Far Side of the Mirror by DDRKirbyISQ 2021-04-27T17:19:44Z ♥ 1
Experiencing quite a bit of audio delay on firefox. Since i had the same problem with godot's web export last jam, i can recommend looking into this and trying what is mentioned in the latest reply - worked for me: https://github.com/godotengine/godot/issues/16259
That aside: Great game, enjoyed it a lot. :)
LD55 — Summoning (20)
Infernal Ascension by Cosmo8 2024-04-18T11:07:15Z ♥ 2
Very nice entry. If you're looking for constructive criticism, here's my two cents:
- Give the mouse cursor a nonstandard design to have people instantly know it's part of the game. I actually put it offscreen to not be bothered by it, thinking you forgot to take it away. When it came to summoning it took me like five minutes to realize my familiar spawned at the mousecursor position (offscreen). Alternatively, you could have it spawn at player position and then fly towards the cursor do tell the player this is what is going on here. - You have a nice pixelart aesthetic, but antialiased text; i'd suggest to go with crisp and pixelated instead, it'll make the game look way more coherent. - Highly subjective take: I personally wasn't too much of a fan of the soundtrack; it was cool when there were enemies on screen which is a nice touch, but usually you go for a song that works on its own and add to it in certain situations while to me it felt like you had a complete track and took away from it when there were no enemies. - The movement-audio felt a little off for the movement-speed as well imho. It's cool that its actually the speed of the feet moving, but tweaking both just a bit could make it feel nicer. That it keeps playing (and the feet moving) after not pressing the button anymore makes the whole controls feel a little floaty as well; stopping immediately would make it feel a lot more responsive.
Last but not least: It's Unity, you should provide a web build - way more people will play your game that way.
But all of those things aside, I really dig the concept. Very nice contribution to the jam, congrats!
Tao by leorean 2024-04-17T08:53:36Z ♥ 3
bonewizard.jpg
Just finished this game, 5/5 all around, this is absolutely perfect in every way. Great art and music; fun, stacking mechanics; just the right amount of difficulty ramp and length. The best game I've played so far. I usually try to give some constructive criticisms but I'm at a loss of words here, the only slight annoyance was a room you enter from below shortly after you get the wind wizard that was one of the finnickier ones. Falling down could basically reset you to the room before while dying respawned you in a way that instantly made you fall back to the previous screen where you have to windwizard your way up again. The room looked a little like this iirc:
Unbenannt.png (sorry, didnt take a screenshot)
But that is literally the only very, very minor thing I can point out. Most stunning game of the jam so far, will definitely have a look at the code if you make it available. Also: How do you even work on a pico-8-game as a team? I'd be highly interested in your workflow here...
Thanks for the contribution and godspeed to you!
SUMMON THE COLOSSUS by aerloth 2024-04-16T23:45:36Z ♥ 2
That was great. Like, really amazing. And by far the coolest intro I've seen in any jam. One minor thing though:
Picking up the first Sphere for the first time had me restart the game. Why, you ask? Let me tell you my tale:
I thought RB and LB refer to the mouse buttons which wouldve been great with wasd-controls, so I chose to try them. Didnt work. Then it came to me that it probably refers to controller buttons - fair enough, i thought, theres still E and CTRL left. E however is really awkward to press when you have to use wasd to move.
So I held down control and picked the thing up. The moment I wanted to move, the tab closed.
Because CTRL + W closes Windows/Tabs. So yeah, the web build is currently kinda prone to having the player murder it by accident if run in a Windows-environment. :D
wow, demons by ColourArc 2024-04-16T23:19:35Z ♥ 1
I'm not too great at strategy games, but was able to finish it anyways. I'd have played more if there were more levels; just as I got my head around it the game was already over :D
Constructive criticism: Honestly, i think the game is pretty solid. The art direction reminded me of how people in the late 80s / early 90s imagined the internet to be at one point which was really cool. When I saw the main menu i was slightly unsure about how i feel about the font and such since theres a lot of games that care little about the ui and i assumed this was going to be another game with a first-project-vibe, but getting into the game it absolutely came together and made sense. That said, I'd probably have the button-corners be only very slightly rounded since there are barely any round edges in game. Also, I'd suggest redisgning the three capture/spawn-points. The "this is where you can spawn"-point and the "this is what you have to capture"-points are very simple and similar-looking, while the one where you cant do the most important thing - spawning - is the by far most prominent and important-looking one. I'd add an equally big symbol to the spawning-points to have them at "equal weight" (like, looking at them and getting the feeling they are equally important). Also, I'd probably recolor the resources-counter, since white on bright green is very hard to read. I'd suggest going with green on black to lean a little more into the 80s-tech-vibe?
