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JormaRysky

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TimestampSince previousGameJormaRysky's comment
Jan 9 20:20:26 Human Harvest ♥ 2 Another human harvesting game! Completely different approach tho that in our game
Jan 9 21:46:17 1h 25m Far VVest ♥ 4 This is joke game, and as a one it is pretty good. Even those rough graphics work. Good sounds, game mechanics work enough to sell the idea. Good job. Did not find if it has losing condition, but don't know if it even needs that.
Jan 9 21:59:54 13m 37s Art Of Harvest ♥ 2 Btw, controls should not be inverted, reverse steering box compensates that rear axle is the one steering. Could use some little balancing work, bit faster steering speeds, to make it more drivable. That said, it handles pretty much like harvester would, sluggish it is as a racing vehicle.
Jan 9 22:17:01 17m 07s Fungiform ♥ 1 Managed to escape. Movement without proper screen scrolling is bit jarring, otherwise it feels pretty good to play. Sound design is solid though could use few more sounds for different kind of pickups and plants. Did not found if you could lose, but it was fun little time waster while it last.
Jan 9 22:25:29 8m 28s Turbo Trash Truck ♥ 3 Anything garbage truck is instant + from me. Out of all games I have yet played, this feels most like real game. It is chaotic, it is fun, graphics and sounds do their job if not amazing. I just need to be able to scrap those humans and their stupid little cars along with other trash.
Jan 9 22:37:31 12m 02s Frosty Forestry ♥ 2 Agree, with @aarimous nice tree falling animation. Graphics do their job otherwise too. It's maybe bit unclear how to get score high enough, and I certainly don't understand what loses you chainsaw, but movement feels solid. Kaipa tässä olisi potentiaalia olla ihan hauska pikkupeli.
Jan 9 22:39:21 1m 50s Solar Sentinel ♥ 3 I like those 70's Viking-esque stretched out tanker trucks, even though they are antagonists here.
Jan 9 22:48:44 9m 23s Farm On Wheels ♥ 2 Graphics do their job, though inconsistent pixel size is bit jarring and numbers should use some other colours so they wont disappear into background. Also I think drag and drop "cursor" is bit offset. Did not found if there is any deeper mechanism than buy, plant, harvest, sell, but what little there is, works solid.
Jan 9 23:10:05 21m 21s Menagerie Street ♥ 2 Bold move to create such a text heavy game in a jam, where critics have attention span of a dandelion, but this works. Interesting writing, some good humour, graphic style is solid. Nothing bad to say.
Jan 9 23:16:15 6m 10s 7 days to harvest ♥ 3 You respecters pay F press
Jan 9 23:26:00 9m 45s Souls harvest ♥ 3 Those who are struggling getting game to fit screen, zoom out itch page before making it full screen. I like those small characters walking around, very cute stuff
Jan 9 23:43:50 17m 50s HER-V ♥ 6 This game made me realize I can't press arrow keys in correct order even if there is no timer nor need to do that in beat
Jan 9 23:54:48 10m 58s They Hide in the Fields ♥ 3 Have to try it again with headphones I think. Commenting here to keep it bookmarked I really like those pre-rendered sprite graphics, 90's jank is my jam.
Jan 10 00:09:05 14m 17s Harvest Doom ♥ 1 Completely opposite approach to retro fps than we had, even though dna is shared. I'm not sure what I'm supposed to do with water gun? Did not get it to hurt anything nor managed to grow anything either. Also cylinder with sunglasses FTW! Every jam should have game starring that cylinder guy.
Jan 10 00:28:29 19m 24s Boar'd'Hell ♥ 1 I have to try this again tomorrow as a split screen game, with a friend. Could unlock more of it's potential if treated as a co-op multiplayer. As a single player game it is already chaotic fun.
Jan 10 01:02:46 34m 17s Forked Up ♥ 1 Controls are bit floaty for my taste and it is bit (or very) grindy. Could be nice game with better balance and level design. Nice graphics, I like that Gameboy palette and this pixeling is about as good as it gets with the limitations of GB.
