Heist Time by YM 2015-04-20T16:37:00
The character design is funny, and the game itself is pretty cool.
Foon → Ludum Dare Explorer → Users → shared
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | Forest Tower Defense | compo | 117 | 3.65 | 3.76 | 2.39 | 3.13 | 3.55 | 2.73 | 2.38 | 3.05 | ||
| 2024 | 55 | Summoning | Summon Tycoon | compo | 260 | 3.11 | 3.00 | 3.10 | 3.64 | 2.40 | 2.38 | 2.76 | |||
| 2022 | 51 | Every 10 seconds | Midnight Ninja | compo | 193 | 3.52 | 3.61 | 3.17 | 3.42 | 3.28 | 2.80 | 2.63 | 2.92 | ||
| 2022 | 50 | Delay the inevitable | RogueTime | compo | 267 | 3.50 | 3.67 | 3.27 | 3.37 | 3.05 | 2.26 | 2.84 | |||
| 2021 | 49 | Unstable | Dimensional Shift | compo | 249 | 3.51 | 3.64 | 3.51 | 3.14 | 2.66 | 3.05 | ||||
| 2019 | 45 | Start with nothing | Simple? Tower Defense | compo | 149 | 3.61 | 3.59 | 2.36 | 3.13 | 3.15 | 3.60 | 3.16 | |||
| 2017 | 40 | The more you have, the worse it is | 128 coins | compo | 2.66 | 3.16 | 2.00 | 3.00 | 2.50 | 1.33 | 3.33 | ||||
| 2015 | 34 | Two Button Controls / Growing | Spriggan | compo | 923 | 2.53 | 1.89 | 2.74 | 3.37 | 2.40 | 2.53 | 39 | |||
| 2015 | 32 | An Unconventional Weapon | Labyrinth: The Watering | compo | 462 | 3.27 | 3.15 | 3.00 | 3.67 | 2.86 | 2.83 | 3.76 | 39 |
The character design is funny, and the game itself is pretty cool.
Very fun game, took time to understand the mechanics, but fun game
Looks fun, but I don't have a second player handy.
5/5
Zack still best mask
I really like the game mechanics, there's a good feel when you discover how watering you crops affect your score, and making choices how you use your terrain.
You should update gamemaker though, and try to add very basic sound effects (I used http://www.bfxr.net/ for my game)
Very fun game, the menu mechanic makes it feel very complete.
Nice game, hard to play on a AZERTY keyboard, but the game was fun enough to make up for it.
The keyboard thing does not influence the grade obviously.
4/5 Overall
A bit easy, but the graphics and audio are very comfy.
Having to install prereqs is kinda annoying.
Could we have a non source download lol ?
Very fun game, that pimp-ass grandma yo !
Also, nice beatbox lol
Added Info in the post for those who can't download it
Nice atmosphere, and the idea of reviewing a game about reviewing is quite entertaining.
Really good game with nice graphics, the music is good and the game has a funny theme.
5 Stars
Very nice overall, I expected a basic snake, but the twist to it is nice.
Very nice
Pretty cool, but the camera makes me dizzy.
Awesome audio, great idea with the gearbox and good graphisms
Very good submission overall
Really great and fun game.
Glad you two are enjoying the game !
And yes, the coins you get in the fall are probably the hardest ones to get. Also the torches actually are dynamic, I just did not set the characters to have shadows from them, I should have though And for the terminal thing I imagine I had to change the default icon, but it is weird that leaving the default one is considered an error
Very fun game ! The dialogue was pretty funny and I liked how you gave different personalities to each character I'll have to intentionally lose a game to see what happens. On another note, is there any text for the 5th gf, and what engine, if any, did you use ?
nice idea and pretty fun game, how many guitar types are there ? I had 3 when i played
Very fun game, I love tower defence games, and the art style is very cute I didn't get to test all towers yet but i had a really good time playing
Very charming game, with some really enjoyable gameplay, the graphics and music are really cozy. That troll at the end is so cruel though lmao
Very cozy spritework, but the camera was a bit dizzy at first. Overall a pretty nice game !
@happysnake @holyblackcat I have added a release executable for windows, maybe that will help ! @appoxgames You don't start the game with money for a tower, to fit with the theme. After the thunder kills the first wave though, you can build a tower @congusbongus Thank you very much ! It was very hard to do in the time, so there's a few issues I missed, especially in the third level.
