Pocket Squad by Donpastor 2015-04-26T14:32:00
The audio got corrupted for me, possibly dying too many times in a short span, seemed to overlay lots of sounds on top of each other, got all... clippy.
Foon → Ludum Dare Explorer → Users → The4thCircle
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | Come By | compo | 141 | 3.61 | 3.31 | 4.15 | 3.74 | 3.72 | 3.20 | 3.10 | 3.50 | |||
| 2015 | 32 | An Unconventional Weapon | World of Hammers | compo | 658 | 3.06 | 3.26 | 3.03 | 2.82 | 2.33 | 2.55 | 3.24 | 2.77 | 57 | ||
| 2013 | 27 | 10 Seconds | Cloud Atlas in 60 Seconds | compo | 17 | |||||||||||
| 2013 | 26 | Minimalism | When All You Have Is A Hammer All Your Problem Start To Look Like Nails | jam | 118 | 3.56 | 3.13 | 3.13 | 4.33 | 3.00 | 20 |
The4thCircle leaves an average of 20.8 feedback comments each event.
The audio got corrupted for me, possibly dying too many times in a short span, seemed to overlay lots of sounds on top of each other, got all... clippy.
Two problems, firstly the insult choices arent numbered. I'm guessing the layout is:
1 2
3 4
but I have no way of knowing. Maybe if you saw him shout it, big old speech bubble, and maybe also something to show how effective it is without having to watch both numbers.
Fun feel to the deflections, all got a bit hectic tough. Nice retro ambiance held it all together nicely.
So I first figured this for a simple scorched earth style tank game clone, but when I saw unknown weapon on the upgrade menu I thought I'd hold out for that, see what the unconventional weapon was, expecting some pay off.
Wasn't worth it.
I like the idea but the clouds are controlled very erratically, needs some work on the physics- it was so hard to keep them under control.
The humour was good, I figured the typing attack was sort of akin to name calling, which was quite clever. Especially liked the inclusion of "peins"
Controls made it hard to get very far on a laptop track pad, music got repetitive, but if not for that I think I could have played much longer.
Enjoyed the game, liked the humour. The heart rate mechanic was quite clever.
music got a bit repetitive but aside from that I could easily have played more of this.
Once I understood that the red and green dots on the overlay were a map I got on a lot better with this, though the fact that larger bodies exert inescapable gravitational pulls at times can be annoying.
feels like it needs a bit of polish and playtesting.
I enjoyed this and would have played it all dia were it not for the fact that in area dos the monsters seemed to keep disappearing and reappearing. I couldn't get any of them to engage with me.
I'm guessing this is because it's an online type thing and another player (whom I couldn't see) was taking them out.
Don't think it needed to be online.
The limit on buildings meant I was just spectating from round90 onwards. I get that it was intended to reduce lag but it didn't really work, I was getting about 1 frame per second from round 90 onwards, and I just had to sit there watching my money count go up with no real idea what was going on from one frame to the next and waiting for the end.
Maybe if you could click to upgrade individual buildings it would keep the lag down whilst still allowing interactivity. I think the lag was actually caused not by buildings but by the huge number of enemies showing up near the end. a bit of extra fire power would therefore reduce the lag. Just a though.
This is a fairly solid platformer let down by a couple of problems with the player being outgunned. The leap of faith after the waterfall was a dick move, especially when I died about 5 times getting that far.
The tiny hop when you press up mislead me into thinking that was the biggest jump you could do at first, but even when I realised my error the jump wasn't high enough to avoid enemy fire, particularly when all fire fights are at such short range due to the lifespan of the bullets.
The worst crime however is the first boss, whom I couldn't get past, because I spent all my time avoiding his attacks and didn't have the opportunity to get any fire in myself. When I tried I was forced to get close due to my weapons being much shorter range than his, and there wasn't enough time to jump out of the way when he attacked. Maybe if you spent the whole weekend playtesting it you'll have slipped into the flow and have mastery of these controls, but I doubt many people will attempt to develop such mastery when judging hundreds of jam games.