Altogether, I had a lot of fun playing it, looking at and listening to it; a great contribution to the jam! :)
Don't press the big red button by Rakowu 2024-04-16T22:20:47Z ♥ 1
Nice contribution. It's pretty well rounded, so instead of trying to come up with something I'd change about it, I'll just say that I really liked the giant guy. Also, the whole thing weirdly reminds me of a movie about a room and buttons: https://www.youtube.com/watch?v=iIVpAQa2lu4
DURO by Fenix131113 2024-04-16T22:06:56Z ♥ 6
Very, very solid entry, kudos!
I'll actually keep the tab open to come back to it later and finish it, it's a beautifully crafted game, I really like that you make sure people understand the mechanics. That said, there is one very minor criticism I have: Wizards can't shoot over chasms which (while I understand its important for the puzzle design, especially if you dont want to absolutely overpopulate the screen with walls or random obstacles) players will find out "the hard way" at the first real puzzle room.
It's no big thing and once I knew I instantly adjusted, but I'm the kind of guy who stares intensely at a puzzle and tries to solve it in his head before inevitably falling back to trial and error, so my false expectations lead me to believe this is going to be easy :D
Really nice experience, thanks!
First Time Summoning by TheGamer 2024-04-16T21:38:26Z ♥ 1
For a first entry this one is pretty solid. My first godot project was also on here, also on my own and also pretty simple, yet stressful to make; I think we might've had the same experience. :D However, as stated, it's a solid and very cutesy entry that shows a lot of cohesion in its artwork which I really like. I found a minor oversight though: You forgot to lock down the size of the item-nodes in the shop so with the right mouse placement, you can do some shenanigans:
Unbenannt.png
Also, if i were you, i'd make the Moon clickable. Not as a resource to pick up or something, just have it wobble a little like the zombies and skeletons you pick up. The moon is very prominent in most screens and especially in the graveyard and woods its the only non-interactable object so I assume most players _will_ try to click on it at some point - you might as well reward them for trying ;)
Aurora's Ascendance: Orbs of Destiny by Unbreakable 2024-04-16T21:24:07Z ♥ 0
I almost missed there was background music, a slider or something wouldve been great. Fun fact: I had the same "nah better not deafen the audience"-idea a few jams back and it turned out exactly the same way for me. :D Nowadays I just crank everything up - the player usually has multiple ways to lower the volume at his/her end but very little to boost it.
Aside from the audio, I really liked the art even though the main character felt slightly off somehow, but i cant quite put my finger on it. Maybe a little more perspective; then again, that wouldve required multiple sprites and that costs time, so I totally get why it looks the way it does. Gameplay-wise I like the idea and would definitely look into it if you expand on it.
And I like that the player keeps control after killing the boss - thanks to that choice, I was able to clear the room afterwards, even though those credits slightly got in the way. ;D
Jokes aside: Very polished entry, great work :)
That Time I Reincarnated Into /.../Trials By Summoning Demons With Unique Powers by Filip VannfƤlt 2024-04-16T21:13:14Z ♥ 4
Great idea and incredible cute artwork (that climbing animation <3). If you look for some constructive criticism:
- I got stuck in the second room because I made a dual-right-dual-jump-grab-summon, picked the summoner up and accidentially moved him into the wall with no way of picking him up and moving him back again. You should always check for "legal placement" of the summoner - The picking up-part was slightly confusing at first because while it makes perfect sense picking something up thats to your right side (thereby understanding you suck them up), the summons are lacking a mouth to the left, which hat me try to pick something up using the leg at first and wondering why i cant pick stuff up. I'd either fix this by adding a second sucker or letting the monster be able to pick something up from the sucker-side (and flipping the sprite when moving left, for example). Also, I'd add some visual or auditive feedback to picking something up, that'd instantly make the game feel way more controllable - Also second room: you have a lot of free space to the left; I'd put the text there instead of its current placement where it blocks the summoning ring-menu (also id put the text on a lower layer than the menu to make it feel like it belongs to the world a little more, having it be on top of the menu is slightly jarring - This might just be me, but I'd absolutely switch what S and spacebar do. Space is usually your action button and having it swich characters felt super-wrong to me personally, especially since S is such an unusual action button. Id rather have (S)witch character - especially since the summoner cant jump, so you wouldnt think of it as crouch or something anyways and spacebar to interact with stuff. - It needs a reset-button in case you get stuck in a wall. :D