@appoxgames You just have to advance the dialogue, did it now show up for some reason ? I have never seen that happen during testing
@svarttand You can right click to unselect the tower, you aren't supposed to be able to select a tower you can't buy, and I noticed that bug, but I kinda forgot to fix it when i ran short of time, which is a bit of a shame because that's a pretty easy fix. I also wish i had more time for sound design, but the last hours were a real rush to get the 3 levels out.
@chaosinism Thanks a lot ! And damn I agree, skipping the first wave should have been a thing, I saw those first waves a lot during testing lmao.
@laegoose I'm very happy you liked it ! Thanks for playing.
@spthiel Thanks for the feedback, but yeah, I ran out on time near the 3rd stage, so it has quite a few annoying bugs. I plan on correcting a few, but I'm kinda clueless about why the waves end early on that level, it doesn't happen every time even, this will take quite a bit of investigation. Thanks again for the compliments !
@holyblackcat This could be a pretty good addition, didn't really have the time to add that sadly. Thanks for the feedback though, I'm happy you like my game !
@spthiel It is somewhat intended, as I made bullets physical objects
@w0lfenstein I'm glad you like it ! And a friend got that bug too, I'll fix it if I do another bugfixing round, thanks for telling me.
@clemonades I hope you liked the surprise ! Thanks for the comment
@cooperjknapp Glad you enjoyed it ! And yeah, tower range is a pretty important thing to show, especially since you can't sell towers, but sadly I kinda ran out of time
@diaonic I appreciate the feedback and kind words ! As to the towers, all cannons are synchronized, and they shoot on sight, so if you're not next to the road and firing perpendicularly you might miss the blue slimes.
@purpledartfrog Thanks you very much ! And I'll be honest, I scared myself quite a few times with the lightning during testing, as I wouldn't really watch the screen during the first phase
@twinturbodouche Thank you very much, I appreciate the compliment a lot. And btw, it took quite a decent bit of effort not to have towers shoot through eachother, mainly for balance
@adamk33n3r Thanks ! I'm happy you like it. Although yeah, I could have made the beginning faster, but having it be like that was better for the surprise I think. However, this kinda sucks if you have to restart the first level, and I had to do that quite a bit in testing, to make sure the balance was decent enough
@nachtwitch Thank you !
@grhyll I'm very happy you liked it, thank you very much. The narrator was fun to make, and I know it would be nice to see the effects of the upgrades, but time really went short
God I really love this one, the card crafting mechanic is genius, that game is easily worth 5 stars. The gameplay is really good and satisfying, even if there are only 3 cards components for now. If you plan to make more of this game please tell me, I'd really look forward to see more of it.
@grhyll This is really my favorite so far, good luck if you decide on continuing it !
Really fun game, I played on the web version so idk if it went through, but i got 2500 points Pretty charming graphics too
I had a lot of fun playing this, and I really dig the artstyle The gameplay feels very good, easy 5 stars.
The controls are very nice, and it's very fun to have enemies kill eachother. Great game !
I like clicker games, but i wasn't expecting one, this was a lot of fun to play through ! I m not done playing, i wanna see what happens when the left bar is filled
Very nice game, the theme is really well done, and i enjoyed a lot the usable notepad in the intro. If I am to nitpick though, the controls felt a bit weird to me. Great game overall though
Very good game, it feels very cozy. It was pretty fun creating nightmares only to dodge them
A pretty charming sim, didn't expect to ruin my ecosystem with bushes of all things
Pretty fun, i got up to the last screenshot, i'm kinda bad at those kind of games
Pretty short, but pretty fun, I like the idea a lot.
Pretty fun game, how many waves are there ? I stopped a bit before wave 25 There was one hurt sound that sounded way too loud to me though, i had to mute the game.
@clemonades after wave 21 it gets way too easy, I could just stay in the corner and angle the fire just right so that I'd win while just pressing left click
Very fun idea, and pretty nice gameplay loop, my only complaint is that the controls feel pretty awkward.
Pretty neat concept. Cool game
Very interesting concept, funny to play a math game from someone named after Cirno. I had a very good time but man, that was a long play Capture.PNG
@cirno Yeah, especially since I didn't realize I could pick both options until like, half of the game, which might have actually helped me with deck quality. I focused on getting multipliers, big numbers, and odd numbers, and built my strategy around having primes at all times (except when the enemy chose a move that only did damage or didn't affect my non-prime number), and try to one shot my opponent. The giant fight was a very welcome break from having to do math though, as you could just focus on getting a massive number and that was pretty damn satisfying. The joker fight was pretty unique too, making you change your strategy (I love how much he got destroyed by the cards that deal damage when you play them). While playing it took me a long time, there's a reason I played it until the end, I really loved it.
