Foon → Ludum Dare Explorer → LD52 → Feedback comment stats → amkingTRP

amkingTRP

Feedback comments for LD52

← LD50   LD60 →

amkingTRP's games and stats for all events →

TimestampSince previousGameamkingTRP's comment
Jan 9 19:53:08 Hidden Tales ♥ 2 My daughter absolutely loved this (I'd left it open when I went for a coffee and came back to find her playing it on my computer). As she moved the mouse around I could hear shouts of "oh this is so cool!". This was a very convincing argument for "games as art". On a technical note, I was extremely impressed by the way you managed to fade different segments of the screen with what looked like splat masks? I'm more and more impressed by what can be done in Godot. I'll definitely be looking at the source you uploaded.
Jan 9 20:12:09 19m 01s Harvest Dune ♥ 6 That was really effective. The whole atmosphere is spot on. I think there's actually the basis of a more indepth game here (expeditions out to the sand sea and trying to survive to get back to base), but obviously there'd be license/copyright considerations.
Jan 10 06:47:25 10h 35m The Feudal in the Rye ♥ 2 Very enjoyable game, although I did feel the difficulty curve was a bit steep (but I might just be rubbish at playing it).
Jan 10 07:16:06 28m 41s Star ReaperZ ♥ 1 Your itch.io link doesn't work. You might have left it in draft mode (you'll need to edit game and at the bottom of the page there's a radio button for making it public)
Jan 10 07:49:20 33m 14s No Harvest ♥ 2 Brilliant idea. The various immunities and shapes made it quite challenging. The graphics and sounds suit this game perfectly.
Jan 10 09:45:33 1h 56m The day before the harvest ♥ 3 Really relaxing cosy game, perfectly captured the feeling you get at the end of the summer holidays. :) Would love to see more games like this. Couple of what seemed like graphical glitches for me at the top of the map, I think it's to do with the y-sorting on the trees/rocks/notice board where the player's y value is almost the same. But apart from that it's a gorgeous looking game with great chill music.
Jan 10 10:03:28 17m 55s Nesting ♥ 1 Great little game; I'll second the earlier comments about button mashing for the flap (my arm hurts a bit now after playing for a while), but the mechanic does work extremely well.
Jan 10 14:11:04 4h 07m Human Harvest ♥ 3 Great fun, and very addictive; was playing for about 25 days before I had to stop (too many diminishing returns with the levelling system - but that's the case for most levelling systems anyway). Brilliant pixel-art and music, and the physics/controls are spot on. Not sure how this could be extended though; potentially some Choplifter style missions?
Jan 10 19:33:16 5h 22m Scoopy the Spoon Thief ♥ 1 Not 100% convinced of adherence to the theme, but no matter; this was highly enjoyable. I'm a sucker for a good stealth game and I thought this was brilliant. I'd love to see more of this; this could be extended into a general heist game with patrolling guards, etc rather than just security cameras.
Jan 10 20:02:38 29m 22s Puppet show! ♥ 2 That was an interesting experience; more akin to an interactive artwork than a game. That's definitely not a bad thing though, I'd like to see more things like this. On the whole, great presentation, good storyline, and I second people's comments about the text-to-speech adding to the experience.
Jan 10 22:16:51 2h 14m Harvest Simulator ♥ 1 Oddly satisfying game. Based on other entries I kept expecting to get "upgrades" to my scythe to let me cut more, but keeping it simple subverted my expectations. It's a nice addition to the collection of "experience" games that have been submitted to this jam.
Jan 10 22:24:54 8m 03s Harkonnen Daily ♥ 4 The 2nd Dune game I've seen this jam and a unique take on it as well; the game is quite compulsive with a clever mechanic of "seeding" the worm and then having to navigate the harvester to it. Could possibly be expanded with things like random Freman attacks?
Jan 11 14:25:31 16h 00m Dark Harvest ♥ 1 Extremely atmospheric; the sound effects did an amazing job of creating some tension. My only niggle was the lighting and shadow casting (I think if you hadn't put the shadows in, I wouldn't have noticed), but the shadows only affect the floor. The walls are completely illuminated by the torch, even when they shouldn't be. I guess it's an artistic choice, but it bugged me more than it should have :) Despite my personal thoughts on lighting, the game played extremely well; it felt good to walk around and the restricted view made it feel claustrophobic. An excellent basis for a potential horror game if you want to expand it in the future; old style diving suits and dark caves seem to be a good match :)
Jan 12 09:45:28 19h 19m Tree of Destiny ♥ 2 Definitely has the basis for something here; I was getting Eye of the Beholder or Blade of Destiny vibes and it had a good atmosphere. Gameplay wise I'm afraid there didn't seem to be much to it; the movement bugs with strafing were a bit confusing, and I wasn't ever sure I was hurting the spiders (I think lack of visible feedback was the issue in general). I'd second the suggestions that others have made about adding some sort of melee system; probably go full hog and use this as the base for a Dungeon Master clone as we don't see enough of these anymore. :)
Jan 12 16:39:22 6h 53m (Test) ♥ 1 Obviously as a prototype there's not much to it right now (I wasn't even sure what the ultimate goal was; the spaceship crashed, but all you do is plant and harvest seeds?); but definitely forms the basis for future expansion. A form of Stardew/Harvest Moon in space would be the obvious choice, maybe following the sci-fi theme with some factorio style automation?
