Foon → Ludum Dare Explorer → LD44 → Feedback comment stats → PeachTreeOath
Feedback comments for LD44
PeachTreeOath's games and stats for all events →
| Timestamp | Since previous | Game | PeachTreeOath's comment | |
|---|---|---|---|---|
| Apr 30 05:13:55 | Gravy Train | ♥ 1 | Something that stands out about this game is that it's playable w just dpad, or basically a 1-finger game if it was on mobile. I've found it hard to create compelling 1-finger experiences myself but you created a unique setup of elements here with such simple controls. I think you're right that the sound design was pretty key to completing the core loop, as just going back and forth between the coal was surprisingly satisfying. The game seems basic at first but you have to juggle speed, defense, and positioning which are all tightly wound together so as a player it's fun to think about all those aspects and what you want to concentrate on. You definitely got me to yell out when I got swarmed by 4 guys while I was chasing my train (and prevented me from getting a perfect score D:). Honestly a pretty original and fun game that inspires other ideas for me. If I were to tackle a train game I would've probably just given my character a gun but I'm thinking I should try more things like this. | |
| Apr 30 05:34:14 | 20m 19s | Nuclear Arms 7: Railway to Heaven | ♥ 2 | Incredibly fun game! I haven't played your previous games, but when I clicked on your account I was drawn into your concept of having a continuing series in LD. I probably would've beaten this game on the first run had I not been so damn tempted with the volume upgrades... The upgrades vs hp decisions were painstakingly hard, and this game was tuned very well to an experienced gamer. I thought the firefights were very interesting not just because of the variety of enemies, but because the arenas tended to be somewhat claustrophobic which made positioning that much more crucial. As someone who also runs larger teams, I'm really curious how your team evolved to this point. I glanced at your older games and you only have a few people on them, so I think it's just cool to have this series grow like that. It's early on the LD voting timeline but this has been one of the most fun ones I've played. |
| May 1 03:58:20 | 22h 24m | Meter Maid DX | ♥ 2 | just like @loadsofmana, I ALSO support inanimate waifu characters (as you saw in our game). I usually blow by LD cutscenes cuz they usually don't match my sense of humor but your game hits the spot. Absolutely hilarious narrative that drew me in, and a really unique gameplay on top of that. I've never seen gameplay like this, a crossover between prophunt and a stealth game.....kinda? Great choice of UI in putting the character face right in the game. I know this probably isn't your inspo but it reminds me of UN Squadron, where the face was pretty needless but it gave it a lot of character. Grats on putting out such an original game! |
| May 1 04:15:36 | 17m 16s | Limited Blood Works | ♥ 2 | Is this the same @shunao that did the CEOtaku mascot? Didn't expect to randomly across their work here! Game was really fun and it gets super hectic around wave 5 in terms of juggling your health via shots or whip, and also juggling your town's life vs your positioning. I got to wave 6 and really loved the pacing of the game there. The art is of course, incredibly solid, and all the small touches you do on the menus like putting in the large avatar and such really add to the world. Great game and a solid package overall! |
| May 1 04:53:02 | 37m 26s | Bloodmage | ♥ 1 | Arggggggg I played this for half an hour but couldn't figure out how to beat the boss after getting all the orbs! I thought the game had a huge variety of things to do which is awesome for an LD metroidvania. Usually it can get pretty tedious between sections but yours was great. I definitely spent the most time on the right section, and the game in general was pretty hard, but I didn't mind the constant deaths. The game absolutely created tension as I was staring at my lifebar most of the time in fear of spending too much. Nice level design and fun game overall. |
| May 1 05:33:46 | 40m 44s | Coinroll Adventures | ♥ 1 | Really clever character design! I usually only see things like slimes that drop portions of themselves, but I loved the coinroll along with the greedy businessmen that want a piece of you lol. You also used that mechanic as a way to create a platform and jump off of them and I thought that was genius. Definitely one of the better themed puzzle platformers I've seen and you created a nice, gentle atmosphere in general with this one. |
| May 1 05:44:19 | 10m 33s | Knit Worth | ♥ 4 | This is why I love LD. This game is played from such a unique perspective, it's brilliant. Like others, I loved the movie playing in the background. Out of curiosity, if this was made in Unity, how did you do that? Every part of the art is awesome. I was drew in from the logo at first, but every part really did impress me. The gameplay is shockingly interesting for being so simple. Color me impressed, I look forward to future games! |