How many fights were there ? And how does the death knight armor work precisely, since I accidentally skipped the text for that fight (which made the fight very hard lol, but i eventually figured it out)
Very funny test ! Now to buy a lawn mower
Very funny game, but the yeti can be damned.
Pretty fun puzzle game, but I wish it had more levels
@ultrarat thanks for the headsup, I'll be giving them a try later tonight
Thank you everyone for the kind messages ! I was very sick the first day of the jam so what you see is mostly Sunday's work.
@ubershmekel trust me I would have loved some music too, but sadly for now it's not one of the things I know how to do.
@ukulelefury @richard-jiang @iori-branford I originally planned for there to be drawings on the wall telling you to fill the bar in that tutorial room, but I kinda ran out of time.
@ivysly @sieghart @guilherme-alt Thank you ! I put a lot of effort in making a main mechanic, and building around it. I designed the main level around having different kinds of challenges, I wanted the level to have variety and freedom in which way you go first
@ultrarat Glad you like it ! As for the checkpoints, the fact that you don't lose your keys upon dying does the same effect.
@crescentodyssey Thanks for the support, I might update the game with a few more levels after the jam, but for now, I'm only doing small fixes.
@wyl-team Thank you !
@guinytime While the monsters are strong and hard to kill, they can be avoided, even in the lava path, by baiting one of them back to the left part of the path. Also, if you die once there, the monsters get positioned in a way that makes them very easy to dodge, which isn't a problem because you don't lose anything when you die.
@cirno In the room before the lava jumping challenge, there's a timing/jumping challenge where you need to quickly switch between dimensions without filling the bar, while going up.
@cirno Thank you very much !
@arlwin Thank you ! I'm glad the game made you feel this way.
@ace17 Thank you for the compliments, legacy of kain is one of those games I kinda wanna play someday. I'm happy you liked the idea and gameplay !
As for the graphics, I know they're pretty minimalistic, but I did what I could. Glad you liked the sounds tho.
The glitch in the GNU/Linux version is indeed a glitch, since on windows, you can't resize the window, but apparently this doesn't apply to GNU/Linux builds. For the softlock, if you're talking about the one I think, while it's not technically a softlock because you can die to the monsters in the leftmost room to go back to spawn without losing anyhing, it's still very unintended, it's a level design error I intended to fix in an update, but forgot to actually put it in.
Still, I'm happy you liked the game, and hope you had a good time ! And for the GNU/Linux version, it's not a lot of effort with Godot, the game engine I used, to make a GNU/Linux version too.
Fun game and fun levels, liked it a lot overall
Impressive game, fun mechanics. Had a good time !
Great game ! Gameplay felt very satisfying and the music is great. A web version would have been nice, but it was clearly worth the download.
The game plays pretty well, took me a couple tries to reach space on hard, but it was a fun experience. The physics felt pretty good
Loved playing this, very impressive for compo. Liked the many references to a certain franchise. The music and graphics are really nice. Do you use any plugins for godot ? Specifically for the intro screen or config menu.
@ukulelefury That's super cool, I remember seeing Scaffolder in the godot assetlib. Very nice work. Good luck with your great game
Pretty fun and easy game, a bit short but it was a pretty enjoyable time. Very nice graphics
Very neat game, love that kind of worms-like idea. The game plays well except for the jetpack controls, but that was my only issue. I didn't run into any bugs (I think) while playing through all levels. Nice entry !
I had a weird glitch at the start where the game wouldn't go past the first wave, but refreshing the page fixed it. Fun game, I like the idea and how it plays, nice graphics too. I ended with a score of 615
Very rad game. The controls felt a little bit slippery at first, but you easily get used to it. I love the graphics and sound design, and it's nice to have different ways to fix problems per area (damn the top smoke pipe when the electricity keeps breaking). Loved the game overall
Very fun game, having audio would have been awesome, the same kind of little noises you have in wario ware games, and a music that accelerates as the game gets harder. The game is still pretty good without audio though, but like someone else suggested I think it should get harder faster. I had a nice time
Fun game with lovable graphics, enjoyed the cutscenes a lot. Good job
Neat game and interesting concept, had no idea Godot could do those kind of liquid physics
@starrynitegames Interesting, I had never heard of metaballs before. Thanks for sharing !
