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Feedback comments for LD52
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| Timestamp | Since previous | Game | adhesion's comment | |
|---|---|---|---|---|
| Jan 11 03:36:37 | Greenfinger! | ♥ 3 | That was awesome! I love rhythm games and you really nailed it here. Art, music, writing all top notch. Super fun too - maybe a bit too hard for beginners but I didn't find it too difficult. Just had some minor nitpicks about the gameplay: it feels a little weird to have the note lanes spread out so much, like there wasn't a natural single spot on the screen for me to look at, I sort of had to scan around a lot horizontally to keep up. Also since the scroll speed is fairly slow it was a bit difficult to sightread the more syncopated rhythms. Timing felt quite tight too, at least between miss & the next one. Still was super fun, managed to get 1st place. Overall an amazing entry, excellent work. Ska's not dead!!! 🎺 | |
| Jan 15 05:44:27 | 98h 07m | Space Farmers | ♥ 0 | Neat concept - pretty fun to shoot and upgrade for the most part though the asteroids were usually way too fast to react to and movement felt a bit awkward. Also I noticed that you can just mash left click to shoot faster, so it wasn't clear if the fire rate upgrade was worth it. Sometimes I seemed to take damage for no reason too which is how I died (maybe an asteroid spawning on top of you?). Without a way to get health back it's pretty tough. Still a cool concept, nice work. |
| Jan 15 05:53:03 | 8m 36s | Harvest "Harvest Simulator" Simulator | ♥ 1 | Nice! Love the concept, though I would've like to see the actual game incorporate the game dev theme a bit more. The controls were pretty bizarre and unpredictable honestly but that was its own interesting challenge in a way. Spawns felt a bit random, seems like my first playthrough had way more bombs early on - otherwise I could definitely feel the difficulty going up over time so it was still pretty fun and challenging. My high score was 71. Nice work! |
| Jan 16 04:16:24 | 22h 23m | Harvest Construct Produce Destroy | ♥ 2 | Nice, solid start for an RTS here. Good tutorial and the controls were pretty straightforward to use, though I would've preferred to be able to single click on a unit to select it, having to do box select for everything felt a little tedious. The main issue was the lack of pathfinding for units - units would get stuck on level geometry or buildings pretty often which made it really hard to move them around the map. (Technically it was possible to brute force units through obstacles though.) If you added pathfinding I think the game would be a lot more fun. Lots of potential here though, nice work! |
| Jan 16 04:41:30 | 25m 06s | Hard Hat Harvest | ♥ 1 | Cool concept (bit of a Factorio vibe) and the aesthetic is great, love the music. Took me a bit to get the hang of the controls and how to actually interact with things so a tutorial would have been nice. (Also maybe needs a way to deselect your current selection, I think I did some accidental moves/builds that way.) The map actually feels quite cluttered for how the game actually works once you get things going. It also wasn't clear how to actually get the blobbies to get set up on intended routes, like I didn't know if I was supposed to click on the thing I wanted or the destination or both - sort of had to brute force my way through making a logistics chain without really understanding how to get things to work. I actually had a big hat made with 20 seconds to spare and in a blobby's inventory and it just refused to actually drop it off at the delivery point at the bottom despite being next to it which was just so frustrating :( Still the game was engaging enough to actually get me to keep playing to that point, which is a good sign. With some quality of life tweaks this could be really awesome. Great work! |
| Jan 18 04:32:00 | 47h 50m | Live Organ Harvest! | ♥ 1 | Love the use of the theme and the music gives an appropriately spooky vibe. The controls/gameplay took me a bit to get the hang of though - mainly got hung up on the fact that you couldn't remove bits from the right side. As I was learning the game it felt easier to restart the whole game for a clean start, which is a little bit weird. Did appreciate the tooltips though, that was helpful to understand the goal. Also the highlight during placement made it a little bit difficult to figure out which way the piece was facing. Being able to cycle donors endlessly also made it feel a little simple to find the pieces you needed - still pretty fun once I got the hang of it though. Finished in 213s with 10 donors. Would be cool to see this with some progressively more complex tasks to do. Nice work! |
| Jan 18 04:53:31 | 21m 31s | Dunix: Harvest of the Spice | ♥ 0 | I like the vibe and atmosphere, the AI stuff is an interesting touch. Graphics were pretty solid though the default setting was "epic" which was way too much for my machine and the menu to change it was a little bit finicky at times. Gameplay-wise it felt pretty sparse though, I definitely got lost after finding the first harvester and wandered around in the desert for a while before I found the intended path. Could use some more level design clues to lead the player to the next objective. I eventually just got chipped out by the enemies and died around the 3rd harvester, the game could use some way of regenerating health or more nuance to the combat to make things more fun. Still an interesting experience, nice work. |
