Loop Gauntlet MEGA_ZERO by Spex130 2020-10-08T21:49:55Z
Aww, sorry about that! I've never used Itch before - the download link should be there now!
Foon → Ludum Dare Explorer → Users → Spex130
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | 👥 | Arsenal Toy | jam | 971 | 3.21 | 3.25 | 2.88 | 2.94 | 3.70 | 3.16 | 2.47 | 2.92 |
| 2022 | 51 | Every 10 seconds | 👥 | KILLING TIME: The Dimensional RPG | jam | 164 | 3.95 | 4.08 | 3.79 | 4.17 | 3.91 | 3.95 | 3.93 | 3.91 |
| 2021 | 49 | Unstable | 👥 | Captain Dinohater | jam | 20 | 4.37 | 4.43 | 3.55 | 4.09 | 4.16 | 4.01 | 3.65 | 3.97 |
| 2020 | 47 | Stuck in a loop | 👥 | Loop Gauntlet MEGA_ZERO | jam | 3.50 | 3.25 | 2.75 | 2.75 | 3.75 | 3.50 | |||
| 2020 | 46 | Keep it alive | 👥 | Crab Castle Crisis | jam | 3.50 | 3.00 | 2.50 | 4.00 | |||||
| 2018 | 42 | Running out of space | 👥 | Phase Shift | jam | 756 | 3.24 | 2.98 | 3.03 | 2.72 | 3.31 | 3.23 | 2.50 | 2.77 |
Aww, sorry about that! I've never used Itch before - the download link should be there now!
This is not a bad little game! Competent and well put together. I liked it!
Not gonna leave a rating, since it would tank your score - but I couldn't get the game to launch on Windows 10.
@thebmxeur I ran it using that parameter, and the output file indeed does contain the line ``` Actual context GL_VERSION: 3.3.0 - Build 23.20.16.5018 ```
It's really impressive that you managed to make a whole GBA game! I think everyone else has probably already said all of the feedback I could give, so I'll just say "nice job" instead!
@acdimalev - I played it on the mGBA core in RetroArch!
I'm surprised at the amount of comments saying "every 10 seconds" doesn't count for turns, haha. I think this fits perfectly fine!
This is a very polished game! It's very impressive to have such professional output in such a short amount of time, especially for a tactics game (with voice acting!) like this.
This is really well done! Definitely digging the graphics and the vibe, reminds me a lot of Lethal League. I feel like not being super locked into to your jump would give you more control and let the game be a bit more frantic, since letting you get more back and forth would really lend to the party feel of the game.
Right now it feels real bad to have to overcommit to jumping really high to get any power of your hits, and missing a ball means having to charge on the ground to launch the ball so you can even spike it. That all takes a while - the process of even launching the ball back is a hefty timesink. Maybe if you could do a weak launch towards the opponent's field as a more instant "panic" option it'd feel better? Right now setting the ball up to launch it is a pretty technical process.
Either way, the only reason I have so much pointed feedback is because I LOVE this concept, it's really good! I hope you get to revisit it after the jam ends!
This game is IMPRESSIVE. I would say the only issues I had is that the Invisibility spell adds on too many things to handle to the game. I can't remember what was there AND make plans to clear blocks AND try to be actively countering whatever's happening on the right side of the screen. The game's too intensive for that.
Also the final boss feels like you just need to play well until RNG decides to smile upon you kindly. The junk blocks not being removable without an RNG rocket blast removing them for you feels bad.
But, that's just a few blemishes on an absolutely MASTERFULLY put together game - nice work!
Definitely polished in all aspects! It's really high quality for such a short turnaround.
This is hilarious haha. I really enjoyed the game the whole time through.
This is really fun! I wish it got more dangerous faster, but it's really fun! Nice work!
This was fantastic! Very well put together! If there was anything I could say at all, it didn't feel like it fit the theme _that_ much - but the execution is phenomenal regardless!
Excellent work!
This is REALLY impressive. Real shame about the AI art, but the programming here is impressive! I don't really think I play enough card games to truly understand the true flow of the game here, but still, well done. I hope you guys get to work with an artist someday, a game like this really shouldn't get stuck behind AI gen stuff. I'd almost say next time just use some programmer art, or even just pull in a goofy theme and use clipart from OpenGameArt or something. There are ways to compensate.