I like the idea of this but it falters a little on execution. The controls are a bit floaty but I can forgive that, the main problem is that the point of the game is to funnel people into a place by laying what are essentially conveyor belts. However you have to go ahead of said motion, so once you've wiped people towards the goal, the flow of people into the goal stop you from leaving until the motion marker on the floor fades.
You've totally captured the nightclub atmosphere. was a bit difficult early on as I thought I was trying to match the rhythm of the music with the moves, and you really don't get much time to see them.
When I realised it was just a matter of hitting the sequence before the clock ran down I did much better. Still very steep learning curve but quite fun.
I found it hard to control to camera, clicking often did nothing after selecting a camera mode. Makes me question whether the mouse control is really needed to augment the camera function, rather than just have it as a one key ranged attack from the current position.
Also level 3 seemed to drop players in it a bit early. Introducing a mechanic to reveal hidden pathways is probably a bad level to contain pathways which said mechanic does not actually reveal.
I enjoyed this but you need to work on the controls
Having to use the mouse to click enter is a bad idea. If you could just press h to hack and then just type commands until you type an exit command it would play a lot smoother.
Z for effort.
Why did you bother?
It's fun but ultimately it's super meat boy. No unconventional weapon and to be honest I didn't get a 'denial' feel about the first stages. It was JUST super meat boy. That's the only sense I get from the whole game. Never made it to the next stage of grief (assuming you did them all).
Loved this. Fun game, nice stealth, great art, music wasn't overpowering, and nice to see a game where you have to cure zombies instead of blasting them to bits.
It's a cool idea and I like the way it plays but the fact that you only get one shot and it's game over seems a little... abrupt.
I'd have liked to have a few shots, maybe the people are moving and if you blow enough minds you get another shot and more people come in? Just something to make it more dynamic.
I don't have the requisite hardware for this but I wish I could play it, it looks kind of redonkulous.
This is annoyingly hard to rate because it does some things very well and others very bad but they're in the same categories. I liked the idea of turning enemies bullets (coins) into pickups when you avoid them, but doing so was infuriatingly hard because the fire rate of enemies and the speed of their bullets is way over powered.
The sprites are well done but the coins are SO hard to see.
And the humour... I know some people will tell me to lighten up but I could think of at least 4 other kind of people who have a stereotypical association with money without making it about inter-community racial tension, which is very real and not funny.
Not a fan of card games so my fun judgement might be a bit harsh in some people's eyes. I liked the graphics but it just looked like a pretty wrapper around a simple numbers game, and my numbers always seemed to be lower. The strategy is far less important than getting good cards.
I liked this bu couldn't get back to the hubworld after getting my first star. Still, I like the concept and love the particle effects.
I like the idea of enemy corpses becoming your weapons but it was a a bit hard to control and the chain kept breaking. Feature or bug? Don't know. Audio is a bit lacking, I'd have preferred a few sound effects to the curiously intermittent music.
I didn't really get what was going on. I never made it to sunrise, it kept telling me none of the teddies were the right one, then one of the ones I'd already checked turned evil and got me. Happened about 5 times. No idea what was happening.
Might be a fun game but I couldn't make head nor tail of it.
Very good, I mean totally disgusting but I thoroughly enjoyed it.
I impressed myself that I was able to make it several bites into a sandwich here before I had to stop playing.
This was fun, I liked the swapping of 'weapons'.
Well done for sticking to actual 4 colour graphics and keeping the enemies sufficiently differentiated, though I did notice you broke pixel boundaries in places. ALMOST 100% retro.
I like this. It's simple but it presents a good theme and I thought the humour was nice and wacky.
Maybe it's just a personal opinion but I wish more teams would make a small game with this level of polish than try to rush out something bigger and leave it less cohesive.
Your game is quite buggy.
I fell through the level a couple of times, the bad guys didn't seem to hurt me, but then my weapon didn't hurt them either. It was hard to move, I kept sticking on the environment and when I jumped off the end of the first level it took me to what I assume was meant to be a second level... but everything immediately fell through the map.
the music though fun at first quickly became very annoying, perhaps it should be a bit longer so it doesn't repeat as much.