| May 1 05:59:10 | 14m 51s | Bot escape | ♥ 1 | Surprisingly challenging lunar lander game! First off I really liked the general gamefeel. The ship felt good to control, but the vfx and sfx actually made it even better, especially the effect you produce when you recharge your batteries. How did you make that effect anyways? Was there a simple way or did you actually just make 8 particle systems spew out or something? Secondly, you are an evil level designer :). The first shocker was at level 4 when I just went full speed into the 2nd set of spikes. I started playing much more carefully after than but I liked that each level had a clear theming to it. Very solid game w a lot of content for a solo project! |
| May 1 06:17:11 | 18m 01s | Idle Idol | ♥ 0 | Geez what a solid game. Dunno what you did to get my autoclicker to not work but gj lol |
| May 2 04:37:17 | 22h 20m | Pit King | ♥ 1 | Really great theming and presentation in general. Even though the amount of upgrades were relatively short, there was just an innate pull to the game that made me want to build a fortress. I was a bit surprised you guys squeezed in that amount of polish in that short amount of time so kudos to you. TDs are naturally easy to scale and expand on so I look forward to future version. |
| May 2 04:42:14 | 4m 57s | Don't Kill My Cat | ♥ 1 | 19 secs in my first run. As an idle game enthusiast I am embarrassed by my inability to play a true idle game. Forgive me. I did play it again and held it for a while. I always know when I play a @local-minimum game I'm gonna get a special experience :) |
| May 2 04:57:14 | 15m 00s | Knight Time | ♥ 0 | Really engaging game for me, I was already pulled in by the main screenshots cuz it seemed like Her Majesty with a dungeon crawler behind it, and you made a decent hybrid of those. One thing I thought was interesting was how all the stat juggling was hard to calculate, I was tempted to bust out the calculator and figure out what an optimal path would look like, but I decided not to and just play the game straight. I'm curious what kind of scores you can achieve. I don't know if there's a very optimal strat out there but I got ~230 gold and 14 monsters down. Great concept and I'd love to see an evolved version of this. |
| May 2 05:52:55 | 55m 41s | Rising Pyramid | ♥ 0 | Holy crap man, this was an awesome game. From the initial looks of it it seemed like you just threw together a bunch of random ideas, but when you play it they all work together in tight unison. It's really rare for me to stumble upon a speedbased puzzle game I like (my fave is still Tetris Attack with its high skill ceiling). I could see a LOT of depth to your game where players plan ahead different routes based on the 4 blocks that are entering their space and trying to quickly maximize the output in their head. Also like you said, I loved how there was a macro element to it. I definitely haven't played a puzzle game where I had to manage multiple resource node production vs combo points like that so it added another element of frenzy to this game. One of the most innovative games I've played in any LD, I'm glad you didn't let the loose themeing affect your decisions. |
| May 2 07:28:17 | 1h 35m | Fluffensnuff | ♥ 2 | Dang, got stuck on level 16 but everything before that was super satisfying to figure out. Dunno what you did but the levels were just really engrossing and I just kept playing level after level. The puzzle design is super tight and I liked that I could see only 3 animals on the itch.io page. Tbh if I saw more animals I would've been overwhelmed and might not have kept going cuz the puzzles would just get so complex lol. This is an incredibly solid entry which wracked my brain a few times. I still remember the hamster game you guys did before, you guys are pretty good about trying new things and ideas. |
| May 4 23:08:16 | 63h 39m | Evil Dungeon | ♥ 1 | Simple addition to the genre but I thought the game was engaging enough to finish. I actually really enjoyed the final level because it had a decent difficulty to it in terms of timing. I agree w some of the sentiment above, I think the game really shined when you were presented w a choice of confidence in getting through traps vs taking guaranteed gate damage, and also the choice of when to grab a potion or not. The game overall has a decent amount of breadth to it given that it was a solo project so well done on the jam! |
