Resisting Summons by Noobman64
Very Short Interactive fiction about summoning demons, this time its from a demon's perspective!
Made with Unity, Gimp, sketchbook, and BoscaCeoil
I've messed up the HTML5 build again and its 5 minutes to deadline So i'm not going to mess with it anymore. Instead here are some random tidbits that noone's going to read:
This is the First time I've had time to add audio to my games. BoscaCeoil was both very good and kind of buggy. I do recommend it for making music.
My game is basically a visual novel with mini games. The choices don't branch the narrative but they do adjust the minigames difficulty
This was unintended but if you button-mash, you can ignore the 2 other mini games
Ratings
| Overall | 289th | 3⭐ | 22🧑⚖️ |
| Fun | 229th | 3.175⭐ | 22🧑⚖️ |
| Innovation | 145th | 3.429⭐ | 23🧑⚖️ |
| Theme | 95th | 3.929⭐ | 23🧑⚖️ |
| Graphics | 288th | 2.8⭐ | 22🧑⚖️ |
| Audio | 236th | 2.763⭐ | 21🧑⚖️ |
| Humor | 43th | 3.857⭐ | 23🧑⚖️ |
| Mood | 182th | 3.289⭐ | 21🧑⚖️ |
| Given | 46🗳️ | 19🗨️ |
Overall it's a nice idea of a game about multitasking, though I would say that it's a bit too easy because you can just skip all the minigames by smashing space bar (not even that fast). I haven't tried to replay with harder difficulty choices though.
Overall nice little game with an interesting spin on the Theme of Summoning
Good work!!
@mavvy Thank you for your kind feedback. Glad you liked the cult of game developers! I thought if everyone is summoning stuff for this LudumDare, all those stuff being summoned have to come from somewhere ¯\_(ツ)_/¯
@stmate03 haha no such thing as too much D&D ;) thanks for playing my game!
The game play was far too simple to be interesting, but if programming is not your forte then I think you should lean into the narrative as much as you can. The story here was very simple and there was grammar and spelling mistakes. If you have the time you should either proof read or have someone else read it for you to catch those kinds of mistakes.
The music was a little annoying, but I was able to actually have it on during the game just at a much lower volume. Make sure when you test your game you max out your PC's volume since that's probably how most people have it configured by default.
I'm not sure why you allow us to skip levels. Maybe to have more narrative (I only played through it once), but you should never explicitly tell the player to skip content. Sometimes when we play games it's to get good enough so that you can "skip content". But you never want to reveal that to the player because it's a little lie they tell themselves. The moment you present a player the option to skip the content they'll question if the content is worth it if the game itself doesn't want you to play it. Then they'll probably just close the game and go play something else.
Congrats on getting a working game with Unity! It's a pretty complex engine. I suggest you either work on improving your programming skills so you can implement some more in depth gameplay or use an engine like RPGMaker so you can focus on crafting a great story.
I like the idea behind the game, but it feels probably a bit too short and as others pointed out, the mashing of the button/spacebar is too powerful! But overall, I think there is something to be made with the foundations of this game: maybe fleshing out the story a bit more with more minigames that requires different playing styles (thinking like Wario Ware or something)
That being said, the multitasking aspect is a fun one you can absolutely revisit later on. Congrats on making the deadline, keep up the work ;)
@timidger Thank you for the feedback.
You are correct, though the lack of polish was not due to laziness. I didn't budget my time well and could not spend much time with balance or proofreading. As simple as the game was, It took me the full compo time limit to make it, which is a testament to how bad I am at this 😅
Your feedback is noted but I'm happy with the music as it is. This was the first time I was able to budget the time to have music in my game and I like the tune. I foresaw that some people would not like it so I added a mute button for it. In my 30 years of PC gaming I have never had my computer's audio set to %100 ¯\_(ツ)_/¯
The skip indicator is to help players in their decision making by letting them know that their narrative choice will mean they will miss something. Its not a particularly new idea. Here are a few example of the same concept in different application: Many games let you skip the starting level. Some games warn you that moving past a section means that you can't revisit some of the previous section, which results in missing some content. Some visual novels will use visual ques to let the player know a certain choice may end the game prematurely. In all these cases the designers let players know that there is a risk of skipping content, but the player still has the agency to skip things if they want to. In my opinion, that doesn't make the content more or less worthy of being played. I should have found a more elegant way to communicate that, but we are back to my poor time management skills again. I finished my games with 5 minutes left to the deadline. Rephrasing the prompts was not something I could afford anymore by that point
Thank you, I will work on improving my programing. Progress is slow but one of these days I'll make something playable :)
Yeah the button mashing turned out to be way overpowered. Getting the players to "keep a lot of plates spinning" is something I'd like to explore more if I get the chance!
The music was quite loud, so I just lowered the volume waaaaaay down :wink:
@fabula-rasa Thank you for the kind words, I'm glad you liked my weird humor :D
@sevenso Thank you for the playing my game and the kind feedback :)