Those minor things aside, I think its a great concept which altogether feels very polished, really loved it. Will keep an eye on it in case you guys decide to extend on it. :)
Sir Lancelittle by BaggerSmurf 2024-04-16T20:48:04Z ♥ 3
I didn't get to finish it (a room full of eye-monsters sealed the deal for me), but I liked it. Especially the beautifully mouthcrafted soundeffects of said eye-monsters. :D
Jokes aside: Solid entry. If you want some constructive criticism: - I'd give some visual feedback the moment the dash is recharged, like a little flash or something; it'll make the game feel way more controllable and responsive - When you switch rooms and are presented with your new cards, choosing one automatically casts the next card. A very minor thing, but fixable for a little more polish :)
Altogether I enjoyed it, good contribution! :)
TechnoMonk RITUAL by Furano 2024-04-16T20:25:25Z ♥ 1
Pretty good game, loved the idea and the soundtrack; however, it is a little buggy - trying to restart a level crashed my browser. Since I wanted to see what else you guys came up with I downloaded the windows executable just to find out that it seems to be a general problem since it crashed there as well. Also, I got stuck in a bush once which... fits the theme, I guess. :D
However, those are but minor complains, the idea itself, the artwork and sound design are rock solid. I wish I had a friend around to try the two-player-mode since I really dig the game loop. Great job!
Untitled Witch Game by Stevie257 2024-04-16T18:11:43Z ♥ 2
Great sound design and music, even though the latter had a weird pause before every loop, but thats probably due to being a web build. Also I agree with the guy that said the difficulty should ramp a little earlier; if I wouldn't have read that comment, I would've stopped earlier thinking I've seen all of the game. Still a very worthy contribution though, congrats!
Would you still love me if I was a worm ā¤ļøšŖ±? by samsface 2024-04-16T17:44:34Z ♥ 4
Whoa, that escalated quickly. Oo When it started I was_slightly suspicious of what I might get into, but one the world map pulled up... wow. I like the little flourishes of slight camera panning and zooming in on the world map and stuff. Battling is as smooth as it can be and everything looks, feels and sounds (!) great. Very polished. However, the web build stutters for me every now and then, so I didn't get to play very far yet. If you could provide a download so I can 100% this without any hookups that'd be very much appreciated :)
Regarding constructive feedback: I really enjoyed the music _a lot_ (kudos to your sound guy, very mega drive/genesis-groovy stuff; if you have a bandcamp, let me know!), so I actually just hung out on the world map until the song was finished. Which I actually didn't expect to happen. Did you forget to make it loop or is this intended behaviour?
Butler! Summon the Imps! by jummbus 2024-04-16T17:22:22Z ♥ 3
I've payed for games that were less polished than this one - absolutely insane.
You guys did an amazing job here. Usually I try to give some productive feedback, but this is hands down the best Version of it I can imagine; smooth gameplay, no bugs (so far, still playing), great art and an amazing soundtrack. I actually dig the soundtrack so much I just followed your guy on bandcamp for future reference. Just so you can imagine how much I mean it: I had to _reset my password_ just so I can follow that account. Absolutely worth the time.
Summoned to Serve by Zinkler 2024-04-16T15:02:45Z ♥ 5
One hell of a beautiful game, love the looks and the setting, very unique. Since it's Unity, you should definitely do a web export and put it here or on itch.io, way more people will play and rate that way.
A few minor criticisms: It took me a few tries to figure out what to do and without reading this page it would've taken even longer. Some kind of tutorial or a few words from a superior or something would greatly help understanding what to do. Or maybe highlight the buttons in the beginning so the player knows he/she first has to choose how to travel before choosing a path. Or make it so you can also first choose a path and then the ways of travel. The feedback provided by the buttons was not enough to make me realize there a new arrow for path-choosing appeared.