| May 5 00:58:49 | 1h 50m | Petulant Petrolheads | ♥ 1 | I really liked the concept of the game as it took me a bit to get the hang of what all the options were for scrap and how to juggle them. There were some instances where I really had to choose my positioning carefully if there were bonuses scattered too close to obstacles, with enemies firing all around it. The game does seem to go on for a while if you knew what you were doing, got to 2k myself. I can really see the potential of the game if it had more cooking time but the core is certainly there! |
| May 5 01:24:44 | 25m 55s | Blood and goods | ♥ 2 | Incredibly polished game, I got around level 35 before stopping because nothing could really hurt me, though I do understand the enemy #s were rising and were eventually going to consume me anyways. I can't believe you guys only have a few jams under your belt, you seem to be very seasoned as this is a hell of a game! |
| May 5 01:48:38 | 23m 54s | Fools Fortune | ♥ 1 | I've always wondered what a more complete version of Reigns would look like and this is a good peek into that world. For whatever reason I do think your presentation is more interesting in that game and I could really see where you were going w the project. Sounds like you had the engine ready to go by the end of the jam but didn't have much time to really just crank out cards and gameplay, I know how that can be. Really looking forward to updates on the game as the theming just draws me in so much. |
| May 5 01:55:46 | 7m 08s | Pew Pew Crew! | ♥ 3 | Really fun and unique take on the theme, excellently presented and hilarious concept. This is one of the most original gameplays I've seen in an LD and it was actually really tough trying to figure out when crew member to toss out. I DID tend to throw out the orange first just because they were the most fun to watch go out. That then turned it into a really crazy timing game as the cannon swung around wildly, awesome. I think this core gameplay is super solid and a full version with more things could go really far. Almost close to a perfect entry for me! https://pbfcomics.com/wp-content/uploads/2016/04/PBF186-Guntron.png |
| May 5 02:06:55 | 11m 09s | Mr Moneybag | ♥ 2 | The king is back! You always know how to craft very tight systems that work together in unison, and this game is no different. I thought all the stats were pretty compelling so the choices were pretty difficult to make, which imo is the sign of great systems. The most engaging part of the game for me was the stats and just building them up. For a roguelike, I think it's actually pretty rare to make the player want to truly explore the map and not just gun towards the stairs. I think classic RLs were good at that but for some reason a lot of modern ones make me not want to do it. You give the player a lot of incentive to explore so kudos to that and kudos to another excellent game. |
| May 5 02:35:34 | 28m 39s | Monotheizmation | ♥ 1 | Another ambitious game from you! It's really inspiring and tempts me to do something like this, though we tried a city sim ~10 LDs ago with questionable results. Curious what your dream sim game would be if you actually had the time to make a full one. Really cool presentation of the game. It's subtle but I like the slight camera angle tweaks you do to stand out a bit from others. The screenshot for the game actually drew me in because of this. The gameplay is solid though the one thing I really love to see in god games is the city truly flourishing with life. I'm sure you could achieve that affect with only a few tweaks but it crossed my mind. I think there's a lot of breadth to the game so I'm impressed with how much you were able to squeeze in in the timeframe, nice job. |
| May 5 04:39:32 | 2h 03m | Inflate Me to the Moon | ♥ 1 | Totally great experience, even though it was linear it didn't matter, you crafted a super engaging game that kept pulling me along. This is one of the rare games, if not the ONLY jam game that has ever made me want to keep playing based on music alone, it's that good. I'm a huge fan of To the Moon and you evoked some of the same emotions from that game (along with every other music reference you had in there lol). Super polished experience and a little reminiscent of Gravity Bone in that it just leaves you with a smile on your face about the whole thing. |
| May 5 04:55:37 | 16m 05s | Piggy bank | ♥ 2 | wow, very clever game! I've played lots of similar games (at first glance) on flash and mobile, so I thought it'd be standard fare, but you added 2 things. 1) manual movement, which made the skill floor/ceiling a lot higher since you could make crazier jumps based on what you were going for, and 2) more importantly the consume gold option is GENIUS. It completely changes the decision-making in this genre and makes each jump pretty thoughtful as you're weighing your life bar vs positioning+where you're gonna fall. Overall, I loved the simplicity of the game yet you were able to create so much depth with some small tweaks. Excellent game design and excellent execution! |