Jan 10 01:15:19 12m 33s Swfarming infestation ♥ 1 Apart from UX issues, I see solid game here. Some good humour too
Jan 10 01:24:57 9m 38s Tractor vs. Ufo ♥ 1 When web build has so bad performance, I suggest taking it down so it wont drag ratings down. No reason to keep it up. I like the handling and graphics style. Bit unbalanced, towards too easy, but all the mechanics are here and they seem to work (not 100% sure about scares). Sounds are bit underwhelming, but they fit for minimalist style. Create some kind of post jam version of it, this game could be fun.
Jan 10 01:31:20 6m 23s Space Harvest Wreckage - Extreme 2001 ♥ 4 Bit too floaty and I'm not fan of controls being relative to local axis. At least should tie camera to character, would make it more fun. That said otherwise controls are tight (floaty but tight, am I crazy?), in that they are well executed and wont break.
Jan 10 01:37:59 6m 39s Harvest Moon ♥ 1 Idea works well and even camera is surprising good. Don't have any idea how that wonky panning logic works, but it always shows enough to keep game enjoyable and not frustrating.
Jan 10 01:44:17 6m 18s Heroic Harvest ♥ 1 Congratulations on your first release! This is solid little twin stick shooter. Enemy bullets might fly little weird or disappear too soon I think
Jan 10 01:50:35 6m 18s TanksGiving ♥ 2 From graphics to movement to idea to voice acting it is unapologetic jank, and that is good. World needs more these kind of games.
Jan 10 02:01:39 11m 04s Farmtown Mowdown ♥ 2 Apart from balancing issues this is solid entry. I especially like that weird, fading to black shading style combined with low res. Just like those weird early 2000's budget/free games we used to play as a kid
Jan 10 02:09:00 7m 21s Body Harvesters ♥ 2 Gameplay loop is solid, flying feels very good, so do shooting
Jan 10 02:18:42 9m 42s Reap and Sow ♥ 1 This is one of the better looking games in the jam, very strong colour scheme. Don't know what kind of lupara grows plants, but this seem to do so, it is all that matters
Jan 10 03:13:53 55m 11s 🥕 Grow a Carrot! 🥕 ♥ 1 Have there ever been game with such a disproportionated humour/fun ratings? This is absolutely least fun game in a jam, but it is good joke. I will take your word for it actually working, no need for me to try it out
Jan 10 03:21:11 7m 18s Agent 001 ♥ 1 Woohoo, another pixelated fps. Have to try this one tomorrow
Jan 10 16:20:43 12h 59m Consumption ♥ 2 Mechanics are solid here, though some little balancing work could be done. I did not had issues with hit boxes as other had though. Might be just that I don't usually play too much top down games. I think it might work better as a "restart from same room you died" kind of game. Every room is hard enough to be it's own level, and it gets tiresome to always run from start, especially as enemies respawn. Shop room could be its own menu or something, so no need to run back and forth. While not exactly transparent in execution, there is some effort of teaching player mechanics, which is big bonus.
Jan 10 16:31:46 11m 03s It is not time to harvest ♥ 4 By tightening controls and creating more accurate collision model this could be fun. Main issue here is very floaty jump. Arrows could have some kind of signs before they shoot, now it is trial and error rather than game about fast reactions. Art style is very good, strong monochromatic colour scheme, I like it.
Jan 10 16:40:20 8m 34s Gun Harvester ♥ 1 Controls are tight, shooting feels good. Playground is maybe bit cramped and UX is maybe bit too complicated for it's fast action roots. Could use some streamlining. Though that might be just me, I dislike all kinds of menu navigating stuff in general. I like those bullet hell like enemy attack patterns. Elevates combat over most similar entries. Decent artstyle, strong colours and good pixel work.