Neat atmosphere with the voice acting. however the camera shake is particularly awful if you walk diagonally, which I do by habit lmao. One thing I am curious about though, is the second locker that's also asking for a fuse, just before the escape pod at the end.
Nice game, spent a bit too much time getting the 3000 high score. The game plays pretty well, even when you go faster than the animations, feels good. The simple music works and I liked the graphics. The gameplay is addictive, and man this really shows how much a scoreboard adds to a game's replayability. Had a very nice time overall ! oh yeah and first thing I tried was giving the client the X potion and he exploded
Damn the last level lmao, the game took me 60 attempts and probably 50 are just the last stage.
Good entry, nice concept and design, but I especially loved the intro/audio
Didn't expect to play a VN, ended up checking every ending. Neat concept, and interesting story
Interesting concept, fun game although the breaking of blocks felt a bit glitchy at times. Cool secret on the left of the first screen too
Pretty fun game, the fighting felt good and natural, however the keyboard controls were pretty weird, especially on the web version, where I couldn't even use ALT. Still a very good game, loved the graphics.
@ericfreeman Don't worry, the controls weren't that weird, I still had no problem reaching the end. If I had my controller handy i would have played with that. I still had a very good time.
Cool game and cute slimes, but I do wish the tetris part was a bit more developped (Space bar for instant drop, ghost to see where the shape will drop, shape holding, T-spins). Other than that, the graphics were pretty cute looking. I did have an issue once where unhappy slimes did no animation before dying, that didn't affect my rating, but just so you know. I liked the game
Pretty fun platformer, a shame you didn't opt in audio rating, because I loved the music ! The visuals and mood were pretty nice, and I really love this kind of gameplay. Good game !
@zacryol Oh, well good choice of music then. Still loved the game, especially the escape part
@remco @the3rdhunter The controls were worked on kinda fast because of the amount of content I had to do, though i have never seen the glitch @the3rdhunter is talking about. The knights being cheesable is mostly by design, though them not turning around if you're too close was put in as a failsafe to avoid the player getting jammed into the shield hitbox, I left it in as is to let players have an option in tighter areas. @jovialknoll @the3rdhunter The proc-gen didn't end up having enough premade rooms IMO, you can go through the exact same level twice in a run, but time was too short for me to add more during the compo.
I do plan on making an update with another day's work. Adding the secondary attacks and the 2 extra weapons that the game was supposed to have, adding at least twice as many rooms, more decorations, fixing a couple issues, and maybe a new enemy.
@the3rdhunter as for the enemy/player theming cohesion, I know the robot player character feels out of place. It is no secret that I am not very good at drawing or animating, and the player sprite was one of the last things I added (the bow sprite is separate and was one of the first). It had treadmills because those are easy to animate and the rest was a robot to fit with the treadmills.
@cppchriscpp Part of said update, I want to avoid this from happening, slimes love those places too much.
@jovialknoll I considered something like not killing monsters being an option, but I find the idea hard to fit in the design, in a balanced way
Anyway, @remco @ace17 @cppchriscpp @sacredbacon @jovialknoll @useless-fish @the3rdhunter thank you very much for the compliments !! And @ace17, sorry that you didn't like it as much as the previous entry, which was more oriented towards game design and better level design, taking an idea and expanding upon it. This one ended up being more content-oriented, my goal for it being to focus on the gameplay and content side.
@tornadopiggie Thanks for the feedback, I think the difficulty scaling is too slow, and the game could have used a bit more work on the controls. Glad you liked it overall.
@zimny11 Thank you ! I know about there not being enough enemies or levels, it's a planned thing for a post jam update ! I'll be honest time was tight in the 48 hours.
@prakkus Happy you liked it, honestly it was hard to deliver on what I wanted for this game, I had planned more weapons and even extra skills had the start, but I ran out of energy, having slept definitely not enough during the compo weekend. I'm most glad you like the game design though, I was really proud of my idea and I spent a good bit of time thinking it through. Thank you.