This is really great! Perfect execution on a lot of really small games. Kind of wish there was some way to quit out of minigames you've messed up so you can go back to the beginning, but that's not points off at all.
Well done y'all!
This one's really fun! I like the concept, and the execution was really good! I did a playthrough on Medium difficulty. If I had any complaints at all: * The game slows down a bunch when the enemy goes into its damage phase, because you can't mash and also the enemy doesn't take damage until the bullet physically reaches the target. Maybe make it so that just pressing the button at all does damage so the damage phase can feel CRAZY AND FUN instead of having to slow down a ton and be more careful so you don't accidentally take damage for being too aggressive. * There's no feedback on how much health the enemies have - maybe giving a healthbar of sorts would be nice? It's hard to tell the timing on when the damage phase is going to end, too. Any way the player can get feedback for that?
Nice work with this one!
As an update, we've added a Web Build so you can play online!
Top marks! Great idea, great execution!
I'm not very good at it, but that's fine haha.
Fun times! Simple mechanics, lots of joy in all the destruction!
Feels like the camera controls could have been a bit better, the camera would snap to the direction I'd swiped to after I released the button. Made doing multiple summons pretty difficult because they're based off your view, but also your view changes each time you summon.
Very fun, nice job!
This was really fun! I managed to finish it, but I never really got how I was supposed to know what the clues were.
Still, fantastic all around! Very pretty art, wonderful soundtrack. You all even managed to get in some cutscenes. Very fun, and I pretty much didn't put it down until I got a win. Well done!
Very polished, couldn't really figure out how to play though. Actually, I see in the comments that the mechanics didn't get finished yet? That tracks.
Very nicely done on the visuals, I just wish it was more playable!
Nice, fun, short and sweet! Excellently done, no complaints, no notes!
I love the character design, and the whole experience was really polished and super adorable! Wouldn't really say it's a really complex game, it's pretty much a collectathon - but I had a great time stacking up as many coins on my little ant dude with my ~5 minutes with this game. I am honestly surprised how much fun I had with this lol.
Well done!
This is a nice little game! I like the concept of being able to summon anything anywhere within range - all of the mechanics worked like I felt they would and I didn't come across any glitches of any sort. Like the others said, not being able to see where you're going was a tad bit annoying, but I got lucky and guessed the correct way to go each time.
No complaints otherwise, this is really well done!
A fully multiplayer platform 3rd person arena shooter in this time limit is actually *really* impressive. Well done!
Not sure if you all are still checking this, but your download link is broken 😶
Oh man, this one is right on the nose! Absolutely on theme and an interesting (and well-executed) game all around! Very well done!
I managed to get 42 names - the full names got difficult faster than I thought haha. It feels like around the time you get more names per person the difficulty of the names go up too? Could just be me guessing though, I didn't do many runs.
This is a VERY pretty game! Lovely work there! I would say that what the others say about colliding with your summons made life a little hard. I also would say that the player speed was way out of control, but maybe only because the camera couldn't keep up. If you could see ahead of you, that'd be just fine. Not being able to jump through platforms was a bit odd, but not something you couldn't get used to of course.
And lastly if you REALLY just blitz the game and do a bunch of platforming, you can beat it in about a minute and a half, haha. Not a bad thing, just interesting!
This is a REALLY good first jam, good job y'all!
This seems like it's got a lot of potential! I would say some real instructions would be nice - I figured how to put summons down but not what any of them do. Is there any way to upgrade them? They seem really weak for the kinds of enemies that show up. What are the door enemies supposed to be? They don't seem to do anything.
Also, not knowing where enemies were going to spawn in made putting down summons very difficult to do tactically. Is there any way to get more than a single summon per turn? Or any ways to up mana production? By the end it felt like death by a thousand cuts because there's 5 enemies on the field and I can only summon one skeleton per turn.
This seems like a really really well put together *engine*, I think it'll really come through once more content and info gets added in.
This is well put together! I'm actually really terrible at it - I tried a few rounds but having to click within the circle as I ran all over the arena ended up being really complex.
This is a really good first jam! Nicely done.