| May 5 05:04:37 | 9m 00s | Soul Collector | ♥ 1 | holy crap I jumped off the big ramp and landed right on a barrel and flew away lol, awesome. Great job wrangling new people in and showing them the ropes, that's usually my role on these jams so I know how much time that can take. Fun concept and you really focused on what makes it fun which is the core driving-over-people experience lol. Is that music from something? I swear that tune sounds so familiar but I can't pinpoint it! |
| May 5 05:47:59 | 43m 22s | Necromarket | ♥ 2 | dang this game ate nearly an hour of my time! The crafting is super engaging and I made everything in the game afaik. I thought the LD theme was woven into this brilliantly and haven't seen that kind of interpretation yet. Using age as an ingredient itself was very interesting and it was fun to think of a shopkeeper that constantly juggles their age to craft what he needs. The ingredients/recipes were designed very well as there was a strong push/pull on every resource, and as a player I loved mastering the recipes in my head and knowing exactly how to do what. I couldn't seem to get an ending after day 15 or so so that's a bummer, but overall this was a fantastic entry and one of the longest I've played. |
| May 5 06:05:57 | 17m 58s | DEADline | ♥ 3 | Incredible game, easily a 5 on innovation. There were so many things that went well with the design it's unbelievable: a. Deciding between typing full words or typing short ones for best speed (debating typing vs platforming skills) b. Deciding which letters/words to type out to create the best platforming sequence for you c. The juggling between typing and platforming, at one point I was doing stuff like jumping up a vertical line while typing it rather than using wall jump, and also trying to play 1 hand while typing minimally with the other hand. soooooooo much emergent gameplay from this, though I eventually asked a 2nd player to just play coop with me and we had a blast trying to coordinate and guess each other's intentions. The only ding I have to give is the connection to the theme seems like a stretch. Make no mistake though, this is one of my highest rated games for me and one I'll be sharing a lot! |
| May 7 03:06:31 | 45h 00m | A Cup's Life | ♥ 3 | Very engaging game that kept me interested the whole time. I thought that was unusual because normally I might start getting bored if a game is too simple but the whole world pulled me in, and also the levels were tuned just right to make it feel like you were making it to the finish line juuuust in time. The art is astonishing. I loved all the little effects you guys did, even the title screen where you faked a few shadows, and the moving square backgrounds that moved at a steep angle rather than 45 degs... just so many great touches. The music reminds me of Earthbound which is one of my faves, so you also get a lot of points there. Really polished game and it makes me want to reach those levels too. |
| May 7 03:18:28 | 11m 57s | Life in the Fast Vein | ♥ 1 | Fun and hectic game, you really recreated the feeling of the old Cruis'n USA games with the little touches you added. I liked that there was a bit of strategy in knowing when you brake on the hard corners to maximize your blood meter, but ultimately the game was forgiving enough you didn't need to do anything crazy like that. I do think the concept has a lot more untapped potential given the world you built, would be curious to see what else you can come up with. |
| May 7 03:27:31 | 9m 03s | Space Gunner | ♥ 1 | This is actually the first game I played this LD that used the Sonic rings mechanic, I expected more because it came up a few times in our brainstorm sesh, but oh well! This game is super solid, you put a good amount of effort into making the core game feel fun and you definitely nailed it. Just shooting the enemies is very satisfying and the trees add to the experience a lot even though it's such a simple addition. I'm also impressed with the graphics because this game stands out so much. It's a shame you couldn't get it done in time, it's very well made and a big improvement in polish from your last LD. |
| May 7 03:47:16 | 19m 45s | Insert Coin | ♥ 1 | Very cool concept, I loved how you actually tied not just currency to life, but also currency to the moral choices you had to make at the end of each level, definitely the first game this LD I've seen to do something like this. Your team seems very skilled to pull something like this off in a jam, there was just so much thought put into the creation of this world, did you kind of already have it built in your mind beforehand? Even the gameplay was solid. Right in the 2nd world you put in some challenging bounce pad positions and you kept me on my toes the whole time. Excellent entry! |