@sketchygalore Happy you liked it ! I think some items being better than others is important in this kind of game, though armor was definitely undertuned in the version I released for the compo. Crit chance is generally better than damage%, but in some situations, damage% is better. Attack speed also feels undertuned, but that's because I didn't have the time to implement the other weapons I wanted to be in the game. I need to finish the post jam update !
@gbgames Glad you enjoyed it ! What happened with your knight problem is that two knights stacked on eachother, which makes it impossible to hurt them from the front, because you can barely pierce one shield, but two becomes impossible. From the back though, the shields don't do anything and you would have been able to damage them normally.
The game was supposed to have more attack options, 2 more weapons, and a secondary attack for each weapon. and for the feedback, I would have liked to implement a way to see your stats, something that will be here in the post jam update.
Thanks for your feedback.
Awesome game, really fun puzzles, and I really liked the design of the floors which introduced a mechanic. Game feels really polished, and I really like puzzle and retro games. Awesome work, loved playing through it and rescuing all 50 cats
Nice puzzle game, with a simple idea. I like it, the graphics look nice and the level music is nice, although I was not a fan of the menu music, which is fine because you don t hear it that much. The game feels really polished, and the levels are interesting. I've spent a bit too long trying to 5-star the last level lol. My times are probably pretty bad, since I didn't play too much for speed, but I wanted to finish the game. unknown.png
Very relaxing game, I had a good bit of fun until I drew what felt like 10-15 debt cards in a row, which promptly led me to bankrupty after only 150 cards drawn. Still had a lot of fun building a somewhat big railway. Lovely game.
Nice polished game ! The idea is simple, but the game plays well. What I liked the most though, is the amount of polish. Nice game for a first jam
Very fun little game, though I have no clue how someone reached wave 16. What I did was 2 miners and a skeleton, which took me to wave 11, but with slightly better luck, I think I could have reached 13-14, but 16 I have no idea how to. I like the concept of the game, it plays well, though I feel the units you get could be a bit more balanced. With how much the attack from the hero scales, I did not find a use for the goblin, while I could have a miner instead, and unless the wizard has a secret, he is just a worse skeleton. I actually have an idea on how to make it further, will be trying it.
unknown.png Turns out my idea worked
@sketchygalore It was actually the same monsters I used before, miner/miner/archer. However, what changed was my strategy around money, I was very agressive with my re-rolling, aiming for skeletons above all, and spending my leftovers on a miner stack. I think (and this is my opinion) I would have given the goblins 3 attack and 2 health (or 2 and 3), to make up for the fact that a ranged unit will hit at least twice, while with how fast the enemy attack scales, a melee unit will very likely die in a single hit after day 5 or something. For the wizard, I would have seen him with at least 5 attack, maybe 6, to make up for the awkwardness of his price (they're pretty hard to budget around) Anyway, these are just my opinions, and I am not telling you how to make your game. But yeah, very fun entry, fun enough for me to play it 3 times.
@sketchygalore Well glad you appreciate the feedback ! One easy change that would help bring melee back up to line, if they still got one shot that is, is to give them counter damage when they get attacked, though if this were to be a thing, don't buff the goblin's stats. Such a thing would be kind of hard to balance, but it would give melee a guaranteed 2 hits. Or maybe that could all be a special unit's power.
Pretty enjoyable game ! I like puzzle games and this one plays pretty well and fits the theme in a cool way. I also really like the music being dynamic with the puzzle size !
@kaimon Thank you ! I would like to create more levels for it in the future too !
@rinkuji Glad you like it, thank you ! The dash was supposed to give the character invulnerability frames but I forgot to implement it :cry:, as well as the giving the dash a cooldown
@thoastbot Happy to hear you liked it, there were supposed to be signs in the first level about it. The third and last level is a bit harder than the other two, and needs some wall-jumping along the same wall. Thanks for the feedback !
@niccolo-temperanza Thank you ! Glad you did !
@googlypoo I didn't have the time to draw the little tutorial pictures I had planned, so I designed the first level in a "show don't tell" way (or tried to anyway), that's why there's a singular weak enemy that's very easy to access and who is no threat to the player in the first level.
@torte478 Thank you, I hope you liked playing through it anyway. Since there's not that many levels, the parkour ramps up a bit too quick.
@cottonfloweryellow Thank you very much, happy you liked it !
@jonnylynx Your comment confuses me, did you make it to the first enemy ? The move that kinda looks like the harakiri is the sword sheathe, "any and all damage you inflict will only be applied every 10 seconds, as you sheathe your katana, as a very cliché and over the top finisher."
