Not really sure what was going on, a bit more explanation might've helped. The player movement didn't feel too great, it was a bit floaty. Still, the vibe was neat and it seemed like there was some interesting conceptual stuff!
The look and feel are really great, but I'm confused as to what I'm supposed to do. I can move the blue guys and they seem to take damage from the red guys? Also a lich/wizard appeared at one point?
I had a bit of luck gathering up my initial combatants in the middle and then enforce only one couldron, but I never managed to kill the evil wizard that came in to the scene. Fun little game, good entry!
Ran into an issue at the start where I zoomed in with the scroll-wheel without realizing it, and couldn't see anything on the screen (maybe a weird Unity default). Also didn't realize you could place multiple little dudes on a single cauldron until I looked more closely at the screenshot you posted.
Otherwise, the visuals and audio were a bop, and it was pretty fun pushing summons and monsters around to protect the circle.
You certainly got an impressive start to a game, especially for your first Ludum Dare, but I think it might need to be a bit more user-friendly. I didn't get that I had to click and drag to move the camera - I didn't see that control anywhere and I thought the whole game was just the starting screen. I also wasn't a huge fan of the controls, with Space and 1 being spread fairly far apart for my hands. I think making the camera follow the player and changing the controls to something more conventional (like Z and X, or Q and E) would go a long way to making this game more accessible
So much good feedback can't thank y'all enough!! Learned so much from this, I definitely need to leave time to build a clear & concise introduction of the game's main loop next time.
Nice entry, gameplay-wise very nice. UX wise very poor. I was confused most of the time, but art and music was very nice so I stuck around to figure out the game.
Got pretty difficult pretty fast. If there was a way to move the summoned helpers to nearby enemies without having to push them directly, then I think the game would've been significantly easier. I had a somewhat sustainable method going, surrounding my area with summoned blue helpers while I ran around collecting resources to summon summoners, but I eventually got overwhelmed by enemies. I think the gameplay could use some more development (maybe some quality-of-life changes), but 2 days is a tough timeline to balance out things like that. The game was neat. Good work!
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Otherwise, the visuals and audio were a bop, and it was pretty fun pushing summons and monsters around to protect the circle.
Thanks again!