Also, I'd look over the placement of that place since it can block the UI:
Unbenannt.png
Those minor criticisms aside, I really dig it, especially the design and sound of it. Again: Consider exporting for web so more people will play it :)
Summons Racer by paulhocker 2024-04-16T13:59:41Z ♥ 1
Nice entry, congratulations! If you want feedback, here's what I'd change:
- The font (especially with the antialiasing) doesn't really fit the aesthetic of the game art I'd say. I would suggest going full pixelart here (using https://fonts.google.com/specimen/Press+Start+2P, for example). - This also extends to the other UI elements like the timer-container: I think sharp edges and no antialias would really complement the main games art here. - Using Godot as well, I'd use an audiostreamplayer2d for the police sound: When the police is on screen just have the sound play dead center (maybe even a little right when in front but that might actually be a little much - worth a try though), while panning it _slightly_ left when they are offscreen. If you want to go really crazy you could also check the distance of the closest police car and tween the volume accordingly to give the player auditive feedback on how much they are closing in which would be pretty cool. - I'd just go with full seconds in game, maybe opting for showing a more precise time when a job is finished. It being a fast game where you deliver things I thought I was looking at the distance to the location, only realizing its the remaining time after a crashed into something and realizing it was still counting down. I think going for full seconds would mitigate this since in a fast game you probably wont mistake a relatively slow countdown for anything else but time.
But that are just my two cents on how I personally would try to polish the experience a little more. It was still a fun little experience, thanks for providing it! :)
Spirit Stone's Summon by Ausstein 2024-04-16T13:34:44Z ♥ 2
Great, I wanted to spend the day looking at and rating games, but after playing this, I have to find myself a copy of a game I played back ages ago (https://en.wikipedia.org/wiki/ZanZarah:_The_Hidden_Portal) and completely forgot about until I played ~~New Unity Project (3)~~ Spirit Stones's Summon. :D
I'm actually lacking criticism here; balancing has already been named (but in 3 days and by only two people... nah, it's fine the way it is) and the only other thing I'd change to make it stick out more is to make the UI a little less generic by using some art or a font/color that is less intrusive. Also, I'd put the casting costs below the pictures of summons so that all text elements are close to the edges of the screen while everything non-text is concentrated in the middle of the screen. And I'd scale down the Level-Up-UI just enough so that it doesn't interfere with the other UI elements - it'll make it look more like a coherent instead of two different things. It currently reminds me a little of old-school CRPG- or MMORPG-UI where you could just absolutely clutter your screen with windows though, which is a little blast from the past as well. :)
That being said: Very nice entry. Games that makes me want to play more of it (or similar things) are always winners in my book.
Ultimate Mage Fighting by Rokevicius 2024-04-16T13:16:16Z ♥ 1
Okay, this is very nice. I love the attention to detail; actually had to giggle when i saw the leaning in-illustration and giigle a little more when i lost my first round and rage ensued. As people before me already pointed out the style is amazing and I'd love to see more of it. That said, I have some (very) minor notes:
- Getting handed a drink and a meal feels like you can use both. Maybe keep the drink on the table from the start and only slide in the meal to not have the drink look like something you can interact with while still keeping the style of the scene. Or (thats probably what you had in mind in the first place) let the player do something with the drink, even if its just a minor thing like tipping it over or something. - The audio loop needs to be longer or maybe have the speakers have a little button and red light on them to turn it off, it gets slightly distracting after a very short time - I'd make the (invisible) borders of the text boxes slightly smaller; text leaves the (visible) text box a little before breaking to a new line - Restarting is kinda weird: You have the big arrow, but the sound indicates theres still text being printed in the background. You cant interact with anything and it really takes a little too long to get control back. I actually thought I had to restart the whole thing before it went back to the game. So I'd either make this skippable somehow or maybe use a loading bar instead: The icon feels very "you can do something here"-ish since its usually used on buttons.
But those little things aside: very, _very_ nice game. Looking forward to your next entry! :)
Summoner's Speakeasy by HollowBearGames 2024-04-16T12:57:19Z ♥ 3
First jam game I've seen to actually feature multiple languages, nice.
I really like the style, but had quite the trouble to actually fulfill the needs of people, since the tooltips (on my 1920x1080 notebook) ended up mostly off-screen, so it showed the name but not much else. I know Dreamspark exists, but that's pretty much it. Also I had to restart the game every time I lost since the Quit Game-Button does nothing for me. :c
I think this game would be greatly benefit from some more signposting. Maybe a glass in the middle of the table so players instinctively know where to put the drinks. Or a short tutorial where the manager or a single guest guides you through the first steps.
That said, I _really_ dig the soundtrack. Very smooth.
The Summoning of the Ice Hammer by Pawciu 2024-04-16T02:59:31Z ♥ 3
Wasn't able to finish, but found a reproducible bug: 1. Give the nut to the squirrel, pick up ID 2. Exit screen to the right, then go back 3. The squirrel will have the ID card again and you can take multiple copies, taking up all inventory space
Gameplay-wise, I think it would've been nice to doubleclick to instantly switch between screens, the characters are a little slow. Great art though!