Jan 10 16:52:30 12m 10s Barvest: The Iconic Bug Harvest of 2005 ♥ 4 Oh whoa, this is definitely my favourite entry so far. From graphics to atmosphere (even checkpoints are webs), to controls to level design (branching paths which all teach you more mechanics. I did not even notice there are so many paths available at start, before I learned about web jumps) it all just works. Few suggestions, could do bit more varied combat and I don't think tied enemy should do damage. I also think you should disable mipmapping to get rid of that blurry pixel garbage few meters away from camera.
Jan 10 17:23:16 30m 46s 9CELL ♥ 2 Graphics could do better with more consistent pixel size and/or at least adding grain to everything to make it all more unified. That said they serve their purpose in weirdly fascinating programmer art way. Mood is this entry's strength, it is moody for sure.
Jan 10 17:34:42 11m 26s Branch Out ♥ 0 This idea is one of the more innovative ones in this jam. I do wonder how do you draw those branches, are they just bunch of sprites or do you use some pixel manipulation? Could do bit more flexible control scheme. When there are many branches it gets bit frustrating to scroll through all of em. Mouse choosing maybe? Then it could be balanced to faster and more chaotic fun with more (and nastier) enemies
Jan 10 17:43:03 8m 21s Corn Horror Harvest ♥ 1 Bit clunky and unresponsive controls, but that is more of balancing issue than problem in underlying code I think. Could be better if there were clearly marked prices for items ala Zelda 1. Price under item should be enough. Enemy designs and way they sign their dashes are well done. Graphics do their job, it has some good atmosphere. In generally I like the idea and would like to see it get re-balanced and polished.
Jan 10 17:51:20 8m 17s Brutal Harvest ♥ 2 This is decent top down shooter, with some nice controls. I especially like clunky way gun rotates. Enemy designs look good and adding both vegetables to harvest and crows to be annoying was good idea. Graphics are well done. If there is something to improve, characters (and some objects) could do drop shadows. In game palette also could be bit more unified. Menus are beautiful, nothing to improve here graphically.
Jan 10 17:57:21 6m 01s MegaBurgers ♥ 1 I like how you create burgers from so beginning that you plant seeds first for the bun. Good idea. Only way to really top that is first to invent the universe.
Jan 10 18:16:24 19m 03s No Harvest ♥ 2 I like the making idea upside down compared to everything else. Reminds me of playing Sim Safari as a kid, we did not had any idea what to do, so we just burnt down everything. I think color coding plants and attacks is bit off, those combination plants that are immune to both blue and red attacks could have more of blue colour to make it more obvious. Otherwise graphics do their job and they look nice. Good harmonic palette and decent pixel work.
Jan 10 18:24:45 8m 21s Samhain ♥ 1 I like the idea and execution. Graphics style is strong and sound design creates atmosphere well. That heavenly light effect is too strong I think, blurs vision annoyingly much. Also could have more responsive controls. Maybe some proper enemies in addition to souls? Could be great chaotic fun if done right.
Jan 10 18:30:24 5m 39s Fox Puppies Want Food For The Winter ♥ 1 One of the better looking games here, lovely hand painted graphics. Good character designs too and animations, while being very economical; work well too. Bit grindy and slow, and I wish you could just dump everything you carry at the kids at once, without spamming space.
Jan 10 18:38:35 8m 11s ORGAN GRINDER ♥ 3 This rates high on humour. Bit too clunky and grindy to really be enjoyable, but rebalancing movement, enemies and especially upgrade prizes it could be fun little wave based time waster. Some suggestions in addition to rebalalancing: -Make store signs billboard towards camera -Some more dramatic lighting needed in game, make it more like menu has -Bright red skybox to give it some much needed contrast and vibrancy.