It's okay but a bit samey as you progress. Would have been nice to see more emphasis on using the scenery to kill enemies, though I crushed a few under blocks I was disappointed to not get an angry birds moment when I toppled the tower.
I think I might have encountered a bug, the first time I played it through I got Helping, Unity by chance, then seeing multiple endings tried to get them all. For some reason though I was unable to get beyond helping? As no matter which option I chose in speaking to the man, it took me to the ending where the man dies. I get the impression that "fly away" in that first conversation is MEANT to let me go get the fish but it just went to the end screen.
Shame because I really wanted to finish it, I liked it.
Particle effects slowed it a little on my machine, but that could just be my machine. I loved the colour mechanic.
I like the fact that the placement is logical, has more solid premise than most tile matchers.
Wasn't sure what was going on in the last level.
uh oh
The webpage at http://vote.runhello.com:4334/twine/shades.html might be temporarily down or it may have moved permanently to a new web address.
Error 103 (net::ERR_CONNECTION_ABORTED): Unknown error.
Found it a bit hard to get on with, but really liked the concept. Reminds me of the dungeon subgame in rhythm tengoku. Less minimalistic than most rhythm games I've played, such as the aformentioned rhythm tengoku and beat sneak bandit, which are based around one touch controls. Liked it though.
LD55 — Summoning (42)
Dungeon Evoker by VPhyre 2024-04-18T20:16:30Z ♥ 5
I know I should judge the game by what it is and not what it isn't, but I really felt the lack of a rhythm behind the attacks. The interface is so like a guitar hero or rockband game, with the right music it would really pop, especially if there was a timing to the return attacks.
Dr. Kappasigma's Summoning Training by Crygos 2024-04-17T12:39:04Z ♥ 3
This brings back memories. Fantastic recreation with good theming an humour.
Tech Raider by BreakfastGun 2024-04-17T12:26:20Z ♥ 1
Crashed my browser! (firefox running on M1 macbook)
Shadow Wizard by PSV Games Studio 2024-04-17T12:24:02Z ♥ 1
Where is it?
Summon Dungeon by ViciousDonut 2024-04-17T12:23:24Z ♥ 0
pretty solid, text was too small on the pickups for my liking, and the movement felt a bit too fast to keep track of what was going on. I'd probably swap the controls for summon and attack.
Experiment 44 by kolaz koleso 2024-04-17T12:12:36Z ♥ 2
I had trouble with the interface, all the icons appeared off the screen and overlapping so I could open photoshop but not the mail. Didn't get to really play it but I loved the atmosphere.
WALLS THAT TALK by shaner421 2024-04-17T11:48:27Z ♥ 2
Can't play this because of platform but the trailer and screenshots look gorgeous. Given you a high score for graphics and mood. Wanted to give points for humour because I saw that mouse cursor hand with a missing finger, but I guess in conext that's not supposed to be funny.
Three Realms TD by Redmori 2024-04-17T11:44:17Z ♥ 1
This was really fun, didn't feel like demon placement was super important but the idea of placing things in parallel dimensions was clever, especially when you only get to use the parallel places once in thelast level. I lost 2 summoners in the last level. Feels nicely balanced.
Bug Mage by COKE 2024-04-17T11:29:38Z ♥ 1
Quite a fun mechanic, I think I picked the wrong deck because I never saved the bee and could not kill the aphids. They spawned faster than I could kill them.
Arsenal Toy by mitjmcc 2024-04-17T11:22:31Z ♥ 4
This looks great, wish it had a webplayer. Gonna give you some points for graphics.
Arcane Outlaw by jordantanner 2024-04-17T11:21:25Z ♥ 3
I like this, but it's very punishing. If I stood still to summon a hydra, I was getting shot. There never seemed to be a big enough gap in the action. Seemed to take a LOT of bullets to take the targets down.