Pretty fun and cute graphics, reminded me of the NDS Mario minigames, and I enjoyed that.
The music is alright, a bit repetitive but I know how hard starting in music can be, I still can't make my own. I found it pretty funny how cramped up the animals can get in those pens :joy:
Nice work, enjoyed playing through it. The atmosphere is pretty well done. One thing to note though, you can move a lot faster by moving diagonally, if that's not intentional, you might want to normalize your input vector (I am biased but I actually do like when games move faster in diagonals).
@cameron-borthwick No biggie, it's an easy thing to forget !
Neat idea, amazing polish. Really loved the attention to detail with the chat and avatar.
Pretty cool idea ! Fun to play and see what you generated. Though I did miss some guesses :cry:
Can't wait to see how all this AI stuff will advance soon, it's a very interesting subject
Great game, loved the fast pace and the graphics, very solid level design too ! I really enjoyed that visual style.
That said, that last level was hard, I died probably over a hundred times on it.
Very nice entry.
Cool art and plays well. The acid rain could have been a very annoying mechanic (I've seen that in other games), but with how forgiving the game is (Regenerating health, checkpoints), the mechanic is absolutely fine. Enjoyed playing through it very much.
Awesome game, the minimap was a very good idea, helped a ton. Reminds me a bit of surf/climb maps from old source games. The music was very fitting, and the gameplay felt fluid. Congratulations !
Cool take on minesweeper, though the minefield fading out when moving was pretty annoying. Had fun playing it though. Oh and the first move a player makes is supposed to never be a mine :nerd: (Happened to me twice in a row on the first level somehow (refreshed the first time as i thought game was over), was it scripted or bad luck)
:alien: Very cool game, love the main mechanic
Love that music, love rhythm games, love smithing games.
Yeah, unsurprisingly loved that game, great work !
Pretty fun idea, survived a little over 2 minutes, and hoped 3 spud events would have beaten the opponent :cry:.
@matt-ravenhall Thanks that did it, I used to know how to do that fix but I couldn't look into it yesterday, so thank you for the hint !
@zoranac Thank you ! I love these kinds of games too, and wanted to try and make one, even tho with how short time can be in the compo, it ended up being a lot more bare bones than I wanted. Also I fixed the itch.io web version
@themaskedman Dungeon keeper and DF were both huge inspirations for this game, very happy to hear your comment ! A big part of the gameplay loop would have been training your minions to take on harder requests, and units that would train in barracks to serve as combat summons, but compo time is short ! Thanks for playing and for the heart-warming comment screenshot ! Here's a like-minded screenshot for the first day of the jam image.png
@wombatty Yeah, automation would be a nice part, though one of the designs I didn't have the time to implement is the scaling of requests, where minions would grow more powerful and take on harder quests, for bigger gains ! Thank you for your comment !
@chuckiee Thank you ! The money you see in the UI is the money the minion has on him, not the payout, which I sadly didn't have the time to make clearer. I will upload an UI guide screenshot for the less obvious stuff (I wish I had the time to implement a tutorial, the post-jam will need one)
@nazorus Thank you for the compliments, the gameplay loop does get a bit stale because of the lack of scaling, I agree, post jam will have fighter units, and units growing in power to take on harder requests ! (also a sell button can't believe I didn't have the time for that). A tutorial will be nice too, since the way to start and the mechanics are not that intuitive. But despite the unfortunate sacrifices, I'm glad I've been able to get a game of this style functional in the 48h !
@burnedkirby Thanks ! And yeah I had a bit of trouble getting everything working well enough for the compo :sweat_smile:
@mlists Thank you, yeah a lot more content was planned, but I had to cut some of it sadly to make sure the game would be functional for the compo deadline
@monika Having more than one portal doesn't do anything yet, and sadly, with the compo version (which is the only one available right now) the amount/quality of requests don't scale with player progress, and plateau quite quickly into a situation where the brewers are barely used because no one can afford drinks... And to explain what happened when you built the second portal, the request amount is simply random :sweat_smile:. I'd definitely like to give the game some extra content and a balance pass ! Thanks for playing !!
Played the compo version first, then the improved one, the changes to coyote time and the altar activation made it a lot smoother to play, there's not much extra feedback I can give that wasn't already fixed ! I like the concept of getting chased by your shadow in platformers, loved your submission !