Jan 10 21:15:37 2h 37m Dynia ♥ 1 I like the idea, I actually like game even though it feels pretty bad to play. Some suggestions for improving it: -Movement could be use simplified physics, lock some axis up so it does not fall over randomly -Minimum of getting movement passable is to reverse steering when going backwards. Now it is very counter intuitive. -Faster steering -Move camera bit further from character so you have more time to react What I think it does very well: -Idea is very clear from start, you learned everything about it when you have hit your first checkpoint and crashed once -Checkpoint system is very forgiving as it should be in this kind of game -It tells you controls in the beginning
Jan 10 21:26:56 11m 19s Carvest ♥ 1 It is fun little time waster, points for originality. Would be fun to see real game built with same idea. Also bonus points for level editor. While not master class UX design, it is more than usable (certainly better than using Notepad)
Jan 10 21:44:57 18m 01s Shoo! ♥ 1 Fun little idea and decent execution, even if it controls bit clunky. It takes non violent approach, making it differ from most of the same types of games in jam.
Jan 10 21:56:10 11m 13s RunCubungus 2: The Harvesting ♥ 1 Decent game of it's style. I'd suggest making pickups more different in color from floor. Now it is bit hard to see anything
Jan 10 22:00:34 4m 24s Grave Harvest ♥ 0 Every version of game crashes on me
Jan 11 11:34:03 13h 33m VA-13 ♥ 2 This gets high fun rating. I actually played it until it glitched out, and bit beyond that. Graphics do their job, can't talk bad about 1-bit pixels + added red colour. It is geared towards easy and passives being too affordable, but in context of jam that is only wise decision. I ended up just killing myself in repeat to get more of passives, as I had shitload of scraps anyway. Could do with air control, now best tactic is to camp out in corner and shoot away. Shotgun is bit under powered I think compared to others. Needs more enemy types, maybe some could shoot back, fly or fall vertically through walls and floors (like ghosts). Bug report: I think when you get enough passives, their stop working. I stopped getting any weapon drops, my hit points got zeroed. All in all, enjoyable experience, even if bit basic.
Jan 11 11:45:26 11m 23s Endless Harvest ♥ 0 It got some solid mechanics, just needs some balancing work, variety and improvements for UI. And some kind of mechanic to keep you from spamming end turn. Maybe end turn could took you some money away, "expenses of running farm" or stuff like that to justify it
Jan 11 12:07:29 22m 03s Art of Occult Harvest ♥ 2 Looks damn fine, symbols etc. are well designed, no need for words to teach player to use kitchen or read receipts. UX works well, feels like finished product. Only small blemish is lack of feedback for that hidden burning reset. I think there might be some slight bugs, as second receipt I did multiple times same way, but it did not get pass every time. Maybe going forth and back between book and kitchen bugs it out or something? Memorized receipt and passed it then
Jan 11 12:28:16 20m 47s Harvest for a Murder ♥ 0 After few times running out of things it was clear what was goal and about how to achieve it. It works well, even if bit random. Bigger part of screen could be dedicated for resources UI, it is hard to tell what is what. I don't think including close the game button for every pop up is good idea, if something it gives impression of devs not having confidence for their game, "Go away and play some better game, this one sucks".
Jan 12 11:44:12 23h 15m Tree of Destiny ♥ 1 I wont repeat what others have said about melee, lack of feedback of hurting enemies etc or what should be standard features that I assume you did not had time to implement (roaming enemies, more spells etc). But I will write some other suggestions here: -Sometimes apples are glitching, you cant pick them up, they are just bouncing of. Instead of having them as a physic based object, they could have only trigger collisions (size of tile) and raycast down to see if they are on ground. If not, move until they are. Much less glitch prone approach as it is faked. -Mana could be found in maze, now it has too much repeated tasks. Get apples, find enemy, kill it, walk back to apples, walk to enemy, kill it, walk back to apples. That tree could serve some other purpose, as a goal, life restorer or anything really.