Alien Summoner by harusame 2024-04-17T11:16:11Z ♥ 4
Very well polished. I'm terrible at bullet hell so didn't get very far but I could tell it was well constructed. Wish there was a way to fight back against the helicopters.
The Joshening by Pulni 2024-04-17T11:11:16Z ♥ 1
That thing with the mouth and the manibles was way too fast. Surrounded it with about 20 joshes and it wouldn't die. Then it immediately leapt to me and I died in one hit.
Butler Beckoned by Brandon McDonald 2024-04-17T10:57:39Z ♥ 0
the text was just too slow and the music was too repetitive. If the text doesn't timeout, there's no reason to have it appear slowly, just let people read at their own speed.
Life of a skeleton by Pimeko 2024-04-17T10:53:54Z ♥ 2
This is a great take and very funny, but honestly I think recognising that the relationship is toxic should be a *good* ending. Dialogue tree was a bit trial and error but the whole getting hauled away to fight a monster mid argument was hilarious.
Burger Ritual by meylish 2024-04-17T10:42:50Z ♥ 2
This looks cool and seemed likea fun idea but I couldn't seem to get the resolution right on any of my devices, it always cut off part of the interface, making it unusable.
Get Away Your Pitchforks from My Oak! by Hammerer 2024-04-17T10:35:51Z ♥ 4
It was hard to tell how well I was doing. Got bored after day 3 because I was just repeatedly surrounding the tree with hands and then summoning the most powerful creature as frequently as I could. Never felt any jeopardy or strategy aspect. That said, lovely graphics, liked the inovative interface, as a way of splitting player attention between moving and summoning.
Revenge on Grim by Bry 2024-04-17T10:27:08Z ♥ 3
This is fun, easy to grasp, but the difficulty ramps nicely. Got splatted by the boss,but it was only my first go so probably to be expected. not sure why some summons didn't bring up the window, just took my coins and did nothing. Perhaps it was upgrading something automatically but I couldn't figure out what.
Duplicity: The Game of Fate by ne_sofa 2024-04-17T10:18:47Z ♥ 1
You should probably mention in the description that the game is in Russian. The English description did not prepare me for that.
The Quackening by BauBau 2024-04-17T10:16:35Z ♥ 1
Gorgeous game and very cute, but the ducklings were a bit too slowand kept getting stuck. It said I had founf 4/1 ducklings so no idea how many I was supposed to be looking for because I still failed. The biggest improvement however is some kind of indication of when a duck has recognised the quack. I often had to quack, walk away, see if it was following, walk back even closer, quack again, walk away again etc. Also they get stuck on the scenery a little. This game is so close to being fantastic with just a few quality of life improvements.
Angel's Inferno by TheNakedMartian 2024-04-17T10:09:27Z ♥ 1
This held together pretty well but seemed to escalate very quickly and on my first playthrough I picked up a fire extinguisher before making the tea and then couldn't interact with anything.
Deep State by Polygraph Polypraphovich 2024-04-17T10:04:17Z ♥ 1
Can't play this because of my platform but wow, a game about the situation in the middle east is a big swing. Regardless of your position on it, most people wouldn't even dare to attempt such a thing. Well done.
Path Of The Nature by pirrrate 2024-04-17T09:45:15Z ♥ 2
Seemed pretty straight forward, press 1 on level 1 press 2 on level 2 press 3 on level three. what was going on? no idea. Nice art though.
Grand Court Summons by Frib 2024-04-17T09:37:29Z ♥ 1
Feel of the driving could use some balancing but otherwise an incredible acheivement to recreate a GTA style experience in a jam. Well done.
Dark Altar by Adrien Tremblay 2024-04-17T09:32:06Z ♥ 1
Very fun, enjoyed the mechanic, couldn't figure out lucifer but I'll probably go back to try aain later.
Call for Aid by AndyP 2024-04-17T09:23:58Z ♥ 1
Short and sweet. Graphics reminded me of an old Atari game called Terry's Big Adventure. Platforming felt a bit snappy but never in a forgviging way, which is better than the alternative.
