Shop Goblins by Griddolini 2023-10-09T16:13:08Z ♥ 1
Other than clunky physics when jumping on some items, it's very solid game. Things get chaotic pretty quickly, in a good way, and you need to navigate through your own made piles of stuff, which may sound frustrating, but justifies the jam theme. If only that manager could understand it's bit hard to catch Batty, they wouldn't be so mean 😭
LD55 — Summoning (3)
CallOfTitan by EmilAlix 2024-04-25T16:40:11Z ♥ 1
Random walls can and will mess up your pathing mid-collecting titan parts, as well as projectile avalanche after this on later rounds (it should be hard, and it is, just in probably unfair side), and there should be some changes how game chooses collectibles locations, 1 of the rounds 3 of them just spawned on top of themselves. All cons I'll point out. Everything else - quite enjoyable 🙂
Hungry Portals by marleeeeeey 2024-04-21T15:21:39Z ♥ 1
Neat idea, but you need to get used to the clunky physics. And grenate seems obsolete to the bazooka spam. Something prevents to get further than 2nd lvl, I assume too much of a collision checks when drilling through big wall chunks, tho might be my weak laptop. Pretty much satisfied 👍
SumMon - A Summoner's Monster Pet Shop by Rowdy3 2024-04-21T12:56:03Z ♥ 1
Solid submission, there's little to no appreciation for Carcassonne map system these days in indie sphere (from my perspective of course, might be wrong about it), so was pretty suprised upon seeing this game.
UI is intuitive, but still lacks some beneficial informations, such what ingredients could result in specific slot, if that kind of QoL you allow in your game design. Drag'n'drop works, of course, just slightly jarring.
I get that orders have "time" limit to encourage going for specific fruits/shrooms, but to think about it, you don't want to not take them all in the present moment. So what's the purpose of this tab at the end, aside flavour texts?
Map can, to put simply, lockdown you at the start point, and you will leave without anything. Random, oh random. Better narrow it to the meaningful influence, and Shop is seemingly here to solve this, but no, it's still random as well. Why not give a choice between [n] tiles every purchase, or maybe set of them when you start exploring, and then you get others from the deck?
Other than my muttering, good work! I can imagine what polished version of the game could be, and that says a lot.