Jan 12 16:37:32 4h 53m Out Of Sight ♥ 1 Will play it when Im on computer, just came here to check what game has such a banger soundtrack. Audio and Mood are going to get rated high on this entry. Great idea to let "enemies" interact with each other, hunters being crushed is so meaty. Some good dual purpose designs here
Jan 12 16:42:46 5m 14s Pollen Angel ♥ 1 Very cool niche shit! Winner in most obscure category
Jan 12 17:30:00 47m 14s Haymaker ♥ 2 I came here after Tutti Ankka linked me your post about confusing feedback. Was interested what game could get such a conflicting opinions. What I gather from comments and by playing the game, you are on a right track and your idea works, it is just not yet polished enough. Take feedback more as that there is something you could improve, not as that critics know how to do it. There is absolutely no need to scrap that idea of rotating camera in favour of simpler locked camera. You could try few things to see what you think and what play testers think is best feeling option. So here are some ideas: -Try press and drag style camera rotation. Now I'm constantly rotating camera, as my hand is twitching and stuff. It is relentless and makes playing bit dizzy, there is no calm state for camera. By clicking and moving mouse I don't have to take my hand off from mouse to calm down the camera. -Try implementing snapping for camera. That is what most people prolly find easier to handle. If there is no need for unlocked camera, why ever have it. 45 degrees turns could be enough. It also most controller friendly option, lerp from position to other by press of shoulder button. -Go for complete opposite and try unlocking vertical axis completely. Complete freedom without hard to understand and unnatural arbitary upper and lower limit. Optionally also get rid of reference objects (hay bales) when trying this option, to make it feel truly limitless. Like there is no up or down direction in your puzzle universe. -Or put there more reference objects, ground, etc, and place them asymmetric way, so you can always know at what direction you are looking the volume. -Send it to playtesters with different mouse sensitivities and axis inversions. Most people wont change default settings, so they are stuck with what you give them. From those playtesters reactions squeeze out most popular settings and make it default. For me personally Invert X and lower sensitivity was best option. -Experiment with different curves for that zoom when you look object from top. I see what you are trying to do here, to get closer look when looking down, but personally for me it feels little odd. In the end only you know what game is supposed to be, so don't go out your way to implement things that are opposite of what you think game should be.
Jan 12 19:25:47 1h 55m Combine Harv-racer ♥ 1 Split screen could really liven up this game, some evil funny tactics to be found for sure. Stole all the corn in front of your friends
Jan 12 19:27:37 1m 50s Crypt Caper ♥ 0 I guess it is this minimalist black and white 1-bit style that really steers people towards of thinking of dark and light and how that can be used as a game mechanics
Jan 13 17:49:40 22h 22m Definitely Not A Pyramid Scheme ♥ 1 You have such a distinctive style to stupid faces, that I think you should cover more of a screen with them. Now they are very small. Game itself is very cryptic if you don't read instructions. More effort could be put for teaching player to play the game. I also think controls could be more aligned between alone mode and when you have followers. It took me while to understand that it is essentially snake type of game, cause I was able to go any direction at first, but then those followers pushed me off the ledge. But yeah, I see there could be fun game out of here. Bit more polish in game play and more contrasting graphics, some kind of tutorial and it's fine. It is joke game and that is good, humour get's good rating on this one
Jan 13 18:09:47 20m 07s Harvestigator: An IRS Tax Auditing Game ♥ 1 Great idea that menu already is teaching you of controls. Surprisingly decent voice acting and smooth controls. Played it enough to get the idea, which was pretty fast considering how much there is text, so I don't know how much basic formula is going to get twisted. Not much into these games, but I see there is some good humour. All in all, well executed, well written game with good voice acting and good enough graphics.
Jan 13 19:31:46 1h 21m Children of the Combine ♥ 2 Let's face it, it is horrible game. It is just hodgepodge of ideas, styles, techniques. Nothing works, it looks horrible and there is constant rambling going on. Gameplay is slow, buggy and unexciting. There is even dedicated cheat button in case game breaks down. But damn I love this mess! One of the best in the jam. Make it real game post jam!
