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Ludomancer Studio

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A member registered Oct 28, 2015 · View creator page →

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Obrigado pelo feedback, amigo! Irei levar as considerações para a equipe! Se quiser acompanhar a gente nas redes ou no discord estamos todos por lá também. 

Oh shoot, will check this out, thanks!

So we have an old small prototype we did for a game jam some time ago and we are thinking about doing it over with new art and a completely new text, literally a new game but just inspired by what we did before, and we probably will do it in the game jam timeframe, would that be ok?

Please give us more!
Hopefully with a "somewhat" good route on it for us as well, or the closest to that you could do

Great stuff!

Plz don't give up on this game! It's super fun! I noticed the updates stopped around 40 days ago and the steam page got only 30 followers in the two months it's been up, which I know is not much but don't give up on the game!

+1 waiting for the english translation! :)

Thanks! Will subscribe to your channel

Thank you! I do intend on having a "good ending" of sorts, just couldn't think of one currently, but in case we keep working on it for sure there will be one.

I did limited the screen aspect ratio, yes, it is a little bit troublesome to make the build work on multiple screen sizes so for game jams and prototypes I usually just set it to always fit on FullHD aspect ratio. If we keep working on it we will make sure to allow multiple aspect ratios.

Thanks!

Thank you

Quite awesome! Really enjoyed the art and how the writing actually made me feel like the MC. Would love to see this being developed more!
Btw, no good ending?

Absolutely hooked! Would love to see a full version of this with longer playtime, please give us more of it.

My god this is absolutely incredible! I've been looking for this kind of atmospheric VN for a while now, I mean I do enjoy romance and horror as much as any other guy, but this, this hits differently. It's almost...soulslike? Will closely follow for sure.

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Very very cool, the combat reminded me a little bit of Sorcery! duel, this would really be nice with some story and decision making dialogues between the fights! I also find it a little bit too easy, pretty much just went full attack getting only attack upgrades and nothing else, only the last boss I had to try to defend a little bit lol

Quite cool, I'm seeing more and more of these liminal games and this was a nice short little spin of the genre. Would be nice to add more interactive stuff there like maybe some tapes, logs, with lore, etc.

Been following this game for some time now, quite cool, I would say just you don't need the AI generated cover image, the pixel art in the game sells itself way better.

Quite impressive art and feel! I wish there were harder AI settings though, as I thought it was too easy to quickly overwhelm the enemy base and win. haha

Yup, didn't saved for me, I think I just closed and open again after I died just to see if the gold was saving and it wasn't there.

Amazing game, as I said on Reddit this should be on Steam man! Way higher quality than many games that are making thousands there. Also please add a save system so we can keep our currencies from each playthrough. Plus I think things look a bit too expensive on the store right now, it's nice to be able to buy at least something after a first run.

Thanks for pointing that out! I did a little fix that I hope it works now. This project was somewhat put on hold for now as we couldn't really figure out the proper way to move it forward, but I think this proof of concept is still fun. Also Upheavel looks amazing! I've wishlisted it and hope it's a success.

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Sure I know the mockups are the main point of the jam but is it ok if I get ahead of myself and also put the prototype/playable something on the page as well even if it doesn't matter? I might have the free time anyway. I'm saying this cuz I usually mockup directly into unity with half-playable stuff and buttons clicking but not doing much, etc, and sometime there is some gameplay too.

VS-like, horde survival, etc, etc idk why we can't name this genre properly yet but would it count as bullet hell for this jam? Most do use the tag on steam anyway.

Hey I really wanted to try this out but when I use it in unity the normals seem inverted. Any idea what I might be doing wrong? Currently trying on unity 2020.3.43f1

I played for a couple of minutes, I would say the first thing I recommend changing is the music. It is a non-loopable track with 10s, which is very annoying. Then I'm unsure if the stats of the characters make sense since the third guy has the best ability, which is the axe, as well as the highest stats, so not much reason to play with the others. Another thing I would add is a bigger level, playing just in the screen feels really boring and repetitive. Other than that I will keep following since I'm making a VS-like myself too, and will soon put a demo here if you want to follow me too :)

This felt really good and polished, you worked roughly the same as me but with much more content I feel jealous! lol
One thing I would add though is that some cards I didn't really knew what would do so I didn't pick them because of that. I also felt the knockback didn't worked sometimes. Sometimes enemies would also randomly run circling me for no reason to. 
Btw how is the maps generated? I'm very interested in procedural generation and always like to understand how people do it.

This truly felt like playing a 90's indie game, not that I ever did that lol! I think it could also be nice to add some commands to understand, I couldn't open the quest log, and possibly it would be cool to have some action closer to the initial village. Everything felt too long to reach and most of my time was just walking without really doing nothing.

Thanks! I will try to keep updating it. I want to try to improve the narrative and actually see if that combat is possible in a production environment.

Interesting concept! Reminds me of dixit. Also I loved there are tabletop games in this jam. Just one question, is there a limit to how many cards the answer player can show?

Ok so this was interesting. It did felt a little bit overwhelming all that info in the beginning, couldn't really choose correclty my party with that, maybe having some starting monsters with less stats and abilities and growing from there? It also felt quite hard couldn't finish the first route lol but it does feels nice and polished.

Pretty cool! I really wanted to introduce some friends to D&D and this seems a better way to do it.

Wow this was a very nice experience. I would just add to the choir that all the info in the beginning might be too overwhelming at first. I get that it's nice to have icons in every skills but I feel a written description would be better for me to understand. Maybe explaining each icon whenever it appears, and the initial battles at the beginning involving simpler attacks just to understand turn order and stuff.

Megaman is a good reference on this, it very slowly introduces each mechanic for the player while always throwing some challenges to make sure the player understand that specific mechanic.

Also I think I couldn't pick correctly a sky/ground in the base creation, maybe it was a bug or maybe I just didn't understand it?

But other than that this was great, very polished, and fun. Keep it up please!

I'm down too get my discord: Ludomancer#9712

Thank you! Always a pleasure to see your gameplays

Wow such kind words, my friend! Thank you for this kind and thorough review.

Your complain was the same as everyone, about the instadeath lol. I'm working on some health system and energy system to make longer playsessions, I guess I wanted to be inspired by devil daggers but the most fun in the game is to keep on the level and listen to your song so dying fast is not as cool. Having a scoreboard is also on my mind so that people can keep track on how good they were on each song, though I think the enemy generation based on music is a little too random to make that consistent, but it may not be an issue, idk.

Your comment, and everyone's else too, actually made me get out of the inertia I've been found myself and now I really am willing to keep on with this project. I've been talking to a couple of programmer friends who can help me tackle the biggest technical issues currently happening. I really want to make the most out of the data from the songs and make it interact in a unique way with enemies, levels, and stuff....not just shooting flying dancing skulls lol(which is cool for a 7day jam but, c'mon, it's not enough)

I for sure will have something to show you in the near future, keep following please!

Thank you! Yeah frequencies are a pain, I mean I couldn't work around on the balancing of how it interacts with enemies and stuff. The melee attack is actually quite buggy now I need to work on it, but it doesn't interact with the audio I think that was just coincidence lol

You can upload your own music into the game by creating a folder on \SynthBeat_Data\StreamingAssets\Music and adding any .mp3 files you want. Just play whatever music you want to play.

I will add some sounds in the future I think, I've collected quite a lot of feedback to work on from you guys, thanks a lot

Thanks for the feedback, man! Yeah, I got that a lot, I guess it differs from devil daggers in that sense, will work on a update soon with healht and more stuff.