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Ludomancer

11
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3
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A member registered Apr 10, 2023 · View creator page →

Creator of

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I loved the theme of the game, but the gameplay is really unintuitive. I'm pretty sure its just because I suck at racing games, but it would be helpful to have a better tutorial segment. Still, I feel like it didn't really implement the theme well, but the narrative and art style is great, I just wish the engine sounds were a lot louder and some background music would add to theme. I personally didn't like the upgrade grind to get to the fun parts of the game, but thats just my preference. If you were to develop this into a bigger game, I think you would really need to develop that feeling of speed, whether that be through audio, VFX, or changing the way the game plays, because that(and the upgrade grind) is really holding back what I think is an incredible core game. By the way, you can check out and rate my game, Happy New Year. It's a time loop based take on the top down hack'n'slash genre. Once again, this a great core concept, but it could do with some improvement.

This is pain made fun... and I love it. Super unique, not that much fun to play, but is entertaining in the context of logging in in a loop. If you haven't already, please check out and rate my game Happy New Year. It's my attempt at a time loop style hack'n'slash.

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Really nice game, I liked how it plays into the themes of natural selection and enemies adapting to changes through a "survival of the fittest". It was definitely the most unique interpretation of the theme I have seen so far in the jam. As far as the gameplay goes, however, having two of the starting weapons have no resistances meant I could just use those two every turn for a guaranteed 12 damage and then alternate between my other 3 more powerful weapons to finish off the enemies. So it definitely needs some more work when it comes to balance. I don't know if adding multiple resistances was an attempt at fixing this, but if it was I still think the enemies needed more resistances. It is still an incredibly interesting core loop though, to switch between weapons to fight the enemies growing resistance to your weapons, though it is hurt by having attacks with no resistance. The combination of the music, the art, and the font, though, created a really immersive experience and you absolutely nailed those typical high fantasy dungeon crawling vibes. Also, I know this is unrelated, but making the "I" in your title a sword was really cool. This is a really good concept, I think it just needs some work balancing it, and thanks for your feedback on my game.

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Yeah, that would definitely be helpful. Funnily enough, the reason that the game ends instantly without a death animation is because the player and the enemy both use the exact same code, its just that the enemy script modifies the Inputs given to itself. Because of this, the way enemies are instantly deleted, you, the player are also instantly deleted. Definitely a bad decision by me, though I'm glad you liked the combat in the game(except for the half second hitstop). Also, I played your game and it was pretty fun!

Thanks for rating our submission, I tried your game and it was pretty fun too!

Overall, I thought this was a pretty good game and I really liked how the players starts with almost no knowledge of how the game works and slowly gains knowledge as they play through the loops. I don't know if this was intentional or not, but I especially liked the puzzle where you have to stop the green saw-thing at a specific point or else even though it is stopped the dummy will still run into it. Also, I liked the style the art assets brought to the whole game with how well they all fit with each other. Additionally, it was definitely a good design decision to tie the color of the circuit block to the color of obstacle. My only complaints are that the player movement felt too sluggish and hard to control(maybe make the players accelerate and decelerate faster) and that because of the slow speed of the dummy, it felt incredibly tedious to replay through earlier sections after you lose in later sections. Though I understand that the game needs a slow pace in the beginning to allow the player to learn how the game works, I think it would be more fun if both the player movement and the dummy movement were a lot faster, so I would suggest that you increase the player movement speed and have the dummy movement speed stay at the speed you have right now, but then increase the speed of the dummy over time, potentially accompanied by some musical cues. Still, a great game and I think it would be great if expanded to a larger and more polished product.

Overall, I thought this was a pretty good game and I really liked how the players starts with almost no knowledge of how the game works and slowly gains knowledge as they play through the loops. I don't know if this was intentional or not, but I especially liked the puzzle where you have to stop the green saw-thing at a specific point or else even though it is stopped the dummy will still run into it. Also, I liked the style the art assets brought to the whole game with how well they all fit with each other. Additionally, it was definitely a good design decision to tie the color of the circuit block to the color of obstacle. My only complaints are that the player movement felt too sluggish and hard to control(maybe make the players accelerate and decelerate faster) and that because of the slow speed of the dummy, it felt incredibly tedious to replay through earlier sections after you lose in later sections. Though I understand that the game needs a slow pace in the beginning to allow the player to learn how the game works, I think it would be more fun if both the player movement and the dummy movement were a lot faster, so I would suggest that you increase the player movement speed and have the dummy movement speed stay at the speed you have right now, but then increase the speed of the dummy over time, potentially accompanied by some musical cues. Still, a great game and I think it would be great if expanded to a larger and more polished product.

Thanks, I'm glad you liked it!

Thanks for the feedback. This was the first game that I implemented hitstop in and I wasn't sure if it had enough impact so I turned it up quite a bit too much(that quarter-second freeze you described is closer to half a second)! Also, the purpose for depositing time in the clock is that killing enemies both adds time to the time you hold and multiplies it by a small amount(1.1-1.2). The idea was that you gain more time the longer you spend without depositing it, creating an interesting risk/reward mechanic. I understand that the visual clarity of the clock was definitely a point for improvement, but did you have any other thoughts about how the game played?