| May 7 04:12:49 | 25m 33s | Sick Business | ♥ 2 | Tottttally didn't expect that gameplay or theme when I opened it up, I just assumed it would be some kind of doctor sim game. Tbh, I wasn't even too sure how the metagame was supposed to play out, just a vague idea of mafia money and cops, but I just had a blast filling up my hospital and extracting as much money as possible from people. My favorite game was the syringe one, it was just satisfying to nail that sucker perfect. I also laughed pretty hard when I first missed my organ deployment, just like in the real world. Ambitious game, can't believe you pulled something like this off. I see you have a decent sized team, did you split the coders off to do different minigames? |
| May 7 04:27:48 | 14m 59s | Guardian Sphere | ♥ 0 | Not sure if no one else is playing coop but I couldn't actually play that, it just kept skipping levels after 1 sec into the level. |
| May 7 04:34:47 | 6m 59s | Piggy Butchery | ♥ 1 | Pretty unique experience, obviously the art caught my eye first like a lot of people, but it was a different take on endless runners that I didn't expect. I thought it was a nice twist on the formula by having your past pigs lay out the keys to success with your future pigs. I think the gameplay can drag a little when you're trying to figure out the last section of the level since you have to wait til your pig gets to the end, but that's forgivable. Maybe in the mobile version you can just have more checkpoints or something. I loved it when you had to combine tools, that was the best part of the game. Parts where you had to jump, bomb, then create a bridge all in one. Keep pushing on that mechanic and your game will be even more awesome! |
| May 7 04:39:13 | 4m 26s | Force of Nature | ♥ 2 | GREAT job on making the enemies fly around like that on impact. The best part of this game for me was to swipe and keep comboing them in the air for a bit. It really gave the sense you were a huge treant and just batting these armies around. This game is just packed and I'm impressed with how much you fit into this game. Most importantly you really hit the theme on its head. The life currency isn't just a tacked on mechanic, it's very ingrained into the lore of the treant/forest so it makes total sense. |
| May 7 04:43:24 | 4m 11s | Leap | ♥ 1 | I liked that there was a huge variety in the different powerups you could obtain, it was certainly a reason for me to replay a few times to see if I could get a solid run. No way I could get something like 8k score though lol, that's super impressive. I actually liked that the glide wasn't too OP, it was just a nice course correction skill and let me do some pretty sick landings. For me the difficulty was just perfect. There were so many thin platforms I really had to stay on my toes and it kept the gameplay really interesting to me. Nice game and execution! |
| May 7 04:48:45 | 5m 21s | Market Master | ♥ 0 | Any chance you got some inspiration from Cult Simulator? That was the first thing I thought of when I saw this game as it looks like a real time worker placement game at a high level. If not, then that might be a cool game to draw some UI inspo from for a game like this in terms of elegance. Neat game overall and I like how much you pushed the boundaries of game design here. |
| May 7 04:58:28 | 9m 43s | CREAM | ♥ 1 | Haha, I loved the core idea of the 2nd portion of the game. I know you didn't quite do this but it reminded me of this part in Fallout 2 where you have a choice to give someone a ton of cash early on, but near the end of the game this guy actually invests that money correctly and pays you back 10-fold. I felt like I was being punished for my decisions early on and that was pretty neat. I said this last jam and I forgot YET AGAIN but I need to steal how you animate your text in logos and such, it's such a nice effect and you're the only one that does it in LD lol. |
| May 7 05:14:02 | 15m 34s | Something Of Legend | ♥ 3 | I felt like I was playing Sabin all over again :) Took a little to figure out the gameplay even after reading the infograph, but once I got going I enjoyed punching in the combos super fast. I realllllly loved how every piece of the game was a piece of art, including the UI. It made it feel very cohesive and intentional, it looks amazing. One thing that kept pulling me forward was in fact, the enemy types you chose and me wanting to see what was next. I loved the ambition in this game as you guys tried a ton of ideas I've never seen in LD before, fantastic job! |
| May 7 05:21:02 | 7m 00s | Samurai Zombie Girl | ♥ 0 | I was a little skeptical at first after seeing the initial pace of the game, but it didn't take me long to understand what a few of the people above have said, the combat was actually very satisfying. The heavy attack had weight to it, the opponents splattered in a satisfying way, and the whole limb system was suuuuper impressive to me. And that was just the core gameplay! I liked how you went for the whole inventory and upgrade system and I would love to see what you can do w a full version of this game. |