| Jan 19 04:02:56 | 23h 09m | Skin Birds | ♥ 1 | Not really feeling the theme but this is an excellent concept! Love the audio, the music and callouts were great. The tracking was a bit finicky but it was pretty fun once I got the hang of it - had to move a bit further away from the camera and also let my brain adjust to the sort of rotated nature of the aiming. Would be awesome to see a full rail shooter type of game with this system. My best score was 24.66. Great work! |
| Jan 19 04:19:28 | 16m 32s | Harvest Goddess | ♥ 4 | Great concept and atmosphere, though it seems really hard to strike the right balance. The birds seemed to eat the wheat super fast so I couldn't really figure out the right rate to keep them away without losing them all. Tried 4 or 5 times and never had a successful attempt. Would be cool if there were something like a more circular ecosystem to manage. (Also I found it kinda funny that there were telephone poles in the background implying a modern setting yet the farmers still paid tribute to a goddess.) Still a cool experience overall, good work. |
| Jan 21 05:25:26 | 49h 05m | Little Dudes Planting Stuff so They Don't get Eaten | ♥ 3 | Nice! Cool concept and surprisingly engaging once I got the hang of it. Controls took a bit of getting used to (are all 3 buttons necessary? kinda feels like you could do more contextual controls with just one button maybe) but I definitely appreciated the gamepad controls. The desire path feature is interesting but of course a little annoying once you can't plant on it anymore. Not sure whether the helpers were worth it or just a resource drain. The carrot economy is pretty bad so once I got a 14 carrot request I was just done for, so that was frustrating. Still really fun overall, great work! |
| Jan 22 21:28:06 | 40h 02m | A Day in the Life of Death | ♥ 1 | That was incredible! Your games are all great but this might be your best ever. (And the best I've seen this jam as well.) The art and music are excellent and the story was so well conveyed, I'm super impressed. I even got a little emotional at the end. Loved the contrast between the soul harvesting and the rhythm gameplay and how that tied into the story, it's so cool to see that sort of thematic connection in any game let alone a jam game. Just an excellent experience all around, I'm so happy I got around to playing this. Amazing work!! |
| Jan 22 21:49:23 | 21m 17s | Star Harvest | ♥ 1 | Nice, I like the old school feel of the graphics and music, and the concept is cool too. (Props for making a very small-sized game too, 117KB is quite impressive compared to all the giant Unreal and Unity downloads out there!) Player control/strategy felt pretty limited beyond just trying to click on a fast moving star so it feels a little more like a sandbox than a game but that's not a big deal. The game probably would have felt more satisfying if there was a sound for the explosions but it was still pretty fun to play. Never made it past level 6 after a few attempts but that was good enough for 3rd place apparently! Cool experience, nice work! |
| Jan 22 22:13:34 | 24m 11s | Morbid | ♥ 2 | Cool concept, though fairly hard to understand how to play at first. With the orders page empty (aside from the $1500 thing at the bottom, was that the furnace upgrade?) it wasn't clear if I should actually try and harvest organs or not. Was able to use the scissors, but I didn't understand what the knife was for and using the fork was a bit finicky. One improvement could be to have more of a highlight for where you should click on mouseover or some kind of indication to help the player in the right direction. Would be cool to see this fleshed out (hehe) a bit more, nice work. |
| Jan 24 01:19:30 | 27h 05m | Necromancer's Garden | ♥ 1 | Nice, cool concept and there's clearly a lot of content here. It was definitely tough to figure out what to do though. (I'm pretty bad at deckbuilding games to be fair.) I feel like through the process of one playthrough (which took quite a while) I had a vague idea of a strategy but my deck and garden were too much of a mess to actually implement it by that point - it felt pretty tough to get a real gold economy going, and there were so many coffins it just got overwhelming. Wish I had more space to plan out areas for rot coffins separated from actual plants. One thing that I found frustrating was the lack of the ability to pass when you had other actions you could do, like sometimes I was forced to harvest ivy which I didn't want to do and later I was forced to play one of the ritual spells out of order which made me game over, which was frustrating. Honestly feels like the game might be better if it were simpler (fewer plant types maybe) or at least have a proper gameplay-based tutorial that introduces mechanics one at a time. Still impressive for a jam game, nice work! |