Throw Hands!! by FootLettuce 2024-04-17T09:08:40Z ♥ 0
On your itch page the web version is there as a download. I think perhaps you forgot to click 'play in the browser' on your upload. If you fix this, let me know because I want to try this.
The lawyer by RPGWanderer 2024-04-17T08:54:05Z ♥ 1
Feels unfinished but thats gamejams 🤷 Really fun fake typing mechanic, ended up in a huge pile of junk before realising I coulduse arrow keys to walk, then went to the right and fell forever. Quite a funny twist on the theme, wish there was more of it.
Flying Buttress by Jack728 2024-04-17T08:47:23Z ♥ 0
Coudln't get through this. Loved the style, the idea, the gameplay, and whilst it took me a while to get used to the heavy momentum, it lacks the affordances to enter a real flow state. Accidentally missing wall jumps kills all inertia, either by pulling away too late or too early and just bouncing into a dead freefall. It wouldn't take much to make this feel amazing with a little bit of walljump buffering and the grip equivelent of coyote time.
Summoners of the Rings by Thoastbot 2024-04-17T08:38:19Z ♥ 1
I liked the idea of arranging rings on the hand but it felt very random whether I was presented with anything I could afford and often ended up with no space to use any of the merge mechanics because I'd just been filling fingers with what I could afford to survive.
Tom Has Joined a Cult by LCStark 2024-04-17T08:30:22Z ♥ 1
Fun idea, had real trouble with the controls. Failed the first few times because there wasnt enough feedback on what I was doing right/wrong. Failed the next few times because I ran out of time I guess.
DURO by Fenix131113 2024-04-16T16:34:59Z ♥ 5
This is nice but very unforgiving of mistakes, needs a quick restart button.
Pest Control by jnur 2024-04-16T16:20:56Z ♥ 1
I had real trouble with the control scheme, possibly because I was playing on a laptop. Couldn't get very far at all. Probably a skill issue.
Sum Monsters by eonarheim 2024-04-16T15:55:41Z ♥ 5
Did all 10 levels, thought it was a well presented logical puzzler. Would happily play more, especially if extra mechanics were added like creatures that double their row/column or count as different values on different sides or something.
How to summon your lost dog from the space between spaces by SodaGummy 2024-04-16T15:33:49Z ♥ 2
I had real trouble with the control scheme, but I guess thats because I've never played a game that moves that way, so pretty innovative.
Path of Aratron by nusan 2024-04-16T15:06:11Z ♥ 1
I love this, played a few levels to rate it but I will be coming back to finish it after the jam. Also gonna look at the source to see how some stuff works because I'm also a pico8 dev and this is *nice*.
Sheep Tunes by kazuo256 2024-04-16T14:50:24Z ♥ 7
I liked the art and sound, and the concept seemed pretty clever but the webplayer showed all the sheep as black squares for me (texture loading error?) so I couldn't figure out the associations.
Do NOT Summon the Kraken by Willby 2024-04-16T14:42:39Z ♥ 2
Really enjoyed the feeling of this, wish I could have seen the end but I got softlocked after getting the musician tick. couldn't interact with anyone else after that.
The Smallest Warriors by UmU Dev 2024-04-16T14:25:44Z ♥ 1
I kept playing long after I defeated the real crab. Loved the humour in the enemy types and all the tiny guys fighting was a great visual.
Vamper by FlamingRat 2024-04-16T14:13:03Z ♥ 2
pressed spacebar, nothing happened.
Summon Deeds Done Dirt Cheap by Roman Dubrovin 2024-04-16T14:09:14Z ♥ 1
webplayer wouldn't load :(
Mansion of Dreams by saintchristopher777 2024-04-16T13:54:29Z ♥ 1
this is a smart concept, as a puzzle it feels like it needs more clues, at the moment it's not really got a logical through line, just dragging and dropping everything until something new is made. trial and error. Also it feels like theres a lot of empty space and you're dragging tiny icons into tiny boxes. it could be more forgiving with the placement.