| May 7 05:26:51 | 5m 49s | Earn Your Life | ♥ 2 | Was there any particular game you used as inspiration for this game? I've played quite a few life sims on web/mobile and was wondering if it was one of those. I liked the coat of paint you put on the genre. Usually it's just plain text but I felt like the digital interface really emphasized that the clock was ticking on your life. Since I expected standard life sim gameplay, I thought it was pretty funny how some of the choices lined up. Like going to art school....then construction worker....then back to art school lol. Only halfway did I realize it was a more freeform game than I had expected. Fun concept, I'd love to try making one of these games myself one day. Perhaps when I faff about next year. |
| May 7 05:42:24 | 15m 33s | Fateful Dealings | ♥ 2 | Tbh..............I actually liked this more than Cultist Simulator (at first) lol. I know your game is more simple but it is more focused and presents your options more intuitive than I thought CS did. Now, CS did grow on me eventually but I had to replay it quite a bit to figure out how to finally play it. I think your theming is amazing and I loved the concept of reviewing your life. For a compo game this is absolutely insane execution, I can't believe you did this alone! |
| May 7 06:54:34 | 1h 12m | The Cult of the Morning Star | ♥ 1 | Very engaging game! Took a little to figure out a good strategy but I loved how all the resources in the game were so intertwined. Even though a game like this can be pretty obtuse, I thought the 3 demon summons were really good at drawing the player forwards and making them understand the overall game w/o even a tutorial. I think this game is completely on theme as lives are truly a currency and not a tacked-on mechanic. I thought the final sprint of the game was actually pretty intense, as my suspicion was getting close to 40 and I wasn't sure how many turns left there were on the summon. I think I ended the game around day 64 but could probably do much better after the things I learned about the game. Awesome game, one of my faves this jam! |
| May 7 07:06:34 | 12m 00s | Board Life | ♥ 1 | Really interesting take on the life sim genre. I sure hope I have this same luck irl so I can live 160 years :) The game is super engaging in the beginning and I loved seeing all the different event cards you offered. I think late game it definitely slows down since you can deal with negative cards relatively easily, but in the end you are stuck dealing with them. I suppose that models real life pretty closely so I can't complain there haha. Pretty curious how you even came up with this concept, it's very unique and pretty addicting to unfold the whole board. Well done! |
| May 8 06:56:25 | 23h 49m | Heartful Decisions | ♥ 2 | I love memorization games and holy crap is this game hard. I think if I spent a good hour on it I may get it down, what is your high score? In general I really like the concept and am surprised I haven't seen it before. This should be an app to replace flashcards lol. I appreciate your effort in modeling and animating so many things for a compo game, this was way more content than I'm used to seeing. Another nice touch was the win screen, I did play a few times just to see what kinds of messages I got. Neat game and I wish I had the extra time to sit down and nail this score down! |
| May 8 07:04:15 | 7m 50s | BloodMageAdventure | ♥ 1 | Woo this game is quite difficult! Creating platforms from your life is pretty unique and the level design is very tight. I liked that the game required some pretty quick reflexes and thought to how you were going to retrieve your blood in various situations, like quickly jumping up a few platforms while sucking blood back in. I replayed the levels quite a few times trying to even get the minimum amount needed. No doubt your game is extremely blood themed, with a total commitment to the palette so I give some points on that front. Overall this seemed like an impressive game to level design for and balance so gj handling all that solo. |
| May 11 04:56:30 | 69h 52m | LastSwap | ♥ 1 | Very unique game. It's a bit making a dota-invoker based TD but you have to juggle 2 things at once. Like others it took me a little bit to get a strategy down but I eventually figured out quick ways to summon and heal. After summoning and ridding myself of poison, I would bring both hands to the arrow keys so I could hit up, right, down in quick succession and just keep rolling my hands til I was full life. As silly as it sounds, I can't think of one game where I've had to roam my hands around and do combos (except maybe Stepmania lol). Really neat gameplay and I loved seeing you push traditional TD game design to a new front because TDs tend to all play the same. ps. incredible job at giving out LD reviews! |