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Very enjoyable game, I really dig the graphics and idea, though I wish there would be a bit more visual feedback to the monsters fighting, like health bars or something. Over the 5 levels I tried different strategies like spamming low cost minions on level 5, and while that worked, it's hard to know how well it worked. Had a lot of fun though, nice submission !
Pretty neat puzzle game, the visuals are simple yet charming, and i like the summoning implementation !
Web version worked well for me, big fan of the sound design and the dynamic music ! I had a bit of trouble with the controls at first, I think it was from how the air control worked, especially with the frog, not sure though. I think I did the long void jump pentagram wrong, but hey it worked ! Cool touch on the ending sequence :) !
Pretty fun entry ! Audio is a nice touch with the voice clips. Summon rituals are pretty good ! Though you end up pretty quickly with a picture like in the post above mine, and like him i like the idea of the trade off
Lovely art ! Finished with 70 summoners and got the fish (were there several endings ?)
Lovely art and great music, and cute cat ! A shame it was over so quickly, but the visual polish was very nice
Our games have almost the same name lmao, very different games though. The gameplay and overall look of the game reminds me of tycoon maps on a game I played a bit as a kid, and I assume that's on purpose !
Fun game ! I couldn't participate in LD52, so I didn't try the game your goblin originates from, but it's a cool idea to bring it back ! I like card based games, though it took me a couple hands to understand exactly how everything was working. I might go for another run later, currently "ZOG" in the leaderboard after the first name in my game. The animations are a very nice touch, nice polish for a compo game !
Lovely game. The parallax and palletization give it a very nice and cohesive look. Quite fond of the audio design too, especially the Latin phrases!
Gameplay wise, it makes for a pretty interesting puzzle/strategy game. The base idea is very solid and there's plenty of room for players to try and optimize, as shown by the many comments with several playthroughs going for a better score.
Overall a great submission that feels very polished, great job!
Played it after the rating ended, amazing game, the level design is really on point. The different abilities are a very good take on the theme and play very well with that metroidvania feel. Very good entry!
A lot of content for a compo game! I really like both the graphic style and the music, had a very nice time watching over my little village. It was really fun seeing new professions so often when eggs hatched!
@loig Glad you liked it, food scales pretty hard in the later waves to give more room for the player to place towers and have fun, since due to time constraint I couldn't make more maps.
@arscene Thank you! A fast-forward button would be a great addition, I agree! I could have added an optional grid to help to place the towers neater. Happy you liked it :smile:
@grut607 Glad you liked the implementation, it's where I spent most of my time on this project. I'm very happy with the gameplay base I ended up making! Thanks for the compliments!
Very funny idea and premise! I like how the game plays, though I eventually get overwhelmed by the cells, and maybe I missed something with the controls, but it eventually feels impossible to kill them all. For context, I was holding down the mouse button on them until I stopped getting points/they died.
Quite an enjoyable experience! I dig the low-poly look and might try something similar for the next jam. I play quite a lot of classic doom, so the weapons felt pretty familiar in a good way, very intuitive. If you go for a post jam version with extra content, I'd love to see some enemies with projectiles and slightly more complex enemy AI to make it harder to circle-strafe them.
Glad to play an FPS submission with a web export!
Pretty fun tower defense, though it took me some time to realize that I needed to drag and drop to place towers. Nice art, cute cats!
Pretty nice implementation of a tic-tac-toe, the art is charming, and the music feels pretty appropriate. I'm not too familiar with ultimate tic-tac-toe, but it was a fun match. Nice submission!
Pretty fun game! Though when I see the scores in the comments I realize I should have used the multipliers a bit more...
Awesome project!! I really love building block logic games, and this one had a lot of content! The visuals are pretty nice too. I hope that you will consider making some extra levels to showcase all the extra functions in a later update!
Also, I found your game after seeing a very constructive comment from you on someone's first game, guiding them in ways that will help them improve a lot I'm sure. Thank you for taking part in the community.
Very nice game, especially for a first LD! Quite a fair amount of levels too, though a couple of them around the middle felt a bit samey. I liked the spritework and graphic style, though as a godot tip (not grading this against you, just wanted to let you know) you can disable anti-aliasing in Labels and set the filter in CanvasItem->Texture to Nearest in the main Node2D parent, this will help you get more of a pixel perfect look without much effort!
I really love the godot engine, and I hope you had fun making this submission. I certainly did playing it!