Jan 13 19:45:41 13m 55s The Dark Forest and the Memories of Harvest, of One Autumn's Days ♥ 1 I see why you might have loved our visuals, having same palette and all. Lovely out of tune banjo there. Goes high on mood rating.
Jan 13 19:54:52 9m 11s Nesting ♥ 1 Very cute protagonist, good graphics with beautiful Pico palette. Controls works well and feels good. I do think main mechanism (flying, not picking things up) has potential and you should seek it further if you are able to get full game out of this demo.
Jan 13 20:25:33 30m 41s Drake's Fortune ♥ 2 Of all of ideas here, this might be my favourite. I feel like only fraction of it's potential is unlocked now. Make falling rocks interact with enemies and you ala Angry Birds, tighten the controls, maybe even add to the move set (dash etc) and it will be nice game. Also I have idea here, game has some deeper managering potential. Invert that "dragon wont left bed for a this little gold" loop and actually make towns remember their damage and lost resources. Do you want to keep those towns broken, underfunded and low? Just rob them on repeat and cause as much damage as you can. You might not get as much gold from, but at least they can't up their defenses. All while other towns are getting rich outside your territory and getting their defenses up. If you end up ignoring all the challenging, rich towns too much, they might gather army and even start attacking your cave.
Jan 13 20:36:52 11m 19s Sodium Season ♥ 1 Lovely graphics and very well executed Donkey Kong JR. like movement.
Jan 13 20:48:13 11m 21s Junkship ♥ 1 Very nice vector graphics simulation, with all the bloom of real screen. Could go even more saturated! Controls are solid, even if bit too floaty and slow for my taste. At the times I felt like Wall E, cleaning trash to gain access to next area. And with all the abstract enemies/hazards this gets high rating on mood
Jan 13 21:05:17 17m 04s NINE LIVES - Harvesting of souls ♥ 1 I do consider voting this down for being manipulative. Who does not like cats? I appreciate that you put effort on teaching the player as game went along. I do wish that spirit realm and collected souls would have had more immediate effect, worked as lives or something to sell that name.
Jan 14 12:27:15 15h 21m Fall's Tome ♥ 2 One of the strongest artstyles in jam, even with glitches and all. Gameplay is relaxing for sure, I do think it you achieved mood you were going very well. Point system is now too simplistic, there is no really any purpose to take pleasing pictures. Getting rid of point system might make it better, as then there is reason to grind multiple pictures, but you are still encouraged to walk around. Other option is to implement some kind of chain of multipliers that looks for golden ratio, number of objects catch in the picture, amount of fore and background, amount of sky and clouds, etc in addition to basic amount of screen space used for object in question. I also do think using notebook were bit cumbersome. It could be always open and then you choose which picture you take, or it could be like now and game recognizes what is most prominent object in the picture and assigns it for the right page. All in all, enjoyable experience, with good music and graphics, smooth controls and relaxing mood.
Jan 14 12:55:01 27m 46s GAKKI the Water Harvester ♥ 1 Very good job for the first timer! I guess there is no winning screen implemented, as I stopped to 61/60. I'm sucker for these kind exploration games with minimal control set. Just throw me into world and let me choose direction. Main gameplay loop here could be made more exciting with some kind of combat or hazards, but even in current form game mostly entertained me it's entire length. I really did like addition of those characters, messages etc giving hints. I don't know if I managed to follow those hints though. Expanding passive skills were also good addition, though it was bit hard to know what kind of blocks I was able to break at first.
Jan 14 13:02:55 7m 54s CRAWLER CRAWL ♥ 1 Very smooth controls, feels like Turok 1 with that head tilt. Actually feels better, jump is not botched on this one. Prolly best fps controller in this jam.
