FoonLudum Dare ExplorerUsers → Vivian

Vivian

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202659Signal👥Plug n' Playjam5163.453.403.653.543.973.27
202455Summoning👥Harvest Havocjam7643.413.333.334.083.312.473.543.39

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Vivian

LD55 — Summoning

Keyboard Summoner by Andreas Roschal 2024-04-16T21:55:54Z

I liked it. The "play a little minigame to both select ***and improve***" your powerups between levels was a cool innovation!

SummonInn by Daxic 2024-04-16T17:41:01Z

This is delightful, and deserves to be expanded into a full-release. Seriously fun already. If this was the free preview of a larger game, I'd buy the game.

If you were planning to flesh it out, some features I'd like to see:

- Sort your available dice sides by cost, then by type.

- Stack duplicate dice sides.

- I encountered some graphical issues when repeatedly picking up and dropping dice sides in the available-sides-tray, when I was trying to manually sort it. The dice side in position zero ended up bugging out and displaying a mish-mash of two different images. (Graphical issue only; functionality not affected.)

- I had one dice roll land with a die propped between two others on its side. When the dice teleported back into their row, the tilted die rolled out of its square. (Graphical issue only; functionality not affected.)

- Preview what the "Boost" will do, when you're rearranging your dice. It took some trial and error to figure out what effect Boost would have on different dice. I think it worked normally for simple damage, healing, or armor. Split about 50/50 on bites, and didn't work at all for Charm, Slash, and Boost? I actually like that you can't chain-boost the same die, but it'd be nice to know that up front.

- An option to review what's on your dice during a round. I remember going "oh, I think Basic Attack is pretty bad for this die, but what else did it have? Can I even get anything better?"

- The "charm" hourglass on enemies persists a little too long; it makes it look like they're going to also skip a second turn. It should clean-up the charm icon when you start a new turn.

- The "bleed" debuff icon should list both damage-per-turn and turns remaining, not just turns remaining.

- I think you should probably play a round with simple pre-made dice before you do your first customizing, so there's a little less to learn up front.

Some misc. feedback, not really suggesting any specific change:

- It was counter-intuitive that you can stack HP above your starting amount, which surprised me.

- It was unclear how Whips worked. I assumed Whips work like "two attacking dice (attack, arrow, bite, slash, whip, maaaaaybe armor break?) need to have been played earlier in the current round", but I can think of several other consistent interpretations. E.G. order doesn't matter, or maybe the whip counts itself and so only needs 1 other, etc.

- It was mildly frustrating to have a couple dice "stuck" at 19/20 and have no 1-cost options to fill the last point.

- The depth of customization strategy was pretty great. At first I thought "get rid of all the 'nothing' sides", then "wow, silver sides seem under-budget across the board", but then I thought, "actually, make a big difference between the best and worst side on a die, so the rerolls matter more -- which really does make 1 silver better than 2 basics". Very cool!

Harvest Havoc by mortusnegati 2024-04-16T03:17:21Z

> Some improvements could be done balancing the different summons.

Quite agreed! We ran into a bit of a time crunch at the end and lost some of the balancing work, which made things tougher. Which ones did you feel were too weak / too strong?

Call The Right One by MonroeLabs 2024-04-16T03:14:04Z

I admit defeat. Found three clues, and tried several patterns, but gave up in the end. 🤷‍♀️