Broken link, that's real shame. I hope to get notified once its up and running!
You even sneaked LD46 in there, good job :clap: I assume, that you didn't finish the levels in time? The difficulty curve was too steep for me, but maybe I'm still tired. Every other aspect of the game was really polished though (please explain your time management), I would love to play a full game. (Or at least 10 levels.) :princess: :crossed_swords: :bow_and_arrow:
I really like the main character sprite, he is so nice to look at. My reaction when I picked up the log was "Aaaahhhh, daaamnn that makes sense.", because I didn't notice that light was slowly fading out :laughing:. Great job!
**TIP** I think that "delayed" jump would make jumping feel more reactive. Compo is really short, but implementing this doesn't take much time. You basically allow player to jump couple of milliseconds after he already started falling down from platform. (This behaviour has a name, but I can't remember it)
I would normally hate to see my base collapse due to the death spiral design. For some reason I enjoyed watching my base collapse under the pressure of hundreds little enemies, slowly chewing through. Great small game! :space_invader:
Congratulations to finishing first solo run!
The artstyle and sounds are great, but I didn't like the "demon tentacle bushes". You could maybe focus more on the story? :smile: I wonder if Dark Souls or Limbo inspired you?
Thanks everyone for the reviews. :heart: I decided to update the page and opt-out of Audio category, because I don't have any sounds in the game.
Points to wizzardMaker for spotting UI bug! :thumbsup: *rapid fixing noises*
@madbookstudios It is real shame, that I didn't have time to make dropping bushes on wolves feel more rewarding. :shrug:
@misterkeefe Hahaha, I didn't want it to become Equilinox. :laughing: That GameOver screen was planned as a feature together with grade as a scoring mechanism. Well... you know compo :timer:
Thanks everyone for reviews, I plan to check out YOUR games soon!
@tero-pulkkinen The game is uploaded in a standart Unity HTML5 build. Maybe it was a Itch.io problem? Which OS are you using?
The side dash was a little confusing at first, but I got used to it close to the morning. Victory screen really WARMED my heart. I had a blast playing, good job. :thumbsup:
It's nice and funny game. I would maybe prefer gameplay, where you can't stop the adventurer for unlimited time, which would put some pressure on the player. Really good work on the traps and level generation, the swinging scythes are quite intimidating.
My only issue is, that picking the sword is not that intuitive.
Otherwise, I loved it.
This game is best after couple of runs, when you learn the map layout and different behaviours. I think, that lights are still too quick to reliably catch, at least for my taste. I especially like how smooth movement feels.
Good job.
I enjoyed playing this, even though I didn't finisfh it. I saw couple of games, with similar concept, but playing for a full strike team, was so much better than having multiple same soldiers.
What killed it for me was the lack of user feedback. I didn't know if something didn't work because of a bug, or because I didn't understand some mechanic. Oh and I spent some time trying to figure out how to shoot, but that's just my small brain not realizing that it is not visible in the planning mode :laughing:
Good job nevertheless!
Btw, is the Threat image on top right supposed to change?
This game takes the time restriction of LD and does what it can. It does very little, but it does it best it can.
Graphics? There. Music? There. Sounds? There. Atmosfere and feel? Hell yeah.
What I must apprecieate is, that the game ends before it runs out of juice. Good job.
I got so scared by that shot sound. I was like: What changed? Somebody got shot? To be true I didn't understand most of the game. As I understood from your post, thisis your first LD, so congrats :)
Otherwise I agree with @saering . If you can make a core gameplay work, you can brig your ideas to more people. Hope to see your more of your games.
Small tip: ZIP files are easier to extract. Also since you asked, link to my team's game: https://ldjam.com/events/ludum-dare/47/hamster-loop
Polished and solid experience! I had a lot of fun with it, it's simple and challenging.
After a couple of tries, I started to break the game though... There is no pressure on finish the level quickly. Also, ghosts can kill enemies. So there is a perfect winning strategy.
Choose one side of the map as "safe" and never shoot in its direction. Then spend a couple of first levels shooting and running around as much as possible without killing the enemy in that stage. Make sure that (you)ghosts don't start this before you have enough time to reach your "safe" spot from every side of the level.
A couple of levels later, you should have an army of ghosts slaughtering everything for you. This could be avoided by a time limit or some enemies chasing the player. Leading enemies to places where you know the ghost will shoot would be a great mechanic.
But... When I played the intended way, the game was fun and satisfying. I only started to "cheese" it because it was fun enough to make me care and trying to improve. In my view, that is a successful LD game. Good work.
I'm playing on keyboard and when I try to bury skulls, they always just land next to the grave. Maybe I'm missing something?
But just from the impressions, I got... WOW, it's gorgeous.
Really unique experience carried mostly by graphics and sound. I would like long time for answers, as the conversation is really fun to twist around. But sometimes I felt rushed in otherwise chill game.
Best Line :radio: *Ludum dare event is in progress, all participants have less then three hours left.*
I felt that.