Jan 14 21:27:59 8h 25m Shred-A-Bunch! ♥ 1 Too bad you changed it from jam to extra, I think this would have been high on ratings. Fun game, even if bit limited. I was bit confused what I'm supposed to harvest, flowers or zombies. I went for zombies cause it was more fun. Physics were somewhat glitchy, but passable enough. Did not come in the way of fun, though some kind of suspension simulation could be nice. Bit more softness in driving over things. I think you could get rid of health bar and just show damage in tractor, darken texture/mesh as damage increases. Also I felt like Big Boy was downgrade, at least fun wise. Most of the appeal was to throw plough into zombies by drifting, then combine harvester came and ruined all the fun
Jan 14 21:53:10 25m 11s Corn Cannon ♥ 1 Good thing my face is indestructable Nice little time waster, implemented mechanics works well.
Jan 15 13:34:19 15h 41m Harvest of the Corn ♥ 0 I would not say controls does not work, I quite like tank controls. Needs backpedaling though, and some sign that enemies are going to attack so you can dodge. Graphics are nice, has certain charm to them
Jan 15 14:43:35 1h 09m Seven Favors ♥ 3 This is one of the nicer games out there, so I list my issues with it first. Not fan of extensive patching during rating period, but oh well, I guess it is allowed by rules and at least you are open with it. I don't like cramped WASD + Shift control scheme. Would move dash to space AND right mouse button. I think it is geared too hard for being jam game. Might be just that I suck at everything 3rd person. It is damn slow outside of gameplay. I guess pacing is ok for first time story mode, but playing it again it just hurts to wait and watch those very slow texts, and same cut scenes again and again. This I feel is only real mistake in design, in my philosophy all that menu/intermission/death screen time should be minimized in this kind of super fast action game. But then good things. Very tight controls, very good feeling dash. Better dash than in my own game actually. Movement speeds etc. are very well balanced. Good effects for the dash too. Dash cooldown could be bit shorter though. I really like enemy designs, mechanics wise. Super simple to read and understand, still helluva lot of variation. Works perfectly for this kind of game, real bullet hell feel. Those level start and end in game cutscenes are very well done and do a lot for making it feel polished game, even if they slow down pacing. Story is fine, music supports atmosphere and mood in general is well thought. Graphics style and palette is strong. All in all, one of the better games in the jam. Would play post jam version.
Jan 15 16:19:09 1h 35m Carvester ♥ 3 Quite well working implementation of driving and rope physics. Bit annoying that cars move direction does not match 100% with visible sprite. Could be made to have only 8 direction of movement like nes/snes era racig games sometimes had. Idea has potential to be both speed running and puzzle game.
Jan 18 15:44:12 71h 25m Deep Harvest VII ♥ 2 Really great voice acting, though woman could be mixed higher. Also needs subtitles, though I understand time constraints. While it controls decently and level is pretty interesting for being just deep blue, it is bit too slow for me to play it until the end. Would love to see compilation video of story elements though. Graphics while not being hugely stylized are very good for being jam. I like the 90's pre-rendered like aesthetics and huge useless "hud". All in all, very atmospheric piece.
Jan 18 16:02:11 17m 59s Harvest Season ♥ 0 Well here we have something. 3D Monster Maze/Duel/Killdozer combination with it's very own atmosphere. Not really anything bad to say about it, especially for being compo entry. Sure it is dark and riddled with smudgy post process, sure it is repetitive and there is no way to read maze other than getting general direction from buildings; but I do think all of this really plays to it's strengths.
Jan 18 16:23:56 21m 45s Wheat World ♥ 1 Nice aesthetics, even with limited amount of tiles. I do think it starts too hard, could have some more accessible screens at the start to teach players and give something fun to do even for us who suck at platformers. I also feel that hit box of spikes is too wide, while graphics of it not being tall enough. They both kill too too easily and blend into background too much cause their small size. All in all, tight and hard little platformer with nice visual style.
Jan 18 20:55:49 4h 31m Persephone ♥ 0 Very interesting artstyle for sure
Jan 24 15:51:57 138h 56m Feeding Time at the Church of the Cosmic Void ♥ 1 I'd say getting so far from theme is positive thing, especially if it creates little gems like this game. Came here because thumbnail, stayed because game was good