Jan 12 16:53:26 14m 04s Souls harvest ♥ 0 I think my major gripe is the seemingly random nature of the units' movement. I like that you can target specific units with the cards, but the lack of control over the skeletons meant that random movements left them isolated and overwhelmed. If you could create units with specific behaviour (e.g. a card that generates an undead that will head towards the nearest enemy, or the strongest enemy, or a specific type of enemy) I think that would work.
Jan 12 18:21:59 1h 28m A Walk in Nature ♥ 1 Turns out I really dig these "cozy" games where there's no real goal (you set your own; I felt like climbing the mountains) and it just relaxes you. I was getting real Daggerfall vibes from this and triggered nostalgia for the 90s style first person RPGs that looked like this. If you do get the urge to continue it; I like the idea of just exploring and wandering around, maybe just add little things to discover (like you were trying with the resources)?
Jan 13 07:01:52 12h 39m Oyster Odyssey ♥ 1 Really enjoyed this one; there's something compulsive about upgrading the equipment (I got everything to level 6) and then landing MegaJug. The movement felt just right, even when overburdened with oysters. I'd second people's suggestions about some visual feedback about how much you're carrying and to offer the change to eject oysters to give you a bit of a speed boost, but apart from that, fantastic game.
Jan 13 17:26:55 10h 25m Last Harvest ♥ 0 My eyes hurt a bit after trying to focus on that tiny window :) I think you do have the basis for a little rage-inducing-but-just-one-more-go mobile game here. The lack of a diagonal on seemingly per-pixel (as opposed to moving on a grid) movement was frustrating, especially when the ghosts don't have that limitation. If you chose to expand it I would suggest scrapping the keyboard input and have the player run directly towards the mouse cursor / touch position; I think this would introduce "threading the needle" gameplay which can feel quite rewarding.
Jan 13 17:38:17 11m 22s Victor Voidbringer ♥ 2 I noticed that you'd opted out of graphics, so I'm assuming it's an asset pack, which is a shame as the choice of the graphics was a really good one for this game. Still, the gameplay loop is very compelling; I was finding I was trying to collect weapons in order so I always ended up with an axe (which seems to be the best weapon). I think this could be extended (keeping the graphics you're using) into a more indepth roguelite game. If you can make the combat a bit more melee-like (right now it's like firing bullets) where attacks may cancel out opponent attacks, and the range is shorter, I think that would work.
Jan 13 19:32:22 1h 54m Traumascape ♥ 2 Quite disturbing if I'm understanding it correctly (and maybe could do with a content warning as the suggested trauma could be quite upsetting for people). Not sure if I was doing everything right; when I put the trauma into the machine at the end I got the grey image of a person and then the game abruptly closed. Was that supposed to happen, or was it a bug? It's an interesting idea; I was getting "Faith" sort of vibes from the shifts in perspective for the 1st person segment. Worth expanding to explore what happens when that trauma was implanted into someone else.
Jan 13 19:43:26 11m 04s Dreamcatcher ♥ 2 This is quite enjoyable. My gripe was that I was finding it quite hard to control with keys and mouse; the jumping felt a bit unnatural here (maybe setting it to right-mouse-click would have helped), but that's probably just me. I found I kept falling down off the screen and couldn't make the jumps I wanted to. My incompetence at controlling it aside, there's a good idea here; the graphics and sound contribute to a dreamy atmosphere and the idea of collecting dreams and defeating nightmares is a really good one.
Jan 14 18:26:39 22h 43m Harvester 008 ♥ 1 This is definitely a good basis to build upon for a more fleshed out game. I really liked the idea of a cyberpunk version of Thrust and it was very similar. I think the problem is the speed, probably gravity is too high; I used to be pretty good at Thrust in the late 80s but I found this a bit too hard to control in comparison. The physics, while impressive, do work against the player a bit here. To expand it I would recommend maybe toning down the spinning and gravity to make it a bit easier to control; the cyberpunk setting and atmosphere you've created is brilliant and could lead to all sorts of potential delivery / combat missions (if you added weaponry of some description).
Jan 15 17:39:25 23h 12m Harvest ♥ 1 Not much more that I can add that hasn't already been said. It's a good basis to expand on; I actually like how speedy the main character is compared to similar games, so potentially build upon that and make a fast melee based roguelite?
Jan 15 18:32:07 52m 42s The Dark Forest and the Memories of Harvest, of One Autumn's Days ♥ 1 Technically extremely impressive; the shader was extremely well done (but I did find it quite hard to see things) and coupled with the audio did manage to evoke a weird autumnal feeling. Got to admit, the the plot was confusing to me; felt as lost here as I did watching the original Twin Peaks and the end of 2001 Space Odyssey :)
Jan 18 20:05:01 73h 32m Green Thumb Chronicles ♥ 1 Impressive for a Jam game; the graphics were great, set the mood nicely. Gameplay-wise, initially I was a bit overwhelmed by the task list. As other people have said it would have been been better to have that as a sort of tutorial where the steps description when needed. Not sure if it was a bug or a design oversight, but when I completed the first potion and got something like 33 gold, I didn't have enough money to buy any more recipes. Then went to the door and waited for next day and received another 33 gold, and could repeat this.