| Jan 24 03:14:08 | 1h 54m | Fading Souls | ♥ 1 | Great concept and excellent atmosphere, love the overall vibe. Great use of audio cues as well. Gameplay felt a little bit simple at first, though once I realized I could play a little bit riskier to potentially save more souls things got a bit more interesting. Before that it just sort of felt like the devourers and I were just sort of doing our own thing :P My score was 56/37. Great work! |
| Jan 25 02:02:01 | 22h 47m | YAHG - Yet Another Harvesting Game | ♥ 3 | Definitely needs some gameplay polish but the core concept is pretty solid, and the level design and amount of content is impressive. Great music and the voice acting worked well for explanations, though I think some things may have been better conveyed in more of a visual or "show don't tell" kind of way. Also it is possible to get stuck and softlock in the upper area near the drawbridge before you get the jump which was a bit frustrating. Lack of checkpoints or a way to regenerate health was a bit rough too, I got the gun and then died in the next area. Still quite impressive for a jam game, nice work! |
| Jan 25 04:10:47 | 2h 08m | Sanity Farmer | ♥ 1 | Really cool concept and I like the aesthetic, mood and sound design a lot too. I turned the lights off in my room to heighten the experience but I still wasn't especially disturbed or creeped out to be honest. I sort of expected some kind of progression or change if the game is supposed to be farming sanity from me, but it felt like pretty much the same experience the whole time. Made it to 14:48 before stopping. Would be cool to see something like this with more variety and player interaction (but I suppose the repetitiveness and lack of control is the point here). Still a really unique experience, nice work! |
| Jan 27 02:55:13 | 46h 44m | Harvest Insula | ♥ 1 | Solid concept, pretty straightforward and simple but surprisingly engaging. There didn't seem to be a whole lot of meaningful strategy to which plants you would use (vs just using all your space efficiently) until you got to the bigger/more complex ones, but by that time the most important resource was actually my time and patience for clicking on every tile for harvesting. Ended up stopping around the star-shaped plant, felt a bit tedious to get enough money for the next one. Would have been cool to see more complex mechanics like synergy between plants or different terrain to make things more interesting. Still a cool experience, nice work! |
| Jan 27 03:13:07 | 17m 54s | Scythefall | ♥ 1 | Like the vibe here. Combat felt pretty fun in terms of gamefeel (nice screenshake and sfx) though the actual strategy was not that deep and felt a little too "jousty", like your attack range was about the same as the enemy's attack range so it felt a bit random sometimes as to who would take damage. Might be better with some more indication of when the enemy would attack. Had some situations where the enemies would just multiply out of control on a couple playthroughs so the balance feels a little bit random as well. Also the projectile cooldown was super long and I didn't notice the indicator until I read the comments here. My high score was 57, at that point I got lost and couldn't find any more enemies to fight. Still a pretty fun experience, nice work! |
| Jan 27 03:37:27 | 24m 20s | Look Closely! | ♥ 0 | Neat concept and a nice challenge, though not really feeling the theme at all. Was a little intense once I realized the characters could wrap around the screen, that made things a bit more confusing and difficult. Actually managed to get a score of 8, maybe some good guesses in there. Nice work! |
| Jan 27 03:50:06 | 12m 39s | Disorder | ♥ 1 | Cool concept, pretty satisfying to slam things around, though the level design was a bit frustrating in that a lot of blocks started right near the edge of the screen for me and it was finicky to get them far enough away to satisfy the level. Would be cool to have some more audio feedback, particularly on the dash since it was hard to tell whether the dash was working when you were in the middle of a bunch of blocks. Got stuck on level 11 with the magnet, there was a block that got jammed into some level geometry so I could barely move it. (Also I think the controls were backwards, magnet was seemingly on K for me?) Still a nice concept with a lot of potential, would be cool to see this refined a bit more. Nice work! |
| Jan 27 04:01:14 | 11m 08s | Dreamcatcher | ♥ 1 | Cool concept and I like the vibe and sound design. Was generally satisfying to play, though the circling mechanic was a little finicky sometimes and once I realized you could just mash left click to kill the nightmares the game became pretty easy. On my first playthrough I didn't realize there were a bunch of spawn points over to the right so I got pretty overwhelmed by nightmares that had already spawned. Fairly good platforming though some of the platforms are really small relative to how fast you could go. There's also a gap between one of the stairs and a seemingly connected platform towards the right side which I fell through a couple times. Still pretty fun overall, my high score was 34. Nice work! |